Up and side throws desperately need a damage buff. They're only good for getting enemies off you when you're meterless, but in that situation you might as well do a dodge into a flying attack to start up a new combo instead.
@@Lurdiak Exactly. I hadn't even noticed that until after I wrote the above comment. Throws are straight up the worst option for you to take 99% of the time, and that 1% is just using down throws to kill Chrome Dome.
This video confirmed what I felt from gameplay: Leo has a rock solid moveset that can lead to big damage but is arguably the worst character (next to Mikey) at using supers, with zero things that stand out for him there. His dash attack being super fast is usually my main thing against tougher enemies, canceling normals into dashes, canceling the dash attack back to a normal, and piling on mad damage with that sequence. Splinter winning most categories in damage (especially flying special and basic combo) also check out. If you HAD to rank the characters based on your current opinion, what would that look like?
@Byron Martin that is exactly what I love about it! It's so quick and makes Leo's DPS much better than it looks at first glance. If his ground special got buffed to match everyone else, there wouldn't be much to prevent him being among the best characters in the game if he isn't there already.
Leonardo's dive is invincible (it feels) and a single button press. If you press the once and hold you can just point in the direction you want and send enemies flying. Most 3rd attacks seem to be a pause/down before the finisher. You can use that time to charge attack and send them all in that line. I'm sure there's more. I think more characters should have varying double jump attacks. I feel all but Leo's a junk.
@@ahmedalkadhim9806 I don't mind Leo's special not being as tough since he has the aerial spin that can land with a charge attack. Helped the most on the Rock Soldier Elevator. That one took me a while to get used to. I kept spacing their charge. Damn Kunai Ninjas,as well.
@@naruteoh123 it's funny playing how I'll go from love, to hate to love on the different characters....and so on. Would love if they actually do get DLC story Seasons and new characters like Usaki Yojimbo.
Michelangelo is the true definition of a character to have a 1 star rank on Power by the time you compare his to April's. And I'm a terrible proof reader because I made a typo on April's Flying Super damage output text. This video is partly poorly aged as of December 2022 update because Radical Mode has been tweaked to boost damage output on throws.
It's really odd that mikey is just shafted in this comparison because april is faster and has more damaging moves anyway ralph best turtle his taunt is the shortest and his ground super is top tier
April also has more range than Mikey and better supers too, lol. I agree Raph is the best turtle. I think it goes Raph > Leo > Donatello > Mikey. I like playing Mikey better than Don, but the more I think about it, and the more I play Arcade mode on Gnarly, the more I think Mikey is actually the worst turtle/character in the game.
@@GambitX37 That tracks, he's generally the worst turtle in every incarnation of TMNT. I mean, what sort of skillset/ability does being "The Party Dude" bring to the table? Raph is the combat monster, Leo is the tactical mastermind, Donny is the gadget and tech whiz (and the only one keeping their situation remotely close to a decent standard of living) What the hell does Mikey do?
I already don’t like Mikey’s unique divekick mechanics (Stockman fight especially) so there’s really no reason for me to pick him except because it’s Mikey.
April only seems better than Mikey in a vacuum when you compare their damage output, but they don't function the same. Mikey unique tools make him better for combos. He has a higher launcher than April. His slide is a multi-hit, and it leaves the opponent right next to him for follow-up. It also loops for an infinite. He can use his dive kick to avoid active attacks on the ground. His ability to string many moves together with his combo launcher and multi-hits gives him access to special more consistently in combat, and he has some great specials. They are really no bad characters in this game.
Going in, I assume April's DPS is so good that she does stupid-high damage? But will find out. Great work with this follow-up either way, and thank you for the experimenting to find out!
I am addicted to this game and theses Videos are pure Gold. Thanks. I thin it woul be interesting to learn more of ai behavior to read them better. For Exemple i Cant tell if the enemy is ging to anti air my dive kick or not
Fling slam really needs to be stronger. As it is now, there's never much reason to use it over anything else. A far cry from how OP it was in Turtles in Time.
if i had to guess it's a bug, bare minimum i'd expect it to be 2 damage per slam, especially since you're fully vulnerable doing the throws in this game.
i think its necessary to compare dps between characters because its not the same to do 6 points of damage in 3 seconds than in 2. I think thats the stat it is missing
Multi-hit characters also have the edge for building meter faster too. So April and Donnie are technically better than Splinter when it comes to dive kicking.
