Teenage Mutant Ninja Turtles x Justice League Turbo/Aquaman
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]] |
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Standing Light Kick
[[File:TMNTxJL_Template:Char_cllk.PNG|210x210px|center]] |
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Standing Heavy Punch
[[File:TMNTxJL_Template:Char_fhp.PNG|210x210px|center]] |
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Close Standing Heavy Kick
[[File:TMNTxJL_Template:Char_farhk.PNG|210x210px|center]] When Close |
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Far Standing Heavy Kick
[[File:TMNTxJL_Template:Char_clhk.PNG|210x210px|center]] When Far |
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Crouching Light Punch
[[File:TMNTxJL_Template:Char_clp.PNG|210x210px|center]] |
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Crouching Light kick
[[File:TMNTxJL_Template:Char_clk.PNG|210x210px|center]] |
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Crouching Heavy Punch
[[File:TMNTxJL_Template:Char_chp.PNG|210x210px|center]] |
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Crouching Heavy Kick
[[File:TMNTxJL_Template:Char_chk.PNG|210x210px|center]] |
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Jumping Light Punch
[[File:TMNTxJL_Template:Char_jlp.PNG|210x210px|center]] |
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Jumping Light Kick
[[File:TMNTxJL_Template:Char_jlk.PNG|210x210px|center]] |
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Jumping Heavy Punch
[[File:TMNTxJL_Template:Char_jhp.PNG|210x210px|center]] |
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Jumping Heavy Kick
[[File:TMNTxJL_Template:Char_jhk.PNG|210x210px|center]] |
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Throws
Body Toss
[[File:TMNTxJL_Template:Char_Thr.PNG|210x210px|center]] When Close |
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Power Bomb
[[File:TMNTxJL_Template:Char_cmdg.PNG|210x210px|center]] |
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Special Moves
Water Spray (Light/Heavy)
[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] |
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Water Spray Ω
[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] |
- |
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Diving Slam (Light/Heavy)
[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] |
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Diving Slam Ω
[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] |
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Double Punches (Light)
[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] |
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Double Punches (Heavy)
[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] |
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Double Punches Ω
[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] |
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Super Moves
High Tide 1
[[File:TMNTxJL_Template:Char_super1.PNG|210x210px|center]] |
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High Tide 2
[[File:TMNTxJL_Template:Char_super1.PNG|210x210px|center]] |
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High Tide Ω
[[File:TMNTxJL_Template:Char_super1.PNG|210x210px|center]] |
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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