A list of damage for each character’s moves with notes for moves with special features such as knockback, abattre, and multi-hit. Enemy HP and Taunt Speeds are included as well.
introduction
This was all tested in game compared to using the first hit of a jab as a comparision.
Controls are listed based on an Xbox layout:
- UN – Saut
- X – Attaque
- Oui – Spécial
- B – Retour en arrière
Most attacks cause enemies to do a standing flinch from being hit. Moves that causes knockdown or knock away are noted.
- Low knockdown means follow-up is almost impossible
- knockdown leave a small window for follow-up before the enemy touches the ground and becomes invulnerable
- high knockdown pops the enemy up to head level, and they bounce once off the ground before landing and becoming invulnerable.
Pendant que j'ai’t been able to get consistent frame data for everyone’s X X X X combo, there are a few things of note:
- Holding a direction to start the first hit does a lunge, which is slower then a standing jab but gets more reach and gives some vertical travel.
- Avril, Mikey, and Raph can usually get all 4 hits on a boss during hit stun and get away.
- Leo and Casey and usually get all 4 hits on bosses during hit stun, mais ils’ll probably get hit for it.
- Don and Splinter rarely get their 4th hit before the boss retaliates from hit stun.
- Startup for the first standing jab seems to range from hitting on frame 3 to frame 11, with the slower attackers being at the disadvantage.
INSTANT CHARGE ATTACK
All characters can get a full charge instantly after a full X X X X combo or a backflip attack (B+A). In both cases the button must be held on the last attack input. Doing so correctly your character will enter the charge state and immediately ‘DING’ for a full charge. Easy for backflip (seulement 1 button press), but requires a little more finesse on the 4 hit string.
Raph can’t do this to standard enemies, as his backflip hit has huge knockback. But he does get 1 extra damage out of it when they won’t fly away, like on bosses.
RISING ATTACK IFRAMES
Doing the rising attack seems to give iframes (invincibility) until the apex of the jump is reached. Il’s possible to activate this attack somewhere between 1-4 frames of input. This is why it seems to work as an ‘s'échapper’ from some boss attacks.
Taunt Speed
- 1.46 secondes (106 cadres) Raph
- 1.52 secondes (112 cadres) Mikey
- 1.57 secondes (117 cadres) Éclat
- 2.11 secondes (131 cadres) Avril
- 2.18 secondes (138 cadres) Lion
- 2.28 secondes (148 cadres) Enfiler
- 2.40 secondes (160 cadres) Casey
Léonard
Michelangelo
Raphaël
Donatello
Avril
Éclat
Casey
Enemy HP
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