Thanks for this super useful vid! I snapshotted the final chart screen. I wish Leo and Mikey both got a better super but at least every character takes the cake at something and is at least competent in all areas.
They did Michaelangelo dirty, he has the most health in Turtles in Time and Hyperstone, his attack animations are the fastest and he does really good damage. They absolutely nerfed the shit out of him in this game.
I love how the devs made all characters unique with their own skillset, strengths, weakness, and technique Can't wait for Miyamoto Usagi Yojimbo to join in the DLC 16:51 With the overall stats it would appear the Best: Master Hamato "Splinter" Yoshi Average: Leonardo Easiest: Michaelangelo Worst: Donatello (Hurts me cause I relate to him the most)
One thing i'd be interested in is a video analysis if Radical Mode is actually as pointless as i think it is. If you'd manage to combo through its entire activation time, would it outweight the damage of 3 supers?
Splinter would benefit Radical mode the most thanks to his highest combo attack damage output worth 16 per loop in radical vs 15 from a bar of his Flying Super. Casey and Raph would be runners up because they have fast DPS/combo speed with respectable damage output.
I’d say that Leo might get the most out of radical mode. He stun locks with dash attack and his supers are the worst of the cast so he doesn’t miss out on using supers.
I understand Supers are essential to the game. But I hope they release a mode where you can only build Supers by attacking. After a while, the game becomes tedious when everyone's answer on screen is to taunt 1 to 3 times, spam Supers, rinse, repeat. I love this game but I find it equivalent to that 1 person who always stands on the left side of the screen and kills the pace of the game because we can't move forward.
@@AmAxel35 I'd settle for taunts only building meter when there's actually enemies onscreen/ present (in the case of teleporting/digging enemies like Dirtbag)
I'm wondering how all of their movement speeds, cooldowns, combos and attack ranges stack up? On paper Michaelangelo looks to be the worst, but he currently has the one of the fastest WR speedruns.
damage isn't massively important outside of the ability to quickly and efficiently kill the bosses since dive kick > combo will kill most of the mooks in the game, as well as just knowing the stages and how to best use the stage hazards (fire hydrants, etc). Everything else is just down to "can you hit 8 or 10 HP in one combo or can't you" plus mikey is pretty fast if memory serves and maybe his moveset (specifically what moves do high knockback etc) is really conductive to the best speed strats right now.
Yeah, stuff like hitbox, hurtbox gap is usually what makes a really good button/attack, i.e. being able to safely hit an opponent from across the screen would be best move possible (massively huge gap between hitbox and hurtbox). People usually shorten this to "range" and that mostly is the same thing, but if an extended limb can be hit, then its not nearly as good. After that property, probably hitstun-cooldown time matters, and and hitstun> (cooldown + startup) of a poke, you can infinite an opponent. Don in the OG Turtles arcade was broken AF because he had best combination of those two values.
Miley is the fastest. But does feelnlike he has the worst damage but he makes up for it with speed. Like how raph has the shortest rangge but makes up for it with damage
Donnie's DA is so OP. If you chain it into forward jab and finish combo he swings much faster than he would doing standard jab combo. The timing is stricter than normal jab combo, but it's worth it to learn. I recommend almost exclusively going for DA to initiate combo if you have the space to do so.
Doesn’t seem to be any considerable damage difference in basic attacks from Raph and the other turtles, despite him having 3 power and the rest 2. Why is he much weaker than Splinter if they both have 3 power? And Casey only has 2, yet he kills the stone enemies with 7 hits, beating Raph’s 8
About Mikey's power vs. April's, maybe the power category doesn't indicate just damage output but also other attack properties, because as you said in the video, Mikey's Flying Super's Auto Combo can deal 10 points of damage guaranteed on any emery that get's caught in it, unlike April who deals 12 but can only do it against Foot Soldiers, which means for Mikey it also works against Rock Soldiers. Also Mikey's Ground Super can launch the opponent unlike April's, which means Mikey can combo off of his Super and get more damage after the combo is over, while April can't do it. So nope, April's power stat is not a lie.
@@Greenalink Ok, and what about my point regarding Mikey's Ground Super? If Mikey can launch after his Super, that means that Mikey can deal more damage overall off of his Super because he can combo after it, unlike April.
