Teenage Mutant Ninja Turtles x Justice League Turbo/Leonardo

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Introduction

Named in honor of the great artist of the Renaissance Leonardo da Vinci - is the most senior of the Turtles and typically presented as their leader due to his commanding personality and serious nature. Among his brothers, he is the most ordered and disciplined, and also possesses a strong bond with his father/mentor, Splinter. He is often depicted as wearing a blue bandana and wielding twin Katanas.

Character Trailer

Intro Quotes

Arcade Run

Arcade Ending

Character Strengths

Leonardo is the solid shoto of the game, a great beginner character and a solid character all around. While he is a bit of a jack of all trades, the fact that he does not have a solid edge in any category can lead to unfavorable scenarios. However, with patience, he can defeat anyone in the game reliably.

Strengths:

  • Solid pokes
  • High range anti air
  • Endless screw covers the spread that his roto cutter misses
  • Decent damage, decent stun
  • Has combos that work anywhere on screen consistently.

Weaknesses:

  • Cannot overcome zoning, only combat it
  • His roto cutter can be hit clean by jumping attacks if miss-timed
  • universal command grab conversions are just enough to have decent utility

Data Arsenal

Life                                  :  1000 points
Pre-jump Frames                       :  3 frames
Jump Time                             :  37 frames
Stun                                  :  640 points
Forward Dash                          :  29 frames
Backdash                              :  29 frames
Wakeup Up                             :  18 frames

Movelist

Legend

N = Normal chain ok

S = Special cancel ok

H = Super cancel ok

C = CPS Chain 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

Normal Attacks

Standing Light Punch
Elbow grease
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
33/0 28 link 4 4 6 9 10 8 +1/-1 C/N/S/H

Standard frame 4 light normal. Can be crouched. Ok-ish anti-air.


Standing Light Kick(Close)
decalfinated...
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
33/0 28 link 4 2 8 9 10 8 +1/-1 C/N

Decent meaty if you're diligent. Will obviously hit crouchers and a good way to start pressure.


Standing Light Kick(Far)
The form
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
33/0 28 link 4 3 7 9 10 8 +1/-1 C/N

Decent meaty if you're diligent. Will obviously hit crouchers and a good way to start pressure.


Standing Heavy Punch(Far)
A use of a katana for sure
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
78/0 68 link 9 6 17 22 18 15 -4/-7 C

His best poke, however it can't be cancelled so use it sparingly.


Standing Heavy Punch(Close)
A better use of a katana
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
64/0 68 link 7 6 16 21 18 15 -3/-6 C/S/H

Another solid attack with good range, added bonus of being special cancelable.


Standing Heavy Kick(Far)
full powered
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
70/0 68 link 6 6 12 17 18 15 1/-2 C

Another solid attack with good range. Damn good anti-air


Standing Heavy Kick(Close)
full powered
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
60/0 68 link 6 4 13 16 18 15 2/-1 C/S/H

Another solid attack with good range, added bonus of being special cancelable.


Crouching Light Punch
We don't need the blade
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
35/0 28 link 3 3 8 10 10 8 0/-2 C/N/S/H

Better damage and range at the cost of being slightly more unsafe


Crouching Light kick
Dat low toe
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
32/0 28 link 4 4 5 8 10 8 2/0 C/N/S/H

Good way to clip people walking in and out of range, can lead to decent repositioning with lp Endless screw or Roto-Cutter


Crouching Heavy Punch
The mail opener
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67/0 68 link 8 6 16 21 18 15 -3/6 C/S/H

Almost the goto anti-air normal, will force crouching opponents to stand allowing you to combo into endless screw.


Crouching Heavy Kick
sweep
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67/0 68 link 8 6 12 17 10 9 29 Oki/-8 C

Decent mid range sweep.


Jumping Light Punch
Looks are deceiving
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
39/0 22 link 3 Always 0 3 14 14 +11/+11 -

A solid jumping normal for oki or just a fast attack to interrupt an airborne opponent. The advantage is if you hit as low as possible so mileage may vary.


Body Splash
All in
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
35/0 22 link 0 Always 0 3 14 14 +11/+11 -

The classic cross up that started it all. The advantage is if you hit as low as possible so mileage may vary.


Neutral Jumping Light Kick
The actual ninja move
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
33/0 22 link 4 32 0 3 14 14 +11/+11 -

A solid jumping normal for air to air interactions. The advantage is if you hit as low as possible so mileage may vary.


Jumping Light Kick
All in the knees
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
35/0 22 link 0 Always 0 3 14 14 +11/+11 -

A cross up, a instant overhead, this is a good button but use it improperly and you'll be sliced up thinner than a pepperoni on a new york style pizza. The advantage is if you hit as low as possible so mileage may vary.


Jumping Heavy Punch
The only cut in this game can afford
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
68/0 68 link 6 12 8 3 14 14 +11/+11 -

It slices, it dices, it has a decent hitbox. The advantage is if you hit as low as possible so mileage may vary.


Jumping Neutral Heavy Kick
Action pose
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67/0 68 link 6 13 4 3 14 14 +11/+11 -

Decent cross up. It's the standard heavy cross up. The advantage is if you hit as low as possible so mileage may vary.


