Wingnut (TF)
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Introduction
Coming soon.
Colors
Player 1 | ![]() |
Player 2 | ![]() |
Exclusive to Championship Edition
Data Arsenal
Pre-jump Frames : 8 frames (doesn't speed up with increase to game speed)
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
Normal Attacks
Close Standing Light Punch![]() |
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Far Standing Light Punch![]() |
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Close Standing Hard Punch![]() |
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Far Standing Hard Punch![]() |
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Standing Light Kick![]() |
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Standing Hard Kick![]() |
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Start Up | Active | Recivery (whiff) | Recovery(hit) | Hitstun | Adv | Cancelable? | Notes | ||
Far LP | 6 | 5 | 5 | 6 | 8 | 2 | C/N/S | Jump cancelable on 3rd frame of attack frame, Cancels from c.LP and itself. CPS to s/c.hp | |
CL HP | 10 | 14 | 21 | 30 | 16 | -14 | - | ||
Far HP | 7 | 12 | 12 | 25 | 16 | -9 | - | ||
CL LK | 5 | 6 | 5 | 9 | 8 | -1 | C/N | Cancels from c.LK and itself, CPS to s/c.hk | |
Far LK | - | - | - | - | - | - | |||
CL HK | 8 | 6 (2[6]2[6]2) | 9 | 15 | 16 | 1 | - | ||
Far HK | - | - | - | - | - | - | - |
Start Up | Active | Recivery (whiff) | Recovery(hit) | Hitstun | Adv | Cancelable? | Notes | |||||||
LP | 4 | 5 | 5 | 9 | 8 | -1 | C/N/S | Cancels from s.LP and itself, CPS to s/c.hp | ||||||
HP | 7 | 7 | 18 | 22 | 16 | -6 | - | |||||||
LK | 3 | 9 | 6 | 10 | 8 | -2 | N | Cancels from s.LK and itself | ||||||
HK | 8 | 6 (2[6]2[6]2) | 17 | 18 | 16 | -2 | - | KD so that's block advantage, on meaty up to -1 | ||||||
Start Up | Active | Recivery (whiff) | Recovery(hit) | Hitstun | Adv | Cancelable? | Notes | |||||||
LP | 6 | 32 | 0 | 0 | 8 | 8 | - | Deeper jump ins can make this up to +11 somehow | ||||||
Moving LP | 4 | All | 0 | 0 | 8 | 8 | - | Deeper jump ins can make this up to +11 somehow | ||||||
HP | 4 | 9 | 8 | 0 | 8 | 8 | - | Deeper jump ins can make this up to +9 somehow | ||||||
N LK | 5 | All | 0 | 0 | 8 | 8 | - | Deeper jump ins can make this up to +11 somehow | ||||||
Moving LK | 5 | All | 0 | 0 | 8 | 8 | - | Deeper jump ins can make this up to +11 somehow | ||||||
N HK | 6 | 10 | 8 | - | 8 | 8 | - | |||||||
Moving HK | 6 | 10 | 8 | 0 | 8 | 8 | - | Deeper jump ins can make this up to +11 somehow | ||||||
Air Dash | 14 | - | - | - | - | - | - | Time before you can act | ||||||
Throws
Special Attacks
Start Up | Active | Recivery (whiff) | Recovery(hit) | Hitstun | Adv | Cancelable? | Notes | |||||||
Projectile LP | 14 | - | 0 | 0 | 24 | 27 | - | Based on closest possible impact near ground slowdown makes this harder to tell but that's the real number | ||||||
Projectile HP | 25 | - | 0 | 0 | 24 | 27 | - | Based on closest possible impact near ground slowdown makes this harder to tell but that's the real number | ||||||
Dash Punch | 6 | 12 | 11 | 22 | 18 | -4 | - | on meaty up to +9 | ||||||
Dive attack LK | 11 | All | 0 | 0 | 18 | 13 | Based on lowest possible hit to ground | |||||||
Dive attack HK | 11 | All | 0 | 0 | 18 | 13 | Based on lowest possible hit to ground | |||||||
Super Art
Start Up | Active | Recivery (whiff) | Recovery(hit) | Hitstun | Adv | Cancelable? | Notes | |||||||
Rad Spectre | 27 | - | 29 | 29 | 16 | -45 | - | Based on point blank input and last hit |
Combos
Teenage Mutant Ninja Turtles Tournament Fighters | |||
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Aska | Chrome Dome | Donatello | Armaggon |
Karai | Leonardo | Michelangelo | Raphael |
Rat King | Shredder | War | Wingnut |
List of Fighting Games | |||
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