Donatello (TF)

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Donatello
Tmnttf don.png
Height 5'8"
Weight 170 lbs.
Eyes Black
Age 15
Birthplace Joe's Pet Place, Slowklahoma
Weapons Bo
Favorite Activities Inventing mechanical and electronical devices
Ultimate Goals He needs the money to complete his latest invention

Introduction

Quirks & Tech

Data Arsenal

Pre-jump Frames                        :  
Dizzy                                  :  

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

Standing Normals

Standing Light Punch
Tmnttf don LP.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 1 7 96 0/+3 N/S

Like Leo's standing light punch, it's an okay anti-air.

Standing Light Kick
Tmnttf don K.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 96 -1/+2 N

A quick but poor anti air that can be chained with other lights. This move should be avoided for the most part

Close Light Kick
Tmnttf don nLK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 96 -1/+2 N

A chainable low attack that is decent for tick throws

Standing Heavy Punch
Tmnttf don HP.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 8 4+3 12 447 -3/0 +1/+4

One of Don's best normals. It is best used as an anti-air or to trade. Second hit is a high. First advantage reflects this case.

Standing Heavy Kick
Tmnttf don K.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 13 224 -4/-10

A working anti-air that every turtle has.

Close Heavy Kick
Tmnttf don nHK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 5 7 192 +2/+5

Similar to standing lk in a sense that it's a fairly lousy anti-air. Standing hp should be favored.

Crouching Normals

Crouching Light Punch
Tmnttf don cLP.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 6 11 96 --4/-1 N/S

Has decent priority, but it's too slow to combo into anything. This is best used as a chain into Hyakuretsuki (Bo thrust)

Crouching Light Kick
Tmnttf don cLK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1 8 64 -1/+2 N/S

Does the same damadge as Leo's and Raph's cr.lk, while having more reach than Leo's. Like Raph's cr.lk, the drawback is that it does less stun. Since it can be canceled into backflip, this move works great as a meter builder.

Crouching Heavy Punch
Tmnttf don cHP.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 12 5 15 224 -4/-1

This move was probably intended to be an anti-air. It works as one, but it should not be used due to it's mediocre priority and long startup.

Crouching Heavy Kick
Tmnttf don cHK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 7 10 16 224 KD/-8

A decent slide that can beat moves like Aska's Hayabusa. It is safer from farther distances. Use this this move with caution as it can be punished on block.

Jumping Normals

Jumping Light Punch
Tmnttf don jLP.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 6 Infinite N/A 96 N/A

The actual bo doesn't hit, but rather the elbow. Like Leo's j.lp, this move has infinite frames despite the animation inplying that it ends.

Belly Flop (Down+LP)
Tmnttf don jdLP.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A 96 N/A

The universal command aerial all turtles have. It's the best lingering aerial they have though its priority can be questioned.

Jumping Light Kick
Tmnttf don jLK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A 64 N/A

A short-range move with low priority that all the turtles have. JHK, JHP, and belly flop should be used instead.

Neutral Jump Light Kick
Tmnttf don ujK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 Infinite N/A 96 N/A

Tons of active frames, but belly flop should be used over this due to it's longer range.

Jumping Heavy Punch
Tmnttf don jHP.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 5 N/A 192 N/A

Less priority than Leo's, but it is still very important as it can also beat certain attacks safely.

Jumping Heavy Kick
Tmnttf don jHK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 5 N/A 224 N/A

Great as a crossup move. Because it has higher stun than j.hp, it can be a better combo starter.

Neutral Jump Heavy Kick
Tmnttf don ujK.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 10 N/A 160 N/A

This move's high hitbox makes it a very situational normal, working in situations like War's DFA

Special Moves

Hyakuretsuki (Light)
Tmnttf don Hyakuretsuki.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 5 1[9]*5 5 297 -19/-16

Pushback after the second hit causes the next to whiff. There's an extra frame of advantage because the final hit lands on the last possible frame when holding forward the entire time.

Hyakuretsuki (Heavy)
Tmnttf don Hyakuretsuki.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 3 1[4]*4 8 412 +3/+6

Pushback after the second hit causes the next to whiff. There's an extra frame of advantage because the final hit lands on the last possible frame when holding forward the entire time.

Ground Claw
Tmnttf don Groundclaw.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 16 N/A 29 320 0/+3
Dance Attack (Light)
Tmnttf don Danceattack.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 22 2[8]2 15 224 KD/+1
Dance Attack (Heavy)
Tmnttf don Danceattack.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 22 2[8]*5+2 15 224 KD/+2


Ultimate Attack

Ryou Hadou
Tmnttf don UA.png
Guard Level Startup Active Recovery (whiff) Recovery (hit) Hitstun Advantage on Hit Cancelable?
link 28 N/A 72 256 KD/+23/+8*


Combos/Punishes

Jump in J.HP mash HP for Fierce Bo thrust. This can dizzy when done properly, chaining to itself or the dizzy punish below and being able to redizzy the likes of Mike & Raph.

Cross up J.HK > cr.LP > mash HP for Fierce Bo thrust. (This dizzy punish hits most characters, though Shredder seems avoid the last hit which means it is better to forego the cr.LP) https://www.twitch.tv/yartarr42/clip/EnchantingJazzyRedpandaRitzMitz-4o6j5z1P_CU67ndG?filter=clips&range=7d&sort=time

Frame Data Quick List

Donatello Startup Active Recovery Advantage
sLP 6 1 7 0/+3
sLK 5 1 8 -1/+2
clLK 5 1 8 -1/+2
sHP 8 4+3 12 -3/0* +1/+4
sHK 7 5 13 -4/-10
clHK 7 5 7 +2/+5
crLP 6 1 11 -4/-1
crLK 5 1 8 -1/+2
crHP 12 5 15 -4/-1
crHK 7 10 16 KD/-8
jLP 6 infinite N/A N/A
BFlop 3 infinite N/A N/A
jLK 3 infinite N/A N/A
djLK 3 infinite N/A N/A
jHP 5 5 N/A N/A
jHK 5 5 N/A N/A
djHK 5 10 N/A N/A
lRB 5 1[9]*5 5 -19/-16
hRB 3 1[4]*4 8 +3/+6
Claw 16 N/A 29 0/+3
lSpn 22 2[8]2 15 KD/+1
hSpn 22 2[8]*5+2 15 KD/+2*
UM 28 N/A 72 KD/+23/+8*


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