Teenage Mutant Ninja Turtles: Tournament Fighters – Move List and Guide (Part 3)
Teenage Mutant Ninja Turtles: Tournament Fighters - Full FAQ & Character Guide v 0.65 by ~Kaz (Part 3)
PART 3
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Part 1
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|HCF+P Jamboree |
|___________________________________________________________________________|
| An energy disk forms in Raph's hands before he lobs it. |
| The energy disk takes a long while to form, even the FP version, |
| but Raph has NO lag time after throwing it. |
| This move is almost uneccessary for Raph, but handy to have. |
|___________________________________________________________________________|
+No lag time
+FP moves quickly
-WP takes too long to create
-It can go through someone if they're right next to you
___________________________________________________________________________
|[B],F+P Power Drill |
|___________________________________________________________________________|
| Raph flies forward, spinning sai-first, knocking people down in one |
| hit, or if blocked, scores multiple hits. |
| This can be a very cheap way to get close or chip at someone's life.|
|___________________________________________________________________________|
+FP is very fast, and can go the whole stage
+WP hits multiple times if blocked as well
+Very quick start up
+Very little lag at the end of the move if blocked
-WP has a short range
-Beware of mid-level attacks like c.WP or jump-ins
___________________________________________________________________________
|[B],F+K Chest Buster |
|___________________________________________________________________________|
| Raph somorsaults forward with a high kick to the chest. This is a |
| very quick attack with very little lag or start-up. |
| Easy to combo and follow up with more attacks. |
| The WK version goes about 1/3 of the screen, the FK about 2/3. |
|___________________________________________________________________________|
+Very fast
+Almost no start-up delay and little lag time
+Invincibility window at the start and quick forward motion lets
you pass through ALL projectiles and ALL attacks (FK & WK)
+High priority kick; you at least trade hits and remain standing
-This is a [Hold Back 2 sec.] move
-Armaggon's WP Aqua Shock requires expert timing to pass through w/SK
-This has more lag time than the Power Drill, so beware of throws
___________________________________________________________________________
|U.A. Energy Spray |
|___________________________________________________________________________|
| Raph will fly.. err.. slowly hover into the air and rain down a |
| volley of fireballs from the sky across the floor. |
| During this time, he is completely invincible until he lands. |
|___________________________________________________________________________|
+Wide-angle of attack
+Scores multiple hits, even if blocked
+Will RE-dizzy someone if all the hits connect
-Wingnut can float in mid-air and avoid most of this attack from afar
-Anyone, if close enough, can run under Raph as he jumps
-If someone jumps up, this only hits once and does little damage
----------------------------------------------------------------------------
FP Toss Shoulder Toss
A "seoi-nage" throw. Throw them left or right by using the D-pad.
---------------------------------------------------------
FK Toss German Suplex
A German Back Suplex. 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. Raph takes a quick, high swipe with his blade
and does not retract his elbow.
Not bad as an anti-air; it has more range than you'd expect. For Raph,
if you're going to have a mid-air collision, may as well as use WP.
s.WP
From afar, the s.WP is a slow forearm. It's too slow and short ranged
to be used in combos, or in general, but strangely has the priority
to stop long reaching moves like C.Shredder's s.FK if you do it
before he attacks.
Up close, it's the standard turtle "fast & really high elbow".
c.WP
A crouching jab. The sai he's holding gives him a bit more range
than Donnie, and it barely slows the attack down.
It is fast enough in short combos, but you can use better moves.
It can stop mid-level charging attacks, such as Raph's Power Drill
or Rat King's flying Axe-Kick safely.
j.FP
A downward punch. For a combo-starter, it can get you a deep hit,
but isn't as good as the other turtles' j.FP. It is not a swing, so
as an anti-air, it's not so great.
s.FP
When far away, this is a fairly short-ranged swipe with his Sai.
Up close, it's an uppercut which is decent at stopping jump-ins, but
is even more effective in combos.
c.FP
A skyward stab with his sai.
