Teenage Mutant Ninja Turtles x Justice League Turbo/Batman

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Introduction

By day he is Gotham City mogul Bruce Wayne, by night he strikes hear into the hearts of criminals as Batman. Though only a mere mortal, the Dark Knight is a founding member of the Justice, and has learned some problems require a metahuman solution.

But in this new earth, he must also learn to rely upon help from mutants and monsters if Darkseid is to be defeated.

Character Strengths

overview of the character's gameplan

Strengths:

  • things they're good at

Weaknesses:

  • things they're bad at

Data Arsenal

Life                                  :  1000 points
Stun                                  :  640 points
Pre-jump Frames                       :  3 frames
Jump Time                             :  38 frames
Forward Dash                          :  35 frames
Backdash                              :  38 frames
Wakeup Up                             :  18 frames

Movelist

Legend

C = CPS Chain ok

N = Normal chain ok

S = Special cancel ok

H = Super cancel 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, and are listed as assuming move is hitting point blank and not meaty

~ = All jumping normal attacks have the maximum advantage of +11 at the lowest possible hit irregardless of button strength

Normal Attacks

Standing Light Punch

[[File:TMNTxJL_Template:Char_slp.png|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
26 18 link 3 2 7 8 10 8 2/0 C/N/S/H


Standing Light Kick

[[File:TMNTxJL_Template:Char_slk.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
25 18 link 4 4 8 9 10 8 1/-1 C/N/S/H


Close Standing Heavy Punch

[[File:TMNTxJL_Template:Char_fhp.PNG|210x210px|center]] When Close

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
55 65 link 6 4 14 17 18 15 1/-2 C/S/H


Far Standing Heavy Punch

[[File:TMNTxJL_Template:Char_clhp.PNG|210x210px|center]] When Far

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
58 65 link 7 4 19 21 18 10 -3/-6 C/S/H


Standing Heavy Kick

[[File:TMNTxJL_Template:Char_farhk.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
64 65 link 7 5 12 16 18 15 2/-1 C/S/H


Crouching Light Punch

[[File:TMNTxJL_Template:Char_clp.PNG|210x210px|center]] //

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
32 18 link 4 3 9 11 10 8 -1/-3 C/N/S/H


Crouching Light kick

[[File:TMNTxJL_Template:Char_clk.PNG|210x210px|center]] //

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
27 18 link 4 3 6 8 10 8 2/0 C/N/S/H


Crouching Heavy Punch

[[File:TMNTxJL_Template:Char_chp.PNG|210x210px|center]] //

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
64 65 link 4 9 12 20 18 10 -2/-5 C/S/H


Crouching Heavy Kick

[[File:TMNTxJL_Template:Char_chk.PNG|210x210px|center]] //

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
75 90 link 9 5 5 13 10 9 O32/-4 C/S


Jumping Light Punch

[[File:TMNTxJL_Template:Char_jlp.PNG|210x210px|center]] //

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
30 21 link 3 All 0 3 14 14 11/11~ -


Jumping Light Kick

[[File:TMNTxJL_Template:Char_jlk.PNG|210x210px|center]] //

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
33 21 link 6 All 0 3 14 14 11/11~ -


Jumping Heavy Punch

[[File:TMNTxJL_Template:Char_jhp.PNG|210x210px|center]] //

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
60 65 link 6 10 8 3 14 14 11/11~ -


Jumping Heavy Kick

[[File:TMNTxJL_Template:Char_jhk.PNG|210x210px|center]] //

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
70 65 link 11 12 6 3 14 14 11/11~ -


Throws

Evacuation Toss

[[File:TMNTxJL_Template:Char_Thr.PNG|210x210px|center]] When Close / + /

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
85 0 link 2 1 0 O44

Classic full body throw. This will always guarantee the opponent is going towards your corner of choice, whether it be in the one in front of you for safe jump pressure or behind to create breathing room.


