Chrome Dome (TF)

From Super Fighting Wiki
Jump to navigation Jump to search
 Cleanup.png This article is nice, but could use a little cleanup.

This article currently could benefit from pictures, colors, and a bit more gameplay information. We'd be pleased if you could contribute!


Chrome Dome
Height 5'10"
Weight 200 lbs.
Eyes Red
Age 66 MHZ
Birthplace Shredders Metal Shop
Weapons Thuder Gauntlents
Favorite Activities Steel Magnolias
Ultimate Goals He wants to extract the "Warrior" program from his system memory.

Introduction

Filler.

Data Arsenal

Pre-jump Frames                        :  2 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

Normal Attacks

Standing Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 1 7 0/+3 C/N/S

This attack only combos in normal speed on P1 side due to hitstun differences.

Standing Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 -1/+2 C/N

Your go-to poke move up close.

Close Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 -1/+2 C/N

Same as the far version, but a low.

Standing Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 10 8 13 -6/-3

It works to stuff some projectiles, but it's decent as a semi-random poke. The distance makes it safe in any situation

Close Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 21 -11/-8 S

The proximity required for this move is extremely lenient. From max distance combo options are limited.

Standing Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 13 -3/-0

A working anti-air that every turtle has.

Close Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 7 +3/+6

Another anti-air. Slightly worse, but with better recovery.

Crouching Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 2 14 -7/-4 S

It is possible to chain into this attack, but its startup stops this from comboing.

Crouching Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 9 -1/+2 C/N/S

Despite doing the same lower damage as his brothers, he has less reach. This button works to end combos by cancelling into special after two kicks. For Roto Cutter, hold forward before going into this move.

Crouching Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 10 9 -4/-1

It looks like it would be a good anti-air, but require positioning with its picky hitbox. Worse priority than suggested. It also whiffs on certain crouchers.

Crouching Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 9 5 12 KD/+2 S

(none)

Jumping Light Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 infinite N/A N/A

The sword itself doesn't hit, but rather the elbow. A bug gives this move infinite active frames even when the move appears to have ended.

Belly Flop
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 infinite N/A N/A

The universal command aerial all turtles have. It's the best lingering aerial they have though its priority can be questioned.

Jumping Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 infinite N/A N/A

(none)

Diagonal Jump Light Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 infinite N/A N/A

(none)

Jumping Heavy Punch
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 10 N/A N/A

Not as much stun as djHK, but has a much better hitbox for air-to-air. It also covers below him near the end. Can work as a crossup from farther distances.

Jumping Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 5 N/A N/A

(none)

Diagonal Jump Heavy Kick
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 10 N/A N/A

Great for crossups, and has better stun than jHP.

Special Moves

Shining Cutter (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 N/A 34 -5/-2

Use this one over heavy in most cases as it's faster to recover. The advantage shown is from point-blank range.

Shining Cutter (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 N/A 37 -8/-5

Safer from far away, but still punishable from a read. The advantage shown is from point-blank range.

Endless Screw
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1[12]... 1[2](repeat) 10 KD(first hit) +1/+4(even hits) +4/+7(odd hits)

Both versions have identical data except that Heavy has an additional spin and one extra frame of recovery. First hit knocks down. First back spin does not have a hitbox. Past the second possible hit, only every other hit connects.

Roto Cutter (Light)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 3 30 KD/-10

The DP you should use in most situations. It may not reach up as high, but it goes slightly further.

Roto Cutter (Heavy)
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 3 38 KD/-18

The DP you shouldn't use in any situation. Less horizontal reach, and with no extra damage to compensate.

Ultimate Attack

Thousand Flurry
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 25 180 35 -??/-13

Be careful using this as Leo can be hit out of the startup. Every projectile counts. This will either do serious chip damage or dizzy at least once with plenty left over. Advantage data is based on point-blank range.

Combos

Throw Loop

[ LP Grab > jHP 2LK-2LK-2LK-2HK (dizzy) ] x ∞

Chrome Dome has a throw loop vs. the turtles.

TMNTTF cart US.png
Teenage Mutant Ninja Turtles Tournament Fighters
Aska Chrome Dome Donatello Armaggon
Karai Leonardo Michelangelo Raphael
Rat King Shredder War Wingnut
List of Fighting Games
Back to Mainpage