Teenage Mutant Ninja Turtles: Tournament Fighters – Move List and Guide (PART 1)
Teenage Mutant Ninja Turtles: Tournament Fighters - Full FAQ & Character Guide v 0.65 by ~Kaz (Part 1)
Teenage Mutant Ninja Turtles(R): Tournament Fighters(tm) (SNES)
Teenage Mutant Hero Turtles(R): Tournament Fighters(tm) (SNES)
Teenage Mutant Ninja Turtles(R): Mutant Warriors(tm) (S.Famicom)
Full FAQ & Character Guide
v 0.65
by ~Kaz
theeternallostboy at hotmail dot com
***
## Legal ##################################################################
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This FAQ is a guide for all characters in Konami's "Teenage Mutant Ninja/Hero
Turtles" fighting game for the Super Nintendo/Super Famicom system called
"Teenage Mutant Ninja Turtles: Tournament Fighters" in North America,
"Teenage Mutant Hero Turtles: Tournament Fighters" in Europe, and in Japan as
"Teenage Mutant Ninja Turtles: Mutant Warriors".
The North American version is hereby abbreviated as "TMNT: TF" and the
Japanese version "TMNT:MW".
The game is copyright 1993 by Konami, licensed by Nintendo; special thanks to
Eastman & Laird at Mirage Studios for TMNT.
This document is copyright 2005-2006 by theeternallostboy@hotmail.com.
Do not plagiarize or distribute any part or whole of this document for profit
or without giving the author, that's me, credit. Feel free to put the entire
guide on your webpage, as long as the content is not altered and I'm credited.
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## Acknowledgements #######################################################
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A great big THANK-YOU to:
GameFAQs, not affiliated with TGL, and 100% not-not responsible for that
neon-green ooze that covered the site that lone April 1st.
Konami (old logo) and Nintendo for releasing great things since 1969.
Mirage Studios and Eastman & Laird for creating the Reptillian Fab Four.
GamePro (yes, GamePro) for supplanting me with their knowledge of jump-ins.
The Members of GameFAQs' TMNT: TF board, because gamers need Mutagen too.
And to my family and friends who can stand to put up with me on a daily basis.
..I still don't know how they do it. 8^P
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## Contact ################################################################
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Kaz Fact: The author of this FAQ can be found @ www.GameFAQs.com under the
FINAL FANTASY LEGEND II Board section, where he has harassed the
local posters of the for the past 3 or 4 years under the name of
"Hasukawa Kazuya(a)".
A Bonus-kun if you recognize the pseudonym.
Or bug "Pako Pako", the person who's too lazy to submit an FAQ
under his own name, on the TMNT:TF board.
If you can't visit the boards, feel free to flame me via e-mail.
Corrections & helpful suggestions are more welcome though.
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## History ################################################################
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V 0.40 (2005 Jun) Public release, contains deep strategies for the Turtles.
I liked fighting games and be it marketing or otherwise, I
liked what I heard about T.M.N.T.: T.F. enough to get it the
week of its release. After years of playing, I've finally
decided to publically release my own FAQ.
V 0.51 (2005 Oct) OK, slight delay about this public release stuff.
Cyber Shredder strategies are included.
Spell-check'd some terminology.
v 0.65 (2006 Mar) Haven't forgotten about this!
Added Aska strategies and War information.
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## Contents ###############################################################
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Jump to each chapter by searching for its heading, such as "i. Controls".
Jump to each character by searching for their name & number, "1. Leonardo".
Please view this with a program using "fixed width" font such as Courier-type.
o. Modes Before you start fiddling around with all the options
i. Controls The shiney plastic buttons and what they do
ii. Terminology So the words I say will sound less like jibberish
iii. Quick Movelist For those who just need their quick fix
iv. Characters Round robin we go; divided into sub-sections
1. Leonardo Leader of the Turtles
2. Donatello Smartest of the Turtles
3. Raphael Angriest of the Turtles
4. Michaelangelo Happiest of the Turtles
5. Cyber Shredder Super Powerful Badguy
6. As(u)ka Konami's Aspiring Martial Artist
7. War Creature of Destruction
8. Armaggon Conqueror from the Future
9. Wingnut Bored
10.Chrome Dome Servant Trying to Be Free
A. Rat King Self-Claimed King of the Sewers
B. Karai Criminal Mistress
v. Endings Spoiler-riffic! Includes Profiles from the game!
vi. Codes U, U, D, D, L, R, L, R, B, A, Select, Start
vii. Differences Why were there so many names for this title?!
