The TMNT Tournament Fighters (SNES) Thread: TF Revelations

I love the analysis. That kind of thing should be done with vids more often, it’s really interesting.

rofl. uuhh thanks (?) :bgrin:

Wow, thanks guys. I didn’t expect any serious feedback but I really appreciate it. And to show my thanks…

3 More TeamSp00ky TF Classics (With Annotations!!!)

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It’s kinda tough trying to come up with material for the annotations but it sure is hella fun to do. I should be done with the complete set in a couple of days and will post the playlist afterward. I really need to get on those replies to some of the posts from earlier though. You guys had some interesting vids and questions.

There seems to be some new match vids of you guys on Empire Arcadia’s channel as well.

I’m watching them now. I remember the Raph vs Arm one but I’ve never seen the Wing vs Don one(I’d remember a match that awesome).

EDIT: I have a question for you Zee Tee Bee that I don’t remember being asked. If you were given the task of making a TMNT:TF:HDR(wow) what would you do(also, the bosses have to be made balanced)?

lol nah, these are back from 2006 when Sp00ky first starting hosting our matches on his site. EmpireArcadia probably grabbed the matches from the archive (which has been recently resurrected) and decided to up them on youtube for whatever reason.

Half of those matches have been upped on my account ages ago and the other half I plan to still up anyway but add in annotations for insight.

Good stuff to them for recognizing the realness of TF though. :rofl:

I don’t see why more people don’t play TF. It’s ST Beta.

I dont’ see why people don’t use horses. They’re like cars beta.

lol ninja edit. didn’t catch this the first time.

In my opinion, TMNT:TF is a damn near-perfect fighting game in terms of balance and design. There is however one HUGE flaw that keeps it from being just that.

It’s that bullshit bug that allows you to throw someone out of guardstun. E.g. land a meaty fireball on a cornered opponent, walk in and throw them before they’re even allowed to leave the guard animation. No throw protection after/during guard makes for some unnecessarily silly match ups. Characters who lack true reversals like CDome, War, and Wingnut really get it the worst. Having to take the hit of a fireball to avoid being thrown and messing with throw/follow up timing is just absurd. The player initiating the trap is at a ridiculously large advantage for using so little effort. It’s not just with fireballs either.

CDome is able to OS sweep into a guardstun throw (c.HK,U+LP+LK). If the sweep is blocked then CDome “combos” into his EPD, snatching them out of guard…

There are other examples as well. Like with Raph’s crossup HP powerdrill into throw mash. It’s pretty braindead if spaced correctly (which is also not hard to do). And then there’s super-deep jump-in into throw. Overall this is pretty damn hard to do on command BUT CShredder and Armaggon have ways to set this up for free with their jump LP lol.

I know how deal with all of this garbage and have created reversals/solutions to stop them but I’d still rather not have to deal with it because it’s just…dumb. Oh, and some of the “solutions” aren’t really solutions but rather ways to get screwed over less.

…Aside from that, the game is great and tons of fun! :tup:
(although I have to admit, the bs is kinda what makes it fun/funny)

Ok, here’s my less whiney version of the tweaks I would like to be made for TF:

TMNT:TF:HDR

Edit: Cosmetic Buffs
[LIST]
[]Beef up sprites. Turtles should look meaner…and greener.
[
]Upward scrolling like in the marvel vs. games. This feature imo would look nice for the characters with wall jumps (see below).
[/LIST]

System
[LIST]
[]Add throw protection during and after guard-stun. This change alone is honestly good enough for me. The game doesn’t need much else after this but for the sake of answering Rioting Soul’s question…
[
]Leave in CPS1 chain bug.
[/LIST]

Characters
Leo
[LIST]
[*]Leave in CPS1 chains unchanged (doesn’t combo)
[/LIST]

Don
[LIST]
[]Leave in CPS1 chains unchanged (doesn’t combo)
[
]Give headspin a bit less invincibility after startup and a bit more recovery at the end (or decrease advantage on guard)
[*]Reduce damage on HP Rapid Bo (Mash HP)
[/LIST]

Mike
[LIST]
[]Leave in CPS1 chains unchanged (doesn’t combo)
[
]HP cannon, LP Rising Thunder combo should still remain but no longer re-dizzy.
[/LIST]

Raph
[LIST]
[]Leave in CPS1 chains unchanged (doesn’t combo)
[
]Less stun for Chest Buster
[]Add a bit more recovery to Chest Buster
[
]Less stun on Jamboree
[/LIST]

Aska
[LIST]
[]Less recovery on c.LK
[
]Base DP off US/EU version (one-hit, always downs). Slightly more damage for HP version.
[]Change close s.HP and s.HK to command normals (B+HP/HK). This could end up either being overpowered or bad lol
[
]Hip Shot/Butt Move changed to just F+HK or LP+LK
[/LIST]

War
[LIST]
[]Allow LP+LK to executed from crouch position. This is so he can hold charge for both his rush upper move and headstop.
[
]Give him a low wall jump (just cus it looks like it suits him)
[/LIST]

Chrome Dome
[LIST]
[]Leave in CPS1 chains as US/EU version (genuine combo). c.LK,c.LK+HK doesn’t combo in JP verison. All-punch CPS1 chain does however.
[
]Fix unblockable and command null glitch from LP throw. He should still be able to jump and land with a meaty jump after though.
[]Less damage on LP throw
[
]Change Electric Pile Driver to HCB,F+LP+LK. D,U+LP+LK is too free.
[*]Slight increase on c.HK recovery
[/LIST]

Cyber Shredder
[LIST]
[]Leave CPS1 chain unchanged (doesn’t combo)
[
]Remove invincibility when descending from Aura Knee
[*]Remove lower body invin on Aura Crusher
[/LIST]