@@RoyArkon Well for Foot Soldiers he'll only get 1-2 hits as it's hard to get all 3 unless it's a super armoured opponent, so it's okay for cleaning up weak enemies. April's Ground Super is good for punishing counter attacks from bosses and can reposition herself after the 4th hit whereas Raph can do the same amount with only 3 hits. That's the big takeaway, HP from the actual enemies. Speedruns tend to use Dive Supers simply because it's very quick to recover after hit and deals 10 dmg which is stronger than most characters' position reliant Ground Super.
@@Greenalink That still doesn't answer my question dude. I was asking about Mikey's combo potential after a Ground Super. Even if it's tricky to get all 3-hits, the mere fact that he can do it shows that he might got higher damage overall then April, because his damage comes from combos rather than single attacks. That's also why we might can't just take the actual enemies' HP into account, because there are tons of attacks that can hit multiple enemies at once, especially the Ground Supers, so the mere fact that Mikey can combo off of his Super also means that he can combo more than one enemy after it unlike April who can't deal more to anyone once the Super is over. It seems that HP enemies' alone isn't the only takeaway from this.
@@RoyArkon Most of his fast follow ups used to juggle after his Ground Super like Dash Attack or Rising Attack require 4-7 hits to surpass April's max damage Ground Super. Fortunately, most of the juggle friendly enemies have 6HP or less.
Look at his damage compared to April and then look at the star rating the devs gave him (and her). He got screwed. He has the worst range and the worst damage in the game, as well as one of the worst supers and he's not even the fastest character to compensate for all those flaws. I like playing as him too, but come on, he's objectively worse than April and arguably the worst character in the game.
@@GambitX37 How is he not the fastest? Also his Super is good, better than Leo's Super in terms of damage, and he can also combo after it unlike April, and his taunt is the 2nd fastest only behind Raph's, so he can build his Supers really fast, AKA speed. The stats are much more than just straight up info
@@RoyArkon Mickey sucks. Supers are trash so u just do air super. Weakest jab combo. Worst running attacks in the game. There's nothing about him that stands out. Literally a worst version of April
Something I wanted to ask is sometimes, as April, after a combo ended, another one started to another person. I'm unsufe if its an input I did or it was automatic. Could you perhaps do some testing on that please? Thanks
Has anyone figured out what's affected by difficulty level? I assume it's damage taken by players (haven't tried anything but medium) but does it affect enemy numbers, AI, boss hp etc. as well?
You take double damage on Gnarly, and at least Okay to Gnarly comes with an increase in boss HP. It's extremely noticeable. Not sure about Chill to Okay on that front. Also not sure about any AI/aggression changes between any of the levels.
The real question is whether you have enough time to deal 3 supers' worth of damage or more. It does seem like you just barely can. I was wondering if it would be valuable against bosses but it looks like the time might actually be the enemy here since they will definitely retaliate before you can get your meter's worth.
Doesn't Mikey have a cheesy toe tap infinite combo? If you're willing to play like a total bastard, relying on cheese moves should give you more consistent clear times.
Hell yeah all of those statuses are lies the only one that's the strongest one and it has the best reach and the best finishing move is Donatello out of all of them and Casey Jones finishing move is the strongest one also just like Donatello's
@@RoyArkon bruh... do you know how asinine you sound? They don't play alike. Him being the worst, however, does not equate to don't use him. On top of the numbers shown here, he has a relatively short reach and only really has speed working in his favor. If we are being objective, the opportune word here, across the board he is the worst of the bunch in what's offered.
@@jonathanwooden As I said in my main comment, the stats alone are not the only indicator, there are other elements for the chars on top of the stats. Maybe you should've thought about that dude.
Up and side throws desperately need a damage buff. They're only good for getting enemies off you when you're meterless, but in that situation you might as well do a dodge into a flying attack to start up a new combo instead.
If they at least gave you invincibility frames...
@@Lurdiak Exactly. I hadn't even noticed that until after I wrote the above comment. Throws are straight up the worst option for you to take 99% of the time, and that 1% is just using down throws to kill Chrome Dome.