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## o. Modes ###############################################################
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Tournament Mode
You pick one of the 10 available characters to battle against 12
opponents. You view your character's ending after defeating Ratking
and Karai (level 3 difficulty or higher).
VS Battle
Two players each pick one of the 10 available characters (12 with a
code) to fight one-on-one head-to-head. To quit this mode, press
Select during one of the status screens after your fight.
Press Select during the Character Select screen to switches to Button
Configuration, or during the Stage Select screen to also change the
handicap (1: Your character gives and takes lots of damage, 7: Your
character does and takes less damage).
Story Mode
You pick one of the four heroes in a half shell and go through the
remaining 6 characters, a PURPLE clone (weird), and the two bosses
(nine enemies in all) to search for your friends and to take down
Karai and see the Turtles' combined ending.
Unlike Tournament mode, your Ultimate Attack bar is disabled and no
one can use their Ultimate Attack.
Ratking is encountered in the middle of the game in this mode.
Watch
You still need two controllers (or swap controller 1 into port 2)
to choose two characters to battle it out. This mode is essentially
a customized demo depending on the VS mode settings you put in
Option and the handicap you gave each character.
Option
Game Level (Difficulty; 0 = easiest, 7 = hardest)
Control Pad (Button Configuration, more in the Controls section)
Game Time (Time Limit per round; 30, 60, 99, or Infinite seconds)
Game Speed (the speed of the game)
Credit (Number of Continues for Tournament & Story modes)
Music (Sample the music; use D-Pad and X/B to select & stop/play)
Voice (Sample the voices & sound; use D-Pad and B to select & play)
Sound (Choose to output through Stereo or Single speakers)
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## i. Controls ############################################################
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__(L)_________ ________(R)__
/ S U P E R N I N T # N D # \
| _ _ _ |
| _| |_ Sel.Sta. (Y) (X) |
| |_ o _| --- --- _ _ |
| |_| --- --- (B) (A) |
| _________ |
\_________/ \________/
The D-Pad: (U)p, (D)own, (B)ack (away from enemy), (F)orward (toward enemy)
(Start) pauses the game and selects your character
(Select) switches between your button layout and the Character Select screen
You can also switch the Handicap of a 2P game by pressing (Select) on the Map
During the status screen after a 2P match, press (Select) to quit 2P mode
The (L) and (R) triggers are not assigned by default
Block Hold Back/Away to block jumping and most standing moves;
hold down-back for crouching and standing attacks;
you cannot block in mid-jump/mid-air
P Any Punch
K Any Kick
WP Weak (Jab) Punch
FP Fierce (Fierce) Punch
WK Weak (Short) Kick
FK Fierce (Roundhouse) Kick
s.?? Standing "??" attack
j.?? Jumping "??" attack
c.?? Crouching "??" attack
Tap () Tap Button () Rapidly
QCF Motion Quarter Circle Forward (D, DF, F)
QCB Motion Quarter Circle Backward (D, DB, B)
DP Dragon Punch (F, D, DF)
RDP Reverse Dragon Punch (B, D, DB)
HCF Motion Half Circle Forward (B, DB, D, DF, F)
HCB Motion Half Circle Back (F, DF, D, DB, B)
[B],F Hold Back for 2 seconds, then immediately hit forward
[D],U Hold Down for 2 seconds, then immediately hit up
(a) Can also be done in mid-air
<a> To be done in mid-air only
U.A. Ultimate Attack (FP + FK)
Only one U.A. can be done on screen at once
The U.A. bar is normally not available in Story Mode
The U.A. bar does not rollover after each round
The U.A. bar fills for each attack you do on an opponent
It fills faster if the attack is blocked
The stronger the attack, the faster it fills
The U.A. bar will steadily decrease
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## ii. Terminology ########################################################
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----------------------------------------------------------------------------
BARS
----------------------------------------------------------------------------
Life: : The yellow bar at the top; the red part shows how much you're hurt
U.A. Bar: The green meter at the top; it becomes light green when it fills
It fills more for moves that are blocked than those that hit
The amount filled does not "roll-over" into the next round
The amount filled will gradually drop with each passing moment
Normal : A normal attack (WP, WK, FP, FK); does not chip life if blocked
A normal attack also done while holding a direction is still a
normal attack
----------------------------------------------------------------------------
ATTACKS
----------------------------------------------------------------------------
Cheap : An "unfair" tactic that is easy to do and difficult to see/stop
