Michelangelo (TF)
Introduction
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.
Unbockables
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.
Data Arsenal
Pre-jump Frames : 2 frames (Hi-speed 1) Dizzy : 576 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 |
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Standing Light Kick |
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Standing Heavy Punch |
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Close Heavy Punch |
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Standing Heavy Kick |
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Close Heavy Kick |
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Crouching Normals
Crouching Light Punch |
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Crouching Light Kick |
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Crouching Heavy Punch |
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Crouching Heavy Kick |
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Jumping Normals
Jumping Light Punch |
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Belly Flop (Down+LP) |
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Jumping Light Kick |
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Neutral Jump Light Kick |
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Jumping Heavy Punch |
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Jumping Heavy Kick |
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Neutral Jump Heavy Kick |
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Special Moves
Dynamite Bomber (Light) |
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Dynamite Bomber (Heavy) |
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Rising Thunder (Light) |
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Rising Thunder (Heavy) |
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Dragon Breath |
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Ultimate Attack
Ogre Rush |
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Combos/Punishes/References
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 & War having weird hurtboxes you will need to crossup J.HK into heavy RT without the cr.lp for the former and completely give up the heavy and do the light RT for the latter. 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
Strategies
Mike is an explosive turret character, meant to camp and zone to his heart's content while having the ability to turn on the jets and end the round in a violent burst. Think of a Sagat in Street fighter with a Blanka ball, that's Mike. You want to annoy your opponent with your zoning and go from 0 to 100 real quick, making your opponent second guess how they exactly want to take you on. Here are a few key factors to take in as Mike that will help you play MUs accordingly..
- Know the fireball dynamic:
Mike generally can camp it out against most characters, but it is important you are able to identify which characters you can openly fireball camp, which you may need to carefully choose fireballs, and which who can compete and possibly try to camp Mike in return *cough cough Raph* usually in the fireball dynamic, there is a zoner and the other one is the "snuffer". While the zoner has the better fireball from afar and will win the fireball wars, the snuffer usually can use their fireball more up close. Leo & Chrome Dome are fireball snuffers typically and Raph & Mike are zoners. Mike is interesting in that his relatively quick startup on his fireball can make him snuff stuff with it. This is evident vs Raph as Raph will beat Mike in a fireball war from afar, but closer ranges favor Mike. Knowing the fireball traits of your opponent helps you adjust Mike's incredible fireball game accordingly.
- Establish respect, but don't overdo it:
Mike's Rising Thunder is dumb, let's face it. However, a good player will adapt and begin trying to fish it outta you. You need to fight your dumb shark turtle brain instincts of DPing on wakeup but also let your opponent know you will gladly do so if they don't respect it. Sometimes you should "make due" with substitute anti-airs like Mike's standing HP or even the rare standing LK spam just to get your opponent's eyes off the Rising Thunder so you can pull it on e'm later.
- When you explode, make it count:
Ever played super smash bros and that captain falcon player just seems to really destroy everyone when he gets that ONE opening? Well Mike embodies that, most notably with his dynamite bomber and fireball trapping. When you get an advantage state in most MUs, it is in your best interest to try and see if you can close it out ASAP because Mike can be fragile to dizzy setups, meaning if you can wrap it up before your opponent even gets a shot to make a comeback, you're probably best off doing just that. Mike hits HARD, so get that dizzy or a corner situation and overwhelm your opponent so they don't even see Mike's weaknesses.
MATCHUPS
Here is the matchup section. We will display advantaged MUs into disadvantaged ones to keep with consistency across character pages.
VS War | {{ |
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VS Aska | {{ |
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Frame Data Quick List
Move | Startup | Active | Recovery | Advantage |
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sLP | 8 | 3 | 12 | -7/-4 |
sLK | 6 | 1 | 8 | -1/+2 |
sHP | 8 | 9 | 10 | -3/0 |
clHP | 8 | 5 | 10 | 0/+3 |
sHK | 7 | 5 | 13 | -4/-1 |
clHK | 7 | 5 | 7 | +2/+5 |
crLP | 6 | 1 | 11 | -4/-1 |
crLK | 8 | 5 | 16 | -13/-10 |
crHP | 7 | 5 | 8 | +2/+5 |
crHK | 7 | 10 | 16 | KD/-8 |
jLP | 6 | infinite | N/A | N/A |
BFlop | 3 | infinite | N/A | N/A |
jLK | 3 | infinite | N/A | N/A |
djLK | 3 | infinite | N/A | N/A |
jHP | 5 | 5 | N/A | N/A |
jHK | 5 | 5 | N/A | N/A |
djHK | 5 | 10 | N/A | N/A |
lDB* | 10 | 1[9]*3 | 8 | +10/+13 |
hDB* | 10 | 1[3]*6 | 8 | +10/+13 |
Proj | 11 | N/A | 26 | +3/+6 |
lRT | 3 | 20 | 22 | KD/-13 |
hRT | 3 | 3+3+21 | 29 | KD/-27 |
UA** | 12 | 99 | 43 | KD/-27 |
(*)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.
Teenage Mutant Ninja Turtles Tournament Fighters | |||
---|---|---|---|
Aska | Chrome Dome | Donatello | Armaggon |
Karai | Leonardo | Michelangelo | Raphael |
Rat King | Shredder | War | Wingnut |
List of Fighting Games | |||
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