This is one of the easiest and best anti-air attacks in the game.
This has less horizontal anti-air range compared to his brothers,
but its' great for anyone about to jump on top of you.
Because it hits high, do not use this on close crouching opponents.
j.WK
A diving knee. It has low priority compared to Raph's other moves.
If you jump straight up, Raph will do an extended high kick.
The range is also very limited, but it comes out faster than
his j.FP. The horizontal j.WK hits deeper than j.WP.
s.WK
If you're not next to your opponent, Raph does a zippy straight kick.
Best move for him ever. It's fast enough to keep an opponent blocking
and has a surprisingly long range. It can be used to snuff close
attacks with it's speed, or be part of Raph's pressure games since
you can rifle off three or so before an opponent gets pushed away.
When next to your opponent, it's a low-attack kick to the shins.
Opponents must block LOW to stop this.
Raph's speed lets him follow this shin kick with a s.WK (far)!
c.WK
A very fast, long ranged low-attack to the ankles. One of the best
in the game, this move is fast and long ranged, giving it a high
priority. After a few s.WKs, do a few c.WK or c.FK to drive your
opponent farther. And like the s.WK, it can still combo!
j.FK
A deep-angled jumping kick that can cross-up. This is a great move
for Raph as his j.FP can't cross-up.
s.FK
The standard turtle s.FK from long-range, the angle he kicks is great
for knocking people out of the air.
Up close, it's a weird 2-hit, short-ranged hopping kick. The first
hit is high (which works as a weird anti-air), the second is
mid-level. Larger opponents can't duck the first hit.
c.FK
A sweeping low attack that knocks people off their feet.
Good range & excellent speed; very hard to avoid.
___________________________________________________________________________
|Two-in-Ones |
|___________________________________________________________________________|
| FP Jamboree, s.FP |
| You have to be pretty close for the s.FP to hit. Don't hit the FP |
| too soon or the uppercut comes out. |
|___________________________________________________________________________|
|Long Combos |
|___________________________________________________________________________|
| j.FK, c.WK, FK Chest Buster |
| j.FP, s.FP, FP Power Drill |
| j.FP, s.WK, s.WK, c.WK, c.WK, FK Chest Buster |
|___________________________________________________________________________|
|Corner Combos |
|___________________________________________________________________________|
| FP Jamboree, s.FP, Chest Buster |
| A "behind the head" combo that doesn't have to start off with "hit |
| them behind the head"! In fact, you should be fairly close to them |
| so you can connect with the close s.FP, but far enough so that the |
| Jamboree doesn't pass through them. |
| WP Jamboree, j.FP, s.FP, Chest Buster |
| From 2/3 to even all the way across the screen, use a WP Jamboree |
| and immediately follow it in. |
|___________________________________________________________________________|
|Traps |
|___________________________________________________________________________|
| WK Chest Buster, s.WK, s.WK, s.WK, c.WK, Repeat |
| Best used on a cornered opponent; keep the pressure on! |
| They can avoid this by learning to throw you after the Chest Buster.|
| FP Power Drill, c.WK, c.WK, c.WK, Repeat |
| You can constantly cross them up and drain life. |
| They can avoid this by learning to reverse throw you. |
|___________________________________________________________________________|
|Cheaps |
|___________________________________________________________________________|
| Power Drill, Throw |
| Best done if the opponent isn't cornered or you bounce too far after|
| the last blocked hit. If the opponent is cornered, switch to the |
| c.WK trap. Be careful, the opponent also has a chance to throw you! |
| Against the CPU, if you cross them up with this, you have an almost |
| perfect chance to throw them. |
| Chest Buster, Throw |
| The Chest Buster ends much faster than the Power Drill, so it won't |
| chip off as much life, but it's more unexpected, the opponent may |
| forget they have a (better) chance to throw you. |
| The Chest Buster doesn't bounce you back too far if blocked, so |
| you can do this even if the opponent is cornered. |
| You don't even have to HIT with the Chest Buster, you can miss and |
| still have time to surprise someone with a throw. |
| Careful! The CPU does NOT forget! Use the Power Drill instead. |
| Jamboree, Throw |
| On a cornered opponent, use a WP Jamboree or BotH Jamboree and |
| follow it in to throw them! |
| j.FP, throw |
| Try to cross-up with j.FP and let your fist draw back before you |
| land; opponents may instinctively block allowing you to throw them! |
| s.WK, s.WK, c.WK, WK Chest Buster, repeat |
| You can have your opponent anywhere on the screen, and put the |
| pressure ON! This is both a trap and a cheap. |
|___________________________________________________________________________|
3a. Raphael VS War
Power Drill! Power Drill! Power Drill!
