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|description= | |description= | ||
Donnie tosses up an Electro-Grenade. | |||
* | * Character defining tool that has a large amount of utility. The existence of this move is one of the things that makes Donnie a major threat. | ||
* | * You're able to move on frame 12 after tossing a grenade into anything you want. | ||
* Only one grenade can be active at a time. You have to wait for the first grenade to despawn before throwing another one but there is no cooldown timer on throwing grenades. As long as there isn't a grenade out, you're able to throw another one. | |||
* Grenades will bounce one time on the ground before despawning the next time it hits the ground. It will also despawn if it hits a blast zone or your opponent (including their shield). | |||
* Grenades will ignore platforms and ceilings. This means you can throw it through the bottom of the stage to have it land on stage. Going upwards through the floor counts as the bounce though. | |||
* Donnie is able to hit the grenade with literally any move of his non-grab moves and the direction it goes will depend on the launch angle of the move it hits with. You're able to hit it as many times as you want as long as you can keep it from despawning but each successive hit will launch it farther than the last hit. This will not increase the damage. | |||
* Your opponent is able to hit grenade back towards you with any non-grab move they have if you aren't careful. This isn't helped by the fact that the hurtbox is bigger than the hitbox making it easier to hit. Ownership is determined by who hit it last. | |||
* The grenade will always send horizontally with the direction being based off the direction it was launched. If hit from a move that sent it straight upwards, it will send the direction Donnie was facing when he hit it. | |||
* This move can be b-reversed in order to shift your momentum in the other direction. This is most evident after a dive kick but this can be done with basic movement in order to mix up your opponent. | |||
* Grenade will interrupt throws for both you and your opponent. This includes command grabs from Plankton and Patrick. | |||
* Grenade interrupting or intercepting your throws can allow Donnie to combo into a second grab. | |||
* Has decent knockback growth allowing for it to become a kill move at much higher percents (around 170% usually). | |||
* Throwing a grenade will not take away your respawn invincibility. This can allow you to start combos while still invincible. | |||
* The grenade itself has no shield pushback so it will not cause teeters. | |||
* This move's primary purpose is to control space as it can deny a portion of the screen for your opponent, stuff their approaches, force them into using a move or shield, and over all push Donnie's advantage. | |||
** An opponent who is on ledge can have a variety of options cut off by throwing a grenade to where it would land on stage right next to the ledge. This usually forces them to either wait and jump, try and hit the grenade with getup attack, or force a roll. All three options allow for Donnie to force his opponent back off stage or setup for a kill. | |||
** If you force an opponent into shield by the grenade landing on them, it's usually a free grab. If they try and roll or spot dodge, there's a chance they get hit with the grenade. | |||
** An opponent who is forced to tech on stage or a platform can have one or more of their options cutoff by throwing a grenade. This can force them into an option that Donnie can follow up on for either a combo or a kill. | |||
* Excellent tool for edgeguarding due to it's use at denying space. | |||
** It can be used to steal jumps off stage and stop certain characters from drifting too close to the stage. | |||
** Recoveries that don't have a hitbox (i.e. Jenny, Patrick, Jimmy) are forced to try and dodge it which can set them up for Donnie's kill moves. | |||
** Tether recoveries (i.e. Gertie, Mr. Krabs) are shut down by this move since they will always snap to the edge in a specific way and aren't invincible on the way up resulting them getting hit by grenade repeatedly as long as it's timed correctly. | |||
** The grenade itself can be hit and used to snipe your opponent while they're close to the blast zone and focused on recovery. The move itself having decent knockback growth allows it to become a kill move in these circumstances. | |||
* This move is also great for combos. | |||
** This move can start combos into Donnie's primary combo starters with Grab, Up Light, Light Neutral Air, and Light Up Air. | |||
** This move can be used to extend combos in situations where you want to push your opponent towards the edge. This is mostly notable for situations where you want to combo into certain kill confirms such as Light Forward Air, Strong Neutral Air, and Sky Strike. | |||
** This move combos into itself with wavedash forward at around 14% on most of the cast. This can be done to carry your opponent towards the edge of the stage and setup any of Donnie's aerials. Once your opponent's percentage gets too high, it stops comboing due to the knockback growth. Most players call this waveshining. | |||
* Other things that grenade can be used for include: | |||
