Nickelodeon All-Star Brawl 2/Donatello

From SuperCombo Wiki

About

I got the brains and the brawn!


From the Teenage Mutant Ninja Turtles, Donatello is the brains of the team and is known for his various inventions such as the Turtle Van and the Turtle Blimp. Armed with his various gadgets and his trademark bo staff, Donatello stands ready to kick some shell!

This version of Donatello is the 1987 TV Show incarnation.

Playstyle

Compared to his brothers, Donatello (Donnie for short) has the most unique playstyle of the 4 turtles in the NASB series so far. Armed with a variety of long range normals, a gameplay defining projectile, and a variety of other tricks up his sleeve, Donnie is able to control the pace of the match by controlling a large amount of space and keep his opponent stuck trying to navigate his options. In addition to his excellent space control, Donnie has access to some excellent combo tools with his Down Throw, Light Neutral Air, Light Up Air, Electro-Grenade, and various others, that allow him to deal massive damage and potentially take stocks off of winning a single neutral interaction. All of this alongside his versatile Smoke Bomb that allows him to teleport after setting up a lingering smoke effect, allows Donnie to play a tricky style of gameplay that can snowball really quickly.

If you’re fine sacrificing speed for long range normals and some of the most unique options in the game, Donatello is the character for you!

Metagame

Donatello is ranked 20th out of 29 on the current tier list, in the B tier.

Donnie is a character that excels in the range department. With his big bo staff, his strong projectile game in Neutral Special, and his crazy edgeguarding, Donnie works best when he has a lot of space to work with. His movement is also some of the most unorthodox and strange to counter in the game, being able to use Smoke Bomb essentially as a save state whenever he's knocked off the stage. Donnie also has a surprisingly good out-of-shield game with Up Special, making it easy to reset his opponent to neutral if they try to pressure him on shield.

However, Donnie does have some considerable flaws. His big range is at the expense of having rather sluggish stats and frame data. This can cause him to get overwhelmed a lot by faster and more aggressive characters in the game if they do get in his way. Donnie is also a big target, being a rather tall character, making him combo food. His opponent can also destroy his Smoke Bomb once he's planted it, limiting his recovery if he gets caught offstage without it. This overall makes Donnie a very cautious character, having to make the most of his kit lest he gets caught in a tough situation.

For these reasons, Donnie is generally considered a somewhat complex character, needing to make the most of his resources if he wants to get work done. In spite of his flaws, however, the few willing to put work into Donnie have achieved very strong results, particularly at offline tournaments.

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

0.97

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
"Point your attention to the move's description"
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. He can still get punished on block if you aren't careful since it's still -10.
Poke Strike (2nd hit)
Light (Again)
NASB2 Donatello LightNeutral-PokeStrike2.png
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-PokeStrike3.png
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. Repurposed from one of his specials from TMNT Tournament Fighters.

  • 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 canceling during this move setups for combos with Grab, Down Light, and any of his aerials. Slime canceling 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-PokeStrike4.png
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
"Michelangelo would be so proud"
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
"This is also one of Donnie's best normals"
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.
  • Cancelable 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
NINJA SLIDE!
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 Neutral 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.
  • Good burst option and tends to go under some projectiles since Donnie's hurtbox shrinks.
Ninja Kick
Down+Light (Again)
NASB2 Donatello LightDown-NinjaSlide2.png
Damage Startup Active Frames Total Frames Safety
5% 7 7-9 32 -19

Donnie gets up from the slide with a kick upwards.

  • Doesn't have an official name so one was made up.
  • 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 canceling this move will leave you airborne.


