Teenage Mutant Ninja Turtles x Justice League Turbo/Michelangelo

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XJLT Michelangelo Banner.png

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Introduction

The talented, happy-go-lucky Michelangelo might prefer watching a bombastic action movie over battling supervillains, but when his friends need him, he's ready to leap into the fray, in a style only he can bring. He's absolutely smitten at meeting his comic book heroes, but none moreso than the gorgeous Amazonian goddess. In order to impress her, he intends to show off his mastery of Omega power!

Character Strengths

Strengths:

Weaknesses:

Data Arsenal

Life                                  :  960 points
Stun                                  :  615 points
Pre-jump Frames                       :  3 frames
Jump Time                             :  39 frames
Forward Dash                          :  21 frames
Backdash                              :  28 frames
Wakeup                                :  16 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
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Light Kick
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Heavy Punch (Close)
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Heavy Punch (Far)
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Heavy Kick (Close)
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Standing Heavy Kick (Far)
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Crouching Light Punch
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Crouching Light Kick
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Crouching Heavy Punch
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Crouching Heavy Kick
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Light Punch
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Heavy Punch
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Light Kick
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Heavy Kick
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Neutral Light Kick
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Jumping Neutral Heavy Kick
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Body Splash
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Throw

Shoulder Toss
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Giant Swing
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Special Moves

Light Dragon Breath
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Heavy Dragon Breath
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Dragon Breath Ω
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Light Dynamite Bomber
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Heavy Dynamite Bomber
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Dynamite Bomber Ω
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Light Rising Thunder
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Heavy Rising Thunder
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Rising Thunder Ω
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

Ultimate Attack

Dance of Fury (Super 1)
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Dance of Fury (Super 2)
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link


Dance of Fury Ω
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
link

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)

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