Cheese : See "Cheap"
Chip : A chip of life refers to single slivers of your life bar; to cause
chipping is to do only little bits of damage
Combo : A string of attacks in sequence; if the first attack is not stopped
the rest of the sequence is un-interruptable
Int'rupt: "Interrupt" or "Cancel"; to interrupt the animation of a normal (or
sometimes special) move and execute the animation for a special (or
sometimes UA)
Linking : This is when you string two moves one after another into a working
combo, but the moves don't interrupt each other; an example would
be a c.WK followed by a second c.WK in quick succession
2-in-1 : A simple two-step combo
Jump Atk: An attack done in mid-air; these must be blocked standing up
Cross-up: A jumping attack that connects and lets you land on the other side
of your opponent; these are difficult to block as you must hold
"toward" on the D-pad as the opponent has landed on the opposite
side causing you to reverse direction; a Cross-Up should also hit
'deep' to be more effective
Deep : A jumping attack that hits late and very low on the body (torso)
Early : A jumping attack that hits early or "very high" on/above the head;
generally bad, as the opponent will recover by the time you land,
but sometimes can be used to psyche the opponent out (read each
character's Tactics section for more info)
High : When not referred to a jumping attack, this is one that hits near
the face or head level; I will note when certain high moves can be
ducked under; these can be blocked standing or crouching
High-mid: Essentially the same as a high attack; you cannot duck under it
Midlevel: An attack that hits the torso area; can be blocked high or low
Low-mid : On a plane slightly below mid-level; certain STANDING and DUCKING
moves can hit other low-mid attacks as well as ankle-level low
attacks; in all cases, crouching punches will never strike at the
ankles and crouching kicks always will; you can block low-mid
attacks while standing or crouching
Sweep : An attack that hits the ankles, shins, or feet; I may call these
attacks "low", but I will specifically say if an attack will
sweep the opponent off their feet or if they must be crouch blocked
Width : THIN opponents are "thinner" than other characters. This makes them
harder to cross-up, let's them be pushed farther away after
blocking an attack, let's them be knocked father away after taking
a hit, and consequently makes them harder to combo.
Thin opponents are KARAI, WINGNUT, and to some extent CHROME DOME.
FAT opponents are just wider, making them easier to cross-up, but
they also get bounced slightly farther after blocking/taking a hit.
Fat opponents are RATKING and WAR, but War is also SHORT, so many
hits will miss him because he constantly haunched over.
C.SHREDDER is also somewhat wider, so deep hits push him away
further, but he's not easier to cross-up.
When all characters block, they feint back a little making it seem
like they're thinner.
Height : Being SHORT or TALL doesn't help or hurt as much as being Thin or
Fat, but it does make fighting different.
Tall characters C.SHREDDER, RATKING, and KARAI (maybe WINGNUT)
can be hit by jump-ins at a slightly higher level than anyone else,
meaning they'll have more time to recover as the attacker lands.
The only short person in the game, WAR (when he's not blocking),
has the advantage that people have to aim lower and that vertically
striking moves such as Michaelangelo's Dynamite Bomber or Rising
Thunder may not score all their hits.
WAR actually makes himself taller if he blocks.
ARMAGGON also is much lower to the ground when he ducks and blocks.
Be careful, the lower you are to the ground, the easier it is to
be hit by a deep cross-up attack.
A great way to test height is with C.Shredder on Raph's stage; do
a j.WK at the peak of your jump to hit the other person really high
and see if the hit-burst is above the green background stripe.
Fireball: Or "bullet" or "projectile"; anything you fire at someone
B.o.t.H.: "Back of the Head" projectile; when your opponent has fallen down
and you time the tail-end of the projectile to hit them as they
are getting up. This makes the most of post-projectile lag
1/2 scr.: 1/2-the-screen; the distance from the timer to the screen edge
1/3 scr.: 1/3-the-screen; the distance of your life-bar (without portrait)
2/3 scr.: 2/3-the-screen; from left of the timer to the screen's right edge
Poke : Sticking out a quick swipe to keep the opponent blocking/nerveous
Both offensive and defensive, a character's poke-game is how much
"priority" (see Defense furthur down) their pokes have
Special : A motion of the joypad followed by a press of an attack button;
when blocked, still does damage
Throws : Get close enough so your shadows touch to execute, the damage is
guaranteed and sends your opponent flying; does not add to U.A. bar
Command : A command-throw; a special-move that behaves like a throw.
