This is such useful info! I love how Shredder's Revenge has finally differentiated all the TMNT characters to a meaningful degree without making any one of them OP or weak.
@@DragoonCenten I mean, to each their own playstyle. I don't think Don is bad at all. He's always been my main in every TMNT game and I've played all the characters here. The low speed only impacts his walking speed and attack animation duration, and his optimal range means that you're still hitting enemies around the same time and killing them around the same time as other characters. His standard super is the best in the game (along with Raph's I would argue). I only ever found his speed to be a challenge in the later stages of the game on my 1st playthrough, and now that I'm better at the game that's not even a problem now.
@@danielpayne1597 it seems that when you are being swarmed and you dont have meter you're not gonna make it out as easy as the other faster characters, sure he is great at his optimal range but when all the other characters dont have to worry about being optimal he doesnt seem worth the trouble. Plus his moves arent as saucy.
@@DragoonCenten I'll agree that Don has the least number of unique / utility moves, wish that wasn't the case because his bo staff really should allow for more flexibility. But when swarmed all you gotta do is is either a charged swing to wipe a bunch at once or rising attack, easy out. It's not that great a challenge for Don. He can also dash attack elbow bash enemies in a chain and his slide and aerial drop both hit twice, making meter less of a problem than it would be.
I've been looking for something going into more detail about all of the differences between characters. This is incredibly helpful and really exciting, as it shows even further just how much work went into making everyone unique despite everyone having the same "moves".
Training Arena is something they should really add in the future. The game might lack the depth of Streets of Rage 4, but would still be useful. Great video, by the way! Very enlightening!
Hopefully, if we can also add the data for each character's attack damage, we can make a more accurate rating for every stat. I think a 3-star rating system is too limited, for example with Casey having 3 stars in Range when he clearly doesn't have as much range as Donny.
I think it's that he doesn't CONSISTENTLY have the range of Donny. Any attack where he's pulling his weapons out, he reaches, but unlike some of the cast, only some of his attacks use the weapons.
I love this game. The fact that the characters are notably different, but unlike fighting games nobody can agree who is OP, just shows how balanced it is. For my play style, Casey is the absolute GOAT
I agree! Every character is excellent. Wish a few had more unique attack options--Splinter having a unique aerial would be nice in addition to the best Flying Attack and Leo's Flying Attack being a samurai-style slash-through that zips him across the screen woulda been cool--but can't really complain, every character brings something fresh to the table! I've gotten almost the whole cast to Lv 10.
April's flying super can be cancelled into her rising attack, and she'll continue the barrage if she move towards another foot soldier at the end of the first one. But that one has to be alive.
April hands down the best juggler. My personal favorite to play as well. Her special isn’t the best, but I only use it to keep the juggling streak going.
After hearing the announcement that each character would function slightly differently, I was surprised to see that there wasn't an in-game training mode. Perhaps they'll add one in eventually.
They have their own move sets, but it’s all the same buttons to do the moves. They all have a different air attack performed using the same buttons. The beginning of the game has a guide to all the variety of moves.
I love the subtle differences between characters. At first they all seem pretty similar, but my first time playing as Casey made me notice how different they are.
Awesome breakdown! Couple things I didn't see mentioned: - Donatello's basic combo has one back hitbox on the 3rd (I think) hit. - Raph (maybe Casey's) throws make huge hitboxes throughout the animation that makes them great for crowd control. I'm also fairly certain that enemies hit by the suplex get two damage, whereas other character throws do one. - super armor on throws and charge attacks (most people know this but it is more useful for some characters than others). - Attack strength: Each base foot soldier has 4 health but some characters like Splinter only need 3 hits to do 4 damage. There's more to dive into on this I'm sure but the Splinter combo is the most obvious one. - I believe Donatello's charge attacks does three damage, while everyone else's does two. However, since Leo has two hits it's possible to get a three-hp hit from his as well (first hit = 2, second hit = 1)
My two cents: of the Turtles I really do think Leo is the most all-rounder (go figure!) with good damage, somersault, and double hit charge attack. Mobility on Raph and April's specials can't be overstated how dominating it is! Splinter is solid if you want a beefy tank-like character with huge special hitboxes. Mikey is the easiest and most fun to combo IMHO, he's very similar to Cherry from SoR4 in that way. Really fun game with lots of subtleties!
I'm working on damage analysis next since this one had a bigger focus on the property of the move such as knockback strength, number of hits, etc. I can confirm that Splinter's full combo attack is by far the strongest out of the playable cast.
@@donutsama285 Yes, Casey's 3rd attack counts as x2 1 dmg hit. So before his final attack, he has already dealt 4 dmg points. Same with Splinter's karate chop from his 3rd attack which also dishes out 2 dmg points.