Headbutt

[[File:TMNTxJL_Template:Char_cmdg.PNG|210x210px|center]] +

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
44x2 0 link 3 1 31 O46

A headbutt which sends the opponent in the air. A defining feature of Batman as instead of a usual juggle starter his is a throw in which you can act immediately after while the opponent is above your head. This creates some very heavy and tricky mix up situations, like being able to walk under your opponent when they are cornered. There are tons of ways to use this to your advantage, such as last frame hit dive kicks or jumping to make things seem very ambiguous so make sure to strike fear into your opponents on use.


Special Moves

Batarang

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] /

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
68/10 64 link 13 - 31/36 30/35 28 28 -2/-2 -7/-7 -

Batman throws a batarang. A good projectile with a decent hitbox. It had middle of the road start up time on both versions but LP recovers sooner while staying on screen longer. The main thing is you can act while it's still on screen once it hits the mid way point, making some dive kick or stomp reads very strong.


Batarang Ω

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] + With 1 Source

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
136(68x2)/10 44x2 link 10 - 21 18 28 28 10/10 -

Omega Batarang, in which he throws two in succession. Faster start up speed, faster recovery and high damage makes this bar none one of the best projectile moves in the game. In neutral you will often beat other projectiles flat out and has a massive +10 on hit, meaning you can link after or even combo into stomp from full screen. In juggles this leads to some of the highest raw damage in the entire game making Batman's comeback potential huge. There isn't enough to say about this move other then if you have omega be sure to keep how you can use this in mind.


Twin Kick Light

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
64(20+44)/10 40x2 link 8 24(3[14]7) 10 16 17 14 1/-2 -

Batman does two kicks in succession. The first of his double kicks that are can be used to extend his ground strings and can be comboed from lights. The light version on hit does not knock down but leaves the opponent standing near you at +1, giving a mix up opportunity. On block it's only -2 two with some push back and this version has the least amount of frames in between kicks makes it a safe choice in block strings.


Twin Kick Heavy

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
79(35+44)/10 40x2 link 8 30(5[18]7) 13 18 18 14 O54/-4 -

Batman does two kicks in succession. The second of his double kicks that can also be comboed into from his lights. The heavy version does knockdown on hit, but recovers fast enough to act after, making it his dedicated juggle starter in the corner (13f juggle time). On block it's much worse then it's light counter part, not only being much more unsafe, but having a massive seven frame gap in between the two kicks making it much more reversal prone.


Twin Kick Ω

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] + With 1 Source

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
114(35x2+44)/10 37x3 link 8 42(3[13]3[14]9) 10 15 18 14 O54/-1 -

Omega version of double kicks. The main thing this version does is combine the best properties of the light and heavy versions into one while also adding a third kick. Mid screen this will insure you get high corner pressure with a follow up dive kick, while cornered this will start a juggle. On block it's about as good as the light version with only a small gap between the second and third kick, but it's very tiny. This move also does the most stun out of any move Batman does so in juggles that can be considered over raw damage instead.


Dive Kick Light

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
60/12 48 link 14 11 10 20 18 12 -2/-8 -

Batman leaps straight up and comes down with his jumping heavy kick motion in a short diagonal angle. All versions of divekick are very unsafe if done point blank but with this good spacing can be much more positive on hit (+1 for this version) and safer on block. This acts pretty much like a faster jump in but with the priority system will beat out normal air to airs. This version is more useful for getting in, with a lower angle that is harder to react too. It's also less unsafe when done at bad spacing but with spacing can even be plus on block.


Dive Kick Heavy

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]]

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
75/12 45 link 20 12 10 20 18 12 040/-9 -

Batman leaps straight up and comes down with his jumping heavy kick motion in a larger diagonal angle. This version goes much higher then the light one, and is much easier to beat people already in the air with it's special property. This also gives much better reward, always giving a juggle irregardless of where it is. Spacing is a must with this move, as it is even more unsafe then the light version when done with poor spacing.


Dive Kick Ω

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] + With 1 Source

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
75/12 48 link 20 13 5 13 18 12 5/-1 -

The omega version of Batman's dive kick. It has most of the properties of the heavy version, in regards to start up, jump height and damage. This version does not always juggle like the heavy version, but instead is massively plus on grounded hit if spaced (up to +12!). In addition, this has invincibility for all normal and projectiles up until it starts up, making this very much an "enhanced" jump in type move. One detail to keep aware of is this move goes straight up then down as opposed to going up forward like his normal dive kicks.