Pole Vault
Light (Running)
NASB2 Donatello DashAttack-PoleVault.png
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
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
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
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
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 making it a decent combo tool and sometimes kill confirm.
  • 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
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 reflect it diagonally forwards.
  • 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-GroundSmash2Resized.png
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.
  • One of Donnie's strongest kill moves but typically is used as a mixup after the first hit misses or is blocked.
  • Massive hitbox that covers a wide area in front of Donnie. Can be used as an extremely slow but hard hitting anti-air for opponents recovering high
  • 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 reflect it diagonally forwards.
  • 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
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 canceling 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 reflect it upwards.
  • 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
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 strong attacks.
  • 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 reflect it behind Donnie.
  • 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
"So anyway, I started blasting."
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 when spaced well.
  • 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 reflect it diagonally forward.
  • 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
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.
  • Isn't much of a combo starter without given its end lag but is a decently strong combo ender.
  • Useful for platform tech chases since it will cover the entire platform.
  • Slime canceling 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 reflect it diagonally forward.
  • 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
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.
  • Both the spike hitbox and weaker hitbox can combo into Light Forward Air based on positioning. The spike hitbox can be used as a call out move to predictable movement or unsafe recoveries.
  • 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. Donnie is still affected by gravity during the charge animation. Landing on stage will refresh Dive Kick stalling in the air while charging. It will not refresh if you just grab the ledge.
  • You aren't able to move while charging the first Dive Kick, but you can move while charging subsequent Dive Kicks.
  • The subsequent Dive Kicks are not as fast as the first Dive Kick so it can be a bit more predictable.
  • Hitting a projectile with the strong hit will only reflect it downwards. 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-GrenadeTossRevised.png
Damage Startup Active Frames Total Frames Safety
5% 6 6-End 32 -3

Donnie tosses up an Electro-Grenade. Typically called "Grenade" or "Ball" by the community.

  • 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 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 grabs for both you and your opponent. This includes command grabs from Plankton and Patrick if they aren't armored.
  • 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.
    • You can also use this help with landing from disadvantage as can hit opponents on the way down, covers some screen space, and forces the opponent to press a button or make sure their movement is on point to try and keep a juggle going.


  • 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 canceled 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
"Anyone for stick ball?"
Damage Startup Active Frames Total Frames Safety
6% 7 7-9 32 -19

Donnie gets into a batter stance and swings his staff.

  • There is no official name for this specific move so one was made up.
  • Donnie automatically transitions into this move if you do not press anything after tossing up a grenade. Pressing special again will cause Donnie to swing his staff.
  • The hit itself is unremarkable and doesn't see too much use for just hitting your opponent.
  • The swing will reflect projectiles horizontally. This makes it Donnie's most reliable projectile reflector and is even better at reflecting than most of his strongs as it won't have any vertical offset or delete the projectile's hitbox.
  • The hitbox and reflector are only on the staff swing itself. Projectiles can still hit Donnie if they are high up enough.
  • You can time the swing to reflect a projectile and send a grenade towards your opponent which will create pressure and sometimes combo into each other setting up for Donnie's combo starters.
  • There is no EX version of this move. If you hold slime while you do this move, it won't waste a bar.
Electro-Grenade (EX Version)
Special+Slime
NASB2 Donatello SpecialNeutral-Electro-GrenadeEX.png
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.

  • 2 of the 3 grenades are sent much higher than the regular grenade and all 3 will land further forward than if just one grenade was thrown.
  • The grenades themselves have almost all the same properties as regular grenade.
  • This move ignores the one grenade limit set by regular grenade, allowing you to have a regular grenade active and all 3 EX grenades active.
  • There is no limit to how many grenades can be spawned and active with the EX version. In a regular match, this means you can have 12 EX grenades and 1 regular grenade active.
  • With fast enough canceling, you can create a wall of EX grenades. This creates a pseudo-infinite on opponents that have the grenades land on top of them. This can lock someone in shield and will even freeze someone who's invincible for as long as the grenades hit them.
  • This move can be used to cover spaces above Donnie that he normally can't reach without Sky Strike with less potential for kill confirms.
  • Typically it's best to throw a regular grenade first then throw EX grenades as you'll be able to throw another regular grenade by the time the EX grenades are coming down.


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

Donnie throws out a Smoke Bomb in front of him. Once it lands it will create a lingering smoke effect that Donnie can teleport to.