You can cheap him to death, or start pouncing on him with j.FP;
War's anti-air's are few and far between
Just beware of War's strength, his poking range, and that he can stop
a Power Drill with his Turn Uppercut from afar
3b. Raphael VS Raphael
If the CPU jumps, try a c.FP to stop him
Don't rashly jump in, the CPU can also use c.FP to stop you
Don't randomly use Power Drills, the CPU can Jamboree you out
Use a Power Drill after a normal move, such as a c.FK or when the CPU
wanders too close
The CPU is quick enough to try and walk up and throw you; have c.WK
or c.FK ready and follow it up with a special
The CPU can fire off Jamborees; either backflip, jump straight up,
or use a last-second Chest Buster to go through them
The CPU likes to jump in with j.FK->c.FK; block and Chest Buster!
You can exploit a bug in the CPU: perform a BotH Jabboree while
they're cornered that just overshoots them and the CPU will
likely do a Jamboree after waking up (instead of a Chest
Buster to avoid the BotH); now as they're charging, (or are
standing, confused) walk up to them and throw them
3c. Raphael VS C.Shredder
Shredder likes to open with a j.WK; you can almost always use an
early j.FP at the start to stop him (you jump faster) or
wait and use a c.FP
You can use a well-timed c.FP to stop all of the CPU's jump-ins
Be careful of using flying moves indiscrimanantely, the CPU can
use a Knee Crusher to stop you or trade hits
Take advantage of the forward momentum of your Chest Buster to avoid
being pinned down
If you get to use your UA, the CPU won't try to block it, but rather
try to counter it (unsuccessfully)
The CPU doesn't use wake-up moves, so feel free to jump on him when
he's down with a combo-starter such as j.FP
After blocking anything Shredder throws at you (c.FK, Aura Crusher,
etc.) he may try to jump in again; if you anticipate this,
you can do a Chest Buster to stop him before he jumps
3d. Raphael VS Michaelangelo
Mikey likes to slide a lot; use your Chest Buster to stop him before
he recovers from one of them or if does one close-up, block
and throw
You could Chest Buster through Mikey's fireballs, but if you're far
away it may be safer to block them or jump straight up
If Mikey throws out Dynamite Bombers, counter with Chest Buster
Don't jump on Mike when he's down, he can Rising Thunder or throw as
a wake-up
Use your c.WK to ward Mike away from his ol' walk-in-and-throw
Mikey likes to backflip and jump back; take advantage by learning to
tag him at the end of these moves
Mikey is fast enough to counter many of your cheap-throw attempts!
To avoid his jump-ins, use a c.FP or Chest Buster as a wake-up
3e. Raphael VS Bonus
A combination of c.FK & s.FP nets you a perfect with seconds to spare
Use c.FK to weaken the lower 2, and s.FP the closer 2
3f. Raphael VS Aska
After a jump-in, Aska will usually slide. Block and throw her
If Aska slides up-close, you can block and throw her, otherwise a
Chest Buster should reach
Stick to the ground and don't overuse your special attacks to avoid
her Spinning Uppercut
The worst Aska can do is Kunai Spin repeatedly to charge her bar
You can backflip or even try to Chest Buster through her Kikoken
Beware of her jump attacks, they can knock you out of a Power Drill
and may stop a s.FK, so use c.FP or Chest Buster
In fact, you can use c.FP almost endlessly as Aska tries to jump in
If you manage to block her WP Spinning Uppercut, you can walk in and
throw her
Aska will likely follow her Kunai Spin attack with a WP and
another Kunai Spin. Block and wait for a break, or Chest
Buster before she can stick out her WP
If Aska jumps-in and doesn't slide, keep blocking
Always throw holding AWAY after blocking. Or always throw with FP
after blocking. Going from block to toward may result in a
special attack which Aska will block and throw
3g. Raphael VS Wingnut
You can constantly cheap Wingnut with Power Drills and throws.
