Donatello (TF)

From SuperCombo Wiki

The brains of the quartet dons the purple bandana. Donnie has one of the longer ranged weapons of the game, and can play a good, if awkward, ranged game. Donatello requires a little more practice than Leonardo to work with, but in the end he can be one of the better character in the game.

While a lot of his special moves remind you of more common fighting arts, his regular attacks are much more different. His s.FP hits multiple times, but does not have the insane range Leonardo's does, his c.FK is a sliding sweep, and you have to be careful not to punch too quickly or you execute a special attack.

Donnie still carries good range & priority with his attacks, and his special moves are strong and come out quick, but his movement is a little slower than Leo making him a better defensive character.

Moves List

Throws

Name
Command
Damage
Notes
Seoinage
B.png or F.png + Hp.png
Throw.png
Dynamite Headbutt
B.png or F.png + Hk.png
Throw.png

Command Moves

Name
Command
Damage
Notes
Back-ten
B.png b
Chrome Stomp
D.png + Hp.png
Aironly

Special Moves

Name
Command
Damage
Notes
Bo Trust
Tap P.png , B.png or F.png
Ground Claw
Qcf.png + P.png
Headspin Attack
Qcb.png + K.png

Ultimate Attack

Name
Command
Damage
Notes
Fire Dragon
Hp.png + Hk.png

Moves Analysis

Normal Moves

Weak Punch

Jumping Weak Punch

  • Don gives a quick swipe with his staff and keeps his elbow stuck out. Quick and good priority, but use this only if you're nose-to-nose with someone in mid-air; his FP comes out almost as quickly.

Standing Weak Punch

  • A quick high elbow. Just like Leo's, when done far or close to the opponent it can completely miss a ducking opponent. Also like Leo's, no horizontal range or priority, but it's great in combos.

Crouching Weak Punch

  • A quick crouching jab. Decent range. Comes out as fast as his s.WP.

Fierce Punch

Jumping Fierce Punch

  • A downward swing of the staff. Not as prioritized as Leo's, but it still does a great job of stuffing someone's air attack and almost as good at stopping someone's anti-air defense on the ground.

Standing Fierce Punch

  • A twirling of the cudgel can get you 2 hits. The first hit is mid-level, the second hit is closer and higher, missing ducking opponents and sometimes thin ones (Wingnut). It has good range, easily reaching opponents from the start, decent speed and fair priority, which makes it an OK anti-air if done early enough (2nd hit may surprise people) as well as stop people up close in mid-animation of their specials. Your biggest strength and weakness. Use it often to push people away, but don't over-estimate your range as it leaves you open. You can't combo from or to this move unless after a deep jump-in.

Crouching Fierce Punch

  • An upward swing of the staff; a very good anti-air move. Too bad you can't combo from it. Because it hits high, do not use this on close crouching opponents.

Weak Kick

Jumping Weak Kick

  • A diving knee. It has decent priority, but you're better off with the other moves. If you jump straight up, Don will do an extended high kick. The range is also very limited, and it comes out only slightly faster than the j.FP.

Standing Weak Kick

  • When next to your opponent, it's a low-attack kick to the shins. Too slow to be used in combos, but fast enough that people might not see it coming. Opponents must block LOW to stop this. From farther away, it's a high kick. Very fast, but has a shorter range than it may seem, and is not a good anti-air.

Crouching Weak Kick

  • A very fast, medium ranged low-attack to the ankles. You can chain a string of these together safely to push people away and build your UA Meter.

Fierce Kick

Jumping Fierce Kick

  • A deep-angled jumping kick that can cross-up. This is a great move over-shadowed only by the j.FP. If you jump straight up, Don will do a high kick with almost no horizontal range.

Standing Fierce Kick

  • When next to your opponent, this is an upward kick, like the s.WK from afar. And like Donnie's s.WK, it doesn't go as far as it seems. This can miss a ducking opponent completely unless their shadow is touching yours (this hits above mid-level, but below high-level). The close version isn't a good anti-air, but from farther away, it is a high swining roundhouse to the head. The swinging angle gives it excellent priority against jumping attacks.

