Teenage Mutant Ninja Turtles x Justice League Turbo/Aquaman

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XJLT Aquaman Banner.png

Introduction

The royal sovereign of Atlantis, Aquaman has seen fit to ally himself with the Justice League in order to protect the seas as well as landwellers.


Despite all his undersea adventures, not even he has encountered anything like the Ninja Turtles, reptilian bipedals upon whom his trademark telepathy has no effect!

Character Overview

Complexity Rating -Beginner 1\5 - Advanced 2\5

The Justice League member from the sea comes into the strange land of TMNT with a straight foward and to the point style that is one of the safest in the game. Royalty is not one to play around, as combined with a solid projectile and overhead arching punch he can control several points of the screen at once and even more with super stocked. While his normal range on average leaves more to be desired, he comes packed with one of the best normal anti airs in the game, giving any opponent a second guess at jumping. This all becomes even better with omega where he gains an OTG that means he can juggle from nearly anywhere fron any knockdown.

While he might seem plain and boring at first (not surprising for those who look at Aquaman normally) give him some time and you'll be surprised what Atlantis's king can really do.

Strengths:

  • Versatile and straight forward Moveset
  • One of the safest characters in the game
  • Can hit from a lot of different angles with specials and supers
  • Diving Slam Omega OTG can make any knockdown a potential juggle, also giving him the strongest normal throw in the game
  • One of the best CH AAs in the game in Crouching HP

Weaknesses:

  • Can feel rather stubby overall at times
  • Juggle Damage\stun is on the lower end even with multiple omega stocked
  • Lots of ways to get juggles started, limited ways to keep them going
  • No real gimmicks, needs fundamentals to break through a good opponent

Data Arsenal

Life                                  :  1000 points
Stun                                  :  615 points
Pre-jump Frames                       :  3 frames
Jump Time                             :  38 frames
Forward Dash                          :  31 frames
Backdash                              :  21 frames
Wakeup Up                             :  15 frames

Movelist

Legend

C = CPS Chain ok

N = Normal chain ok

S = Special cancel ok

H = Super cancel ok

O = Oki frames - advantage you have until p2 gets up, does NOT include their wake up time

[] = frames between next active hitbox

  • = After active frame(s) For calculating total move time

Advantage is on hit and block, respectively, and are listed as assuming move is hitting point blank and not meaty

~ = All jumping normal attacks have the maximum advantage of +11 at the lowest possible hit irregardless of button strength

Normal Attacks

Standing Light Punch

[[File:TMNTxJL_Template:Char_slp.png|210x210px|center]] Xjlt lp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
28 18 Mid.png 3 3 6 8 10 8 2/0 C/N/S/H

A quick and long range jab. This is Aquaman's strongest light attack with a start up speed of 3f, faster and having more range then his CR LP. This makes it the best light for raw damage in CPS chains before chaning into a ST HP, although the opponent must be standing for it to link. On block it's neutral, so combined with it's little push back allows for plenty of tick throw setups or stagger pressure.


Standing Light Kick

[[File:TMNTxJL_Template:Char_cllk.PNG|210x210px|center]] Xjlt lk.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
26 18 Mid.png 3 3 6 8 10 8 2/0 C/N/S/H

A fast knee strike. A lot of what applies to ST LP also applies to this normal as they share a lot of attributes, but more for opponents that are crouching. It has the second longest range of his grounded lights so you get a little more room to work with distance wise and is easier to connect into either standing heavy irregardless if the opponent is standing or not.


Standing Heavy Punch

[[File:TMNTxJL_Template:Char_fhp.PNG|210x210px|center]] Xjlt hp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
65 65 Mid.png 8 5 16 20 65 15 -2/-5 C/S/H

A long straight punch. While not a bad poke in it's own right, having good range, his far ST HK is far better for that purpose. This move shines instead in CPS canceling after longer light chains, having less push back then his other heavies. This makes it so canceled moves after are more likely to connect far more often, whether it be on block or hit.