You can follow a missed j.FP with a throw
Wingnut's Moonbuster can stop a Power Drill, but Wingnut can't throw
any if he starts falling
Wingnut is prone to BotH fireball combos
Wingnut's standing close Punch is a good anti-air, but his s.FK has
a small window where you can land and throw him
Wingnut's c.WK has more priority than yours, and his s.FP can go over
your c.WK
Your Chest Buster works as an anti-air to most of Wingnut's moves
3h. Raphael VS Armaggon
Beware of that Fin Slicer! It can counter your Power Drills
Beware, Armaggon's c.WK may have more priority than your own, and his
c.FK comes out just as fast
Armaggon's jumps are too low and quick, your c.FP may miss him
Don't worry too much about Armaggon using jump attacks (unless you
stick out an anti-air); just Chest Buster him out of the sky
If you get hit or block his Diving Swim, you can throw him. Just hold
away as you throw or else you may use a special move
Feel free to pressure Armaggon in the corner with fireballs & throws
You can FK Chest Buster through Armaggon's FP Aqua shock easily, but
only do if you can hit him; Armaggon recovers quickly
3i. Raphael VS Leonardo
Raph vs Leo is speed vs strength. It's such a close match, I've had
my share of double-dizzies
You can use a Jamboree to stop Leo's Shining Cutter from half a
screen away and still have time to walk up and s.FP him from
afar as he's trying to use another fireball
Use your FK Chest Buster to bust through any Shining Cutter pressure
Leo may dish out
All fights with Leo tend to be long and drawn out, so feel free to
cheese at any time possible
Leo is fireball happy; anticipate when Leo will throw his fireball
If Leo fireballs from full screen, you can jump straight up and inch
your way forward
Leo likes using the Shining Cutter at the end of combos; have a Chest
Buster waiting while Leo's still lagging
Leo also likes using the Shining Cutter when you're cornered; have a
Chest Buster waiting to blow through it
You can actually win a fireball fight if you use a WP Jamboree
followed by an FP Jamboree. The CPU will try to Shining
Cutter both and fail
You can also use your own fireball trap with FP Jamboree followed by
a c.FP if Leo jumps toward you
3j. Raphael VS Chrome Dome
It's so unfair that Raph faces off against C.D. (the hardest fight
Raph may have in the game) right after Leo
The Power Drill is a safe opening move
Don't try to throw Chrome Dome unless after a Power Drill, he'll EPD
you almost every time; also use your FP throw, if you miss
the close s.FP comes out faster than the close s.FK
You will need to lure C.D. into the middle of the stage to use Power
Drill cross-up throws
Chrome Dome has almost total air-superiority with his s.WP and j.FK
Use your jumping body press or j.WP for priority; if you hit early,
quickly jump back before C.D. uses his EPD
Don't think you can use Chest Buster as an anti-air often unless you
catch C.D. just starting a jump; if he gets to his apex, C.D.
will j.WK you out of the Chest Buster
You can use Power Drills as anti-airs; C.D.'s counters usually fail
You can also use c.FP (close) and s.FP (far) early (before C.D.
starts to drop) to cleanly hit him, or late to trade hits
If you're lucky and can hit C.D. out of the air, walk forward a few
steps; when he gets up, he'll jump at you again so get ready
your c.FP/s.FP/s.FK!
