Teenage Mutant Ninja Turtles x Justice League Turbo/Raphael
}}
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 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 |
---|
Standing Light Punch(Close) Elbow grease |
---|
Standing Light Kick(Close) decalfinated... |
---|
Standing Light Kick(Far) The form |
---|
Standing Heavy Punch(Far) Big stabby |
---|
Standing Heavy Punch(Close) |
---|
Standing Heavy Kick(Far) full powered |
---|
Standing Heavy Kick(Close) |
---|
Crouching Light Punch We do need the blade |
---|
Crouching Light kick Dat low other toe |
---|
Crouching Heavy Punch Immaculate stabby |
---|
Crouching Heavy Kick sweep |
---|
Jumping Light Punch it's pretty good actually |
---|
Body Splash All in |
---|
Neutral Jumping Light Kick The actual ninja move |
---|
Jumping Light Kick All in the knees |
---|
Jumping Heavy Punch Now you're playin with power |
---|
Jumping Neutral Heavy Kick Action pose |
---|
Jumping Heavy Kick Action pose |
---|
Throws
Shoulder Throw Wax on wax off |
---|
Suplex Elbow grease |
---|
Special Moves
Jamboree LP |
---|
Jamboree HP |
---|
Jamboree Ω |
---|
Power Drill LP Spin |
---|
Power Drill HP Spin |
---|
Power Drill Ω |
---|
Chest Buster LK Gymnists be like |
---|
Chest Buster HK Gymnists be like 2 |
---|
Chest Buster Ω Gymnists be like:The Revenge |
---|
Ultimate Attack
Fire Bomb Shoulder check? Yes |
---|
Fire Bomb (Super 2) Shoulder check? Yes |
---|
Fire Bomb Ω Danger time |
---|
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....