Shredder (TF)

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Shredder
ShredP.png
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
Shredder st.lp.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 96


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


Standing Heavy Punch
Shredder far st.hp.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256 -


Close Heavy Punch
Shredder close st.hp.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256


Standing Heavy Kick
Shredder far st.hk.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256 -


Close Heavy Kick
Shredder close st.hk.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 256


Crouching Normals

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


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


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


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


Jumping Normals

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


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


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


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


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


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


Special Moves

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


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


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


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


Ultimate Attack

Lightning Pressure
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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