Wait for C.D. to use C.Sparks; jump over it and move in closer
Be careful of playing foot poke-games with C.D., if you come up short
trying to psych the CPU out, they will hit you with c.FK
If you can anticipate it, you can use a Power Drill to go over the
Chrome Spark
Chrome Dome's favorite combo is to jump in and use c.WK a lot
If you block C.D.'s jump-in, he uses an EPD
If C.D. jumps in short, he walks in and throws you
To take a good chunk of C.D.'s life, connect with a Drill/Throw at
the start; this puts C.D. in the corner; use a BotH Jamboree
and follow with a quick j.FP and s.FP to dizzy him!
3k. Raphael VS Donatello
The Power Drill is great to open; you can toss Don into the corner
Be careful of jumping in against Don, his FP is a great anti-air
Don may also use c.FK as an anti-air, so jump in with j.FK instead!
With timing, an early j.FP can stop Don's s.FP
When Don starts doing s.FP for no apparent reason, he's going to use
a Bo Thrust soon
If Don does a Bo Thrust up close, block and Chest Buster
Don is smart enough not to fall for BotH fireballs
To make things easier, use your Jamboree to keep Don at bay
Per hit, Don does more damage than Raph; don't trade hits too much
3l. Raphael VS Ratking
Not a hard match considering Rat King is a boss
Regular throws have more priority compared to FK's Ratbomber; you
can do a high/deep j.FP and have time to land and FP throw
Don't worry if Ratking gets too close when you're down; wake-up with
a throw
Ratking pretty much wins if he dizzies you for a Rat Bomber
Your s.FP (close) can be a good anti-air if Rat King tries to Super
Dropkick to get close or cross-up
Beware of R.K's flying axe-kick; he usually follows it up with c.FK
One trap you can use it to s.WK while holding back, Ratking'll either
do a jump attack or the flying axe-kick; Chest Buster!
3m. Raphael VS Karai
Karai's sliding attacks all have priority over your c.WK
Be careful of using Power Drills, Karai can s.FK you out of it
You barely have enough range to use a Power Drill at the start, but
Karai is so thin you may not be able to throw her afterward
You have to be very close to Karai (she's thinner than she looks) to
throw or combo her
To avoid Karai's Rocket Punches, either jump up to get hit only once,
or use a Special to go through and hit her as she lands,
or try your luck at a jumping FP
Karai is a sucker for BotH fireballs
When Karai is knocked down, time a j.FP that will hit when she gets
up; Karai may not block allowing you to combo
Beware! Karai gets out of being dizzy very quickly
If Karai is dizzy, you may not have enough time to do a deep jump-in
attack, but a regular j.FK, c.WK, Chest Buster combo works
The best cheap against Karai is if you manage to throw her into the
corner (off a Power Drill cross-up at the start is nice):
throw a BotH Jamboree at 1/3-1/2 screen away and Karai will
take the hit;
c.FK and immediately WP Jamboree, Karai will block this;
You have enough time to throw Karai back into the corner;
Repeat! (you can get 29000+ points with the Timer On)
-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-4. Michaelangelo - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The party animal of the quartet wears a bright orange bandana and can usually
be found skipping practice in favor of grinding his board or eating pizza.
Mikey's nunchaku carry a fair range and speed and makes for a good character
for first-timers to try. Like Raphael, Mikey's moves are mostly charging.
Mikey's special attacks are nothing terribly special, but they are very
versatile. He has a quick horizontal attack, a good vertical anti-air, and
a quick projectile. Be careful of using his Dragon Breath projectile, you
may end up using his Dynamite Bomber instead.
His regular attacks are also fairly quick and have good priority, but his
ace-in-the-hole is his powerful and highly useful UA. It virtually teleports
him in front of his enemy as he unleashes a series of high & low attacks.
All in all, with reach, speed, and power, if Michaelangelo players turtle up,
he becomes the most over-powered character in the game. Opponents should be
thankful the Dragon Breath has lag time!
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