The TMNT Tournament Fighters (SNES) Thread: TF Revelations

There is a good amount of Team Spooky video floating around http://www.youtube.com/user/darkdrizzle#p/u/4/3JFKm546eqE

These vids have annotations to let you know whats going on.

I think watching a character be played gives you a better idea than having someone say “Aska uses her slide to for deadbody crossovers and throw mixups” or “Air dash mixups with Wingnut are very strong”

There are also some tutorials for a few characters floating around, and there is a lot of good info in this thread.

I’d just play and try to figure things out at the moment, and try different things out, I think the character archetypes become pretty obvious after you play a bit.

Nice, I’m loving that this game still lives. I’ve been looking at the Thread for quite some time and I’ve been seeing a lot of pointers (I’m a Shredder player). I’ll try to put some time into this game to see if I can find anything too. Also what’s the speed preferable to play this game? I play in Hi-Speed, but i’m not sure if that’s the proper way or not.

90 seconds, high speed 1

We recently had a tourney here in the UK, it was my first time playing it. We have some vids that should be going up very soon.

Oh nice, post them please!

Anyone have an idea of Aska combos? It seems like meaty buttsmash thing should give you enough frame advantage to link stuff, but I haven’t played her enough to really know timing for setups.

Also I want to vidcap some wingnut combos, he has some cool stuff off of meaty moonbuster combined with air dash. want to cap some 1p vs 2p differences too.

Yeah…it’s GGs. For whatever reason, turtles and war are unable to guard the meaty jump in after nor are they able to reversal out. Simply LP Throw and hold up-forward and you’ll get the perfect jump-in every time. Follow up with the CPS chain (cr.lk x3>cr.lk+hk) after the meaty jump hp and you’ll dizzy again. Against other characters, the jump in will setup a safe jump, allowing you to defend against potential reversals. If the latter set of characters happen to guard the jump-in you have the option to instant overhead with jump-back hp on landing (you can do other stuff too but this looks cooler lol).

Man, I really wish I knew how the hell this worked because it has happened on a few occasions (to myself as well as opponents) and not just with chrome spark but other projectiles as well (jamboree, shark missle, etc.). I think I’ll pay more attention to the sequence of events leading up to an unblockable projectile hit should the phenomenon surface again. Let us know should you find any new info sooner though.

You could just do the bo thrust shortcut (lp~hp, hp). It only takes 3 inputs to execute and (iirc) the 2nd input determines the attack strength.

~j.hk>st.lp>hp kacho
~close hp>lp or hp kacho (hp dp whiff on some characters. forgot which ones though lol)
~cr.lp or cr.hp>lk or hk spin **
~crossup j.lk>close st.hk>lk or hk spin **

**Ok, now the last two combos that use spin are very character specific…and weird even. I tested it’s comboability on the entire cast long ago BUT didn’t bother to write down the specifics. The results, from what I remember, were mad random. Things like the spin not being able to combo on p1 but does so on p2 side (or vice versa) and comboing on crouch only or stand only were a few of the outcomes I remember when testing.

As for meaty buttsmash combos, get that to crossup hit super-meaty and you can followup w/ close st.lk or hk (6f startup) into dp. If guarded, you setup guaranteed throw (lol this game). Unfortunately, I don’t have details on how to setup the crossup splash but I have gotten it a few times post anti-air dp and cr.hk if that helps.

looking forward to this.

You can actually just do j.hp, cl.hk in the American/Euro version and you’ll get the dizzy and the combo is pretty much impossible to drop. In the Japanese version cl.hk does way less stun, so I generally do cr.lp x 4, cr.lp+hp. I think the unblockable is more balanced in that version simply because it is harder to pull off because the followup is way easier. Not having the cps low chain sucks though.