Close Standing Heavy Kick

[[File:TMNTxJL_Template:Char_farhk.PNG|210x210px|center]] When Close Xjlt hk.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67 65 Mid.png 7 3 13 15 65 15 3/0 C/S/H

A front kick. The fastest of his standing heavy attacks and the only one to not be negative on block. In neutral it's not a bad check for more block stun in block strings or as setup for his diving punches. This is the better of the two CPS kick chain enders as it has less push back then the far one with no change in damage. This also recovers faster then his other heavies, so it can give you more time in juggles.


Far Standing Heavy Kick

[[File:TMNTxJL_Template:Char_clhk.PNG|210x210px|center]] When Far Xjlt hk.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67 68 Mid.png 8 4 13 14 18 15 1/-2 C/S/H

An angled high kick. The farthest reaching of any of Aquaman's pokes with a huge hit box in front of him, making it a good poke to test things with. It is also cancelable, but both it's range and push back means the only things that will really connect after are omega water spray or super 1.


Crouching Light Punch

[[File:TMNTxJL_Template:Char_clp.PNG|210x210px|center]] DB.png/D.png/DF.pngXjlt lp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
27 18 Mid.png 4 4 6 9 10 8 1/-1 C/N/S/H

A crouching jab. Aquaman's slowest light (if only by 1f) and has the least range out of all of them. This is still a key move in his arsenal however, being a far more consistent CPS chain starter into ST HP in longer chains with hitting the opponent on crouch as well as standing.


Crouching Light kick

[[File:TMNTxJL_Template:Char_clk.PNG|210x210px|center]] DB.png/D.png/DF.pngXjlt lk.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
25 18 Low.png 3 3 8 10 10 8 0/-2 C/N/S/H

A long reaching crouch kick. His longest reaching light and also a low making it a huge asset in his move set. You would want to keep them to a minimum in CPS chains as his other lights or even heavies will have trouble hitting if you do more then two of them.


Crouching Heavy Punch

[[File:TMNTxJL_Template:Char_chp.PNG|210x210px|center]] DB.png/D.png/DF.pngXjlt hp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67 65 Mid.png 7 7 13 19 18 15 0/-2 C/S/H

A mighty uppercut. This is bar none the best normal Anti Air in the game with a huge hitbox and good speed to react to a opponent's jump. The potential of juggles through CH AA increases it's threat level even more, even used in juggles can be used to give you more juggle time. This is a move that an opponent should always be weary of and if they aren't you aren't playing Aquaman right.


Crouching Heavy Kick

[[File:TMNTxJL_Template:Char_chk.PNG|210x210px|center]] DB.png/D.png/DF.pngXjlt hk.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
70 65 Low.png 8 5 19 23 18 15 014/-8 -

A long reaching sweep. Aquaman's dedicated sweep and also his strongest damaging normal. It's range is also deceptive as Aquaman moves forward when doing the move, so it can catch an opponent off guard with it. It can also be a very good ender in juggles when not having super, being his highest single hit damage move.


Jumping Light Punch

[[File:TMNTxJL_Template:Char_jlp.PNG|210x210px|center]] UB.png/U.png/UF.pngXjlt lp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
27 22 High.png 4 All 0 3 14 14 11/11~ -

A fast jumping jab. His fastest aerial and with all lights the hit box stays active the entire jump. It's hit box is aimed higher up so it's a good quick air to air but for jump ins HK or HP are much preferred.


Jumping Light Kick

[[File:TMNTxJL_Template:Char_jlk.PNG|210x210px|center]] UB.png/U.png/UF.pngXjlt lk.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
26 22 High.png 5 All 0 3 14 14 11/11~ -

Jumping knee. Aquaman's cross up which has a really solid hit box. As the cross up can be active the whole jump, it still must be timed well or else you will only get a few plus frames and are unable to link after.


Jumping Heavy Punch

[[File:TMNTxJL_Template:Char_jhp.PNG|210x210px|center]] UB.png/U.png/UF.pngXjlt hp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
69 75 High.png 7 14 5 3 14 14 11/11~ -

Heavy jumping straight. This keeps the same hit box as his jumping LP making it great for air to airs you can see coming. For jump ins as the hit box is higher it can be the jump in of choice to time getting the max frame advantage on hit or block.