Like a regular throw, this is unblockable; despite the CPU able to
do so, you cannot interrupt a move with a throw/command-throw
----------------------------------------------------------------------------
DEFENSE
----------------------------------------------------------------------------
Anti-air: Good at stopping jumping attacks
Block : Holding away from your opponent as they are attacking/right before
they unleash their attack and your character will block; hold
down & away to crouch & block
Counter : Any attack done after an opponent's attack that can stop it
Reversal: Stopping someone's tactic or combo and immediately counter attack
Dizzy : If a character takes a certain amount of damage in a short amount
of time, they may get up stunned and see stars for a while;
wiggle left/right and tap the buttons to un-Dizzy faster.
Priority: "High" priority means a move is fast, long ranged, or perhaps comes
from a weird angle that will stop other moves of "lower priority"
that come out at the same time
Snuff : Stuff, stop, etc.; to "cleanly" stop an attack in mid-animation,
that is, without "trading hits"
Trading : Trading hits is when you stop someone's attack while being hit
Start-up: The time it takes to execute/animate a move before it does damage
Lag : The delay after executing a move; also just called "delay"
TurtleUp: To play defensively
Wake-up : A move that you can do the instant you get up from a fall, such as
Throws or certain Specials
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## iii. Quick Movelist ####################################################
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1. Leonardo Leader of the Turtles
QCF+P : Shining Cutter
DP+P : Roto-Cutter
QCB+P : Endless Screw
D+WP <a>: Body Splash
B, B, : Backflip
2. Donatello Smartest of the Turtles
QCF+P : Ground Claw
Tap P : Bo Thrusts
QCB+K : Headspin Attack
D+WP <a>: Body Splash
B, B, : Backflip
3. Raphael Angriest of the Turtles
HCF+P : Jamboree
[B],F+P : Power Drill
[B],F+K : Chest Buster
D+WP <a>: Body Splash
B, B, : Backflip
4. Michaelangelo Happiest of the Turtles
HCF+P : Dragon Breath
[B],F+P : Dynamite Bomber
[D],U+P : Rising Thunder
D+WP <a>: Body Splash
B, B, : Backflip
5. Cyber Shredder Super Powerful Badguy
[B],F+P : Aura Crusher
[B],F+K : Knee Crusher
WP+WK : Aura Shield
6. As(u)ka Konami's Aspiring Martial Artist
DP+P : Spinning Uppercut
QCB+K : Kunai Spin Attack
F/B+RK : Hip Shot
7. War Creature of Destruction
[B],F+P : Turn Uppercut
[D],U+K : Death from Above
WP+WK : Lunging Headbutt
8. Armaggon Conqueror from the Future
[B],F+P : Aqua Shock
[D],U+K : Fin Slicer
D+FP <a>: Diving Swim
9. Wingnut Bored
QCF+P<a>: Moonbuster
D+K <a> : Power Dive
WP+WK : Glide Punch
WP+WK<a>: Hovering
10.Chrome Dome Servant Trying to Be Free
QCF+P : Chrome Spark
D,U+WP+WK Electric Piledriver
D+FK<a> : Diving Kick (at the peak of a vertical jump)
B+FP : Chrome Uppercut
A. Rat King Self-Claimed King of the Sewers
HCF+P : Rat Bomber
j.FK : Super Dropkick
D+P <a> : Body Splash
B. Karai Criminal Mistress
WP+WK : Flying Slam
FP+FK : Rocket Punch (when U.A. bar is not full)
B+P : Rushing Punch
B+K : Rushing Kick
DB+P : Sliding Punch
DB+K : Sliding Kick
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## iv. Characters #########################################################
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---------------------------------------------------------
| Character Name |
| -Description & Opinion |
| _______________ |
| |Special Attacks| |
| |_______________| |
| |
| -Throws |
| -Command Attacks |
| -Normal Attacks |
| -Tactics (opponents presumed standing unless stated) |
| -VS the CPU (on Difficulty 7) |
---------------------------------------------------------
-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-1. Leonardo =- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The Head Turtle wears a blue bandana and carries dual katana. Leo is a good
all-around character to choose, and is probably the most straight-forward to
learn. His style is very efficient and packs a decent punch, but it may seem
a bit bland to anyone who's even heard of Street Fighter's icon, Ryu.