This video confirmed what I felt from gameplay: Leo has a rock solid moveset that can lead to big damage but is arguably the worst character (next to Mikey) at using supers, with zero things that stand out for him there. His dash attack being super fast is usually my main thing against tougher enemies, canceling normals into dashes, canceling the dash attack back to a normal, and piling on mad damage with that sequence. Splinter winning most categories in damage (especially flying special and basic combo) also check out.
If you HAD to rank the characters based on your current opinion, what would that look like?
@Byron Martin that is exactly what I love about it! It's so quick and makes Leo's DPS much better than it looks at first glance. If his ground special got buffed to match everyone else, there wouldn't be much to prevent him being among the best characters in the game if he isn't there already.
Splinter have worst hit detection especially his jab and dash attack. I would say he is the worst character to play solo.
Leonardo's dive is invincible (it feels) and a single button press. If you press the once and hold you can just point in the direction you want and send enemies flying.
Most 3rd attacks seem to be a pause/down before the finisher. You can use that time to charge attack and send them all in that line.
I'm sure there's more. I think more characters should have varying double jump attacks. I feel all but Leo's a junk.
@@ahmedalkadhim9806 I don't mind Leo's special not being as tough since he has the aerial spin that can land with a charge attack.
Helped the most on the Rock Soldier Elevator. That one took me a while to get used to. I kept spacing their charge. Damn Kunai Ninjas,as well.
@@naruteoh123 it's funny playing how I'll go from love, to hate to love on the different characters....and so on.
Would love if they actually do get DLC story Seasons and new characters like Usaki Yojimbo.
Let's talk about Enemy damage values...
Which how much damage the enemies can inflict in all difficulties.
Agreed, that'd be a cool follow-up.
Great work. A third way through I was thinking I need to get this into a chart, but you have it already at the end! Perfect! Thanks.
I can’t believe how well done this was, THANK YOU! 🐢👾
Michelangelo is the true definition of a character to have a 1 star rank on Power by the time you compare his to April's.
And I'm a terrible proof reader because I made a typo on April's Flying Super damage output text.
This video is partly poorly aged as of December 2022 update because Radical Mode has been tweaked to boost damage output on throws.
I don't see the typo. You specifically say it's not a typo.
@@kailomonkey "Stonger" when infact it's meant to be "Stronger".
@@Greenalink it's amusingly ironic that you made a typo exactly after writing the phrase "not a typo" for different reasons lol
That girl stronk
Thanks. Stonker of a typo :D (it's fine, great video)
It's really odd that mikey is just shafted in this comparison because april is faster and has more damaging moves
anyway ralph best turtle his taunt is the shortest and his ground super is top tier
April also has more range than Mikey and better supers too, lol. I agree Raph is the best turtle. I think it goes Raph > Leo > Donatello > Mikey. I like playing Mikey better than Don, but the more I think about it, and the more I play Arcade mode on Gnarly, the more I think Mikey is actually the worst turtle/character in the game.
@@GambitX37 That tracks, he's generally the worst turtle in every incarnation of TMNT. I mean, what sort of skillset/ability does being "The Party Dude" bring to the table? Raph is the combat monster, Leo is the tactical mastermind, Donny is the gadget and tech whiz (and the only one keeping their situation remotely close to a decent standard of living)
What the hell does Mikey do?
@@GambitX37 no way! Mikey is actually rated top tier
I already don’t like Mikey’s unique divekick mechanics (Stockman fight especially) so there’s really no reason for me to pick him except because it’s Mikey.
April only seems better than Mikey in a vacuum when you compare their damage output, but they don't function the same. Mikey unique tools make him better for combos. He has a higher launcher than April. His slide is a multi-hit, and it leaves the opponent right next to him for follow-up. It also loops for an infinite. He can use his dive kick to avoid active attacks on the ground. His ability to string many moves together with his combo launcher and multi-hits gives him access to special more consistently in combat, and he has some great specials.
They are really no bad characters in this game.
Going in, I assume April's DPS is so good that she does stupid-high damage? But will find out. Great work with this follow-up either way, and thank you for the experimenting to find out!
Raph's too
She is the fastest attacker.
I am addicted to this game and theses Videos are pure Gold. Thanks. I thin it woul be interesting to learn more of ai behavior to read them better. For Exemple i Cant tell if the enemy is ging to anti air my dive kick or not
Purple guys aa your divekicks if they're idling. They can't aa if they're doing another move or if you catch them waking up with a meaty.