This game did so many things CORRECT!i!i! It is a fun game to be able to chill with your friends for a few hours and bash around on. There should be more games like this I feel, Bring back some of the classics like Simpsons, Gauntlet etc... Game you can chill with your friends on the couch playing just waiting for the pizza to arrive...
Thanks very much for putting this all together! Definitely makes me way more interested in April than I was before. I wish the team-up attacks gave bonus meter, would incentivize players doing them in multiplayer instead of everyone spamming the same Taunt lines so much.
Howdy! During my gameplays, I've noticed an attack where the fighters here can launch other fighters into a sort of fireball move?? I am not exactly sure how to execute but it does happen almost randomly to me. Like an example Splinter pushed Mikey into a sort of dashing orb attack? I swear its a real move lol. Its happened for sure at least more than 5 times in my playthroughs with groups of people.
I've had the same thing happen and have no clue what causes it. It's happened randomly when playing with friends anywhere from 2 to 4 players. I never get a chance to get a good look at it either cuz it happens so fast. It's exactly how you described it, almost like one character chucks the other character as a fireball of sorts. Tried looking through all the tutorial for moves and there's nothing that indicates this interaction at all.
When one character does a dive kick into another character. If the second character hits attack at right timing you get the fireball move. Wish there were more things like this in there.
@@maximum_hedro0m136 He's really good in the old games imo but pretty difficult for first timers (tas players shown hes the best for speed runs). He's much more accessible for all players here.
I originally thought that Donnie was the best in the game after playing campaign on Gnarly difficulty. But after going to arcade mode on the same difficulty, I had changed my mind. I think range isn't really all that helpful, because enemies start to use projectiles later in the game, as well as charging attacks that keep you on your toes. I think I might have thought Donnie was the best because you could spam his super in the campaign mode, due to having multiple bars to use said supers. Now I think Splinter and Raphael are the top 2 best characters in the game. Splinter has decent range, a 5 hit combo that pops enemies in the air for follow ups, and the best flying super in the entire game. It's amazing that it's one the most deadly supers in the game AND it's a disjointed hitbox. Raphael has great running speed and attack speed. I also think his sliding attack is the best in the game due to it's range, combined with Rachel's speed. His normal super is also very versatile since you can move it around and increase it's speed by running (I found thay out because to this video ) and he has the fastest taunt in the game, which is very useful for boss fights ( again, I found this info from this video). So yes, I agree that Raphael is absolutely a top tier character.
Donnie's Ground Super has a longer animation as he continues to spin his Bo even after the purple flash is over unlike Casey or the others, doesn't that mean he can still deal damage to enemies a couple of seconds longer than the rest of the cast?
I was wondering where did the reference to R. Mika went. The game is amazing and now i understand why April sometimes flies through enemies instead of doing the multi hit combo. Also it seems like the range of the Dive Super activation contributes to whether or not Raphael does the triple hit. I've never done it before because i'm usually far away but now i want to go try it.
Do you know if there's armor or i frames on Leo's somersault slice because I feel like I can spam it and never get punished. Otherwise, great list. I really find Raph quite overpowered as his piss range is excused since his stupid fast taunt he can just spam special slams that eliminate his range weakness.
Leo's run attack is from Hyperstone Heist and the slice attacks that are not Leo's are also that. This game barrows a lot of meat from that game (which is good)
Whenever I play this Michelangelo is def the king of the air. With that spinning jump, and of course walking across the screen on top of foot soldiers heads. Any ground enemy like mousers or air enemy can be taken out easily and without energy loss by spamming the air attacks with mike.
Casey has an easy corner infinite combo. Just do the first two hits of his combo and pause and two hit again, repeat. Example, 1,2, pause, 1,2, pause, 1,2, pause.
Handy! Though I'm probably still just gonna play as my *favorite* Turtle, in the end. :P Mind, I don't really get why they changed April's pincer-attack. If it's good enough for Princess Peach, right?
Any chance you can look deeper into Casey's stats? His stat total equals 7 instead of 6 like the rest of the roster. SInce Casey & Donnie are both range types, Casey has better stats than Donatello. When compared to speed types like April & Mikey they each have a extra stat that the other lacks. Casey's range definitely isn't 3 at least when compared to Donnie's attacks. But I've noticed Casey's Rising & Diving attack synch up great and has good coverage. Sometimes I don't expect these hits to connect but it does. His Ground Super attacks definitely have similar range to Donnie. I'm guessing Casey was given a range stat of 3 to avoid having balanced stats like Leonardo. I want to say that Casey's stats should be Range 2.5, Speed 1.5 & Power 2. His attack speed allows him to rapid jab and combo but his rolling is more like a big step sometimes. Not sure if his speed is really at 2. His combo range extends with his hockey stick but only partially. If all of his attacks always had his Hockey Stick out like Donnie's bo staff, then I can see his range being 3. Giving him a 2.5 range sounds like a compromise.