Leonardo has a unique damage animation: the Sword. (not totally true as Aska
has the 'slash' animation on her Spinning Attack) This means almost all of
his regular moves have an insane amount of priority compared to his brothers,
despite having the same look to the attack.
With these obscene level of priority, plus posessing good speed and versatile
moves, Leonardo is a strong defensive as well as offensive character.
___________________________________________________________________________
|QCF+P Shining Cutter |
|___________________________________________________________________________|
| A fast projectile with a fairly quick start-up, but longer lag. |
| The WP version will travel much slower, but allows Leo to recover |
| faster. |
|___________________________________________________________________________|
+Excellent to use with s.FK or c.FP as a bait/trap
+Excellent for "behind the head" attacks on people getting up
+Can follow up (from 3/4 screen) with s.FP
+A lot of moves can combo into the Shining Cutter
-Lag after FP version makes it dangerous to use, even in combos
___________________________________________________________________________
|DP+P Roto-Cutter |
|___________________________________________________________________________|
| Leonardo somersaults into the air and spins his blade around him. |
| The WP version can still hop over projectiles, but the FP version is|
| stronger and jumps farther. |
|___________________________________________________________________________|
+Excellent protection as Leo spins his blade around him
+Can hop over all regular projectiles
+I believe the WP version is completely invincible at the start
-Not invincible at the peak
-c.FP & s.FK are just as good anti-air moves
___________________________________________________________________________
|QCB+P Endless Screw |
|___________________________________________________________________________|
| Leonardo spins toward the opponent with extended blades. |
| The WP version is slow and only travels half the screen. |
| The FP version is fast and moves across the entire stage. |
|___________________________________________________________________________|
+First hit is a one-hit knock-down
+There is a very small invincibility window at the start, not enough
to avoid fast projectiles unless you're getting up.
+Great in combos
-If the first swing does not connect, it scores weaker multiple hits
-Easy to avoid; just duck and attack Leo's legs
___________________________________________________________________________
|U.A. Millenium Wave |
|___________________________________________________________________________|
| Leonardo puts his swords away and fires off dozens of projectiles. |
| If done at close range on a cornered enemy, this will re-dizzy them.|
| Leonardo has horrible start-up and lag time with this move though, |
| but it fires over a large area making it impossible to avoid if done|
| from far away. |
| If you can't use this on a dizzied enemy, do it on someone just |
| getting up to force them to take excessive block damage. |
|___________________________________________________________________________|
+Lots of hits, can re-dizzy, good block damage from up-close
+Counts as a series of projectiles and will nullify other projectiles
+Even if someone jumps to try to take only one hit, when they get up,
you're still attacking!
-Must be done close up for good damage otherwise too many hits miss
-Horrible start-up & lag
-People can jump behind you while you're sheathing your swords
-Can be reflected by C.Shredder's Aura Shield!
----------------------------------------------------------------------------
FP Toss Shoulder Toss
A "seoi-nage" throw. Throw them left or right by using the D-pad.
---------------------------------------------------------
FK Toss Suicide Throw
A drop-back throw. Throw them left or right by using the D-pad.
---------------------------------------------------------
B, B Backflip
All turtles have this. It's a quick evade move that provides complete
invincibility as you move backwards. You are vulnerable the moment
feet land however, but should have enough time to block.
+Complete Invincibility
-You're moving backwards
---------------------------------------------------------
D+WP<a> Body Press <in air only>
An easy, but weak cross-up move.
+Easy cross-up move
-Weak
----------------------------------------------------------------------------
j.WP
This is a fairly high priority move; it can stop a few ground attacks
and some air-attacks. Leo takes a quick swipe with his blade and does
not retract it.
Use this only if you're nose-to-nose with someone in mid-air; his FP
comes out almost as quickly.
s.WP
Both from afar and up close, the s.WP is the same; a high elbow.
This will completely whiff a ducking opponent or hit a jumping one.
This is mainly useful in cheaps and combos.
c.WP
A fairly ranged attack for a crouching strike. This is actually slow
compared to all the c.WP attacks everyone else has; it comes out
slower than any other WP attack Leo has too.
It still is fast enough in short combos, and has good range.
j.FP
One of the greatest jumping attacks ever.