Yeah I need to do more testing. I was able to come up with multiple sequences that resulted in an unblockable projectile, but I couldn’t really find something definite to tie them together exactly. I could set up that specific block string multiple times, and it’s nice to have a string that leads to a guaranteed hit, but knowing why it does and being able to optimize the string is important, especially for characters who have the potential to followup the projectile with something. Unblockable projectile to super would be really good.

Thanks, I remember you mentioning she had character specific stuff. Also I wish I had frame data.

Is Rat King still considered broken?

Theoryfighter time, but with Raph, can you use the cr.LK chained to cr.HK chain on block to go into Drill and repeat? If the drill has enough advantage to start cr.LKs again, and the cr.HK gives enough on block to start a drill, it would be an infinite string, right?

had some weird stuff happen playing today.

Arm vs. Shredder:
I do dive, shredder does hp dash punch, somehow we both whiff even as we change sides, and as I land I get auto correct negative edged fireball even though I do not hit another direction. This happened twice in one set.

Chrome vs. War:
My opponent does meaty lk headstomp with War, it crosses me up, I block wrong, he doesn’t bounce back, he instantly teleports to the ground and it looked like he should have been able to combo, but we both were just wtfing at the situation.

Arm vs. Leo:
Leo throws me into the corner, and goes for a meaty jumpin, my sharkupper auto corrects into the corner, and I end up whiff shark uppering off screen. The jumpin whiffed as did his normal after he landed from the jumpin.

Chrome vs. Leo:
I whiffed cr.hp through crouch blocking leo. This only “works” on crouching turtles when chrome is on 1p side.

If you do a jumpin vs. chrome and he is crouch blocking, the jumpin will force stand. don’t know how often this would come up in a match, but it is interesting.


I’ll test the Raph stuff next time I’m playing with someone.

Rat King is still really stupid. I think Raph can kinda fight him, but everyone else it just seems really laughable.

The vids are out! I had alot of fun =]

Aion (Donatello) vs Fuzzyness (ChromeDome)
Pawndriver (Donatello) vs Aion (Donatello)

I wish I could get 20 people together for this game.

The Chrome player didn’t seem to have a good handle on the character at all though, so on second thought I wish I was at that tournament so I could win it

He doesn’t really use Chrome though, he’s a Wingnut player. He just happened to pick up Chrome on the day and rolled with him.

Great vids Aion thanks for sharing, and the commentator were funny/good.

BTW cant this game be hacked toalter its properties? Like the hacked SF3 4th strike or something I saw a while ago? (Fuck armaggon landing frames from shark upper!)

Watching these intermediate/high level TF vids is awesome. I didn’t know this game could be played like that, makes me wonder how it would of turned out if it had regular support for tournies like SF and Marvel.

A friend and I have busted this out lately and having a blast. The other guy is not even a fighting enthusiast either, but appreciates the good game design. This game is really ahead of it’s time! It came out in 93’, isnt that before super turbo even!? it has close normals, and nuetral jump normals!

I’ve been playing raph to some success, but all of the turtles seem solid at first glance. rat king seems like ass, can someone explain his power to me?

I swear to god, I need to get back into this shit.

I keep saying that I will, but I keep forgetting.

I’m feeling why wingnut can’t aa for crap in this game, if he could he’d be absolutely idiotic. I get mad when I get jumped on for free by Leo/Don, but I get why.

Uhm, as far as I know he is horribly broken. He can tick throw you to death with Rat Bomber, because there’s no throw invincibility(at least none for this move). I tried it out a couple of months ago when we played this at a meeting and it worked. We weren’t like, top players at this game of course, but it seemed pretty much inescapable.
Also, instant dropkick by just pressing forward and kick? Cr.Short is some kind of body slam*? Such an awesome character!

*If I remember correctly from that meet, against Wingnut you can Rat Bomber in the corner, immediately do cr.Short and it hits meaty, setting him up for another Rat Bomber. Couldn’t get this loop to work on other characters, because of differing wakeup times it seems.

For an example of RK’s brokeness, check out this old/awesome combo vid:
[media=youtube]lwObKS-DPH8[/media]