** Dropping from the ledge and tossing a grenade through the stage into recovering with Sky Strike can relieve ledge pressure for you. You have to be careful though as if you time the Sky Strike incorrectly (as Donnie transitions into the swing stance), it won't come out and will not allow you to use Sky Strike again, usually resulting in a lost stock. | |||
** You can pressure shields from below platforms with grenade since you can quickly throw them out and they despawn on shield. You have to press something in order to not transition into swing stance. While there's no shield pushback, it can cause opponents to pick a panic option and get hit by either the grenade or Donnie as a result. | |||
** The grenade itself is a projectile so it can be used to stop attacks and other projectiles but it depends on if the other attack interacts with the hitbox or the hurtbox of the grenade. The rule of thumb is other attacks will clank on the hitbox which will delete the grenade and reflect on the hurtbox which sends it back to Donnie and make the move act like it hit someone (i.e piercing projectiles will not get deleted and certain moves can be cancelled earlier if they have that property). This can be seen to clank with some hard to deal with moves like Rocko's Up Strong Pogo Stick on the way down allowing Donnie to actually punish the move. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
Donnie gets into a batter stance and swings his staff. | |||
* Tip: time the staff swing properly to launch the Electro-Grenade forward. | * Tip: time the staff swing properly to launch the Electro-Grenade forward. | ||
}} | }} | ||
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|description= | |description= | ||
Donnie spends a bar of slime in order to toss up 3 Electro-Grenades. | |||
* Press the Special button again to swing his bo staff. | * Press the Special button again to swing his bo staff. | ||
* Tip: time the staff swing properly to launch the Electro-Grenade forward. | * Tip: time the staff swing properly to launch the Electro-Grenade forward. | ||
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|description= | |description= | ||
Donnie throws out a Smoke Bomb in front of him. | |||
* Once the Smokebomb lands, press the Special button again to teleport to its position. | * Once the Smokebomb lands, press the Special button again to teleport to its position. | ||
}} | }} | ||
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|description= | |description= | ||
Donatello teleports to where the Smoke Bomb he threw out landed. | |||
* Once the Smokebomb lands, press the Special button again to teleport to its position. | * Once the Smokebomb lands, press the Special button again to teleport to its position. | ||
}} | }} | ||
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|description= | |description= | ||
Donnie spends a bar to throw out a Smoke Bomb with different properties. | |||
* Once the Smokebomb lands, press the Special button again to teleport to its position. | * Once the Smokebomb lands, press the Special button again to teleport to its position. | ||
}} | }} | ||
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|description= | |description= | ||
Donatello gets ready for a counter attack. | |||
* When hit while in this stance, he reappears behind his opponent with a swift counter. | * When hit while in this stance, he reappears behind his opponent with a swift counter. | ||
}} | }} | ||
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|description= | |description= | ||
Donnie gets hit will in his counter stance and teleports behind his opponent charging into them on a skateboard. | |||
* When hit while in this stance, he reappears behind his opponent with a swift counter. | * When hit while in this stance, he reappears behind his opponent with a swift counter. | ||
}} | }} | ||
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|description= | |description= | ||
Donatello quickly launches himself upwards with his turtle glider, hitting opponents along the way. | |||
* DESCRIPTION PLACEHOLDER | * DESCRIPTION PLACEHOLDER | ||
}} | }} |
Revision as of 19:51, 15 June 2024
About
The brains with the bo staff.
Playstyle
PLACEHOLDER
Strengths | Weaknesses |
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Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
3% | 5 | 5-8 | 25 | -10 | |
Donnie pokes with his staff.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
3% | 6 | 6-8 | 28 | -12 | |
Donnie swings his staff forward to continue the poke strike.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
1% | 3, 7, 11, 14, ... | 3, 7, 11, 14, ... | - | - | |
Donnie starts rapidly poking in front of him for as long as light is mashed.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 9 | 9-11 | 36 | -17 | |
Donnie ends the Light Combo with an overhead swing downwards.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 12 | 12-22 | 48 | -0 | |
Donnie spins his staff in front of him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 7 | 7-28 | 43 | -33 / -29 | |
Donnie spins his staff above his head. Taken straight from TMNT Tournament Fighters.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 7 | 7-21 | 40 | -27 to -13 | |
Donnie slides along the ground while screaming "NINJA SLIDE!"
