Nickelodeon All-Star Brawl 2/Donatello: Difference between revisions

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* Donatello pulls out an Electro-Grenade.
Donnie tosses up an Electro-Grenade.
* Press the Special button again to swing his bo staff.
* 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.
* Tip: time the staff swing properly to launch the Electro-Grenade forward.
* 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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* Donatello pulls out an Electro-Grenade.
Donnie gets into a batter stance and swings his 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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* Donatello pulls out an Electro-Grenade.
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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* Donatello throws out a Smokebomb in front of him.
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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* Donatello throws out a Smokebomb in front of him.
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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* Donatello throws out a Smokebomb in front of him.
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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* Donatello gets ready for a counter attack.
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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* Donatello gets ready for a counter attack.
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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* Donatello quickly launches himself upwards with his turtle glider, hitting opponents along the way.
Donatello quickly launches himself upwards with his turtle glider, hitting opponents along the way.
* DESCRIPTION PLACEHOLDER
* DESCRIPTION PLACEHOLDER
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Revision as of 19:51, 15 June 2024

About

The brains with the bo staff.

Playstyle

PLACEHOLDER

NASB2 DonatelloStock.png Donatello

NASB2 Donatello Costume00.png
Franchise

Teenage Mutant Ninja Turtles

Weight

0.95

Fall Speed

0.9

Gravity

0.83

Run Speed

0.95

Air Speed

1


Strengths Weaknesses
  • Big Stick - The selling point of the character. When spaced properly, Donnie's giant moves can wall out your opponent and stuff approaches. With his range, he can maintain juggles very well, too.
  • Edgeguarding - Donnie's Electro Grenade can stuff opponents' recovery moves, and he can go as deep as he wants with aerials and teleport back to stage with his smoke bomb. Feel safe jumping headfirst off stage!
  • Movement Tricks - Moves like Dive Kick, Smoke Bomb, and a lengthy wavedash give Donnie surprising ways to out position his opponent.
  • Versatile Neutral Special - Electro Grenade opens up how tricky Donnie can be. Use it to protect yourself in neutral, set up punishes, edgeguard, and more.
  • Slow as a Turtle - Despite a handful of movement tricks and a good wavedash, Donnie is a slow character stat-wise.
  • Frame Data - The majority of Donnie's moves have high start up and aren’t safe on shield, so he can be at a disadvantage in scrapping and lacks good options for getting out of disadvantage. Fast characters can force him to commit and then whiff punish.
  • Big and Tall - Donnie’s a tall turtle with a big hurtbox compared to most of the cast. He has a habit of being grabbed out of his jump and will sometimes get clipped by moves that other characters can avoid with basic movement alone.
  • Exploitable Recovery - While Smoke Bomb is a versatile tool for getting back to stage, if your opponent doesn’t give you an opportunity to set it up, Donnie is forced to rely on Dive Kick and Sky Strike for his recovery. Both moves have their flaws and can result in Donnie losing stocks early.

Moveset

Ground Light Attacks

Poke Strike
Light
NASB2 Donatello LightNeutral-PokeStrike.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
3% 5 5-8 25 -10

Donnie pokes with his staff.

  • Donnie's fastest normal at frame 5.
  • Has a hitbox on Donnie's foot in order to catch smaller characters.
  • Solid poke and a useful neutral tool on the ground as this move is Donnie's safest ground normal besides a spaced Dash Attack.
Poke Strike (2nd hit)
Light (Again)
NASB2 Donatello LightNeutral-PokeStrike.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
3% 6 6-8 28 -12

Donnie swings his staff forward to continue the poke strike.

  • Cancels from the first hit from frames 10-19.
  • Moves Donnie forward in order to continue the jab combo.
  • Has a hitbox on Donnie's foot in order to catch smaller characters.
  • Only really sees usage in order to combo into Light Combo.
Poke Strike (Light Combo)
Light (Mashing)
NASB2 Donatello LightNeutral-PokeStrike.png
CAPTION PLACEHOLDER
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.