Crouching Fierce Kick

  • A long-ranged sliding low attack that sweeps people off their feet. Too slow to use effectively, and has too much lag when blocked. If you use this, make sure your opponent will fall. The maximum range is about 2/3 of the screen away (just to the far side of the clock). This makes a sneaky anti-air move from afar because Don is so low to the ground, but if people realize you do it, they can have a deep attack ready.

Throws

Shoulder Toss

  • Forward or Back + FP
    • A "seoi-nage" throw.

Head Butt

  • Forward or Back + FK
    • A strong Head Butt.

Backflip

  • Back, Back
    • All turtles have this. It's a quick evade move that provides complete invincibility as you move backwards. You are vulnerable the moment your feet land however, but should have enough time to block.
      • Pros
        • Complete Invincibility
      • Cons
        • You're moving backwards

Body Press

  • (In Air)Down + WP
    • An easy, but weak cross-up move.
      • Pros
        • Easy cross-up move
      • Cons
        • Weak

Special Moves

Ground Claw

  • Quarter Circle Forward + Punch
    • A very fast projectile with a quick start-up and fairly long lag. While it moves along the ground, it is a fairly tall fireball. Watch out for Don's staff; he extends it far while doing this move which may be a tempting target for jumping attacks. The WP version will travel much slower, but allows Don to recover faster.
      • Pros
        • The fastest moving projectile in the game
        • Excellent to use with c.FK/s.FP/s.FK/c.FP/Headspin as a bait/trap
        • Decent for "behind the head" attacks on people getting up
      • Cons
        • Lag makes it dangerous to use too often
        • Hard to combo with
        • Mikey can Dynamite Bomber over this

Headspin

  • Quarter Circle Back + Kick
    • Donnie will drop the ground and spin on his head with his legs kicked out. You can now move Don left and right with the D-Pad. The FK version lasts longer than the WK version. Best to use the WK as a counter-move.
      • Pros
        • Strong one-hit knockdown attack
        • There is a invincibility window at start-up, not enough to avoid projectiles unless they would hit you as soon as you get up
        • There is a invincibility window at start-up, enough to avoid all normal attacks and maybe even provide a counter-hit
        • If blocked, you bounce back a bit away
      • Cons
        • The FK version lasts too long; it makes you vulnerable if blocked, even if you move forward to do more hits
        • While spinning, you are VERY vulnerable to jumping attacks
        • While spinning, you might be able to trade hits with mid/low attacks
        • Very slow moving

Bo Thrusts

  • Tap Punch repeatedly
    • Don's best pressure move, especially after getting in close. Donnie starts stabbing at people with his Bo. Decent range, and you can move Don forward or backward as he's attacking. If you keep tapping, Donatello will continue to thrust up to 15 times before stopping.
      • Pros
        • Hits multiple times, great for combos
        • FP version has short start-up and recovery time
        • The FP version scores more hits.
        • FP version bounces you safely away
      • Cons
        • FP version requires a faster rate of tapping than the WP version
        • WP version has a long recovery time
        • Each hit is fairly weak; you want this to hit multiple times

Ultimate Attack

Fire Dragon

  • Donnie is completely invincible as he does this and the Dragon spirit covers pretty much the whole screen for a few moments so no one can avoid it; people can jump over you, jump high, they'll still be hit. If blocked, the Spirit hits multiple times.
    • Pros
      • One big damaging attack
      • Complete invincibility
      • Fast enough to blow through projectiles
      • Not a bad anti-air
      • If blocked, can chip away multiple times
    • Cons
      • A ducking block avoids most of the damage
      • Don still "announces" his attack by rearing back
      • Not as powerful as other U.A. attacks


Strategy

Combos

Two-in-Ones

  • s.WP -> Bo Thrusts
  • j.FK -> c.FK
    • Never forget this; Don's c.FK has so much range you can counter outstreched limbs from afar and still combo.
  • j.FP -> s.FP
    • The first hit must be deep; j.FK may be easier to use

Long Combos

  • j.FP, c.WP, FP Bo Thrusts
    • Best used if you can cross-up with the j.FP or try j.FK

Corner Combos

  • WP Ground Claw, s.FP
    • A quick 2-3 hits if you can hit someone with the tail end of the Ground Claw as they're getting up. If you're farther away, use c.FK.