Armaggon
[LIST]
[]ADD LANDING RECOVERY TO SHARK UPPER. lol who’s idea was it to make this safe?
[
]Make HP throw mashable/counter mashable instead of set amount of hits
[/LIST]

Wingnut
[LIST]
[]Leave CPS1 chain unchanged (punch string combos)
[
]Remove chip damage from dives (Jump, D+LK/HK)
[/LIST]

Bosses (I don’t really use the bosses as I know they are broken beyond even friendly casual play but here’s what I think):

Ratking
[LIST]
[]Slightly less damage on ratbomber
[
]Change ratbomber to 360LP+LK command
[]Change Jump HK (drop kick) to QCF+HK in air. Add higher bounce on guard. Leave no bounce back on super deep hit bug.
[
]Change D+LK (the hopping move?) to DP+LP+LK
[]Give him new ground and jump normals (light attacks)
[
]And just for kicks: I’d like to see a chargeable version of his c.HP that changes it to a low-damage overhead hit.
[/LIST]

Karai
[LIST]
[]Give this character extremely low life/defense
[
]Add wall jump separate from specials
[]Wall jump special moves would become charge moves
[
]Wall jump fury punch special would be less hits
[]Wall jump throw special (ala sf claw) would be an extra command
[
]Change Jump HP
[]Jumping dive kicks would have to be changed to command (jump straight up, D+K at summit only)
[
]Change duplicate normals
[*]Change B+P to charge move
[/LIST]

The bosses are so broken that it’s really hard to say what tweaks would need the most attention. I just know that a lot of work would have to be done with them if a tmnt:tf:hdr were to ever happen (which it won’t).

So there you have it. Every pet peeve I have with TF and the wish list of changes we will never see. But whatever- I’ll still keep repping the game in its current form, relaying info, pointing those who are interested in the right direction and trying to keep the revolution in motion lol :party:. Thanks for bringing up such an interesting topic, Rioting Soul. I’d like to hear from others about their TF:HD ideas/wish lists too.

P.S. Anyone ever take a look at the end credits for TF? Why are there no credits listed for Bug Testing/Checking? :rofl:

This will do for me.

Last 4 vids of the TeamSp00ky Commemoration w/ Annotations. I’ll make a convenient playlist and make necessary corrections (move names) a bit later.

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[media=youtube]NhqmivjXQpA[/media]

[media=youtube]EXLvlI0wd9g[/media]

[media=youtube]3JFKm546eqE[/media]

I hope the annotations have been a help to anyone trying to get into the game, insightful to those who watch/play TF casually, and nostalgic to the hardcore TF followers.

This is the best I could do for the community at the moment so until the celestial bodies properly align again…

Viva la TF revolution! :rock:

If you’d like to see more TF Classics check out my channel or you can check out TeamSpooky.com for other “obscure shit”.

darkdrizzle

Generic
-Throw protection.
-No redizzies.
-EDIT: Addition of combo counter.

Toitles
-Backflip is given a small window of vulnerability at the end.

Raph
-Less block stun on Psycho Crusher.

Mike
-Same

Leo
-Same

Don
-Bit less stun on j.HP, Rapid Bo

Aska
-US version DP
-st.LK has less start up
-cr.LK has less recovery

Wing
-New move. B+LP+LK does a Toitle-style backdash with start up invincibility. Same animation as his air dash. Vulnerable recovery.

Chrome
-Unblockable is removed.
-LP throw damage reduced.
-EPD damage increased slightly.

Shred
-Aura Knee invincible recovery removed.

Arm
-Shark Upper made vulnerable after landing.
EDIT:-Whoa. Removal of 0f jump.

War
-Remove from game…
-I really don’t know. I’ve only played him once in my life. That was back in the 90’s.

Bosses
-My knowledge on them is lacking so I don’t know.

Nice matches. I always wanted to get some matches with peps. I was thinking about maining Shred.

so im trying to start a community for this game in the MA/New England area. I alredy have a couple of my friends playing the game. We play ST/SF4 so were familiar with figthing games, i wanted to know a couple of things about the game. First wich version of the game is played competively and is it okay if we play emulated on the PC so we can use our sticks?

I swear to god if I ever get rich or win the lottery, i will personally finance an HD Remix for this game.

Which speed setting do you guys like best? Turbo 3 for me.

just started playing this on my good old snes, its pretty addictive

If you guys play ST and SF 4 you guys will pick it up in no time at all. Back when we all use to play staright off the original SNES but then when that resource became obsolete it was emulators. Theres a hidden video on google where we were playing on emulator and Arturo used a stick while i stuck with pad. It was a first to 7 i think! lol
We used to have a small TF community in NY that went well. GL with that!

The Hidden TF Video
http://video.google.com/videoplay?docid=-7001519560927941795&q=tmnt+tf

Shredder is underrated imo! He has the potential to be 3rd best!

High Speed 1 is the primary settings we used for casual and tourny. High speed 2 its gonna feel like Arcade Hyper Fighting if thats what you want.

Saiyd: I like those changes for HD minus a few things! ")

Shredder at third best? Huh? what’s the tier list for this game. I always imagined Shredder was the best.

I used to play this game a long time ago, I’ll play anyone that wants to give it a go

Raphael and Armagon are the best in the game.
Raphael is like CE Bison + O.Sagat.

I would say Mike and Shredder tie for third.

I always figured shredder was 4th or 5.

ChromeDome is probably right in the middle cause he doesn’t have any really terrible matches.
He can do the re-dizzies on the turtles, chrome spark is crazy good, his throws are good and headstomp is really good.