It cuts a wide swath through just about anything. Great to use as a
cross-up, a jump-in, an anti-air; when timed well, this move can stop
just about every counter-attack (that has no invincibility).
s.FP
Like Street Fighter 2, a lot of characters have different moves when
close. The s.FP from 1/3 of the screen or closer from your opponents
is a chop. This has horribly long start-up animation; anyone can see
it coming and block. It does combo into a lot of moves; if a person
blocks this, just follow it up with a special attack. It pushes them
farther away so you can annoy them with patterns and cheaps, plus
it lets you recover faster from this move's horrible lag time.
From more than 1/3 of the screen away from your opponent, Leo dishes
out a lunging thrust that covers 1/2 the screen. It comes out a bit
faster than the chop, so you can actually stop people who are about
to shoot a projectile if you have good reflexes (or anticipate).
The s.FP (far) is great for poking and pinning people down while
building up Leo's U.A. bar, just like the s.FP (close) followed by a
WP Roto-Cutter or WP Shining Cutter.
c.FP
This is one of the easiest and best anti-air attacks in the game.
All the turtles have this, but Leo's is special-er. Because of the
sword advantage, Leo's c.FP has much more priority and pretty much
stops all normal jumping attacks cold. It can even stop, or at the
least trade hits, with jumping special attacks with good timing.
Because it hits high, do not use this on close crouching opponents.
j.WK
A diving knee. It has low priority compared to Leo's other moves. Use
j.WP instead. If you jump straight up, Leo will do an extended high
kick. The range is also very limited, and it comes out only slightly
faster than the j.FP.
s.WK
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 an upward kick. Pretty fast, and hits at a
high enough angle to stop jumping attacks, but s.FK/c.FP are better.
c.WK
A very fast, short ranged low-attack to the ankles.
j.FK
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, Leo will do
a high kick with almost no horizontal range.
s.FK
When next to your opponent, this is an upward kick, like the s.WK
from afar. This can miss a ducking opponent completely. It would make
an OK anti-air, but when the opponent is that close, they're
practically on top of your head.
From farther away, this is a high roundhouse to the head. A sweeping
motion means excellent priority against jumping attacks.
c.FK
A sweeping low attack that knocks people off their feet.
Good range & excellent speed; very hard to avoid.
___________________________________________________________________________
|Two-in-Ones |
|___________________________________________________________________________|
| c.WP -> WP Roto-Cutter |
| s.FP (close) -> FP Endless Screw |
| c.FP -> FP Shining Cutter |
|___________________________________________________________________________|
|Long Combos |
|___________________________________________________________________________|
| j.FP -> c.WP -> Endless Screw |
| j.FK -> s.WK -> FP Roto-Cutter |
| Score a deep hit, hold toward and the s.WK (low) should just combo. |
| j.FK -> s.WP -> c.WK -> FP Roto-Cutter |
| Cross-up with the j.FK. Skip s.WP if the opponent is crouching. |
| j.FP -> s.FP -> FP Endless Screw |
| Hit deep or cross-up so you can combo the s.FP in time. |
|___________________________________________________________________________|
|Corner Combos |
|___________________________________________________________________________|
| WP Shining Cutter -> s.FP (far) |
| Perform the S.C. at about 2/3 the screen from your cornered enemy. |
| WP Shining Cutter -> FP Roto-Cutter |
| Perform the S.C. at about 1/3 the screen from your cornered enemy. |
| Time the S.C. so that it overlaps with your opponent as they get up.|
| This is called "behind-the-head" hit. |
| WP Shining Cutter -> s.FP (close) -> FP Endless Screw |
| Perform the S.C. at about 1/3 the screen from your cornered enemy. |
| Time the S.C. so that it overlaps with your opponent as they get up.|
|___________________________________________________________________________|
|Traps |
|___________________________________________________________________________|
| WP Shining Cutter -> c.FP/s.FK/Roto-Cutter/c.FK |
| If the opponent jumps toward you, they're getting all sorts of pain.|
| They can avoid this by learning to jump straight up. |
|___________________________________________________________________________|
|Cheaps |
|___________________________________________________________________________|
| j.FP, s.WP, Throw |
| If the opponent blocks, or even if they don't, they'll be thrown! |
| The nasty trick is, when the opponent blocks the jumping attack, |
