Teenage Mutant Ninja Turtles x Justice League Turbo/Superman

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Introduction

Kal-El was born on Krypton to Jor-El and Lara. After Jor-El discovered that the planet was doomed to destruction, he attempted to escape with his family into the Phantom Zone but was repelled by the criminals who had been imprisoned there. With no other choice, he and Lara resigned themselves to their fates, placing their son in a prototype evacuation rocket, activating its Brainiac intelligence, and sending it to a place with a yellow sun: Earth.

The crash site was discovered by Jonathan and Martha Kent, who had just learned that they could not have children. Seeing this alien orphan as their chance, they gathered him up and took him home, leaving a stillborn calf in his place in the hopes of throwing the government off their trail. They raised him as Clark Kent in Smallville, Kansas, teaching him their values. Eventually, Jonathan revealed Clark's true parentage to him, but left it to him to decide what it would mean. On the night of his prom, however, Clark's adopted parents were both killed in a car accident. After their funerals, Clark sold Kent Farm to a neighbour and moved to Metropolis to become a journalist.

Character Strengths

Superman possesses a very versatile moveset, allowing him to both zone and play offensively, though he does not fare super exceptionally at either in comparison to many other extremes in this game. His strength is in his ability to alternate between the two and utilize his flight to pressure the opponent in incredibly unique ways. Playing Superman requires you to be able to play both a zoner and a rushdown character at the same time, to varying degrees, depending on the matchup present.

Strengths:

  • Strong zoning.
  • Well rounded set of normals.
  • Flight is incredibly good, easily the best flight in the game.
  • Very high damage.
  • Can do some REALLY unreasonably difficult cool looking combos. If you like that, you're at home here.

Weaknesses:

  • Very bad high/low mixup. Has only one low, and its his sweep, which can not be special cancelled and it does not lead to much damage.
  • Very poor reversal options without Omega, Omega Dashing Punch is serviceable but not fully invulnerable.
  • His super is pretty mediocre.

Data Arsenal

Life                                  :  1000 points
Stun                                  :  680 points
Pre-jump Frames                       :  3 frames
Jump Time                             :  38 frames
Forward Dash                          :  22 frames
Backdash                              :  23 frames
Wakeup Up                             :  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
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 4 3 8 0/-2 C/N/S

Standard frame 4 light normal. Can sometimes be crouched. Superman's main mashable standing option.


Standing Light Kick
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 3 8 0/-2 C/N/S

It's one frame slower than Standing Light Punch, and it does approximately one more point of damage. Sure I guess. Use it if you want


Standing Heavy Punch
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 9 5 14 0/-3 S

Superman's primary CPS chain normal outside of Crouch Heavy Punch. Commonly used in BnBs and to space for Comet Punch blockstrings. Very good normal.


Standing Heavy Kick
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 9 17 -7/-10 S

An uppercut. This is Superman's primary anti-air that isn't Ice Breath. Must be used in anticipation, but can lead to some very nasty setups if cancelled into flight.


Crouching Light Punch
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 4 3 8 0/-2 C/N/S

Mash this. This is the one. Commonly used light normal.


Crouching Light Kick
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 4 3 8 0/+2 C/N/S

This is very likely the most pointless normal he has next to Standing Light Kick. Use this to CPS Chain into Sweep. Otherwise avoid. Does less damage than Crouching Light Punch, notably.


Crouching Heavy Punch
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 9 6 16 -3/-6 S

Probably his best normal. Used to be 10f startup, is now 9f startup. CPS Chain into this as it has the best range of his heavies.


Crouching Heavy Kick
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 9 6 16 KD/-5 It's Not

His sweep. Important because it's his only low. Can not be cancelled at all, but is FAIRLY safe for a sweep at -5 on block.


Jumping Light Punch
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 infinite N/A N/A It's Not

Superman extends his super arm and punches. Good pre-emptive air to air, as it's faster than Jump Heavy Punch, but Jump Heavy Punch is usually favored anyways.


Jumping Light Kick
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 infinite N/A N/A It's Not

Useful out of Super Flight.


Jumping Heavy Punch
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 11 N/A N/A It's Not

The absolute best air to air Superman has. This move beats SO MUCH THINGS it will probably make everyone you play really sad. Use it!


Jumping Heavy Kick
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 10 N/A N/A It's Not

Superman's highest reward jump in. Good for use out of Super Flight if you're low to the ground for tick throw setups and just general damage.


Special Moves

Mighty Blow
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
Grab! 4 1 25 Wallbounce

Superman lifts you up and throws you into the wall. Allows for combos after, and is pretty darn good! Abuse it.


Heat Vision (Light)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 13 Projectile 29 -1/-4

Superman's standard zoning fireball. This moves slow, has a really fat hitbox, hits crouchers, does not do your taxes, but very close. Use it a lot.


Heat Vision (Strong)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 16 Projectile 25 3/0

Superman's standard zoning fireball now travels faster, starts up a bit slower, but, adversely, has less recovery after its shot! Use this to really make Despero players hate you. And zone.


Heat Vision (Omega)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 11 Projectile 18 +10/+7

This fireball beats all other fireballs (yes) and also has very low recovery! In addition, it is VERY plus on hit, allowing for some really cool links and combos afterwards.


Dashing Punch (Light)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 14 20 6 KD/-2

One of Superman's standard blockstring ending specials, the Comet Punch is used to travel the screen and grab all the + frames you want when spaced. Also, amusingly, travels over grounded fireballs.