  • The lingering smoke effect lasts around 7 seconds after landing.
  • The distance the Smoke Bomb is thrown can be controlled by holding left or right after pressing Side Special.
  • Landing while throwing a Smoke Bomb in the air will cancel the animation early without any landing lag. It's always better to throw a Smoke Bomb in the air as a result.
  • There is no cool down on throwing a Smoke Bomb. As long as there isn't one already active (initial bomb or lingering smoke effect), you can throw another one.
  • Your opponent can destroy both the Smoke Bomb and the lingering smoke effect in one hit so you can't teleport to it. You can use this to your advantage to block projectiles.
  • As long as a Smoke Bomb is active, Donnie is able to chase opponents offstage for edgeguards as deep as he wants to and recover without issue. You just have to be mindful of the remaining time on the lingering smoke effect.
  • Due to the utility that the teleport gives Donnie, it's best to have a Smoke Bomb active at almost all times especially before going offstage for an edgeguard.
  • Since Donnie throws the Smoke Bomb faster than some other characters throw projectiles and he can also cancel the landing lag of the move in the air, he can use this to win projectile wars and punish his opponent. Just keep in mind the arc of the throw and be sure to not accidentally throw the Smoke Bomb over the projectile that you are trying to delete.
  • The lingering smoke effect can fall off platforms and the stage if it lands right on the edge. You're still able to teleport to it while it's falling.
  • Throwing a Smoke Bomb right after respawning will not take away your respawn invincibility.
  • The Smoke Bomb and the lingering smoke effect can both be reflected. If the Smoke Bomb is reflected, Donnie will lose ownership of it but be able to throw another one immediately. If the lingering smoke effect is reflected, Donnie can still teleport to it as long as the effect wasn't destroyed.
  • If you reflect another Donnie's Smoke Bomb, you can teleport to that reflected Smoke Bomb. If two are active at once, Donnie will teleport to the one that landed first.
  • The Smoke Bomb can be used to distract opponents giving you stage control in neutral and let you get to the ledge safer while recovering.
Smoke Bomb Teleport
Forward+Special (While a Smoke Bomb is active)
NASB2 Donatello SpecialForward-SmokeBomb.png
Damage Startup Active Frames Total Frames Safety
0% - - 45 -

Donnie teleports to where the Smoke Bomb he threw landed.

  • It takes about 15 frames for Donnie to teleport to the Smoke Bomb's location.
  • The teleport can be jump canceled starting frame 39.
  • Donnie will always face the same direction after the teleport as he was facing prior to the teleport.
  • Teleport will carry your momentum from whatever you were doing prior.
  • If Donnie attempts to teleport as the Smoke Bomb disappears, he will teleport in place going nowhere.
  • Due to the entire animation being able to be slime canceled, you can slime cancel the teleport early to fake out your opponent. Slime canceling after Donnie teleports allows him to block sooner or create some crazy combo setups.
  • The EX version of teleport will allow Donnie to be actionable on frame 18 while the full teleport animation only takes 24 frames. Donnie teleports on frame 9.
  • Donnie will always attempt to throw a Smoke Bomb for 1 frame when he is able to teleport. Due to this, EX teleport uses two bars of slime as Donnie tries to throw an EX Smoke Bomb and then EX teleport. You can technically mitigate this by frame perfectly holding Slime 1 frame after pressing the special button to teleport but it's very impractical.
Smoke Bomb (EX Version)
Forward+Special+Slime
NASB2 Donatello SpecialForward-SmokeBombEXRevised.png
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.

  • Donnie can teleport to EX Smoke Bomb mid air before it lands. Skipping the requirement for the lingering smoke effect to be active.
  • EX Smoke Bomb throws the bomb at a set angle similar to holding forward for a regular Smoke Bomb.
  • The lingering smoke effect lasts for about 20 seconds and will take 2 hits to destroy. A strong attack will destroy it in one hit.
  • If you time a teleport right as EX Smoke Bomb lands, you will teleport but not use up the lingering smoke effect. This allows you to teleport to the same Smoke Bomb twice.


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

Donnie gets ready for a counter attack.

  • A counter that is not frame 1 meaning that Donnie can be hit out of the start up.
  • You are able to slime cancel any part of the counter animation prior to anything hitting you.
  • Technically armor and Donnie will take damage if hit, but it will always be converted to 0% damage.
  • There is no difference for the EX version of this move if the counter isn't successful.
Cheapskate Counter Attack (Success)
Down+Special (Counter gets hit by an attack)
NASB2 Donatello SpecialDown-CheapskateCounterAttackSuccess.png
Damage Startup Active Frames Total Frames Safety
8% 13 13-49 51 -

Donnie gets hit while in his counter stance and teleports behind his opponent charging into them on a skateboard.