| they may instinctivly block low and be surprised by your s.WP that |
| completely misses, setting up an easy throw. |
| The cheap part is, all the attacks can hit or be blocked and you can|
| still throw them! |
| WP Shining Cutter -> Throw |
| When the opponent is trapped in the corner, be 1/2 of the screen |
| away and use a BotH projectile, time the throw just right & repeat! |
|___________________________________________________________________________|
1a. Leonardo VS War
You can open with s.FP, it's safe
Be careful of using Shining Cutter, War can easily jump & counter
If War falls short with his Turn Punch, throw him if he's close,
c.FK if he's farther, or s.FP if he's really far
If War executes Death from Above, use a WP Roto-cutter, not FP
If you can see War doing a Turn Punch from across the screen, use
a Shining Cutter or s.FP
Use your s.FP from afar if War moves within range, but don't just
do it at random as War will knock your extended arm
1b. Leonardo VS Raphael
Wait to see how Raph reacts; if he shoots, use s.FP
Be aggressive; use s.FP to pin him down and projectiles from a
far distance, use combos when he's dizzy
Be defensive; stay grounded and use c.FP and Roto-cutters where
applicable
Feel free to use j.FP when Raph's getting up; the CPU doesn't use
Raph's Chest Buster as a wake-up that often unless it is
to avoid a BotH projectile
After whiffing with a Chest Buster, Raph is usually crouching; feel
free to use a close s.FP -> WP Roto-Cutter
1c. Leonardo VS C.Shredder
Play aggressively; use your bullet in BotH as much as possible
Shredder likes to jump around a lot with his high-priorty kicks;
stick to the ground and counter accordingly
If Shredder lands a jump attack, he'll combo it into low attacks
Avoid jumping in blindly, Shredder can Knee Crush you out of the air
Avoid shooting random shots, C.S. can reflect them back at you and
follow up with more damage or Aura Crusher through them
1d. Leonardo VS Michaelangelo
It's generally safe to use s.FP to start
Keep Mikey at a distance, Mikey is a better defensive player up close
Use your projectile from afar; if you nullify Mikey's Dragon Breath,
shoot again and try to close the gap for a s.FP
Beware of using a Shining Cutter from less than 1/2 screen, Mikey
can combo the stuffing out of you
If Mikey is closing in, back-pedal and use a s.FP or c.FK to push
him back some
Also be careful of being too close to Mikey when he's getting up,
Mikey has a tendency to Rising Thunder as a wake-up
1e. Leonardo VS Bonus
You can s.FP all day long for a good score
1f. Leonardo VS Aska
Wait for her to move at the start, Aska is small and quick enough
to avoid most of your attacks, plus she has that Uppercut
Most times, a quick WP Roto-cutter will get you first blood
She's too quick for regular s.FP tactics to work, so try to keep her
pinned somewhere far away
Make damn well sure you know how to use Roto-cutter at the drop of
a hat; a lot of the time Aska is jumping around
Be well aware of Aska's jumps, they're long and fast; try to backflip
and WP Roto-cutter, Aska might fall for it
If Aska slides, block it and throw her for free damage
If Aska misses with an Uppercut, move in and throw her
1g. Leonardo VS Wingnut
Feel free to open with a s.FP
If Wingnut jumps backwards, expect a Moonbuster; you can trade hits
by shooting a fast bolt of your own (you do more damage)
Look to close the distance between you and Wingnut; neither of you
can really win from afar
Your j.FP is a very high-priority attack, and can stop just about
anything Wingnut tries; just be careful about your landings
Be careful of Wingnut throwing you as he gets up, though if he tries
to pressure you with low kicks, wake-up with a Roto-cutter
1h. Leonardo VS Armaggon
Armaggon's opening moves can vary from shooting to jumping to walking
You can stop his Fin Slicer at its peak with a j.FP
Be carfeul about where you land, Armaggon has a habit to Bite you
Try to wake-up on Armaggon with a Roto-cutter, his jumping attacks
have little priority
Be reminded that you can use your j.FP straight up as an anti-ground
as well, as long as Armaggon isn't ducking for a Fin Slicer
Another Armaggon tactic is a quick j.WK -> c.FK; look out for the
c.FK as it is one of his faster moves
The CPU may fake you out by jumping in and throwing you or c.FK
Remember that you can cancel a s.FP with a Shining Cutter
If Armaggon is getting too close, use s.WK to fend him off or throw
You can actually throw Armaggon after blocking his Dive attack
1i. Leonardo VS Leonardo
Much like everyone else, at level 7, Leo is no joke.
From the start, the CPU takes to the offensive, so pick your counter;
the CPU may also do a s.FP at the start so get ready to
block or backflip!