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 7 | 7-9 | 32 | -19 | |
Donnie gets up from the slide with a kick upwards.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 17 | 17-28 | 42 | -15 to -4 | |
Donnie uses his staff in order to vault himself forward with a kick.
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Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 9 | 9-22 | 52 | -5 | |
Donnie swings his staff around himself in a circle.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 11 | 11-15 | 48 | -3 | |
Donnie does an overhead swing with his staff.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% / 8% | 10 | 10-17 | 44 | -2 | |
Donnie swings his staff behind him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% / 6% | 7 | 7-25 | 45 | -2 | |
Donnie swipes his staff upwards.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% / 7% | 10 | 10-14 | 40 | -4 | |
Donnie thrusts his staff downwards in order to spike opponents.
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Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% / 20% | 18 / 22 | 18-20 / 22 | 58 | -30 / -28 | |
Donnie swings a giant hammer in front of him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 14 | 14-15 | 55 | -35 | |
Donnie swings a giant hammer downwards.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
18% / 14% / 10% | 12 | 12-26 | 69 | -23 | |
Donnie launches himself upwards with a kick that leaves him airborne.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 9 | 9-24 | 44 | -23 | |
Donnie sweeps his leg around him to hit his opponent.
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Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 16 | 16-19 | 48 | -6 | |
Donnie pulls out a Hyper Spectral Blaster in order to blast his opponents.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 16 | 16-22 | 63 | -4 | |
Donnie swings his staff upwards covering a large area above him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% / 10% | 15 | 15-37 | 57 | --12 / -14 | |
Donnie does a dive kick.
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Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 6 | 6-End | 32 | -3 | |
Donnie tosses up an Electro-Grenade.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 7 | 7-9 | 32 | -19 | |
Donnie gets into a batter stance and swings his staff.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% (Per grenade) | 6 | 6-End | 14 | -3 | |
Donnie spends a bar of slime in order to toss up 3 Electro-Grenades.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 12 | 12-End | 41 | - | |
Donnie throws out a Smoke Bomb in front of him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | - | - | 45 | - | |
Donatello teleports to where the Smoke Bomb he threw out landed.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 12 | 6-End | 41 | - | |
Donnie spends a bar to throw out a Smoke Bomb with different properties.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 5 | 5-27 | 63 | - | |
Donatello gets ready for a counter attack.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 13 | 13-49 | 51 | - | |
Donnie gets hit will in his counter stance and teleports behind his opponent charging into them on a skateboard.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% / 9% | 5 | 5-6, 5-11 | 39 | -104 | |
Donatello quickly launches himself upwards with his turtle glider, hitting opponents along the way.
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Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 7 | 7-8 | 34 | - | |
Donnie reaches forward attempting to grab his opponent.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 10 | 10-11 | 42 | - | |
Donnie attempts to grab his opponent while running forward.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
1% | 9 | - | 17 | - | |
Donnie slams his opponent on the ground behind him. Reference to the TMNT beat-em-up arcade games.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 14, 23 | 23-34 | 50 | - | |
Donnie tosses his opponent up and hits them with his staff.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 16 | - | 28 | - | |
Donnie spins around and tosses his opponents forward. Another reference to the TMNT beat-em-up arcade games.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 0 | - | 47 | - | |
Donnie throws his opponent into the ground before body slamming them with his shell.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 18 | - | 44 | - | |
Donnie slams his opponent behind him.
|
Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
40% | 26 | 26 | 119 | -93 | |
Donnie's Ultimate Attack which involves Donnie chasing his opponent with the Turtle Van and shooting them with cannons mounted on the van.
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Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | - | - | 102 | - | |
Donnie looks around with a magnifying glass processing his surroundings. |
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | - | - | 117 | - | |
Donnie attempts to fix a device before hitting it with his hand and then declares it fixed.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | - | - | 163 | - | |
Donnie pulls out a handheld console and plays a game before getting upset and spiking the handheld into the ground.
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Strategy
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Techniques
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Combos
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Matchups
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Other Resources
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Videos
PLACEHOLDER
Costumes