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{{MoveData | {{MoveData | ||
|image= NASB_mikey_light_up.png | |image= NASB_mikey_light_up.png | ||
|caption= | |caption= If Raphael did this, then i'm doing it too! | ||
|name= Fist Pump | |name= Fist Pump | ||
|linkname= | |linkname= | ||
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{{MoveData | {{MoveData | ||
|image= NASB_mikey_aerial_light_mid.png | |image= NASB_mikey_aerial_light_mid.png | ||
|caption= | |caption= "Dude, I could be gaming" | ||
|name= Shielding Strike | |name= Shielding Strike | ||
|linkname= | |linkname= | ||
|input= Jump Light | |input= Jump Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=9 | |||
|Active=5 | |||
|Total Frames=22 | |||
|Safety=-8 | |||
|description= | |||
* Great neutral and combo tool. | * Great neutral and combo tool. | ||
* Has a blind-spot that can whiff small or skinny characters underneath his arm. | * Has a blind-spot that can whiff small or skinny characters underneath his arm. | ||
* The top hit sends backwards which can make it useful as a DI mixup. Similar angle and knockback to up-air but with more hitstun. | |||
}} | |||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= NASB_mikey_aerial_light_up.png | |image= NASB_mikey_aerial_light_up.png | ||
|caption= | |caption= Didn't another Michelangelo already make this? | ||
|name= Helicopter Strike | |name= Helicopter Strike | ||
|linkname= | |linkname= | ||
|input= Jump Up Light | |input= Jump Up Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=8% | |||
|Startup=10 | |||
|Active=3 | |||
|Total Frames=22 | |||
|Safety=-8 | |||
|description= | |||
* Sends backwards. | * Sends backwards. | ||
* Low hitstun. | * Low hitstun. | ||
}} | |||
}} | }} | ||
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|input= Jump Down Light | |input= Jump Down Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=5%, 5% | |||
|Startup=7, 12 | |||
|Active=2, 2 | |||
|Total Frames=26 | |||
|Safety=-8 | |||
|description= | |||
* Very versatile move. | * Very versatile move. | ||
* The first downward strike sends down and behind Mikey. | * The first downward strike sends down and behind Mikey. | ||
* The second hit has low knockback but high hitstun, allowing you to combo into almost every move in Mikey's kit. | * The second hit has low knockback but high hitstun, allowing you to combo into almost every move in Mikey's kit. | ||
* Commonly paired with up-throw to begin a loop. | * Commonly paired with up-throw to begin a loop. | ||
}} | |||
}} | }} | ||
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|input= Neutral Strong | |input= Neutral Strong | ||
|data= | |data= | ||
* Mikey's strongest | {{AttackData-NASB | ||
* | |Damage=4%, 10% | ||
|Startup=20, 30 | |||
|Active=1, 5 | |||
|Total Frames=55 | |||
|Safety=-8 | |||
|description= | |||
* Mikey's strongest kill move. | |||
* Can be confirmed into out of dash attack or top-hit dair. | |||
* Decent YOLO mixup option; might catch people off-guard if they block between the hits or cause a teeter at ledge. | |||
}} | |||
}} | }} | ||
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|input= Up Strong | |input= Up Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=16% | |||
|Startup=21 | |||
|Active=5 | |||
|Total Frames=45 | |||
|Safety=-7 | |||
|description= | |||
* Not super noteworthy. Kinda just worse than n-strong. | * Not super noteworthy. Kinda just worse than n-strong. | ||
* Easy confirm off of up-special. | |||
}} | |||
}} | }} | ||
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|input= Down Strong | |input= Down Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=13% | |||
|Startup=23 | |||
|Active=4 | |||
|Total Frames=46 | |||
|Safety=-5 | |||
|description= | |||
* Hitbox starts behind Mikey and sends straight outwards. | * Hitbox starts behind Mikey and sends straight outwards. | ||
* Pretty good move overall; decent kill-power, covers a lot of options at ledge, barely combos off of top-hit dair and also combos out of dash attack. | * Pretty good move overall; decent kill-power, covers a lot of options at ledge, barely combos off of top-hit dair and also combos out of dash attack. | ||
}} | |||
}} | }} | ||
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|input= Run Strong | |input= Run Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=10% | |||
