Teenage Mutant Ninja Turtles x Justice League Turbo/Donatello

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Introduction

Since the taking down of Shredder for the final time, Donatello has devoted more time to his technical inventions and the betterment of the world. He's also taken particular interest in training April O'Neil in self-defense... purely scientific curiosity, of course. The Omega Factor is a new variable which he hopes to study, presuming there's a world left.


Character Strengths

Strengths:

Weaknesses:

Data Arsenal

Life                                  :  1000 points
Stun                                  :  620 points
Pre-jump Frames                       :  3 frames
Jump Time                             :  39 frames
Forward Dash                          :  29 frames
Backdash                              :  29 frames
Wakeup                                :  18 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

[[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?
10 8 C/N/S/H


Close Standing Light Kick

[[File:TMNTxJL_Template:Char_cllk.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?
10 8 C/N/S/H


Far Standing Light Kick

[[File:TMNTxJL_Template:Char_slk.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?
10 8 C/N/S/H


Standing Heavy Punch

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

Damage/Chip Damage Stun Guard Level Startup Active Recovery (whiff) Recovery (hit) Hit Stun Guard stun Advantage on Hit/Block Cancelable?
18 15 C/N


Close Standing Heavy Kick

[[File:TMNTxJL_Template:Char_clhk.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?
18 15 C/N


Far Standing Heavy Kick

[[File:TMNTxJL_Template:Char_farhk.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?
18 15 C/N


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?
10 8 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?
10 8 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?
18 15 C/N


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?
18 15 -


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?
All 0 3 14 14 11/11~ -


Neutral Jumping Light Kick

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

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


Jumping Neutral Heavy Kick

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

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


Command Normals

Body Splash

[[File:TMNTxJL_Template:Char_jnlk.PNG|210x210px|center]] During Any Jump +

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


Throws

Shoulder 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?
0 link 2 1 0


Headbasher

[[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?
0 link 3 1 31/37


Special Moves

Ground Claw

[[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?
[[Image:Template:Level.png|link]]


Ground Claw 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?
[[Image:Template:Level.png|link]]


Headspin 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?
[[Image:Template:Level.png|link]]


Headspin 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?
[[Image:Template:Level.png|link]]


Headspin 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?
[[Image:Template:Level.png|link]]


Bo Thurst Light

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] Mash Punch Four Times, With Last Input Being

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


Bo Thurst Heavy

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] Mash Punch Four Times, With Last Input Being

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


Bo Thrust Ω

[[File:TMNTxJL_Template:Char_Template:Move.PNG|210x210px|center]] Mash Punch Four Times, With Last Input Being + With 1 Source

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


Super Moves

Bo Barrage 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?


Bo Barrage 2

[[File:TMNTxJL_Template:Char_super2.PNG|210x210px|center]] With Full Super Meter, Can Be Done In Air

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


Bo Barrage 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?


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)

Teenage Mutant Ninja Turtles x Justice League Turbo
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