Traps

  • WP Ground Claw -> s.FP/c.FP/s.FK/Headspin
  • s.FP for a late-jumper or a jumper from more than 3/4 screen away.
    • Headspin if someone is jumping from 1/2 the screen away or closer. They can avoid this by learning to jump straight up.

Cheaps

  • s.WP, FK Throw
    • It doesn't matter if they get hit, block, or duck the s.WP, just throw them. This depends on surprise as you can be thrown as well
  • j.WP, FP Throw
    • More desperation than cheap. Time the j.WP so that you hit early, deep, or miss completely (either because you missed a cross-up or you pulled your bo back or you did it too late), land and throw your opponent while they're still scratching their head. |
  • WK Headspin, Throw
    • Get close while in the Headspin, but don't hit the opponent. The best time to do this is when the opponent is getting up. You want to trick your foe into blocking. As soon as you stop spinning, you want to be in range to throw 'em!

Match-ups

Vs. Armaggon

  • Open with s.FP; Armaggon may walk into it
  • He likes to walk in and attack, leaving himself open to a quick s.FP
  • He likes to walk in and throw, also leaving himself open
  • He telegraphs his diving swim; block and counter
  • He prefers to launch 2 Aqua Shocks in a row; anticipate and leap over the 2nd to take the offense
  • He likes to Fin Slicer up close, so don't use point-blank projectiles
  • Watch out for his reach, not his speed; Donnie can outmatch him with the speed of his s.FP alone, just make sure you don't whiff

Vs. Aska

  • Aska may open up with a sliding or jumping weak attack
  • Her Spinning Uppercut is nasty and will be used often as an anti-air
  • Aska will also use her Uppercuts in short combos off jump-ins
  • If you get hit, or block Aska's early-jumping or crouching weak attacks, she is open to a throw or strike.
  • Aska will use her Kunai Spin attack to close the distance
  • You can use your Headspin to counter her specials; she will pass through/over you and land on your feet
  • Feel safe to use the Headspin up close; you can usually score a hit or get Aska to block three or four times
  • If you can trap Aska, push her with WK and FK Headspins. Afterwards, Aska will counter with a slide, uppercut, or jump; block and counter-attack accordingly

Vs. Chrome Dome

  • Open with a step forward and s.FP
  • Chrome Dome will counter your projectiles from afar with a Ground Spark or a diving FK; if it's the previous, keep firing; if it's the latter, wait and counter him
  • Don't use projectiles up close, Chrome Dome may use a dive FK
  • If C.D. dives over your projectiles, hope you can use a Headspin attack quickly; that'll stop his EPD attempt.
  • Be careful of C.D. approaching you; he's looking for his EPD!
  • Be careful of taking to the skies from afar; C.D. has long reach
  • If you can corner C.D., wait at about 2/3 screen range (just to the side of the Timer) and use a WP Ground Claw; C.D. will most likely dive kick over it, now you can use a Headspin attack to counter anything he tries after he lands or s.FK him out of the diving kick if you have the right angle

Vs. Donatello (self)

  • Against a level 7 CPU, wait to see what its first move is
  • At some point, it will try to Ground Claw; jump over and combo!
  • If the CPU uses a WK Headspin for no reason, you still have time to use a j.FP to counter
  • Look after ever missed s.FP (its or yours) for the CPU to use a Claw
  • You can use the Headspin to trade hits with a close Claw or jump-in
  • The CPU is very projectile-happy, but can use combos too

Vs. Karai

  • She is fast and furious; watch out for her jumping attacks
  • Don't end up close to Karai as she gets up, she can throw you
  • If Karai is putting pressure on you with quick jump-ins and rushing attacks, use a Headspin to counter any normal attack she has
  • To avoid the flying Rocket Punches, jump straight up; she will wind up attacking early, if not, she can only hit you once
  • If you want to be cheap, constantly use Headspin to confuse the CPU; Karai will have trouble counter-attacking, but she can still trade hits if she does