  • Cancels from the second hit from frames 13-16.
  • Hitboxes are only on the staff.
  • The Light Combo can be mashed infinitely. This can be used to add on additional damage if they don't DI out.
  • Opponents are pushed away during this move while Donnie will not move at all. This can be used near the edge of stages to force teeters and break shields if they slime block and continue to hold slime.
  • Against a wall, the Light Combo is an infinite, but there's no legal stages with walls so this has no practical application.
  • Slime cancelling during this move setups for combos with Grab, Down Light, and any of his aerials. Slime cancelling this move at the edge of the stage into Light Down Air is a kill confirm.
Poke Strike (Finisher)
Light (Stop Mashing)
NASB2 Donatello LightNeutral-PokeStrike.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
6% 9 9-11 36 -17

Donnie ends the Light Combo with an overhead swing downwards.

  • Automatically cancels from the Light Combo as early as frame 15.
  • Hitboxes cover the staff alongside Donnie's head and upper torso.
  • Becomes a kill move at the edge of the stage at higher percents. This can create a DI mixup with the Light Combo as they will DI out the Light Combo which can cause this move to kill earlier.


One Handed Spin
Forward+Light
NASB2 Donatello LightForward-OneHandedSpin.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
10% 12 12-22 48 -0

Donnie spins his staff in front of him.

  • Hitboxes on this move are split into 3 sections: upper half, lower front quarter, and lower back quarter.
    • Upper half of the spin will send opponents up and behind and isn’t too remarkable.
    • Lower front quarter of the spin sends up and away and is a strong kill move.
    • Lower back quarter of the spin sends down and away in a nasty spike angle that can also be a strong kill move.
  • Unsafe on hit at lower percents.
  • Typically the lower front quarter is the part of the move that will hit but lower back quarter can sometimes come out they don’t snap the edge or are close to or under Donnie while he does this move.


Balance Spin
Up+Light
NASB2 Donatello LightUp-BalanceSpin.png
CAPTION PLACEHOLDER
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.

  • Safety determined by on whiff / on hit.
  • Disjointed, fast, and is a great anti-air.
  • Sends up and behind Donnie.
  • Great combo tool into itself, Grab, and all of Donnie's aerials at lower percents and can kill at higher percents.
  • Has a scoop hitbox in order to hit smaller characters, but due to a small hitbox, smaller characters can usually stand under this move and avoid it entirely.
  • Cancellable as soon as frame 27 but only on hit. Hitting an Electro-Grenade or other projectiles will allow you to cancel earlier. You need to hold a direction in order to cancel into another attack.
  • Shorter than it looks and does not hit below platforms. Better to use other moves such as Light Up Air, Strong Up Air, or Electro-Grenade to chase on platforms from below.


Ninja Slide
Down+Light
NASB2 Donatello LightDown-NinjaSlide.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
10% 7 7-21 40 -27 to -13

Donnie slides along the ground while screaming "NINJA SLIDE!"

  • Safety on block is dependent on spacing and how late the slide hits the opponent's block.
  • Sets up for kill moves namely Up Strong, Strong Nuetral Air, Up Special, and basically any of his aerials.
  • Good for catching recoveries that don’t snap to ledge which can then setup for kill moves listed above.
  • Carries your momentum from whatever you were doing before such as running, wavedashing, or slime cancel Dash Attack. Wavedash forward into this move can cross up and make it safer on block while Slime cancel Dash Attack can go nearly the entirety of most stages.
Ninja Kick
Down+Light (Again)
NASB2 Donatello LightDown-NinjaSlide.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
5% 7 7-9 32 -19

Donnie gets up from the slide with a kick upwards.

  • Cancels from the first hit from frames 13-25.
  • This move can be turned around from the first hit but will also retain its momentum.
  • Slime cancelling this move will leave you airborne.


Pole Vault
Light (Running)
NASB2 Donatello DashAttack-PoleVault.png
CAPTION PLACEHOLDER
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.

  • Safety on block is dependent on spacing and how late the dash attack hits the opponent's block.
  • Hitboxes don’t come out until Donnie’s feet are off the ground.
  • Doing this near the edge will send Donnie offstage. Be careful not to SD with this.
  • You can slime cancel this move to carry the momentum into whatever you want. The most amount of momentum is achieved when slime canceling right as Donnie is about to start the kick (around frame 16). You can use this with b-reverses to go under stages.


Air Light Attacks

Warrior's Cycle
Light (Airborne)
NASB2 Donatello LightNeutralAir-WarriorsCycle.png
Spamming since 2009!
Damage Startup Active Frames Total Frames Safety
9% 9 9-22 52 -5

Donnie swings his staff around himself in a circle.

  • Big move that covers a decent area around Donnie in a full circle.
  • Extremely useful move for starting and extending combos as it sets up for itself and other aerials well.
  • Don’t try to force landings from disadvantage with this move, you will get punished.


Big Bonk
Forward+Light (Airborne)
NASB2 Donatello LightForwardAir-BigBonk.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
12% 11 11-15 48 -3

Donnie does an overhead swing with his staff.

  • One solid hit with no sweet spot hitboxes.
  • Has a reverse hit at the beginning that will send behind Donnie.
  • Great combo finisher and kill move.


Reverse Stun Thrust
Back+Light (Airborne)
NASB2 Donatello LightBackAir-ReverseStunThrust.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
15% / 8% 10 10-17 44 -2

Donnie swings his staff behind him.

  • Has a tipper sweetspot that lasts around 2 frames on the tip of the staff. Tipper hitbox takes priority over other hitboxes.
  • Tipper hitbox has a strong hit and everything else is a weak hit.
  • Strong hit is a kill move. Weak hit is a move that can setup for juggles or combos.
  • One of his safest poking aerials if spaced well.
  • Great for stage spikes when you run off ledge to hit a recovering opponent.


Air Swipe
Up+Light (Airborne)
NASB2 Donatello LightUpAir-AirSwipe.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
10% / 6% 7 7-25 45 -2

Donnie swipes his staff upwards.

  • One of Donnie's best tools for juggling opponents and a huge part of Donnie’s combo game. Sets up for all of Donnie's aerials.
  • Hitbox follows the staff so it starts at his torso before going upwards above his head.
  • Complements well with Electro-Grenade for both juggles and neutral situations as you can keep the grenade active for as long as you can juggle it.
  • If you drop through a platform the same time you hit someone with this move, you will land on that same platform. This also works when you hit an Electro-Grenade.


Downward Thrust
Down+Light (Airborne)
NASB2 Donatello LightDownAir-DownwardThrust.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
10% / 7% 10 10-14 40 -4

Donnie thrusts his staff downwards in order to spike opponents.

  • Spike hitbox is only at the tip of the staff and is only active for two frames. Fairly small hitbox but it takes priority over other hitboxes when hitting multiple hitboxes at once.
  • Hitting with any non-spike hitbox will send the opponent up and away instead.
  • Donnie’s stubbiest aerial.
  • Very strong spike and reliable kill option if you can hit the small sweetspot.
  • Fast enough to auto cancel on short hop.


Ground Strong Attacks

Ground Smash
Strong
NASB2 Donatello ChargeForward-GroundSmash.png
CAPTION PLACEHOLDER
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.

  • First number in data is for the hit in front of Donnie. Second number is for the hit behind him on the back swing.
  • Minimum charge hold is 11 frames.
  • Hitbox is much shorter than it looks. Not great for anti-airing.
  • Has no pushback on shield so it's not the greatest for forcing teeters.
  • If you hit a projectile with this move, it will redirect it diagonally forwards but will delete the hitbox unless you hit with the very tip of the forward hitbox.
  • Spending a bar of slime to EX this move will only add an extra 3% damage to the front hit and an extra 4% to the backwards hit.
Ground Smash (2nd hit)
Strong (Again)
NASB2 Donatello ChargeForward-GroundSmash.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
10% 14 14-15 55 -35

Donnie swings a giant hammer downwards.