I'm genuinely surprised the fling slam only does 2 total damage - for 3 fling hits.
Fling slam really needs to be stronger. As it is now, there's never much reason to use it over anything else. A far cry from how OP it was in Turtles in Time.
@@cameronmoore7675 Agreed - I remember doing it a few times and a foot soldier just got up and I was like wait a minute, you just took 3 body slams...
April took your picture after dropping you on the floor. You ain't getting up after that kind of abuse.
if i had to guess it's a bug, bare minimum i'd expect it to be 2 damage per slam, especially since you're fully vulnerable doing the throws in this game.
The leader of the turtles really got shafted. Leonardo has no business feeling that underwhelming man.
i think its necessary to compare dps between characters because its not the same to do 6 points of damage in 3 seconds than in 2. I think thats the stat it is missing
Multi-hit characters also have the edge for building meter faster too.
So April and Donnie are technically better than Splinter when it comes to dive kicking.
@@Greenalink I'd love to see this analysed too :)
@@kailomonkey I kinda did on my Attack property analysis video by mentioning Leo's 6 hit combo attack allowing him to fill a Super Bar after 3 loops.
Thanks for this super useful vid! I snapshotted the final chart screen. I wish Leo and Mikey both got a better super but at least every character takes the cake at something and is at least competent in all areas.
That summary board at the end is so good. Easy to find which character suits you best, and how to optimize every character. Awesome work !
Awesome stuff. It was my hunch that Splinter had the strongest combo from my minimal testing. Glad you confirmed it!
They did Michaelangelo dirty, he has the most health in Turtles in Time and Hyperstone, his attack animations are the fastest and he does really good damage.
They absolutely nerfed the shit out of him in this game.
Mikeys the fastest character. Hes one of the best characters to use.
literally just beat the game and didn't even realize there was a "dodge" action until now.
I love how the devs made all characters unique with their own skillset, strengths, weakness, and technique
Can't wait for Miyamoto Usagi Yojimbo to join in the DLC
16:51 With the overall stats it would appear the Best: Master Hamato "Splinter" Yoshi
Average: Leonardo
Easiest: Michaelangelo
Worst: Donatello (Hurts me cause I relate to him the most)
11:21 Mikey stole Liu Kang's bicycle kick!!
He also had similar attack while flying with nunchucks in TMNT 2003 game
One thing i'd be interested in is a video analysis if Radical Mode is actually as pointless as i think it is.
If you'd manage to combo through its entire activation time, would it outweight the damage of 3 supers?
Splinter would benefit Radical mode the most thanks to his highest combo attack damage output worth 16 per loop in radical vs 15 from a bar of his Flying Super.
Casey and Raph would be runners up because they have fast DPS/combo speed with respectable damage output.
I’d say that Leo might get the most out of radical mode. He stun locks with dash attack and his supers are the worst of the cast so he doesn’t miss out on using supers.
Splinter is 3-star in style with the flying super ALONE!
I understand Supers are essential to the game. But I hope they release a mode where you can only build Supers by attacking.
After a while, the game becomes tedious when everyone's answer on screen is to taunt 1 to 3 times, spam Supers, rinse, repeat. I love this game but I find it equivalent to that 1 person who always stands on the left side of the screen and kills the pace of the game because we can't move forward.
Just make taunts only fill super once per level, makes its use a bit more tactical
@@AmAxel35 I'd settle for taunts only building meter when there's actually enemies onscreen/ present (in the case of teleporting/digging enemies like Dirtbag)
@@RotaAbyssian That's a great idea, or maybe to make it even more of a combat-focused thing you have to reach a certain combo minimum to Taunt.
Glad they fixed that cause that was so annoying... Every 10 seconds everyone would stop playing to spam taunts. Glad it's now one bar maximum
At first you had my interest. Now you have my subscription.
Thanks so much, its great that you added a chart at the end.
Party dude
I'm wondering how all of their movement speeds, cooldowns, combos and attack ranges stack up? On paper Michaelangelo looks to be the worst, but he currently has the one of the fastest WR speedruns.
damage isn't massively important outside of the ability to quickly and efficiently kill the bosses since dive kick > combo will kill most of the mooks in the game, as well as just knowing the stages and how to best use the stage hazards (fire hydrants, etc). Everything else is just down to "can you hit 8 or 10 HP in one combo or can't you"
plus mikey is pretty fast if memory serves and maybe his moveset (specifically what moves do high knockback etc) is really conductive to the best speed strats right now.
