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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= | ||
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|Active=20 | |Active=20 | ||
|Total Frames=43 | |Total Frames=43 | ||
|Safety= | |Safety=-20 | ||
|description= | |description= | ||
* Absolutely insane move. Huge range, disjointed, intangible, can be cancelled | * 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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* 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. | |||
}} | }} | ||
}} | }} |
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. |