  • Donnie is put into a 51 frame long attack that will do set damage to his opponent and knock them away.
  • Donnie is in hitlag for up to 19 frames after successfully countering an attack. This will affect the start up.
  • Has a significant amount of invulnerability frames.
  • The knockback is not dependent on the attack that was countered and this move has very low knockback growth.
  • Countering a physical attack will have Donnie teleport behind the opponent regardless of the direction he was facing. Behind the opponent is relative to Donnie and not the direction the opponent was facing.
  • Countering a projectile will not have Donnie teleport and he will charge full speed ahead in the direction he is facing.
  • You cannot slime cancel any part of a successful counter.
  • This move can clash with certain attacks and lose its hitbox as a result.
  • If the animation of the move cancels early for some reason, Donnie will have his controls locked until he is supposed to move again. This tends to happen more when countering stronger moves.
  • This move is still affected by gravity so you can sometimes get launched under the stage.
  • If a projectile is piercing (i.e. Norbert's beam, Spunky from Rocko), Donnie will treat it as countering a physical hit meaning he will try and teleport behind the projectile. This will result in Donnie teleporting above the projectile and launching towards where it is going.
  • Typically sees use as a combo/juggle breaker and a surprise burst option versus projectiles and overzealous approaches.
  • The only difference for the EX version is that it will do 15% damage on a successful counter.


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

  • Has a strong hit on Donnie's knees that lasts 2 frames and a weak hit on the staff that lasts longer.
  • Goes straight upwards with little to no drift horizontally.
  • Has no invincibility frames but is Donnie's fastest out of shield option.
  • The strong hit is one of Donnie's strongest kill options.
  • Snapping the ledge with this move involves going lower than expected. Basically Donnie's hand that is raised up higher should be level with the ledge. You can also snap the ledge with the first few frames of this move.
  • Technically the fastest move that can hit a grenade immediately after its been thrown and it will send the grenade downwards at about a 45 degree angle. You need to walk or jump forward to achieve the same effect on EX grenades or else it will whiff.
  • Can be used to chase opponents that are delaying their landings or want to set up out of reach of Donnie. You have to spend a bar to follow up into a combo or kill confirm since you'll usually hit with the weak hit.
  • The weak hit has a lot of utility as a kill confirm when used in conjunction with slime canceling. Slime canceling into Strong Up Air is the primary kill confirm. The follow up can be turned around to mix up DI and depending how much momentum you have, you can sometimes charge the move a little bit to add a bit of kill power. Slime canceling into Strong Neutral Air or Strong Down Air are mostly for situation where the Sky Strike went higher than expected.
  • Has a glitch where if you Sky Strike immediately after slime dashing in any direction that involves vertical movement, Donnie's Sky Strike will gain no height and just fall down faster.
  • The only difference for the EX version is that it just goes higher.


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 DashGrab.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
"Most brutal pummel in a platform fighter"
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.

  • 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
"With a spin and a toss, your stock is now lost!"
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
"You're about to be combo'd for massive damage!"
Damage Startup Active Frames Total Frames Safety
8% 23 - 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 from frames 1-26 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.

  • Both edge and slime cancelable.


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.

  • Both edge and slime cancelable.
  • 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.

  • Both edge and slime cancelable.
  • Makes Donnie's hurtbox shorter than his normal crouch animation while playing the game but there isn't a whole lot of practical application to it due to the length of the taunt unless you slime cancel it. He's sitting down for about 120 frames.



Strategy

Movement

With Donnie being a big turtle with disjointed attacks, it would only make sense that his movement speed on both the ground and in the air would be on the slower side. This is in conjunction with his floaty gravity and fall speed results in the ninja turtle that plays like an actual turtle. In a platform fighter like NASB2, movement is everything so just accepting that Donnie is a slow character isn’t going to get you far. Here are some techniques to help bring this turtle into a true ninja:

  • Use wavedash in tandem with your regular movement options
    • One perk of Donnie’s stats is it results in him having a decently long wavedash. This lets Donnie move around the stage in a similar fashion to Samus in Melee. By using wavedash to supplement your regular movement options, Donnie can appear to be a lot faster than his stats would imply.
    • Donnie has a very lengthy turn around skid animation while running that leaves him in place. Thankfully this animation is jump cancelable meaning you can wavedash out of it. Using the wavedash to turn around allows for Donnie to avoid dealing with that animation entirely.
    • Wavelanding on platforms is a faster way of landing on platforms than landing from a jump. Input the same way as you would complete a normal wavedash.
  • B-Reverses allow Donnie to completely shift his air momentum
    • B-Reversing is described as reversing your air momentum by using special moves. This can be seen most noticeably with Donnie’s Neutral Special, Electro Grenade. A B-Reserve is completed by inputting a special move such as Electro Grenade and inputting the opposite direction of where your momentum is taking you. I.e. Moving left would mean you would press right to shift your momentum. If done correctly, you should see Donnie turn around and completely reverse his momentum. Pressing the direction too early results in Donnie just turning around or you will get a Smoke Bomb. Pressing the direction too late will result in Donnie not shifting his momentum and he will not turn around.