Yeah, stuff like hitbox, hurtbox gap is usually what makes a really good button/attack, i.e. being able to safely hit an opponent from across the screen would be best move possible (massively huge gap between hitbox and hurtbox).
People usually shorten this to "range" and that mostly is the same thing, but if an extended limb can be hit, then its not nearly as good.
After that property, probably hitstun-cooldown time matters, and and hitstun> (cooldown + startup) of a poke, you can infinite an opponent.
Don in the OG Turtles arcade was broken AF because he had best combination of those two values.
Miley is the fastest. But does feelnlike he has the worst damage but he makes up for it with speed. Like how raph has the shortest rangge but makes up for it with damage
My dude, this took probably a ton of work, awesome job. The star rating for all characters can be a bit misleading though. thanks for the video.
Donnie's DA is so OP. If you chain it into forward jab and finish combo he swings much faster than he would doing standard jab combo. The timing is stricter than normal jab combo, but it's worth it to learn. I recommend almost exclusively going for DA to initiate combo if you have the space to do so.
I think I remember figuring that out. He thrn went off my temporary Naughty List.
Great vid, thanks for all the data.
these videos are godlike
Doesn’t seem to be any considerable damage difference in basic attacks from Raph and the other turtles, despite him having 3 power and the rest 2. Why is he much weaker than Splinter if they both have 3 power? And Casey only has 2, yet he kills the stone enemies with 7 hits, beating Raph’s 8
Awesome contribution. Thanks!!
I’ve been focusing mostly on Leo, Raph, and April but I’ve been sleeping on Spinter mighty glaciers aren’t my style but that damage output looks fun!
Why is this ost so fire my god
About Mikey's power vs. April's, maybe the power category doesn't indicate just damage output but also other attack properties, because as you said in the video, Mikey's Flying Super's Auto Combo can deal 10 points of damage guaranteed on any emery that get's caught in it, unlike April who deals 12 but can only do it against Foot Soldiers, which means for Mikey it also works against Rock Soldiers. Also Mikey's Ground Super can launch the opponent unlike April's, which means Mikey can combo off of his Super and get more damage after the combo is over, while April can't do it. So nope, April's power stat is not a lie.
April's Flying Super dishes out 12 points to any enemy whereas Mikey is only 10.
The auto combo only occurs when fighting against Foot Soldiers.
@@Greenalink Ok, and what about my point regarding Mikey's Ground Super? If Mikey can launch after his Super, that means that Mikey can deal more damage overall off of his Super because he can combo after it, unlike April.
@@RoyArkon
Well for Foot Soldiers he'll only get 1-2 hits as it's hard to get all 3 unless it's a super armoured opponent, so it's okay for cleaning up weak enemies.
April's Ground Super is good for punishing counter attacks from bosses and can reposition herself after the 4th hit whereas Raph can do the same amount with only 3 hits.
That's the big takeaway, HP from the actual enemies.
Speedruns tend to use Dive Supers simply because it's very quick to recover after hit and deals 10 dmg which is stronger than most characters' position reliant Ground Super.
@@Greenalink That still doesn't answer my question dude. I was asking about Mikey's combo potential after a Ground Super. Even if it's tricky to get all 3-hits, the mere fact that he can do it shows that he might got higher damage overall then April, because his damage comes from combos rather than single attacks. That's also why we might can't just take the actual enemies' HP into account, because there are tons of attacks that can hit multiple enemies at once, especially the Ground Supers, so the mere fact that Mikey can combo off of his Super also means that he can combo more than one enemy after it unlike April who can't deal more to anyone once the Super is over.
It seems that HP enemies' alone isn't the only takeaway from this.
@@RoyArkon
Most of his fast follow ups used to juggle after his Ground Super like Dash Attack or Rising Attack require 4-7 hits to surpass April's max damage Ground Super.
Fortunately, most of the juggle friendly enemies have 6HP or less.
Great videos, and yes April's cake is a lie.
Is it my imagination, or the way Mike runs is similar to one character (IDK who) from KoF?
I was wondering about this! Thanks!
Great info. Thanks.
Yup 💪💪💪
Poor Mikey, dude.