  • Cannot be charged.
  • Cancels from the first hit from frames 29-50.
  • Does not combo from the first hit at higher percents but hits harder.
  • Massive hitbox that covers a wide area in front of Donnie.
  • Does not hit below ledge but can catch recoveries that don't snap to ledge well.
  • Has more pushback on shield than the first hit, but is very telegraphed that the opponent can easily parry, grab, or shield between the hits.
  • If you hit a projectile with this move, it will redirect it diagonally forwards but will delete the hitbox unless you hit with the very tip of this move's hitbox. It's much harder to hit this than the first hit.
  • Spending a bar of slime to EX the first hit will only add an extra 2% damage to the second hit.


Pole Kick
Up+Strong
NASB2 Donatello ChargeUp-PoleKick.png
CAPTION PLACEHOLDER
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.

  • Minimum charge hold is 7 frames.
  • Strong anti-air that covers the area directly above Donnie.
  • The initial hit is the strongest with it getting weaker as he reaches the peak of the kick. The weaker hit comes out around frame 14 while the weakest hit comes out around frame 21.
  • Donnie can cancel the animation starting around frame 31 but he will be left airborne. He can act earlier around frame 21 if he hits an opponent or an Electro-Grenade.
  • Can be turned around during the charge release animation. This can create a DI mixup.
  • Slime cancelling the initial hit will keep Donnie grounded. This can allow for a grab while the opponent is in blockstun/hitstun.
  • If you hit a projectile with this move, it will redirect it upwards but will delete the hitbox unless you hit with the outer most hitbox of the rising hit.
  • Spending a bar of slime to EX this move will only add an extra 4% damage to the initial hit, an extra 3% to the middle hit, and an extra 2% to the very last weak hit.


Pivot Swipe
Down+Strong
NASB2 Donatello ChargeDown-PivotSwipe.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
13% 9 9-24 44 -23

Donnie sweeps his leg around him to hit his opponent.

  • Minimum charge hold is 5 frames.
  • This move will always send behind Donnie regardless of which side hit.
  • The strength doesn't change between which side hits and has low knockback compared to his other strongs.
  • Does not hit below ledge but can catch recoveries that don't snap to ledge causing stage spikes.
  • Has the most shield pushback of his strong attacks making it the best move to force ledge teeters with.
  • If you hit a projectile with this move, it will redirect it behind Donnie, but it will only keep its hitbox if you hit with the tip of his foot. If you hit with a closer hitbox, the projectile's hitbox will disappear.
  • Spending a bar of slime to EX this move will only add an extra 3% damage.


Air Strong Attacks

Hyper Spectral Blaster
Strong (Airborne)
NASB2 Donatello ChargeForwardAir-HyperSpectralBlaster.png
CAPTION PLACEHOLDER
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.

  • Minimum charge hold is frame 11.
  • A great combo ender and one of Donnie's strongest kill moves.
  • Donnie's farthest reaching aerial horizontally with a disjointed hitbox making it safer on block than it looks.
  • Great for mixing up DI on opponents expecting something like Strong Up Air since it will kill earlier on DI out than anything sending upwards would.
  • Hitting with the inner most hitbox will send the opponent behind Donnie.
  • If you hit a projectile with this move, it will redirect it diagonally forward but will delete the hitbox unless you hit with the tip of the staff.
  • Spending a bar of slime to EX this move will only add an extra 3% damage.


Angel Swing
Up+Strong (Airborne)
NASB2 Donatello ChargeUpAir-AngelSwing.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
14% 16 16-22 63 -4

Donnie swings his staff upwards covering a large area above him.

  • Minimum charge hold is frame 11.
  • Absolutely massive move that's great for juggles and space control.
  • Useful for platform tech chases since it will cover the entirely platform.
  • Slime cancelling from Sky Strike into this move allows for a kill setup for opponents sending towards the top of the screen.
  • If you hit a projectile with this move, it will redirect it diagonally forward but will delete the hitbox unless you hit with the tip of the staff.
  • Spending a bar of slime to EX this move will only add an extra 3% damage.