Vs. Leonardo

  • Do not try to open with s.FP, Leo may dodge and counter
  • He will use his Shining Cutter/FK traps a lot
  • Watch out for the range of his Roto-cutter; it can stop your c.FK
  • If you can trick Leo into using a Roto-cutter (by being upclose) use a Headspin; Leo will fly over you and land on your feet
  • A s.FP can trade hits with a Shining Cutter
  • From 3/4 of the screen, if your projectiles nullify each other, you have enough time to jump and stop his 2nd Shining Cutter
  • From 1/3 the screen, if your projectiles nullify each other, use s.FP to stuff Leo from doing anything
  • If you do stop Leo with a j.FP, so a s.FP immediately so he can't have time to use a counter-move

Vs. Michaelangelo

  • Open with s.FP; offense-minded Mikey usually walks into it
  • Do NOT jump in against Mikey; he's always readies a Rising Thunder
  • Mikey prefers simple j.FK -> c.FK combos before moving away and continuing to "turtle up" as it were ala Guile
  • Don can actually Headspin through a fast Dragon Breath as well as backflip through one easily
  • Slow Dragon Breaths can be avoided by jumping straight up
  • Try to anticipate if Mikey will upchuck fire (usually after he blocks), take a step in to s.FP his face
  • Mikey will try to spit twice in a row, even if you stopped the first; anticipate it with a j.FP -> s.FP, and get Mikey to block
  • If Mikey is just sitting there, try to walk into s.FP range and force him back
  • Mikey has a tendency to walk up and Dragon Breath; anticipate it

Vs. Raphael

  • Open by taking a step forward and using s.FP; if Raph doesn't block, he gets hit
  • If you are far away, you can use simple j.FP (early) -> s.FP moves to push Raph around, he won't use his anti-airs well; he may Power Drill pass you, Chest Buster just short, or miss with a s.FK; hit with the j.FP and push Raph away with s.FP
  • If you jump too close, Raph may c.FP you
  • Don't try using projectiles or Headspin, you will lose every time

Vs. Rat King

  • Open with s.FP; like War, Ratking is wide enough to be hit
  • Look out for Ratking's flying axe-kick and super Dropkick; both can be countered from afar with s.FP
  • Try not to use your projecitles much, Ratking will often use his super Dropkick to fly over it and throw you
  • If Ratking knocks your s.FP out from afar with his axe-kick, he'll try to combo with with a c.FK when he flies close; block and s.FP his face this time
  • If Ratking takes to the air when close, expect a super Dropkick; duck and c.FP him from the sky
  • If you want to be cheap, constantly use FK Headspin to confuse the CPU; Ratking will have trouble countering and may even walk into it! At the very least, you can build up your UA meter by making him block and boucning out of his Rat Bomber range

Vs. Shredder

  • C.Shredder will use Aura Shield on your fast projectiles
  • He can Aura Crusher through your slow projectiles
  • C.Shredder prefers to use (j.WK/j.FK -> c.WP -> c.WP -> c.WK -> c.FK)
  • He also likes to jump around a lot, and is very fast to boot
  • Play defensively; use c.WK and s.FP to keep the distance, s.FP as an anti-air from afar and c.FP or backflip and Headspin against his close jumps

Vs. War

  • Open with s.FP; War is wide enough that he will be hit
  • Take advantage that War has no real anti-air moves except his WP+SK and his Turn Uppercut
  • When War uses his Turn Uppercut, duck to avoid it until his arm is raised; then quickly stand before it retracts and toss him
  • Take advantage that you can use a s.FP after a jump-in safely
  • Do not use s.FP at random; War's s.FK has equal range and is faster
  • If War starts jumping up and down in place, he is getting ready to use his Death from Above special; either block and counter or jump back and counter
  • War can continualy charge for his Death from Above, and is has almost no lag time; if you avoid one, be wary of a follow up attack
  • Don't use projectiles or Headspin much, War tends to jump quickly

Vs. Wingnut

  • Open with s.FP; Wingnut may walk into it or jump back
  • He almost telegraphs his Moonbuster; jump early over it and use j.FP
  • Watch out for his chain combos, they can dizzy you
  • His biggest threat is that he can easily Hover in and toss you
  • Keep up your anti-airs and don't jump into a Moonbuster
  • Despite being so thin, use s.FP anyway; it pushes him away so you can use projectiles and anticipate a Moonbuster
  • Once trapped in a corner, you can pressure him with s.FP and combos

All credit to ~Kaz