Nope, he isn't poor
Look at his damage compared to April and then look at the star rating the devs gave him (and her). He got screwed. He has the worst range and the worst damage in the game, as well as one of the worst supers and he's not even the fastest character to compensate for all those flaws. I like playing as him too, but come on, he's objectively worse than April and arguably the worst character in the game.
@@GambitX37 How is he not the fastest? Also his Super is good, better than Leo's Super in terms of damage, and he can also combo after it unlike April, and his taunt is the 2nd fastest only behind Raph's, so he can build his Supers really fast, AKA speed. The stats are much more than just straight up info
@@RoyArkon Mickey sucks. Supers are trash so u just do air super. Weakest jab combo. Worst running attacks in the game. There's nothing about him that stands out. Literally a worst version of April
@@abijahgrant7840 Troll
Good shit my friend
awesome work!
Thank you.
Amazing video!
Something I wanted to ask is sometimes, as April, after a combo ended, another one started to another person. I'm unsufe if its an input I did or it was automatic. Could you perhaps do some testing on that please? Thanks
Gracias por hacer estas cosas hermano, larga vida a las tortugas ninja.
Can you do this for TMNT OotS?
Awesome video..very useful indeed
Poor Mikey....
Has anyone figured out what's affected by difficulty level? I assume it's damage taken by players (haven't tried anything but medium) but does it affect enemy numbers, AI, boss hp etc. as well?
Seems like its double damage taken, and only that till now.
@@funcionapramim double damage taken when comparing which one to which? I don't know how any of them work
@@SLISKI_JOHNNY from my understanding, double damage on hardest skill, 5 lives on easist skill
You take double damage on Gnarly, and at least Okay to Gnarly comes with an increase in boss HP. It's extremely noticeable. Not sure about Chill to Okay on that front. Also not sure about any AI/aggression changes between any of the levels.
they playing Jai alai at the end
Aw I still think you're mondo cool, Mikey :D
For how much it costs, Radical Mode really doesn't live up to the name
The real question is whether you have enough time to deal 3 supers' worth of damage or more. It does seem like you just barely can. I was wondering if it would be valuable against bosses but it looks like the time might actually be the enemy here since they will definitely retaliate before you can get your meter's worth.
@@TiZ_HugLife Also in multiplayer there is a lot of value to doing supers for the protection it offers other players.
This just confirms Casey jones is the best character.
Going to feel bad when they nerf April even more.
Y Mikey got 1 nunchuku?
April’s power is a lie but so is her range, Also, Casey’s slow and his range is actully medium
No it is not, you must a glitch in your game, when it comes to her.
@@rubenberrios6777 i meant to say her RANGE, not speed. I fixed it. Her attacks certainly don’t have the range of Leonardo, Closer to Michelangelo.
nice video
What about diving super?? this is what you gonna use agenised most bosses so is kinda important.
Dive Supers have been covered.
Doesn't Mikey have a cheesy toe tap infinite combo?
If you're willing to play like a total bastard, relying on cheese moves should give you more consistent clear times.
Hell yeah all of those statuses are lies the only one that's the strongest one and it has the best reach and the best finishing move is Donatello out of all of them and Casey Jones finishing move is the strongest one also just like Donatello's
Your hit counter shows discrepancies with the number of hits you show in text
Point them out on timestamp and I'll explain them in detail.
Wow. I can’t help but think they did Raph dirty.
Raph is the best character in the game, IMO. At WORST he's top 3. If anyone was done dirty it's Mikey.
Excelent!!!!!!
So objectively, Splinter is best character in game with April and Raph following behind him then Mikey is worst. Interesting.
Uhhh,,,, no, because that is only damage output via HP enemies, not counting range or speed of each playable char.
@@RoyArkon yet he is still objectively the worst character...
@@jonathanwooden Nope, there is no worst char in the game.
@@RoyArkon bruh... do you know how asinine you sound? They don't play alike. Him being the worst, however, does not equate to don't use him. On top of the numbers shown here, he has a relatively short reach and only really has speed working in his favor. If we are being objective, the opportune word here, across the board he is the worst of the bunch in what's offered.
@@jonathanwooden As I said in my main comment, the stats alone are not the only indicator, there are other elements for the chars on top of the stats. Maybe you should've thought about that dude.