Grapping Hook Stomp Light

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] Charge 40f,

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
- - - 15 - 0 0 0 0 0 -

The first of Batman's grapple moves, that all go straight up with 13f full invincibility frames on start up. This however is less of a stomp and more of a surprise jump. Batman will stop his ascent early and can full act on the way down such as dropping a sudden air heavy attack on someone's head. The amount of use you can get out of this tool is only limited to what scenarios you can think to use it with.


Grapping Hook Stomp Heavy

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] Charge 40f,

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
115/12 70 link 28 15 6 41 18 18 O70/-23 -

The second of Batman's grapple moves, that all go straight up with 13f full invincibility frames on start up. This one lives up to his name, with Batman going off the top of the screen to track the opponent and come down with an overhead. This move alone will keep your opponent wary if they see you ducking, as it can easily punish a poorly timed jump or projectile. This is counter balanced by it being massively unsafe on block, with anyone in the game able to get a juggle with CH AA on Batman's way down.


Grappling Hook Stomp Ω

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] Charge 40f, + With 1 Source

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
115/12 70 link 20 13 6 5 18 18 O44/-19 -

The omega version of Batman's grapple, still keeping it's 13f full startup invincibility. This acts more like an altered version of his heavy grapple, instead coming from behind the opponent as opposed to above. This can act like a corner escape if pressured and is less unsafe on block compared to the heavy version thanks to push back. It is notable that the hit box will not hit on the sides of the screen, if an opponent is jumping straight up in the corner it will whiff.


Super Moves

Gotham Vengeance 1

[[File:TMNTxJL_Template:Char_super1.PNG|210x210px|center]] With Full Super Meter

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
290/22 0 link 11 13 16 0 16 11 050/-11 -

A super version of his dive kick, with 13f of full invincibility on startup. While this does have faster start up then his dive kicks as well as super property, the hit box is much smaller to where it will miss a lot of things below him. In addition it does not keep his other dive kick's overhead property. This still is the super of choice for a juggle combo ender, as this will keep your stun unlike super 2.


Gotham Vengeance 2

[[File:TMNTxJL_Template:Char_super2.PNG|210x210px|center]] With Full Super Meter

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
290/22 0 link 11 6 34 0 16 11 050/-25 -

Batman pulls out a can of tear gas and sprays the opponent. Has 13f full invincibility on startup. This super acts much more as a pure reversal, with a large hit box right in front of Batman that can even catch people attempting to cross him up. It's a strong move in that sense but less useful in juggles as it will set the opponent's stun to zero on use.


Gotham Vengeance Ω

[[File:TMNTxJL_Template:Char_osuper.PNG|210x210px|center]] + With Full Super Meter and either 3 Sources() OR With 1 Source And Full Health

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
380/22 0 link 11 13 34 0 16 050/-12 -

A stronger version of Batman's Super 1. Much of what applies to that move applies to this one, as that have mostly the same properties aside from higher damage. If you have the chance to hit this and it will end the round, be sure to take it.


Combos & BnBs

combo listing

Teenage Mutant Ninja Turtles x Justice League Turbo
CONTROLSSYSTEMFAQCOMMUNITY
April

April

Michelangelo

Michelangelo

Leonardo

Leonardo

Asuka

Asuka

Superman

Superman

Flash

Flash

Wonder Woman

Wonder Woman

Casey

Casey

Donatello

Donatello

Raphael

Raphael

Oni Karai

Oni Karai

Batman

Batman

Green Arrow

Green Arrow

Aquaman

Aquaman

Chrome Dome

Chrome Dome

War

War

Wingnut

Wingnut

Kirby

Kirby

Despero

Despero

Cheetah

Cheetah

Darkseid

Darkseid

Shredder

Shredder

Rat King

Rat King

Armaggon

Armaggon

Clayface

Clayface

Bizarro

Bizarro

Zoom

Zoom

Omega Shredder

Omega Shredder