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 |
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Weight Class |
Middle |
Character Discord | |
Home Stage |
Technodrome Takedown |
Strengths | Weaknesses |
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Moves List
Light Attacks
- Sends at a semi-spike angle.
- Disjointed.
- Pretty slow for a forward-light being frame 10.
- Fastest grounded option at frame 7.
- Sorta combos into his other aerials, but has so little hitstun that Mikey can easily be reversal'd by a character with better range or framedata.
- Actually a horrible move. Might have some niche use when edgeguarding, certain characters, but not much use beyond that.
- Recommend using light down-air or simply grabbing instead if you need a quick option with similar range.
- A pretty good dash-attack. Decent burst speed and range.
- Hits pretty high on his body. Most commonly used as a conversion off of the top-hit of his light dair to combo into strong dair offstage.
Jumping/Air Light Attacks
- Great neutral and combo tool.
- Has a blind-spot that can whiff small or skinny characters underneath his arm.
- Sends backwards.
- Low hitstun.
- Very versatile move.
- 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.
- Commonly paired with up-throw to begin a loop.
Strong Attacks
- Mikey's strongest and second fastest kill move.
- Hits twice. Can be used as a YOLO mix-up in hopes that your opponent drops block between the hits.
- Can be used to finish combos by confirming into it out of top-hit dair.
- Not super noteworthy. Kinda just worse than n-strong.
- 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.
- Probably the only move more useless than down-tilt.
Jumping/Air Strong Attacks
- 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.
- Similar in strength to aerial up-strong, but the proper DI is towards Mikey instead of away from him.
- 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.
- 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.
- 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.
- Notably, it's big enough to hit SpongeBob during his up-special.
Special Attacks