Neutral

The game has started and you now have to attempt to win neutral. How does a big, slow turtle like Donnie play neutral versus other characters that outspeed him in both movement and frame data? The answer is by being a space control monster.

  • Use Electro Grenade!
    • It cannot be stressed how character defining Electro Grenade is as a tool for Donnie. This move is integral for controlling space as Donnie as it allows Donnie to do whatever he wants after 12 frames. This move can be used in a variety of ways from area denial, combo breaking if they don’t get out of the way or hit it away, or force someone into block.
  • Space your large normals!
    • Donnie’s a character with so many disjoints that can keep his opponents away. The idea is to place your moves in a way that results in your opponent running into them or scaring them enough to put them into a worse position that you can capitalize off of. It is important to keep in mind that those large normals are unsafe on block so you don’t want to over-extend and get punished for it. By spacing your moves, you give yourself a bit more breathing room which most characters can’t punish.
  • Keep a Smoke Bomb active for as long as possible!
    • Having a Smoke Bomb available that you can teleport to allows for a number of mixups, can assist you in both advantage and disadvantage, and can be a useful distraction. It is important to keep track of the time left on the Smoke Bomb before it disappears. Good rules of thumb to follow include always throwing Smoke Bomb in the air so you can land cancel the recovery and to throw a new Smoke Bomb on stage before chasing someone offstage.

Advantage

Congrats! You won neutral! Now what do you do from here? Thankfully, this is Nickelodeon All Star Brawl 2 and you’re playing a character with a strong combo game. Here’s what that combo game looks like:

  • You got a stray hit with a move that doesn’t start combos
    • Some moves that fit this description include strong hit of Light Back Air, Light Forward Air, the entire Jab combo, and Forward Light.
    • Worst case, you gain stage control.
    • Best case, you can follow up into a combo.
    • In certain cases, you can use slime cancels to convert a stray hit into a full combo that would have otherwise been just to gain stage control.
  • You got a meaty hit with a good combo starter
    • Good combo starters in this case would be Down Light (both hits at earlier percents, first hit at higher percents), Up Light, Light Neutral Air, Light Up Air.
    • With a good combo starter, this is where Donnie shines and can combo for massive damage that could potentially lead into taking a stock.
  • You got a grab
    • If you’re trying to combo someone after a grab, you will almost always go for Down Throw. The only times you won’t is when Electro Grenade is involved and you can setup for a potential regrab.
    • You will typically follow Down Throw with either Down Light. Light Neutral Air, or Light Up Air. Keep in mind that if your opponent DIs behind Donnie you will have to use running momentum in order to chase them for the follow up. If they DI away offstage, you can still follow up for a combo or kill setup but you just want to be careful you don’t accidentally SD.
  • You got your opponent offstage
    • Thanks to the versatility of Smoke Bomb, you can follow your opponent deep offstage to gimp or finish off them off. You just want to make sure you have a Smoke Bomb active and it won’t despawn anytime soon when you go offstage. Good moves to use while far offstage are Light Forward Air, Light Back Air, Strong Forward Air, and Electro Grenade. You can also go for Light Down Air or Strong Down Air to spike your opponent offstage but both are hard to hit.

Disadvantage

Donnie is the second floatiest character in the game behind Ren & Stimpy. This makes Donnie’s disadvantage a bit unique.