Jumping Heavy Kick

[[File:TMNTxJL_Template:Char_jhk.PNG|210x210px|center]] UB.png/U.png/UF.pngXjlt hk.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
69 75 High.png 6 14 6 3 14 14 11/11~ -

A long reaching jump kick. The longest reaching of Aquaman's jumping attacks, making it good for a jump in punish from afar. If hit from max range it can be difficult to get anything afterward so keep that in mind.


Throws

Body Toss

[[File:TMNTxJL_Template:Char_Thr.PNG|210x210px|center]] When Close B.png / F.png + Xjlt hp.png / Xjlt hk.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
75 0 Throw.png 2 1 0 O65

Your standard body toss. As all normal throws this makes it your fastest punisher and for most characters it ends there. For Aquaman though with diving punch omega being OTG can it make the strongest normal throw in the game, as you will always get a juggle full points. Doing an OTG into a heavy then super does over 400 damage.


Power Bomb

[[File:TMNTxJL_Template:Char_cmdg.PNG|210x210px|center]] HCB.png + Xjlt hk.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
75 Throw.png 3 1 31 O68

Aquaman does a power bomb in which he can juggle after(21F). This will keep you the same side so it can let you keep your pressure going or push them to the corner.


Special Moves

Water Spray (Light/Heavy)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] QCF.pngXjlt lp.png / Xjlt hp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
65/10 68 Mid.png 13 - 27Xjlt lp.png /23Xjlt hp.png 23Xjlt lp.png /25Xjlt hp.png 28 25 5/2Xjlt lp.png 3/0Xjlt hp.png -

A water based projectile. It has a decent hit box that will cover most moves any opponent can throw at it. The main difference between the strengths is recovery speed, with LP being slower and HP faster. The HP version is a usual ender in far juggles after Diving Punch OTG. The LP version on hit pointblank has enough advantage after, but options after are very limited.


Water Spray Ω

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] QCF.pngXjlt lp.png + Xjlt hp.png

-
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
65/10 68 Mid.png 7 26 21 68 25 7/4 -

Omega version of water spray. The water ball here is MUCH faster, easily able to suddenly snipe people from afar. It's speed is both a boon and curse, as it makes it harder to use in juggles after canceling from moves farther away while maintaining your juggle limit.This is also your main juggle extender with lots of omegas stocked as it's very easy to do in succession. When done in a standing combo you actually are plus enough to link after easily, but options to link after are limited.


Diving Slam (Light/Heavy)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] DP.pngXjlt lp.png / Xjlt hp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
95(50+45)/12x2 120x2 High.png 26Xjlt lp.png /29Xjlt hp.png 15Xjlt lp.png /19Xjlt hp.png 9 16 18 16 2/0 -

A jumping double handed slam. A key move for Aquaman that does a lot for him; going over moves, can hit air to air for SP AA juggles, does high stun (120 per hit) and even hits overhead. It does require some timing for countering opponents in air as the hit box does not come out until Aquaman flips and starts to descend. The difference between button pressed is the distance jumped, LP being lower to the ground while HP is much higher. Anywhere you can fit this move in will make you win all the more faster.


Diving Slam Ω

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] DP.pngXjlt lp.png + Xjlt hp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
95(50+45)/12 30x2 High.png 18 17 12 14 18 16 O86/2 -

Omega version of diving slam. It's more like the LP version being lower to the ground while having much faster start up, being able to link from some heavy attacks. It's hitbox is also much larger, even able to be hit behind Aquaman when landing in a cross up situation on wake up. The second hit has the unique property to throw behind Aquaman and that hit will be an OTG. This will make it that you can juggle after for 36F, but it will NOT restore any juggle points so only works as a juggle starter such as after a sweep or throw. It is a poor choice in juggles as you will only hit the first hit and then immediately throw the opponent only getting 50 damage as the OTG hit does no damage.


