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, 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. This will be your go-to unorthodox anti-air to get jumpers off of you when you don't have charge. This normal is 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 a lot moves when spaced out properly (Namely 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. The best thing about this normal is it's priority. Shredder retains his neutral hurtboxes while his leg has no hurtbox.


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. This normal is best used for whiff punishing, as you can buffer it into both aura crusher and knee crush. Be careful when throwing this move out, though. Although this move is great for nabbing whiff punishes, its slow on startup makes it vulnerable whiff punishes as well.


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 -

Another really good normal that shredder has. Fast on startup, but low on damage being a light normal. This normal is one of the go-to normals for poking. It has lots of range and is really fast. This normal is also one of the go-to normals in combos. Overall, this is an amazing normal.


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

Fast on startup, and a quick move to poke with. This normal has far range for a crouching move and crouching heavy kick, this move is not slow on startup. Another good normal to use in combos as well.


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

Another one of shredder really good normals. Slow on startup but has far reach for a crouching normal and can lead to a lot of damage potential. Can be buffered into knee crush or aura crusher and is an amazing whiff punish tool


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

Slow on startup, but can be used as a whiff punish tool. This normal has the most range out of all of shredders normals, but is rarely used in combos.


Jumping Normals

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

Does less damage than the heavy version but when spaced out properly, can beat out certain normals. This normal is one of the go-to normals for a jump in combo. This normal is also a good air-to-air.


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

Both versions have the same range but the light one does less damage. This normal is rarely used because the heavy version is overall better.


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

Fast light air normal. The heavy version is better for jump in combos. Is less used because of the heavy version, but has still has some uses.


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

One of the go-to normals for a jump in combo. This normal can be a good air-to-air normal when spaced out properly as well.


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

Has far reach and can beat out a lot of jump in attacks when spaced properly. Both versions can be used as combo starters, but are less commonly used for a combo starter.


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

The go-to normal for jump in attacks. Has great combo potential and can beat out moves when spaced out properly.


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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