  • The perks of being a floaty during combos and juggles
    • Certain combos and kill setups that work on most of the cast will not work on Donnie as a result of his floatiness sending him higher than normal. Donnie can usually jump or air dodge out of these.
  • The pain of being a floaty during combos and juggles
    • It can be hard to land during juggles as Donnie since his air speed is slow and his floatiness can push him into horrible juggle situations. It’s important to remember that your double jump and air dodge can help you get out of these situations.
    • Slime Air Dash can be used to send yourself further into a specific direction with the ability to do an option afterwards much sooner. Keep in mind that you don’t have any invincibility during Slime Air Dash like you would with a regular air dodge.
    • If there is a Smoke Bomb active and your opponent gives you enough breathing room, you can teleport to it as a way to get out of disadvantage and return to neutral. Just be careful that your opponent isn’t anticipating the teleport and is ready to punish you for it.
    • Dive Kick can be used as a way to mix up your descent due to floating during the charge and it sending Donnie diagonally down in the direction he’s facing. If your opponent anticipates it, they can intercept you.
    • Throwing an Electro Grenade while getting juggled can be helpful for breaking combos and controlling space as opponents will try to either avoid it or hit away, giving you enough breathing room to land.
  • Getting back to stage with a Smoke Bomb active
    • Recovering with a Smoke Bomb already on stage allows for a number of mixups that can make edgeguarding Donnie difficult. Smoke Bomb itself is a distraction that forces the opponent to make a choice to either destroy the Smoke Bomb or try and push Donnie offstage further. This results in the opponent destroying the Smoke Bomb and Donnie getting back to ledge or the opponent focused on trying to keep Donnie offstage and Donnie just teleports to the Smoke Bomb. This is the ideal situation you want to setup with Smoke Bomb but it isn’t how it will commonly go.
    • Be careful with your teleports as the teleport animation is punishable without slime canceling. If you get too reckless, you could teleport into an opponent waiting with a strong move ready to take your stock. You can fake out a teleport by slime canceling within the first 14 frames.
    • It's important to remember that Smoke Bomb supplements Donnie's recovery by giving him additional options. He still has access to all of his other recovery tools such as Sky Strike or Slime Air Dash.
  • Getting back to stage without a Smoke Bomb on stage
    • Without an active Smoke Bomb, Donnie is more limited in his recovery forcing him to rely on other tools.
    • You can attempt to throw a Smoke Bomb on stage if you’re high enough but your opponent can intercept and destroy it before you can teleport.
    • Slime Air Dash and air dodge help with giving Donnie additional height and mobility. However, you never want to do either option as a way to grab the ledge as you won’t get any ledge invincibility as a result.
    • If sent high enough, you can use Dive Kick and hit an Electro Grenade into it as a way to cover yourself. Don’t overuse Dive Kick as the hitbox is only active during the beginning of the move and opponents can intercept you trying to recover.
    • Sky Strike being his most vertical option to recover can give Donnie a decent amount of height quickly. This move will put Donnie into a helpless state unless slime canceled before the move ends. Due to Donnie’s floatiness, it’s very important to not be put into this state as you’re unable to defend yourself from being pushed back off stage.
  • Getting off ledge
    • Donnie has the universal four ledge options of regular getup, roll, jump, and drop.
    • His getup attack is decently sized horizontally but small vertically. Try not to use it if your opponent is too far away or is in the air above the ledge waiting to hit you.
    • Donnie is able to drop, jump, and wavedash on to stage but is slower at it than most characters meaning he won’t get as many invincibility frames.
    • Donnie is able to drop from the ledge and throw an Electro Grenade through the stage which can catch opponents off guard due to how fast the move is. You’re also able to hit it with Sky Strike if your opponent is further from the ledge. Just be careful not to have your Sky Strike input eaten by the glitch with transitioning into the swing stance after throwing a Grenade.
    • If there’s a Smoke Bomb active on stage, Donnie can just drop from ledge and teleport to it.


Slime Meter Management

Slime is an important and useful resource for every character in the game. What sets everyone apart is how they use their slime to supplement their game plan. Here is how Donnie uses it:

  • Safety
    • Slow moves that are punishable on block become less punishable when slime canceled. Keep in mind that the act of slime canceling near an opponent will not put your opponent into hitstun or blockstun so you could still be punished if you aren’t careful.
  • Hit and kill confirms
    • Slime canceling near an opponent that you put into hitstun while freeze them in place for a brief amount of time. This freeze can be enough for Donnie to setup into one of his combo starters or a kill move.
    • For hit confirms, slime canceling from an awkward move into one of his combo starters can be the difference between doing a low amount of damage and taking a stock. For example, Donnie’s rapid jab into the finisher doesn’t allow for comboing afterwards, however if you slime cancel the rapid jab, you can go for a grab, Down Light, or Up Light to start a combo for massive damage.
    • For kill confirms, Donnie’s stronger moves are usually slower and it can be hard to hit them in neutral. That’s why it’s important to use slime to help setup for taking stocks. The most common example is Sky Strike slime canceled into Strong Up Air on an opponent being juggled near the top of the screen.
  • Slime Air Dash
    • With the ability to do whatever you want out of Slime Air Dash, it’s a good burst option for getting back to the stage and chasing opponents in advantage.
  • EX Special Moves
    • More of a niche option than anything. Most of Donnie’s EX special moves aren’t worth using due to them not giving more utility than just using their regular version.
    • EX Smoke Bomb can be used to teleport to mid-air or an extra distraction that requires more attention from your opponent to destroy.
    • The main reason to use EX grenades over regular Electro Grenades is if you need more than one grenade active such as when edge guarding a character with a tether recovery like Gertie or Krabs.
    • EX Sky Strike's only difference from the regular version is that it goes higher than normal so spending a bar of meter could be just enough to get you to the ledge.
    • EX counter is useless and the extra damage is not worth it.