|Startup=21 | |||
|Active=5 | |||
|Total Frames=48 | |||
|Safety=-18 | |||
|description= | |||
* Probably the only move more useless than down-tilt. | * Probably the only move more useless than down-tilt. | ||
}} | |||
}} | }} | ||
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|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. | ||
}} | |||
}} | }} | ||
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|input= Neutral Special | |input= Neutral Special | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=9%, 3% | |||
|Startup=11 | |||
|Active= | |||
|Total Frames=40, 60, 80 | |||
|Safety=-19 | |||
|description= | |||
* Can be angled up or down. | * Can be angled up or down. | ||
* Sends a second projectile back towards the direction it was sent from. | * Sends a second projectile back towards the direction it was sent from. | ||
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* Extremely high end-lag if more than one pizza is thrown in quick succession. | * 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. | * Can be combo'd off of into most of Mikey's moves, including up-b. | ||
}} | |||
}} | }} | ||
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|input= Up Special | |input= Up Special | ||
|data= | |data= | ||
* Absolutely insane move. Huge range, disjointed, intangible, can be cancelled | {{AttackData-NASB | ||
|Damage=6% (Can hit multiple times) | |||
|Startup=21 | |||
|Active=20 | |||
|Total Frames=43 | |||
|Safety=-20 | |||
|description= | |||
* Absolutely insane move. Huge range, hits behind him, disjointed, intangible, and can be cancelled into anything on hit. | |||
* 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. | * 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 | * Pretty low commitment as it has only 2 frames of endlag, beats most aerial options. Loses to grounded call-outs and can be punished on reaction from close range, Though it may hit grounded opponents on the way back down if they aren't careful. | ||
}} | |||
}} | }} | ||
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|input= Down Special | |input= Down Special | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=8% (Can hit multiple times) | |||
|Startup=16 | |||
|Active=80 | |||
|Total Frames=110 | |||
|Safety=+5 (If cancelled) | |||
|description= | |||
* Can be cancelled into jump after 37 frames. Combos into all of Mikey's strong aerials and even grab or up-b. | * 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. | * Plus on block if cancelled. | ||
* Beats most moves that are not disjointed and outright beats most projectiles. | * Beats most moves that are not disjointed and outright beats most projectiles. | ||
* Can be used as an edgegaurding tool by falling off the stage into a jump cancel + dair. | |||
* Can potentially combo into itself. Looks super swag if done properly. | * Can potentially combo into itself. Looks super swag if done properly. | ||
Absurd mobility tool that essentially wins you neutral for free if the opponent lacks a move to stuff it out. | |||
}} | |||
}} | }} | ||
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|image= NASB_mikey_taunt.png | |image= NASB_mikey_taunt.png | ||
|caption= That orange turtle is a real pizza work | |caption= That orange turtle is a real pizza work | ||
|name= | |name= Taunt | ||
|linkname= | |linkname= Weapon Activation | ||
|input= | |input= Taunt Button | ||
|data= | |data= | ||
Pizza! | Pizza! | ||
}} | }} | ||
== Colors == | == Colors == | ||
[[File:NASB michelangelo character.png|200px]] | |||
[[File:NASB Mikey alt costume 1.png|200px]] | |||
{{Navbox-NASB}} | {{Navbox-NASB}} | ||
[[Category:Nickelodeon All-Star Brawl]] | [[Category:Nickelodeon All-Star Brawl]] |
Latest revision as of 02:15, 6 April 2023
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
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9%, 3% | 11 | - | 40, 60, 80 | -19 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% (Can hit multiple times) | 21 | 20 | 43 | -20 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% (Can hit multiple times) | 16 | 80 | 110 | +5 (If cancelled) | |
Absurd mobility tool that essentially wins you neutral for free if the opponent lacks a move to stuff it out. |