The CPU *will* use combos, and most likely string enough hits to RE-
dizzy you
Get ready to do a lot of fireball wars, anticipation, and be careful
of what attacks you stick out
Try to back off to the full screen and get the CPU to shoot at you,
then jump over it; the CPU will try to use a s.FP with which
an early j.FP can stop it
The CPU will toss Shining Cutters alone, in 2's or in 4's before
doing something else; if you find yourself inbetwee vollies,
try to time an appropriate counter (Roto-cutter if close,
j.FP if far...)
Being a mirror-match, and with multiple patterns, this is just a hard
fight that depends on who screws up first
1j. Leonardo VS Chrome Dome
On the ground, you have the reach; in air you have j.FP
DO not let C.D. get close, take advantage of his slow fireball
If you are close enough to use c.FK, you're too close!
C.D. does have a decent anti-air move, so don't jump too much, even
if you are getting away from the EPD
If he jumped first, C.D.'s jumping attacks can't be easily stopped;
crunch out a Roto-cutter or use s c.FP and trade hits
C.D. has almost as much range as you do, but his attacks are faster
Do not over-estimate the horizontal range of the Roto-cutter, but
do realize how far a WP one can go when it comes to hiting
C.D.'s extended limbs
You may have to start using j.WP a lot, since you need a good
air-to-air as well as air-to-ground
It's easiest to use the tedium of fire-fights broken up by the
occassional s.FP
Forget about easy throws, the CPU C.D. can reverse most of them
Try to keep C.D. either in the air or lying down with simple combos
While C.D.'s c.FK has more priority than your c.FK, your s.FP has
more priority over his c.FK (which follow his jump-ins)
If you find C.D. using a lot of his s.FK, note that c.WP stops them
1k. Leonardo VS Donatello
This will give you some more relaxation, use fireball & s.FP patterns
Donnie will use his s.FP has his common anti-air, which can trade
hits with Leo's j.FP
1l. Leonardo VS Ratking
At the start, Ratking can jump at you (use c.FP), super Dropkick to
get close (throw), walk up (c.FK/s.FP), or using s.FK (c.WP)
You can either wait and see, or jump back and j.FP as your safest
option
You can stop Ratking's flying axe-kick with a well-timed c.WP or
block and try to throw him; be careful, Ratking likes to
follow his axe-kick (s.FK) with a c.FK to stop throws
Try not to throw fireballs unless the Ratking is more than half a
screen away; he can easily super Dropkick over them
Everytime Ratking uses his super Dropkick, expect to be thrown when
he lands
Leo's Roto-cutter may not work as well as you'd like, Ratking doesn't
jump too high and his super Dropkick will trade hits
Forget about using the backflip to avoid Ratking's jumps, he will
throw you out of the backflip with alarming accuracy
Do your best to try and wake-up with a throw if Ratking plays close
Constantly walk a few steps and use s.FP from the farthest possible
range; Ratking will fail to axe-kick you almost every time
If Ratking leaps over your s.FP, he'll use his super Dropkick to get
close; if he flies close enough, use s.WP, s.WK, or c.FP to
hit him before he lands, or use an Endless Screw before he
crosses you over
This is not fool proof, Ratking may end up short and in your face
(Rat Bomber) or your s.FP may be countered by a c.FK
Worse comes to worst, j.FP; if you land close to Ratking, j.FP again
in safety and at least taking a super Dropkick hurts less
1m. Leonardo VS Karai
Never stay on the ground, Karai can easily throw you
Try to be airborne as much as possible with your body splash (d+j.WP)
Always look out for Karai to jump off the wall, that's your cue to
Roto-cutter her out of the sky
If you get HIT by a rushing kick, you can immediately Roto-cutter and
hit Karai before she recovers
If you get HIT by a rushing punch, you can immediately throw her
Try to reverse every possible throw; in other words, anytime you are
close enough to be thrown, try to throw Karai first
If you can, try to make deep j.FP attacks (Karai might not counter
you) and follow with a quick c.FK or else you could be thrown
The normal corner cheap of (BotH fireball -> throw) doesn't work as
well; Karai is very thin and is prone to taking the hit
rather than blocking, remedy this by using a BotH combo
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-2. Donatello - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Страница Teenage Mutant Ninja Turtles: Tournament Fighters – Move List and Guide (PART 1) Dendy, Nes, Famicom Комбо, Фаталити, Спец-Удары Коды, Пароли, Секреты, Чит-Коды и Статьи
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