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Teenage Mutant Ninja Turtles: Shredder’s Revenge Character Move Damage Guide

Geplaatst op 06/24/2022 Deur Wavuvi Geen reacties op Teenage Mutant Ninja Turtles: Shredder’s Revenge Character Move Damage Guide
  • Titel: Teenage Mutant Ninja Turtles: Shredder's Revenge
  • Releasedatum:
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Information about Teenage Mutant Ninja Turtles: Shredder's Revenge is still incomplete. Help ons alstublieft de details van het spel hiermee in te vullen contactformulier.

A list of damage for each character’s moves with notes for moves with special features such as knockback, knockdown, and multi-hit. Enemy HP and Taunt Speeds are included as well.

Invoering

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:

  • A – Springen
  • X – Aanval
  • Y – Speciaal
  • B – Backflip

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.

While I haven’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.
  • april, 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, but they’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 (alleen 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 (onoverwinnelijkheid) until the apex of the jump is reached. It’s possible to activate this attack somewhere between 1-4 frames of input. This is why it seems to work as an ‘escape’ from some boss attacks.

Taunt Speed

  • 1.46 seconden (106 frames) Raph
  • 1.52 seconden (112 frames) Mikey
  • 1.57 seconden (117 frames) Splinter
  • 2.11 seconden (131 frames) april
  • 2.18 seconden (138 frames) Leo
  • 2.28 seconden (148 frames) Maffiabaas
  • 2.40 seconden (160 frames) Casey

Leonardo

Beweging
DMG
Opmerkingen
X X X X
1/1/1/3
No knockdown until 4th hit.
X Charge
1/2-4
First hit deals 1 and hits behind, second hit 2-4 depending on charge level. Takes slightly longer to finish then standard charge attack.
A+X (Rising)
2
–
A, X (Duiken)
1
–
A, A, X
1
Tot 3 hits, fast fall, invulnerable until touching ground.
B, X (Backflip)
1
–
Dash X
2
–
Dash A
1
Tot 2 hits, low knockdown
Throws
2
–
Speciaal
4
Tot 2 hits, very fast
Air Special
10
–
Backflip Special
3
Tot 3 hits, charges through enemies

Michelangelo

Beweging
DMG
Opmerkingen
X X X X
1/1/1/2
Knockdown on hit 3. 4th hit launches enemies.
X Charge
2-4
–
A+X (Rising)
1
Tot 3 hits.
A, X (Duiken)
1
Bounces off enemies, allowing for a second dive.
A, A, X
1
–
B, X (Backflip)
1
–
Dash X
1
Knocks enemies across the screen.
Dash A
1
Tot 2 hits. Stops on impact.
Throws
2
–
Speciaal
3
Tot 3 hits.
Air Special
10
–
Backflip Special
10
Hits once on anything NOT a foot solider. Otherwise does rising bicycle kick.

Raphael

Beweging
DMG
Opmerkingen
X X X X
1/1/1/3
No knockdown until 4th hit.
X Charge
2-4
–
A+X (Rising)
2
–
A, X (Duiken)
1
–
A, A, X
1
–
B, X (Backflip)
2
Knocks enemies across the screen.
Dash X
1
Tot 2 hits.
Dash A
2
High knockdown.
Throws
2
Shoulder Throw (Left/Right+X) deals 3 schade.
Speciaal
4
Tot 3 hits. Maintains forward moment and can move while active.
Air Special
10
–
Backflip Special
4
Shoulder slams up to 3 times on anything NOT a foot solider. Otherwise grabs the target and slams it in the ground.

Donatello

Beweging
DMG
Opmerkingen
X X X X
1/1/1/3
Knockdown on hit 3.
X Charge
2-4
–
A+X (Rising)
2
–
A, X (Duiken)
1
Tot 2 hits.
A, A, X
1
–
B, X (Backflip)
1
–
Dash X
2
High knockdown.
Dash A
1
Tot 2 hits.
Throws
2
–
Speciaal
2
Tot 6 hits. Pulls enemies in.
Air Special
10
–
Backflip Special
8
Hits once on anything NOT a foot solider. Otherwise up to 4 hits. Charges through enemies.

april

Beweging
DMG
Opmerkingen
X X X X
1/1/1/2
Knockdown on hit 3.
X Charge
2-4
–
A+X (Rising)
1
Tot 3 hits.
A, X (Duiken)
1
Tot 2 hits.
A, A, X
1
–
B, X (Backflip)
1
–
Dash X
1
Knocks enemies across screen.
Dash A
1
Tot 2 hits.
Throws
2
–
Speciaal
3
Tot 4 hits. Carries forward moment. Can move while active.
Air Special
10
–
Backflip Special
12
Hits once on anything NOT a foot soldier. Otherwise does a multihit combo similar to a super from Street Fighter.

Splinter

Beweging
DMG
Opmerkingen
X X X X
1/1/2/4
Knockdown on hit 3.
X Charge
2-4
–
A+X (Rising)
2
–
A, X (Duiken)
2
–
A, A, X
1
–
B, X (Backflip)
1
–
Dash X
3
High Knockdown. Hitbox only active for first half of animation.
Dash A
1
Tot 2 hits.
Throws
2
–
Speciaal
5
Tot 2 hits. Long delay between hits. Enemy has to get hit at start for chance at second hit.
Air Special
10
–
Backflip Special
5
Tot 3 hits. Shoots illusions across 2/3 of screen.

Casey

Beweging
DMG
Opmerkingen
X X X X
1/1/2/2
Knockdown on hit 3.
X Charge
2-4
–
A+X (Rising)
2
–
A, X (Duiken)
1
–
A, A, X
1
–
B, X (Backflip)
1
–
Dash X
2
Pushes enemies away, sometimes out of standing jab range.
Dash A
2
High knockdown.
Throws
2
–
Speciaal
2
Tot 6 hits. Pulls enemies in.
Air Special
10
–
Backflip Special
4
Tot 2 hits on anything NOT a foot soldier. Otherwise up to 4 hits. Charges through enemies.

Enemy HP

HP
Enemy
12
Spider Grabber
10
Orange Triceratons, Rock Soldiers (beide), Pizza Monsters, Mecha Mouser, Giant Mouser
8
Axe Foot
6
Yellow Wheelie Robot
5
Blue Wheelie Robot, Flying Cycle Foot
4
Laser Robots, green Triceraton, Foot Ninjas: Paars(no item), Roze(kunai), Wit(sword), Fushia(whip), Rood(plunger gun), Light Blue(naginata), Dark Blue(ball&chain), Zwart(sai)
3
Dark Blue Foot(sword)
2
Al het andere, including Purple Foot starting with thrown items (TVs, trashcans, sewer lids)

Dat is alles wat we vandaag hiervoor delen Teenage Mutant Ninja Turtles: Shredder's Revenge gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door Wavuvi. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.

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  • Titel: Teenage Mutant Ninja Turtles: Shredder's Revenge
  • Releasedatum:
  • Ontwikkelaar:
  • Uitgever:
Information about Teenage Mutant Ninja Turtles: Shredder's Revenge is still incomplete. Help ons alstublieft de details van het spel hiermee in te vullen contactformulier.

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