Double Punches (Light)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] QCB.pngXjlt lp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
75(35+25+15)/18(6x3) 60(20x3) Mid.png 8 22(8[9]5) 12 11 18 13 4/-1 -

Aquamans's first set of light punches, an uppercut into a back fist. It does a decent amount of damage, but it's main use is a safe block string ender after most heavies being only -1 on block. On hit you are +4, but not close enough to link into anything. The back fist does two hits, not making this a good choice in juggles normally, but as his first hit shares the hitbox of his cr HP while moving forward it can make for a quick Special AA starter with the next two punches keeping it going.


Double Punches (Heavy)

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] QCB.pngXjlt hp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
90(30x3)/6x3 75(30+20+25) Mid.png 11 26(6[13]7) 11 16 18 13 O57/-3 -

Aquaman's second set of double punches, this one a back fist into an uppercut. This is his usual juggle starter (18F) in the corner with needing to use an omega diving punch to get a juggle mid screen. This does start up slower then his other double punches although it has more start up range giving you more room to link from.


Double Punches Ω

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] QCB.pngXjlt lp.png + Xjlt hp.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
95(25+20+15+35)/24(6x4) 90(20+25+30+20) Mid.pngLow.png 9 40(4[7]9[10]10) 12 21 14 14 O56/-7 -

Omega Double Punches, which is his LP double punches with an added end slide. This is Aquaman's dedicated reversal, having 11f frames on invincibility on start up (past the first punch hitting) and the ability to juggle after standing hit(18f). This is one of the few unsafe moves Aquaman at -7 with a 3F gap in between the punches and the slide. While being his strongest special move it's nigh impossible to use in juggles, with the last two punches sending high compared to the tiny hitbox of the slide without recovering in time to juggle after.


Super Moves

High Tide 1

[[File:TMNTxJL_Template:Char_super1.PNG|210x210px|center]] Xjlt s1.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
280/15 0 Mid.png 10 20 10 O55/-13

A super version of his Water Spray. Has 10f startup invincibility. It has a hit box big larger then his normal water spray with a speed comparable to his omega water spray. This can make for sudden snipes for whiffs or longer juggles, such as after his OTG. It can also be done even while his normal water spray is on screen, so it can be confirmed from a far distance for big damage. On hit a tidal wave will send the opponent behind Aquaman then send them forward, so you can control to an extent if they go back in the corner or not. A note is that you cannot hit OTG after any super.


High Tide 2

[[File:TMNTxJL_Template:Char_super1.PNG|210x210px|center]] Xjlt s2.png

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
280/15 0 Mid.png 6 18 20 10 O55/-18

Aquaman summons water that comes from the ceiling. Has 7F startup invincibility. This super is what gives Aquaman the ability for the opponent to really second guess whenever they whiff something. It has several uses, such as reacting to jumps or long distance juggle confirms.If he has hit even after the waves hit the super will stop, so you must be careful of your positioning. The tidal wave from super 1 happens on this super as well so the the same things apply.


High Tide Ω

[[File:TMNTxJL_Template:Char_super1.PNG|210x210px|center]] Xjlt s1.png + Xjlt s2.png With Full Super Meter and either 3 Red Rage Omega Level 1.png Sources(Blue Fire Omega Level 3.png) OR With 1 Red Rage Omega Level 1.png Source And Full Health

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
385/15 Mid.png 10 20 10 O44/-13

An omega version of high tide 1. Has 14f startup invincibility.This keeps most of the same properties in speed and hit box, so most of that still applies to this move. One big thing aside from the damage increase is that Aquman will uppercut them on the final hit, which makes him keep the corner without needing to jump.


Combos & BnBs

Aquaman's combos are pretty simple and to the point, mainly going from his CPS chains into ST HP\CL ST HK into HP double punches to begin juggles. Options in juggle tend to be a heavy into either heavy into lp diving punch for stun or heavy into omega water spray (as many as you can) into super.

Here are some examples.

Cr LK > cr LP (x2) > ST HP > HP Double Punches > Cr HP > LP Diving Punch (> Omega Water Spray x N)

ST LP X 3 > ST HP > HP Double Punches > Cr HP > Omega Water Spray (xN) > Super

Throw > Omega Diving Punch > ST HK > (Omega Water Spray) > Super 2

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