Dive Kick
Down+Strong (Airborne)
NASB2 Donatello ChargeDownAir-DiveKick.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
16% / 10% 15 15-37 57 --12 / -14

Donnie does a dive kick.

  • Minimum charge hold is frame 12.
  • Has a spike hitbox at the beginning that lasts about 2 frames and then has a weaker hit for the rest of the move. The first number in the data above is for the spike hitbox while the second number is for the weak hitbox.
  • You keep the momentum from the Dive Kick even after it ends making it really easy to SD with it. This can also be used with B-reverses as Donnie will shift all momentum in the other direction
  • You can edge cancel the landing lag to keep some of that momentum and create some weird movement mixups.
  • You can act out of this move earlier if you hit an Electro-Grenade or your opponent.
  • Donnie will only stall while charging the first time this move is done in the air. Doing another Dive Kick will result in Donnie retaining the momentum of what he was doing prior to the charge. Landing on stage will refresh Dive Kick stalling in the air while charging. It will not refresh if you just grab the ledge.
  • The subsequent Dive Kicks are not as fast as the first Dive Kick so it can be a bit more predictable.
  • Due to the quirk with subsequent dive kicks retaining momentum, if you do anything with vertical momentum (i.e. jump, slime dash upwards, slime cancel Sky Strike) into Dive Kick, Donnie will start floating upwards while charging. He will stop retaining momentum once the charge is released. This can be used to recover and reposition Donnie while offstage. He doesn't have a hitbox while charging so you have to be careful of your opponent trying to intercept you.
  • Hitting a projectile with the strong hit will only redirect it downwards while deleting its hitbox. The weak hit will just delete projectiles.
  • Spending a bar of slime to EX this move will only add an extra 3% damage to the strong hit and an extra 2% to the weak hit.


Special Attacks

Electro-Grenade
Special
NASB2 Donatello SpecialNeutral-Electro-Grenade.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
5% 6 6-End 32 -3

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.
Stick Ball Swing
Special (Again)
NASB2 Donatello SpecialNeutral-Electro-Grenade.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
6% 7 7-9 32 -19

Donnie gets into a batter stance and swings his staff.

  • Tip: time the staff swing properly to launch the Electro-Grenade forward.
Electro-Grenade (EX Version)
Special+Slime
NASB2 Donatello SpecialNeutral-Electro-Grenade.png
CAPTION PLACEHOLDER
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.

  • Press the Special button again to swing his bo staff.
  • Tip: time the staff swing properly to launch the Electro-Grenade forward.


Smoke Bomb
Forward+Special
NASB2 Donatello SpecialForward-SmokeBomb.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
0% 12 12-End 41 -

Donnie throws out a Smoke Bomb in front of him.

  • Once the Smokebomb lands, press the Special button again to teleport to its position.
Smoke Bomb Teleport
Forward+Special (Again)
NASB2 Donatello SpecialForward-SmokeBomb.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
0% - - 45 -

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.
Smoke Bomb (EX Version)
Forward+Special+Slime
NASB2 Donatello SpecialForward-SmokeBomb.png
CAPTION PLACEHOLDER
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.

  • Once the Smokebomb lands, press the Special button again to teleport to its position.


Cheapskate Counter Attack
Down+Special
NASB2 Donatello SpecialDown-CheapskateCounterAttack.png
CAPTION PLACEHOLDER
Damage Startup Active Frames Total Frames Safety
0% 5 5-27 63 -

Donatello gets ready for a counter attack.

  • When hit while in this stance, he reappears behind his opponent with a swift counter.
Cheapskate Counter Attack (Success)
Down+Special (Counter gets hit by an attack)
NASB2 Donatello SpecialDown-CheapskateCounterAttack.png
CAPTION PLACEHOLDER
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.

  • When hit while in this stance, he reappears behind his opponent with a swift counter.


Sky Strike
Up+Special
NASB2 Donatello SpecialUp-SkyStrike.png
CAPTION PLACEHOLDER
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.

