Shredder (TF)

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Shredder
Height 6'6"
Weight 280 lbs.
Eyes Black
Age ?
Birthplace Osaka Japan
Weapons Battle Armor
Favorite Activities Planning world conquest
Ultimate Goals To regain control over the "mindless" masses of New York.

Introduction

Schröder is back, and this time he's Cyber. At its simplest, Shredder is THE rushdown Boxer (Balrog) of this game. He’s a very solid high-tier character who excels at offense. In Tournament Fighters, most characters can either stun good or do big damage. Shredder does both easily. He has devastating strings, fantastic air normals, prioritized ground normals, and great combo potential. What he lacks in defense, he makes up for in… countering defense. Being a character with basically three ways around fireballs (Aura Crusher, timed Knee Crush, and Reflector), he’s almost impossible to zone properly. This nets him even more opportunities to get in, harass, and make the opponent wish they picked Shredder too. Being a strong character and not a “broken” one, he isn’t without his weaknesses. His ground normals are fairly stubby, and none are your orthodox anti-airs. He has no truly invincible reversals, which can lead to some extremely unfair situations when he’s disadvantaged. And because he’s a part of the “Three Stooges” with Aska and Armaggon, meaning that he’s vulnerable to character-specific crouch unblockables that affect no other legal character. Although commonly regarded as an “easy” character, decent knowledge about how and when to use his powerful buttons, Aura Crusher, and reflector are detrimental in order to give people trouble. He can be very annoying as a read-based character and is arguably at his strongest when played as such. Because of his accessible play style and relatively low skill level, Shredder is one of the healthiest characters in the game, and he’s very prevalent in the meta. If you don’t main him, he’ll definitely make for a strong pocket character. Also, heh, being a part of the Stooges means he has the ability to be airborne frame one upon jumping. Use this to your advantage!


Quirks & Tech

Data Arsenal

Pre-jump Frames                        :  4 frames (Hi-Speed 1)
Dizzy                                  :  640 points


Movelist

Legend N = Normal chain ok S = Special cancel ok C = CPS Chain ok [] = frames between next active hitbox

  • = After active frame(s) For calculating total move time

Advantage is on hit and block, respectively

Standing Normals

Standing Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 96

Fast light normal. Rarely used by shredder players but can be used as an anti air sometimes. This normal is also rarely used in combos.


Standing Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 64 -

This normal has a decent speed, is great in combos and can stop certain moves when spaced out properly( Chrome Dome's crouching hp/ crouching hk.) This normal is also a good tool for whiff punishing if you want to use lights instead of heavy buttons for less risk.


Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256 -

One of shredders best normals. Slow startup but has high potential when used properly. Has far reach and is one of the go-to moves for whiff punishing. Be careful when putting this move out. This move is great at nabbing whiff punishes but is slow on startup, which can get you whiff punished.


Close Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256

One of shredder go-to combo starters from a jump in. Has slow startup, being a heavy move, but leads to heavy combo damage.


Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256 -

Slow on startup but can lead to a bit of damage. This normal is good for whiff punishing, but is rarely used in combos. Use this normal safely, as you can get whiff punished for using this normal incorrectly.


Close Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256

Very slow on startup and is rarely used in combos. There are better normals to use other than this one, but it is still an ok normal.


Crouching Normals

Crouching Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 96 -


Crouching Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 80


Crouching Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256


Crouching Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256


Jumping Normals

Jumping Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 128


Neutral Jumping Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 64


Jumping Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 144


Jumping Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 240


Neutral Jumping Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256


Jumping Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 128


Special Moves

Aura Crusher
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link


Knee Crush (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link


Knee Crush (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link


Aura Shield
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link


Ultimate Attack

Lightning Pressure
File:Tmnttf shred UA.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link


Combos/Punishes

Frame Data Quick List

Shredder Startup Active Recovery Adv
sLP 3 1 8 -1/+2
sLK 5 2 5 +1/+4
sHP 6 4 10 +1/+4
clHP 8 5 14 -4/-1
sHK 4 5 14 -4/-1
clHK 12 4 8 +3/+6
crLP 3 1 7 0/+3
crLK 6 1 6 +1/+4
crHP 6 5 11 -1/+2
crHK 9 3 15 KD/0
jLP 3 infinite N/A N/A
djLP 3 infinite N/A N/A
jLK 3 infinite N/A N/A
jHP 5 10 N/A N/A
djHP 5 10 N/A N/A
jHK 7 10 N/A N/A
lAC 6-13 3+8 10 -7/-4 -4/-1
hAC 6-45 3+8 10 -7/-4 -4/-1
Aura 12 24 1 N/A
lKN 5 9 18 KD/-5
hKN 5 9 16 KD/-3
CA 16 58 N/A KD/-15
  • Aura Crusher's second hit may whiff. Use second set if both hits connect.
  • The lightning bolt itself is not a separate attack


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