Nickelodeon All-Star Brawl/Michelangelo

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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.

Michelangelo

NASB michelangelo character.png
Franchise

Teenage Mutant Ninja Turtles

Weight Class

Middle

Character Discord

Michelangelo character discord

Home Stage

Technodrome Takedown

Strengths Weaknesses
  • Combo Openers: Many of Michelangelo's moves can easily combo into one another. His nair, dair, up-special, down-special, and pizza all have enough hitstun to reliably start a combo or find a grab.
  • Robust Combo Trees: Alongside the many ways Mikey can start a combo, Mikey also has many ways to convert an opening into a kill. The top hit of his dair is an amazing tool in specific.
  • Edgeguarding: Mikey's light and strong dairs are incredible edgeguarding tools thanks to their devastating launch angles and disjoints. His down-special can also be used to chase opponents offstage and convert into one of his dairs.
  • Reversals: Because his dair and up-air send backwards, these moves can rob your opponent of their stocks at extremely early percent if they are not careful when attempting to edgeguard Mikey.
  • Option Coverage: His up-special is a very powerful cancellable, unchallengeable combo-starter that covers a large space in the air and is also plus enough on block to lead to a grab. If your opponent is not able to outrange or avoid this move and are found without resources, it can lead to a deadly punish.
  • Pressure: Disjoints and plus moves can lead to raw conversions or mixup situations.
  • Combo Food: Being big and heavy is a horrible defensive combination in Nick Brawl. While Mikey has access to deadly combos against most of the cast, they also have the same privilege against him.
  • Poor Frame Data: Mikey's fastest grounded option is his low-range frame 7 up-tilt that has extremely low hitstun. His second fastest option is his frame 8 down-tilt that's negative on hit. His nair, his main neutral tool and combo starter, is frame 9. Most other characters in Nick Brawl have frame 5 or 6 options in the air and on the ground.
  • Hurtbox Extension: Michelangelo's limbs often extend before his attacks become active and are vulnerable to counter-attacks or grabs.
  • Intercept-able Recovery: While not having to think too much about how to recover is nice since his up-special (usually) automatically snaps to ledge, it completely lacks a hitbox and the path that Mikey takes is quite predictable.
  • Poor Raw Kill-Power: While he has many ways to find potentially deadly conversions, his strong moves lack some strength and are pretty difficult to land without some other move confirming into them.
  • Difficult: Mikey's unique hitboxes and move properties are hard to grasp at first and he requires some creativity as well as good execution to find kills.



Moves List

Light Attacks

Nunchuck Strike
Neutral Light
NASB mikey light mid.png
Teenage Mutant Disjoint Hitbox
Damage Startup Frames Active Frames Total Frames Safety
6% 10 2 22 -5
  • Sends at a semi-spike angle.
  • Disjointed.
  • Pretty slow for a forward-light being frame 10.


Fist Pump
Up Light
NASB mikey light up.png
If Raphael did this, then i'm doing it too!
Damage Startup Frames Active Frames Total Frames Safety
8% 7 2 20 -6
  • 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.


Air Guitar
Down Light
NASB mikey light down.png
Don't use this move
Damage Startup Frames Active Frames Total Frames Safety
6% 8 7 45 -30
  • 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.


Skateboard Ram
Run Light
NASB mikey dash light.png
Turtle Hawk Pro Skater 3
Damage Startup Frames Active Frames Total Frames Safety
8% 6 7 35 -27
  • 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

Shielding Strike
Jump Light
NASB mikey aerial light mid.png
"Dude, I could be gaming"
Damage Startup Frames Active Frames Total Frames Safety
5% 9 5 22 -8
  • Great neutral and combo tool.
  • Has a blind-spot that can whiff small or skinny characters underneath his arm.
  • The top hit sends backwards which can make it useful as a DI mixup. Similar angle and knockback to up-air but with more hitstun.


Helicopter Strike
Jump Up Light
NASB mikey aerial light up.png
Didn't another Michelangelo already make this?
Damage Startup Frames Active Frames Total Frames Safety
8% 10 3 22 -8
  • Sends backwards.
  • Low hitstun.


Snapback Strike
Jump Down Light
NASB mikey aerial light down.png
Damage Startup Frames Active Frames Total Frames Safety
5%, 5% 7, 12 2, 2 26 -8
  • 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

Wild Swings
Neutral Strong
NASB mikey strong mid.png
Wait isn't this just Neutral Light?
Damage Startup Frames Active Frames Total Frames Safety
4%, 10% 20, 30 1, 5 55 -8
  • Mikey's strongest kill move.
  • Can be confirmed into out of dash attack or top-hit dair.
  • Decent YOLO mixup option; might catch people off-guard if they block between the hits or cause a teeter at ledge.


Handstand Kick
Up Strong
NASB mikey strong up.png
Damage Startup Frames Active Frames Total Frames Safety
16% 21 5 45 -7
  • Not super noteworthy. Kinda just worse than n-strong.
  • Easy confirm off of up-special.


Split Slam
Down Strong
NASB mikey strong down.png
For an all-pizza diet, Mikey sure is limber to pull off that split
Damage Startup Frames Active Frames Total Frames Safety
13% 23 4 46 -5
  • 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.


Rear Tackle
Run Strong
NASB mikey dash strong.png
Eat your heart out, R. Mika!
Damage Startup Frames Active Frames Total Frames Safety
10% 21 5 48 -18
  • Probably the only move more useless than down-tilt.

Jumping/Air Strong Attacks

Dual Strike
Jump Neutral Strong
NASB mikey aerial strong mid.png
Damage Startup Frames Active Frames Total Frames Safety
13% 19, 25 2, 3 48 -7
  • 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.


Sweeping Kick
Jump Up Strong
NASB mikey aerial strong up.png
Damage Startup Frames Active Frames Total Frames Safety
14%, 14% 21, 27 3, 4 45 -8, -2
  • 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.


Aerial Split Slam
Jump Down Strong
NASB mikey aerial strong down.png
It'll leave an impression on you all the way to the blast zone
Damage Startup Frames Active Frames Total Frames Safety
15% 23 6 42 -6
  • 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

Wanna Pizza This?
Neutral Special
NASB mikey special mid.png
The attack name beat me to the pun
Damage Startup Frames Active Frames Total Frames Safety
9%, 3% 11 - 40, 60, 80 -19
  • 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.


Turtle Line
Up Special
NASB mikey special up.png
Wait, the Teenage Mutant Hero Turtles?
Damage Startup Frames Active Frames Total Frames Safety
6% (Can hit multiple times) 21 20 43 -20
  • Absolutely insane move. Huge range, hits behind him, disjointed, intangible, and can be cancelled into anything on hit.
  • 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 has only 2 frames of endlag, beats most aerial options. Loses to grounded call-outs and can be punished on reaction from close range, Though it may hit grounded opponents on the way back down if they aren't careful.


Party Dude
Down Special
NASB mikey special down.png
Hey, just like the theme song says!
Damage Startup Frames Active Frames Total Frames Safety
8% (Can hit multiple times) 16 80 110 +5 (If cancelled)
  • 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 be used as an edgegaurding tool by falling off the stage into a jump cancel + dair.
  • Can potentially combo into itself. Looks super swag if done properly.

Absurd mobility tool that essentially wins you neutral for free if the opponent lacks a move to stuff it out.

Taunt

Taunt
Taunt Button
NASB mikey taunt.png
That orange turtle is a real pizza work
Pizza!

Colors

NASB michelangelo character.png NASB Mikey alt costume 1.png

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