|Birthplace||Woody's Pet Shop, Pennshellvania|
|Favorite Activities||Surfing, Skateboarding|
|Ultimate Goals||He is planning a few days off to do some surfin' and boardin'|
Much like Leonardo, Michelangelo is very shoto-esc fundamentally in terms of overall style & gameplan. Often considered a glass canon due to his lesser resistance to dizzies while possessing the ability to dizzy quickly, Michelangelo finds himself in the more niche side of the meta. With one of the better DPs/Anti-Airs in the game in the name of Rising Thunder as well as Dynamite Bombers for lethal dizzies and soft reads, Michelangelo has explosive potential on both defense and offense when played correctly. The general downside however, is compared to the 3 other turtles, Michelangelo has the WORST normals of the bunch.
Quirks & Tech
Being one of the 2 turtles (The other being Leo) that can reversal or DP immediately off a Backflip, use this tactic to broaden your defensive mixups when being backed into a corner or simply for baiting an offensive or jump-happy opponent.
Against C.dome, a character who has a deadly death grab on the turtles, Michelangelo's fireballs go right over chrome sparks. Use this to your advantage and pressure C.dome into making a mistake which Michelangelo can readily punish for game.
Mike has specific unblockables against Armaggon, Shredder, and Aska. These take advantage of the dead frames the trio have when crouch blocking, and because of this, they require precise timing.
Dragon Breath Unblockable
This works with Aska, Armaggon, and Shredder. When doing a close crouching light punch, quickly cancel it into Dragon Breath for a simple unblockable. With Aska and Shredder specifically, it is possible to do this with a close standing light punch for the same unblockable. This is not possible with Armaggon because his crouching hurtbox is too low for Mike's standing light punch to connect.
Rising Thunder Unblockable
This one is only possible on Aska and Armaggon. When doing crouching light punch into standing light punch, it will essentially become an "overhead" for the two. When doing the crouching light punch, make sure Rising Thunder is charged. If it is, you will be able to cancel standing light punch into the Rising Thunder for an unblockable combo. Remember to use light punch Rising Thunder on aska as heavy punch RT's final hit will whiff because of her hurtbox. It is best to use this in safe jump situations for certain option select opportunities.
Pre-jump Frames : 2 frames (Hi-speed 1) Dizzy : 576 points
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 Light Punch|
|Standing Light Kick|
|Standing Heavy Punch|
|Close Heavy Punch|
|Standing Heavy Kick|
|Close Heavy Kick|
|Crouching Light Punch|
|Crouching Light Kick|
|Crouching Heavy Punch|
|Crouching Heavy Kick|
|Jumping Light Punch|
|Belly Flop (Down+LP)|
|Jumping Light Kick|
|Neutral Jump Light Kick|
|Jumping Heavy Punch|
|Jumping Heavy Kick|
|Neutral Jump Heavy Kick|
|Dynamite Bomber (Light)|
|Dynamite Bomber (Heavy)|
|Rising Thunder (Light)|
|Rising Thunder (Heavy)|
HP Dynamite Bomber into standing HP or LP Rising Thunder (If you get a soft read and land this, it will often times dizzy and confirm into the combo below.)
Jump in(Immediately begin holding down) HP/HK, cr.LP, HP Rising Thunder (This is an excellent dizzy punish and will always redizzy Raph & other Mikes. KEEP IN MIND that due to Aska's weird hurtbox you will need to use LP Rising Thunder instead against her as the final hit of the heavy version will always whiff even if you cross up the jump-in, leaving you open for punish.) It is an unexplored concept, but for some reason, Mike's jump in has some WEIRD properties. It is in possible theory if you get a deep jump in with perfect inputs this will redizzy other characters as seen here https://clips.twitch.tv/SparklingEagerSwanDerp-WiE6DSsTyTLetgyJ
Frame Data Quick List
(*)Heavy Dynamite Bomber only lands all hits against Turtles and Armaggon on HS1. Advantage is based on last hit.
(**)Given here is first possible active frame and total duration until final frame.
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