Jumping Heavy Kick
Action pose
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67/0 68 link 6 12 6 3 14 14 +11/+11 -

situational, j.lk probably would work better but since this game has a priority system it works for catching stray jumping light attacks. The advantage is if you hit as low as possible so mileage may vary.


Throws

Shoulder Throw
Wax on wax off
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
76/0 0 link 2 1 0 9 - - 69 Oki N/A

The standard throw with a great amount of frames to set up the next attack.


Pizza Roll
Elbow grease
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
70/0 28 link 3 1 31 9 - - 72 Oki N/A

The universal command grab, gives you 22 frames to juggle. The goto is usually endless screw since it consistently juggles.


Special Moves

Shining Cutter LP
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
73/11 44 link 8 - 39 38 30 30 -8/-8 -

advantage is based on hitting point blank, leos answer to fireballs and decent tool for oki set ups.


Shining Cutter HP
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
73/11 44 link 12 - 42 41 30 30 -6/-6 -

advantage is based on hitting point blank, leos answer to fireballs and decent tool for oki set ups.


Shining Cutter Ω
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
46x2(92)/22 44+44(88) link 10 - 27 26 36 36 10/10 -

Very solid projectile, leads to links after. Hits twice, will juggle mid screen from HP endless screw.


Roto-Cutter LP
link
link
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
63/10 60 link 4 14 32 45 18 18 43 Oki/-27 -

Both a decent anti-air and combo ender. With a good hitbox to boot. 5f air invincibility


Roto-Cutter HP
link
link
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
75/10 60 link 5 14 40 53 18 18 38 Oki/-35 -

Both a decent anti-air and combo ender. With a good hitbox to boot. 6f full invincibility


Roto-Cutter Ω
link
link
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
70+35(105)/10+5(15) 35+50(85) link 3 28 30 35 18+18 18+18 48 Oki/-5 -

Has actual invulnerable frames to make it the guaranteed reversal, hits twice. Can lead to juggles if it anti-airs at the right angle. 9f full invincibility


Endless Screw LP
spin to win
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
83, 23 after/12 70, 25 after link 6 31 (6[7]2[2]2[2]2[2]2[2]2) 6 6 18 18 44 Oki/0~+6 -

Decent block string ender, if the later spinning attack hits it can do multple hits. depending on the last hit, the adv will change


Endless Screw HP
spin to win 2
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
73, 23 after/12 70, 25 after link 6 40 (6[6]2[2]2[2]2[2]2[2]2[2]6) 6 6 18 18 76 Oki/-4~+4 -

hits twice, the quintessential combo confirm. 30 frames to juggle whatever you want. Good corner carry. Large damage. This is the sauce. depending on the last hit, the adv will change


Endless Screw Ω
spin to win 3: Final mission
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
12x6 + 23(95)/12 16x7(112) link 4 31 (4[5]2[2]2[2]2[2]2[2]6) 6 6 18 18 70 Oki/-8 -

will beat all crouching attacks and most standing. Loses to throws. Basically shinku tatsumaki. Since it's omega, ignores juggle rules. Very good attack


Ultimate Attack

Millenium Barrage (Super 1)
Proper use of a katana
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
290/25 0 link 7 5 15 42 16 11 40 Oki/-8 -

a lot of range as the starting blow is the same as far HP. 6f full invincibility


Millenium Barrage (Super 2)
File:TMNTxJL Leonardo super2.PNG
Proper use of a katana
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
290/25 0 link 9 9 42 42 16 11 35 Oki/-39 -

uses roto-cutter making it a good antiair. 6f full invincibility


Millenium Barrage Ω
For really big mistakes
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
380/25 0 link 7 5 15 42 16 11 51 Oki/-8 -

a lot of range as the starting blow is the same as far HP, enough invulernable frames to cover start up so its a great reversal. 9f full invincibility


Combos & BnBs

Notation is as follows: Cr = Crouching, St = Standing. Any instance of a light going into a heavy attack is considered a "CPS Chain", which can be performed by pressing both attack strengths together (i.e. St.LP into St.HP is inputted as St.LP > St.LP+St.HP, but will be simplified into St.LP > St.HP)

The Ole Razzle Dazzle - J.hp xx c.lk > c.lp > s.hp > ES HP xx RC HP

  • 380 DMG/363 ST

note: corner carries mid stage, standing opponents only

The New Razzle Dazzle - (cross up)J.hk xx c.lk > c.lp > c.hp > ES HP xx RC HP

  • 384 DMG/363 ST

note: corner carries mid stage, can use j.lk to cross up as well.

Omega Pivot - J.hp xx c.lk >c.lk> c.lp > s.hp > ES Ω xx s.HP > RC HP

  • 475 DMG/476 ST

note: corner only

Roll up - Pizza Roll xx ES HP > RC Ω

  • 267 DMG/195 ST

note: Leo must be cornered

Shining wizard - J.HK xx c.lk>c.lp>s.hp >Shining Cutter Ω xx ES HP xx RC HP

  • 471 DMG/407 ST

note: corner only

New Jack City - J.HK xx c.lk>c.lp>s.hp > ES HP xx ES LP xx RC Ω

  • 479 DMG/457 ST

note: mid stage to corner only. if they are crouching do c.hp instead.

Teenage Mutant Ninja Turtles x Justice League Turbo
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