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 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)
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Standing Light Punch(Close)
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Standing Light Kick(Close)
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Standing Light Kick(Far)
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Standing Heavy Punch(Far)
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Standing Heavy Punch(Close) |
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Standing Heavy Kick(Far)
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Standing Heavy Kick(Close) |
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Crouching Light Punch
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Crouching Light kick
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Crouching Heavy Punch
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Crouching Heavy Kick
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Jumping Light Punch
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Body Splash
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Neutral Jumping Light Kick
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Jumping Light Kick
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Jumping Heavy Punch
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Jumping Neutral Heavy Kick
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Jumping Heavy Kick
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Throws
Shoulder Throw
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Suplex
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Special Moves
Jamboree LP
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Jamboree HP
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Jamboree Ω
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Power Drill LP
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Power Drill HP
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Power Drill Ω |
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Chest Buster LK
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Chest Buster HK
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Chest Buster Ω
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Ultimate Attack
Fire Bomb
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Fire Bomb (Super 2)
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Fire Bomb Ω
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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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CONTROLS • SYSTEM • FAQ • COMMUNITY | ||||||
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