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
- 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
- Can be angled up or down.
- Sends a second projectile back towards the direction it was sent from.
- The second projectile is an active hitbox. It can actually immediately activate on an opponent who blocked the first projectile leading to extra blockstun. It can also be caught, but this is pretty situational.
- 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.
- Absolutely insane move. Huge range, disjointed, intangible, can be cancelled during its active frames into any move, jump, or even block. Is also plus enough on block to lead to a grab.
- 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's cancellable and beats most aerial options. Loses to grounded call-outs and can be punished on reaction from close range.
- 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.
- Beats most moves that are not disjointed and outright beats most projectiles.
- Can potentially combo into itself. Looks super swag if done properly.
Taunt
Notable Players
- tafaar
- androoovii
- Pancake Mix.