  • DESCRIPTION PLACEHOLDER


Grab/Throws

Grab
Grab
NASB2 Donatello Grab.png
Damage Startup Active Frames Total Frames Safety
0% 7 7-8 34 -

Donnie reaches forward attempting to grab his opponent.

  • Stubby and punishable on whiff due to the length of the animation.
  • Has a tendency to whiff on shorter characters.


Dash Grab
Grab (Running)
NASB2 Donatello Grab.png
Damage Startup Active Frames Total Frames Safety
0% 10 10-11 42 -

Donnie attempts to grab his opponent while running forward.

  • Slower and more punishable on whiff than regular grab while being about the same size.
  • You can cancel your dash with either jump or shield into grab in order to avoid getting dash grab.


Grab Pummel
Light (Grabbing)
NASB2 Donatello Pummel.png
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.

  • Each pummel will do 1%.
  • If your opponent mashes out, they will always be released in front of Donnie.


Up Throw
Up (Grabbing)
NASB2 Donatello UpThrow.png
Damage Startup Active Frames Total Frames Safety
9% 14, 23 23-34 50 -

Donnie tosses his opponent up and hits them with his staff.

  • The opponent is thrown on frame 14 and then hit with the staff on frame 23.
  • Donnie's primary kill throw. Kills earlier the closer you are to the edge of the stage.
  • The hit with the staff has traditional hitboxes so it can hit Electro-Grenade and other opponents during doubles or free for alls.
  • Donnie is intangible until frame 35.


Forward Throw
Forward (Grabbing)
NASB2 Donatello ForwardThrow.png
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.

  • Donnie's fastest throw in both startup and total frames.
  • This throw is useful to throw someone offstage and can even kill at higher percents near the edge of the stage.
  • Up Throw is technically a better kill throw, but Forward Throw can sometimes mix up their DI due to being faster.
  • Donnie is invincible during the entire throw animation.


Down Throw
Down (Grabbing)
NASB2 Donatello DownThrow.png
Damage Startup Active Frames Total Frames Safety
8% 0 - 47 -

Donnie throws his opponent into the ground before body slamming them with his shell.

  • Donnie's combo throw. Setups for most of his primary combo tools in Light Up Air, Down Light, and Light Neutral Air.
  • Opponents can DI behind Donnie in order to get sent backwards but Donnie can still follow up for a combo.
  • Donnie is invincible during the entire throw animation.


Back Throw
Back (Grabbing)
NASB2 Donatello BackThrow.png
Damage Startup Active Frames Total Frames Safety
9% 18 - 44 -

Donnie slams his opponent behind him.

  • Looks like his pummel which could create niche DI mixups.
  • Donnie's weakest throw knockback wise and does not setup for combos.
  • Sees the least amount of use of his throws. Primarily used to throw someone offstage.
  • Donnie is invincible during the entire throw animation.


Super

Turtle Shell Drift
Slime+Light
NASB2 Donatello Super.png
"Watch the paint!"
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.

  • Like all Ultimate Attacks, costs 3 bars of slime and your opponent is unable to burst out of hitstun.
  • Super flash comes out on frame 26 and if they aren't blocking by the time the super flash occurs, they are going to get hit.
  • Donnie is invulnerable during the start up of this move but is punishable after the super flash if it whiffs.


Taunts

Neutral Taunt
Taunt
NASB2 Donatello TauntNeutral.png
"Processing!"
Damage Startup Active Frames Total Frames Safety
0% - - 102 -

Donnie looks around with a magnifying glass processing his surroundings.


Down Taunt
Down+Taunt
NASB2 Donatello TauntDown.png
"Come on! Fixed!"
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.

  • The little hit to the device does not have a hitbox.


Up Taunt
Up+Taunt
NASB2 Donatello TauntUp.png
"Dude, I could be gaming."
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.

  • Makes Donnie's hurtbox shorter while playing the game but there isn't a whole lot of practical application to it due to the length of the taunt. He's sitting down for about 120 frames.



Strategy

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Techniques

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Combos

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Matchups

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Other Resources

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Videos

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Costumes

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