Teenage Mutant Ninja Turtles x Justice League Turbo/Raphael

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Introduction

The more hot-headed turtle of the 4, Raphael usually exudes the most teenage tendencies and is prone to both aggression and violence. While his

anger issues usually cause confrontation, his sense of justice is what keeps him focused. He's seen many people harmed by the foot clan and his

vendetta against them is only slightly curtailed when Darkseid shows up.

Character Trailer

Intro Quotes

Arcade Run

Arcade Ending

Character Strengths

Raphael is a bit unorthadox because he has a few charge motions while also having a fireball that is not meant zoning purposes. His offense can

be very strong and his defense, when used properly, can be equally troublesome to face. However, the things that make him good can also screw

him over when used improperly so one must be very aware of the match to stay ahead.

Strengths:

  • Solid pokes
  • Very good fireball
  • Power drill can be used liberally on a blocking opponent.
  • Decent damage, decent stun
  • Has combos that work anywhere on screen consistently.

Weaknesses:

  • Below average stun
  • reversal is very situational
  • any dropped combos can be disastorous

Data Arsenal

Life                                  :  1000 points
Pre-jump Frames                       :  3 frames
Jump Time                             :  38 frames
Stun                                  :  587 points
Forward Dash                          :  29 frames
Backdash                              :  29 frames
Wake Up                               :  18 frames

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

Normal Attacks

Standing Light Punch(Far)
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 24 link 4 2 9 10 10 8 0/-2 C/N/S/H

Standard frame 4 light normal. Can usually be crouched. Ok-ish anti-air. more range than usual.


Standing Light Punch(Close)
Elbow grease
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
31/0 24 link 3 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?
37/0 24 link 4 4 8 9 10 8 +1/-1 C/N

Decent meaty if you're diligent. Great meaty and it's also a standing low


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?
36/0 24 link 4 3 9 10 10 8 0/-2 C/N

Good, quick poke. Can chain into st.HK if spaced properly.


Standing Heavy Punch(Far)
Big stabby
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
55/0 67 link 8 2 19 20 18 15 -2/-5 C/S/H

His best poke, can be cancelled at the end. Can also chain from far st.LP if spaced properly.


Standing Heavy Punch(Close)
link
link
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
68/0 67 link 6 7 13 19 18 15 -1/-4 C/S/H

A lot of great things in one button. Works as an anti-air, meaty button, combo filler, and pressure tool.


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?
67/0 55 link 6 6 10 16 18 15 2/-1 C

Another solid attack with good range. Works better as an anti-air from farther away, there are better options to anti-air on a deeper jump


Standing Heavy Kick(Close)
link
link
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
40+45(85)/0 27+27(54) link 10 8 8 10 18 15 8/5 C

Absolutely nutty meaty. Free link if it connects.


Crouching Light Punch
We do need the blade
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
39/0 24 link 4 3 11 13 10 8 -3/-5 C/N/S/H

Always cancel this normal. Good close poke and it's lightning fast too. Can chain into far st.HP if


Crouching Light kick
Dat low other toe
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
37/0 24 link 4 4 8 11 10 8 -1/-3 C/N/S/H

Good way to clip people walking in and out of range, can lead to a solid knock down with hk chest buster. This can sometimes whiff point-blank; use st.LK as an alternative to set up a low if you're absolutely point blank


Crouching Heavy Punch
Immaculate stabby
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
70/0 67 link 6 4 16 19 18 15 -1/-4 C/S/H

The lack of range is made up for in shear terror of how good of an anti air it is.


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 55 link 8 6 12 17 10 9 28 Oki/-8 C

Decent mid range sweep.


Jumping Light Punch
it's pretty good actually
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
35/0 27 link 3 35 0 3 14 14 +11/+11 -

A solid jumping normal for oki, and a fast air-to-air. Advantage if you hit as low as possible


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?
23/0 27 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 27 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?
23/0 27 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
Now you're playin with power
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
67/0 71 link 6 12 8 3 14 14 +11/+11 -

Interesting angle of attack, may stuff things that try to beat it if timed right.


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?
66/0 71 link 6 13 4 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.


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?
60/0 71 link 6 12 6 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.


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?
75/0 0 link 2 1 0 - - - 76 Oki N/A

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


Suplex
Elbow grease
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
77/0 0 link 3 1 31 - - - 75 Oki N/A

The universal command grab, gives you 27 frames to juggle. The goto is usually endless screw since it consistently juggles.


Special Moves

Jamboree LP
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
60/13 65 link 22 - 20 19 28 28 9/9 -

advantage is based on hitting point blank, one of raph's signature techniques according to dude trust me.


Jamboree HP
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
60/13 65 link 20 - 20 19 28 28 9/9 -

advantage is based on hitting point blank, one of raph's signature techniques according to dude trust me.


Jamboree Ω
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
72/13 65 link 16 - 16 15 28 28 71 Oki/13 -

Very solid projectile, leads to links after. Knocks down, endless options. 23f worth of juggle.


Power Drill LP
Spin
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
65/8 71 link 10 24(6[6]12) 7 17 18 15 47 Oki/-2 -

A great block string ender for sure. Spaced properly it's safed


Power Drill HP
Spin
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
40+40(80)/8 71+71 link 12 48(6[6]6[6]6[6]12) 8 18 18 15 69 Oki/-3 -

In addition to the block string property, a good corner carry as well! 18f worth of juggle time


Power Drill Ω
link
link
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
65+35(100)/10+10(20) 100 link 10 57(6[6]12[15]18) 34 23 18 15 58 Oki/-8 -

Raph comes back to end the combo in the fashion only he could.


Chest Buster LK
Gymnists be like
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
80/12 70 link 11 3 15 17 18 15 60 Oki/-2 -

The best block string ender you can get away with. Also a great juggle combo starter. 8f to juggle as well.


Chest Buster HK
Gymnists be like 2
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
80/12 65 link 7 3 20 22 18 15 56 Oki/-7 -

If you hit c.lk in a pinch, this is the combo ender for you. Do not do this on block unless you're like forfeiting or something I guess.


Chest Buster Ω
Gymnists be like:The Revenge
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
95/12 85 link 21 3 21 23 18 15 75 Oki/-2 -

The full screen hail mary attack with a lot of invul frames. Also great for combos if you can work it in.


Ultimate Attack

Fire Bomb
Shoulder check? Yes
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
290/37 0 link 7 5[42] 15 42 16 11 60 Oki/-15 -

A quick shoulder check into his notorious fire bomb. 7f worth of full invincibility


Fire Bomb (Super 2)
Shoulder check? Yes
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
290/37 0 link 8 7 15 42 16 11 60 Oki/-15 -

Super stabby. 7f worth of full invincibility


Fire Bomb Ω
Danger time
Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
380/67 0 link 7 5[36]3 15 42 16 11 63 Oki/-8 -

If this attack connects its very difficult to punish at all. 10f worth of 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 Classic - J.hp xx c.lk > c.lk > s.lk > CB HK

  • 258 DMG/208 ST

note: the classic combo that's too big to fail

The "BNB" - (cross up)J.hk xx c.lk > c.lp > s.hp > CB LK xx c.lp > CB O > PD LP

  • 486 DMG/431 ST

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

More to come....

Teenage Mutant Ninja Turtles x Justice League Turbo
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