Techniques

  • B-Reverse
    • A technique carried over from the Super Smash Bros series. Performed by inputting a special move such as Electro Grenade and inputting the opposite direction of where your momentum is taking you. I.e. Moving left would mean you would press right to shift your momentum. If done correctly, you should see Donnie turn around and completely reverse his momentum. This sees the most use for Donnie with Electro Grenade but every character in the game can B-Reverse.




Combos

General Donnie combo flowchart is a combo starter into Light Neutral Air or Light Up Air into a combo finisher. The list below does not list every move and every percent for every character and is just a general idea of what moves flow into each other. A lot of Donnie's combo game is based on adaption in the moment due to DI. Minor variations will occur depending on the opponent's weight and floatiness.

  • Up Light
    • At early percents, Up Light combos into itself, Grab, Light Neutral Air, and Light Up Air for combo extensions.
    • At middle and high percents, Up Light combos into Light Up Air.
  • Down Light
    • At early percents, Down Light will typically be both hits and can combo into Grab, Up Light, Light Neutral Air, and Light Up Air.
    • At middle and high percents, use only the first hit of Down Light and can combo into Light Up Air for juggles and Strong Neutral Air, Strong Up Air, and Sky Strike for kill confirms.
  • Light Neutral Air
    • This move is one of the main reasons Donnie's combo game is as strong as it is. The main goal with most moves is to combo into this move.
    • At early percents, this move combos into itself, Grab, Up Light, and Light Up Air.
    • At middle percents, this move combos into itself and Light Up Air.
    • At high percents, this move combos into Light Up Air and the weak hit of Sky Strike which can be slime canceled into Strong Up Air for a kill confirm.
  • Light Up Air
    • This move is another reason Donnie's combo game is as strong as it is. This move has as much hitstun as Light Neutral Air and can extend combos that Light Neutral Air wouldn't be able to continue.
    • At early percents, this move combos into itself, Up Light, and Light Neutral Air.
    • At middle percents, this move combos into itself, Strong Up Air, and Strong Neutral Air.
    • At high percents, this move combos into itself and the weak hit of Sky Strike which can be slime canceled into Strong Up Air for a kill confirm.
  • Down Throw
    • At early percents, this throw combos into Down Light on fast fallers, Light Neutral Air, and Light Up Air. Opponents can DI behind Donnie to get sent farther away but you can react this DI and combo with running momentum.
    • At middle percents, this throw combos into Light Neutral Air and Light Up Air.
    • At high percents, this throw combos into the weak hit of Sky Strike which can be slime canceled into Strong Up Air for a kill confirm.



Matchups

+2
+1
0 NASB2 Sponge Icon.png NASB2 Patrick Icon.png NASB2 Squidward Icon.png NASB2 Plankton Icon.png NASB2 ElTigre Icon.png NASB2 Rocko Icon.png NASB2 Jimmy Icon.png NASB2 Lucy Icon.png NASB2 Beavers-Daggett Icon.png NASB2 Beavers-Norbert Icon.png NASB2 Garfield Icon.png NASB2 Aang Icon.png NASB2 Korra Icon.png NASB2 Azula Icon.png NASB2 Raphael Icon.png NASB2 Donatello Icon.png NASB2 April Icon.png NASB2 Danny Icon.png NASB2 Ember Icon.png NASB2 Gertie Icon.png NASB2 Gerald Icon.png NASB2 Nigel Icon.png NASB2 Zim Icon.png NASB2 Jenny Icon.png NASB2 Reptar Icon.png NASB2 RenStimpy Icon.png NASB2 Krabs Icon.png NASB2 Zuko Icon.png NASB2 Rocksteady Icon.png
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