Dashing Punch (Strong)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 18 20 8 KD/-4

Similar to Light Comet Punch, but travels MUCH further and is useful for similar reasons. Also does more damage, so it's commonly used at the END of BnB combos, to finish Superman's juggles.


Dashing Punch (Omega)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 14 16 7 KD/-1

This is basically Dashing Punch but on some serious amplification. Comes out as fast as the Light one, travels INCREDIBLY far, VERY quickly, and has 9 frames of invulnerability on startup, making it Superman's best escape option, as well as a great way to fly across the screen and attack.


Ice Breath (Light)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 18 58 (Maybe?) 12 Freeze/-20

Very good anti air move. Will almost always trade or win against jump-ins that aren't directly on top of Superman, and since air opponents are knocked down, you can use Super Flight to pressure them from there. Can also be used for corner meaties, though fairly risky.


Ice Breath (Strong)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 27 58 (Maybe?) 12 Freeze/-20

Ice Breath variation that is most commonly used to meaty, as such it's incredibly slow and if you anti air with it, you're a genius. The freeze on this one gives considerably more frame advantage than the light version!


Ice Breath (Omega)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 20 58 (Maybe?) 3 Freeze/-11

Very nasty meaty, starts up slower than the Light version, but faster than the Strong, and is VERY safe on meaty, allowing Superman to pressure with this on knockdowns pretty sparingly. In addition, it has a TON of frame advantage on hit. Very super of you, Superman. Also freezes airborne opponents and leaves them in the air, unique to the Omega version of this move.


Super Flight
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
This isn't an attack 15 (can attack on Frame 6) no no

This is Superman's primary unique character trait! His ability to fly! He can access moves out of this flight, and also move in all 8 directions! Superman can cancel into his Jumping Light Kick and Jumping Heavy Kick on Frame 6, as well as Comet Punch, a unique move, more info below.


Super Flight (Omega)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
This isn't an attack 15 (can attack on Frame 6) no no

Literally the same move as Super Flight except you gain access to Comet Punch (Omega). See more below!


Comet Punch
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 infinite 18 (Landing Frames) KD/Air attack so variable

Superman dives from above and assails his opponent with the speed of a comet! This move is really good for combos, pressure when spaced, whiff punishing out of flight, you name it. It even enables swag in certain combos! Cool move.


Comet Punch (Omega)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 14 infinite 15 (Landing Frames) KD/Air attack so variable

Superman dives like the other Comet Punch, except he glows red and moves up a bit before diving down. This move low crushes (can not be hit by any crouching attacks), and unlike the other Comet Punch, hits overhead, which gives Superman a cool mix up if someone forgets that they really don't need to block low a lot. Also has less landing recovery to allow for more combos on hit at multitudes of spaces.


Ultimate Attack

Man of Steel
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 10 38ish. hard to tell, less than Ice Breath but comparable 8 KD (Super)/-31 It's Not

Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.


Man of Steel (Omega)
link
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 10 38ish. hard to tell, less than Ice Breath but comparable 8 KD (Super)/-31 It's Not

Superman does his TRADEMARK Ice Breath, faster than he normally does even, and if this connects, he goes into his Super! Has invulnerability to some extent, does not cover the entirity of the startup, but helps. This is the Omega version, it does more damage. That's it. This Super is primarily used for combo ending, but it can be a serviceable anti air as well if you use it properly.


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)

1. Standard resourceless BnB, works midscreen and in corner:

  • Cr.LP(x1 or x2, depending on the character's hurtbox) > St.HP/Cr.HP > Light Dashing Punch > St.HP > Strong Dashing Punch

2. Anti air conversion/followup

  • St.HK > Super Flight
  • This combo is not necessarily for damage, but it allows Superman to begin pressuring with his flight from his standard anti air, giving it much more utility.

3. Ice Breath meaty conversion

  • Ice Breath (Meatied or Omega variation) > BnB #1 (as seen above).
  • Works in the corner and midscreen.

4. Omega BnB (Uses 1 Omega, no Super)

  • Cr.LP (x1 or x2) > St.HP/Cr.HP > Light Dashing Punch > St.HP > Omega Dashing Punch > Strong Dashing Punch.
  • Sizable damage and stun difference from BnB #1, a simple yet effective extension.

5. Combo into Super without Omega

  • Cr.LP(x1 or x2, depending on the character's hurtbox) > St.HP/Cr.HP > Light Dashing Punch > St.HP > Man of Steel
  • Follows the same route and theory as BnB #1, except replaces the last Dashing Punch with a super.

6. Command Grab routes

  • Command Grab > St.HP > Strong Dashing Punch (works anywhere on screen)
  • Command Grab > Omega Super Flight > Omega Comet Punch > St.HP > Strong Dashing Punch (Midscreen)
  • Command Grab > St.HP > Omega Super Flight > Omega Comet Punch > Super Flight > Comet Punch (Corner only. Difficult!)

7. Max Resources

  • j.HK > Cr.LP(x1 or x2) > St.HP/Cr.HP > Light Dashing Punch > St.HP > Omega Dashing Punch > Super
  • j.HK > St.HP > Omega Heat Vision > St.HP > Light Dashing Punch > St.HP > Super (1 Omega, 1 Super)
  • j.HK > St.HP > Omega Heat Vision > St.HP > Light Dashing Punch > St.HP > Omega Dashing Punch > Super (2 Omegas, 1 Super)

Video to come demonstrating all of these!

Teenage Mutant Ninja Turtles x Justice League Turbo
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