The TMNT Tournament Fighters (SNES) Thread: TF Revelations

The most broken thing about the game is throwing during block stun. Still its great fun though.

some stuff in that vid doesn’t combo, haha.

yeah, just tested this on U version, vs leo on both p1 and p2 side and it doesn’t work, bro. You NEED a CPS string (using at least 3 lights into a heavy) to redizzy.

now that is odd because I just tested it to confirm and it worked.

you are doing

lp throw, deep j.hp, cl.hk(2 hits), lp throw, deep j.hp, cl.hk(2 hits) correct? It won’t redizzy if you don’t do the 2nd throw.

if you aren’t deep the cl.hk will only do 1 hit or not combo too which can cause issues.

Seeing that combo video makes me want to play again.
I’m guessing game genie to be Rat King and Karai?

http://www.gamewinners.com/snes/TMNTTournamentFighters.htm

has the codes for the game. once you do the boss code just scroll past shredder to the left iirc and they’ll be hanging out off screen.

Pretty sure you don’t have to do the high speed mode code first though.

shibby. Did not know that. Which makes me feel like shit cause I’ve played this game pretty heavily since 02 or so. :lol:

wait…youre using a sequence for that redizzy?? if you land an lp throw, you may as well go for the dizzy into redizzy at that point lol.

lp throw>(hold foward jump) j.hp>cr.lk x3>cr.lk + hk

^ this will dizzy from an lp throw then you lp throw AGAIN and do the same exact combo and it will redizzy. rinse, repeat. also you can sub the cr.lk combo w/ the cr.punches CPS string and get re/dizzy too.

thats what I’m doing, I’m not doing it twice they will be dizzy after the first rep of the j.hp, cl.hk. The lp.throw, j.hp, cl.hk** does redizzy **on the american/euro versions, but not the japanese version because cl.hk does almost no stun.

Thats what I was doing until I realized how much stun cl.hk does.

And I know that, I’m saying that the lp throw, j.hp, cl.hk is impossible to drop and also redizzies. You are doing something wrong if it is not for you. Do I have to record it?

Sabin\Arturo doing some TMNT stream action here : http://no.twitch.tv/min2012

Bump, this shit is hype

Dude, I still haven’t played you in this shit yet man. I need to fucking boot this shit up and level up my game.

(This is VicViper btw).

Ves is easy to beat as long as you always use Raph and never look away

relinking stream so it’s on this page

[media=youtube]vzK_q8a6Jlo[/media]

Easy unblockable followup i was talking about. I have leo walking back to show I’m blocking with him and that the HK combos. If you only get one hit of it, it won’t redizzy and is punishable on hit. It’s hard to miss on turtles but you can mistime it easier on War. It’s easier than doing a cps chain.

I’m working on doing cr.lk, cr.lk+cr.hk xx EPD with chrome. on hit you get cr.lk, cr.hk and can start pressure again by walking foward and doing it again, on block you should get the cr.hk canceled into epd which is inescapable. This led me to a corner option select loop exploiting Wingnut’s slow jump. Wingnut can’t jump out of meaty cr.lk from chrome off of a cr.hk, and he can’t jump out of a properly timed early j.hp off of EPD.

I’m not 100% sure this works because by myself it’s hard to test if there is additional pushback from the j.hp if transitioning from stand to crouch block though testing it the punch cps chain throws on stand block. The meaty option if he takes the low chain will always result in a 2nd knockdown however.

Edit:
Does cps chained cr.hk kara os epd work? Hard to test without a record function, but if so you’d be able to do 2 shorts to epd which is less strict than shorts to sweep on block.

inputs would be like cr.lk, cr.lk, cr.lk+hk~up+lp

it seems to me that it works, but hard to tell. Wish this game had training mode, I shouldn’t have to guess!

lolololol yo, my bad. I fail at reading comprehension (welcome to srk).

I was reading “cl” as cr (crouching) for some reason (as in jump heavy punch, crouch heavy kick - which did not stun for obvious reasons. Now that things are cleared up, I will be adding this to my arsenal. thx.

You can actually do:

cr.lk x2, cr.hk, qcf,u+lp+lk

This will give you one of the two: 1) on hit, cr.hk into chrome spark, which will allow you to continue pressure on their wake up OR 2) on guard, cr.hk into EPD, as EPD has priority over chrome spark.

On an unrelated note, I’m really tempted to use # notations for future combo/strat posts lol.

haha, it happens, no worries.

Did not know that, I will be using that haha. And i guess if you are out of range for the EPD cancel you’ll get chromespark. That is pretty sick. I wouldn’t want to do it in the corner vs. wingnut obviously because the spark will whiff and I won’t be able to setup a proper meaty, but midscreen or against characters who I can’t loop on that would be better.

Chrome is pretty broken, I see why he’s nerfed in the jp version.

time to change this thread’s name back to amingo strategy thread

Zar do you have frame data for this game?

Had startup data for all normals/specials on old teamspooky site before renovations (and gradual migration to HOLLYWOOD). Only thing TF related that made it out of that site alive were the match sets from '06.

I compiled startup data by using snes9x and the advancing 1frame option (set to a key). Wanted to get info like active frames, advantage, recovery, etc. but had no idea how to go about that. Was still cool having access to just startup data though, which I miss dearly :sad: