Line 281: | Line 281: | ||
|input= Jump Neutral Strong | |input= Jump Neutral Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=19, 25 | |||
|Active=2, 3 | |||
|Total Frames=48 | |||
|Safety=-7 | |||
|description= | |||
* Mikey's fastest kill option. Frame 19, starts above Mikey's head and has a second swing behind his back. Sends upwards. | * Mikey's fastest kill option. Frame 19, starts above Mikey's head and has a second swing behind his back. Sends upwards. | ||
* Like most strong multi-hits, it has great block-push. | * Like most strong multi-hits, it has great block-push. | ||
* Similar in strength to aerial up-strong, but the proper DI is towards Mikey instead of away from him. | * Similar in strength to aerial up-strong, but the proper DI is towards Mikey instead of away from him. | ||
}} | |||
}} | }} | ||
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|input= Jump Up Strong | |input= Jump Up Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=14%, 14% | |||
|Startup=21, 27 | |||
|Active=3, 4 | |||
|Total Frames=45 | |||
|Safety=-8, -2 | |||
|description= | |||
* Consists of two hits. The first hit sends upward and out, while the second hit sends more horizontally away from Mikey. | * Consists of two hits. The first hit sends upward and out, while the second hit sends more horizontally away from Mikey. | ||
* It's possible to link the first hit into the second hit with some precise positioning and timing. | * It's possible to link the first hit into the second hit with some precise positioning and timing. | ||
* Lots of block-push which can lead to a teeter on platform or at the ledge. Since the second hit sends away, people who drop their block can also just get sent to the blast-zone. | * Lots of block-push which can lead to a teeter on platform or at the ledge. Since the second hit sends away, people who drop their block can also just get sent to the blast-zone. | ||
}} | |||
}} | }} | ||
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|input= Jump Down Strong | |input= Jump Down Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=15% | |||
|Startup=23 | |||
|Active=6 | |||
|Total Frames=42 | |||
|Safety=-6 | |||
|description= | |||
* Sends straight outwards. Amazing kill move that combos off of dash attack at the ledge. | * Sends straight outwards. Amazing kill move that combos off of dash attack at the ledge. | ||
* This move is very active and huge which makes for a great edgeguard tool. Lasts for 5 frames underneath Michelangelo. | * This move is very active and huge which makes for a great edgeguard tool. Lasts for 5 frames underneath Michelangelo. | ||
* Notably, it's big enough to hit SpongeBob during his up-special. | * Notably, it's big enough to hit SpongeBob during his up-special. | ||
}} | |||
}} | }} | ||
Revision as of 06:07, 25 April 2022
Story
Cowabunga!!
Who knew toxic ooze gave you a taste for pizza? From the Teenage Mutant Ninja Turtles, Michelangelo is the "party dude" of the team known for his sick skate tricks and sicker nunchuck skills!
Gameplay
Michelangelo has a very unique moveset and combo-game relative to the rest of the cast. His up-special is a tether that can be used as an anti-air or combo-tool, his down-special is immune to most projectiles and is jump cancellable and doing so makes the move plus on block. He is capable of killing most characters off of a single opening, but such conversions require precise execution and constant situational awareness.
One of the highest skill-ceiling characters in the game, Michelangelo is an extremely difficult yet rewarding character to play.
Franchise |
Teenage Mutant Ninja Turtles |
---|---|
Weight Class |
Middle |
Character Discord | |
Home Stage |
Technodrome Takedown |
Strengths | Weaknesses |
---|---|
|
|
Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 10 | 2 | 22 | -5 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 7 | 2 | 20 | -6 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 8 | 7 | 45 | -30 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 6 | 7 | 35 | -27 | |
|
Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 9 | 5 | 22 | -8 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 10 | 3 | 22 | -8 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5%, 5% | 7, 12 | 2, 2 | 26 | -8 | |
|
Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
4%, 10% | 20, 30 | 1, 5 | 55 | -8 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 21 | 5 | 45 | -7 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 23 | 4 | 46 | -5 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 21 | 5 | 48 | -18 | |
|
Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 19, 25 | 2, 3 | 48 | -7 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14%, 14% | 21, 27 | 3, 4 | 45 | -8, -2 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 23 | 6 | 42 | -6 | |
|
Special Attacks
- Can be angled up or down.
- Sends a second projectile back towards the direction it was sent from.
- The second projectile is an active hitbox. It can actually immediately activate on an opponent who blocked the first projectile leading to extra blockstun. It can also be caught, but this is pretty situational.
- Extremely high end-lag if more than one pizza is thrown in quick succession.
- Can be combo'd off of into most of Mikey's moves, including up-b.
- Absolutely insane move. Huge range, disjointed, intangible, can be cancelled during its active frames into any move, jump, or even block. Is also plus enough on block to lead to a grab.
- Commonly used to confirm into top-hit dair or grab, but it has enough hitstun to combo into basically any move in Mikey's kit, even itself under the right circumstances.
- Pretty low commitment as it's cancellable and beats most aerial options. Loses to grounded call-outs and can be punished on reaction from close range.
- Can be cancelled into jump after 37 frames. Combos into all of Mikey's strong aerials and even grab or up-b.
- Plus on block if cancelled.
- Beats most moves that are not disjointed and outright beats most projectiles.
- Can potentially combo into itself. Looks super swag if done properly.
Taunt
Notable Players
- tafaar
- androoovii
- Pancake Mix.