Casey's listed stats exceed everybody's, but what isn't shown is that he has the gimpiest dodge / backflip. It doesn't really hold him back or anything, but if you're looking to flip around foes, other characters do that way better. Agreed on Casey's range varying by attack type, really it's just his rising attack that matches Don's range.
Hey thanks again for the video, but i have a couple of questions if you don't mind. For an arcade gnarly run with 2 people, who do you recommend? We were thinking Raph and Splinter but im sure you know better. Another one, does damage impact every hit the character does or only some? Asking because i thought Raph's and Slpinter's super dive was the strongest, but you said damage output is the same for everyone for the super dive. Does speed really matter outside of walk speed? Like better startup for attacks or something like that. Thanks hope you don't mind the 200 word essay, its just that you seem like the right person to ask this questions, have a great day.
All characters can kill Foot Soldiers with a standard 4-hit combo. However, some characters have specific moves that do more or less damage. Raph's standard super does 25% more damage than Mikey's. All aerial supers do the same damage, as Greenalink pointed out. April & Mikey's dash attacks do less damage, taking two hits to kill Mousers. April's standard super doesn't do as much damage as others per hit, but you can crank out more damage by hitting with the spinning mic more times. So Power doesn't impact every move a character has, only certain moves as far as KOing enemies goes. As far as raw damage on a boss goes, I haven't seen a video yet showcasing that to confirm that every character's attacks do the same damage, so I can't confirm that at this time.
@@danielpayne1597 After seeing this video getting a lot more attention than expected, I am working out damage values and eventually produce a video. The Auto Combo from Mikey/April/Raph (triple hit) Flying Super Attacks will be tough to figure out exact values.
@@Greenalink That's awesome! I appreciate the work you put into this video and into the ones you're making. Really looking forward to learning how much damage every type of attack can do. One thing I want to ask about -- Don's Flying Super sometimes hits just once, but I have seen it seemingly do a multi hit before. *edit* just rewatched the vid, apparently it happens against Foot Soldiers. Any other enemies it happens with? Mousers?
I like that if you do the air spin attack as Leo and hold down attack during the dive then release the attack just as you land you follow up with a heavy attack. Which is great for diving into a group given Leo’s heavy attacks both sides. This is because you can charge a heavy attack in the air but because Leo’s downward attack keeps him in the air for a bit longer (I think) it makes it easier to charge since the move can apparently be charged through the downward spin attack.
Please could someone tell me the music theme that plays from the beginning. It's really popping! EDIT: It's Tee Lopes - King of the Spill. Please Greenalink add this info to your video description. It's a really good song.
I own the mobile version of the game, so I cannot speak about Usagi and Karai. I can only speak about the seven characters that come with the base game; this is how I stack them: 1) Raph 2) Mikey 3) Casey 4) Leo 5) April 6) Donnie 7) Splinter
Hi, i have a noob Question. I know all These Attacks, the special attacks you get from level1 to 10, the Team attacks and the attacks you get from pickups on the map. Yet i still couldnt Figure out what triggers some rare Attack Animations where my Turtle flashes in color. To me at seems that they only appear in multiplayer but very randomly. How Do i trigger this effect at will? Thanks, and please excuse my poor english.
He explains in the video, Home run attacks, it only happens in multiplayer because you must attack an enemy in the air that has been juggled by another player. Looks like Mikey and Raf are the only ones to change colors though when this happens. I was looking for the same thing!
I wish the game had a training mode like this... The moves are easy, but there are so many, and it's hard to piece them all together, especially during real gameplay, and with 2-4 more buddies all slicing and dicing on screen at the same time
This is a great breakdown. could you do an analysis of the amount of players who get salty, and leave games when you are carrying the whole team... or walk backwards to lock people in game. or the amount of people that progress a fake game to 6-7% and leave it there so it bates people into joining and wasting time.
Bro, that's the whole point of his slide attack. It's perfect to get in close since it's so low and once you hit you get some hit stun for some perfect combo setups. Mickey's range is poor so having a way to close the gap quick and unhindered is ideal.
@@st.argentstein Agreed, though it would be COOL if Mikey slid through the enemy and then got to wombo them from behind, but functionally the slide works just fine already.
@@danielpayne1597 Unlike the others, he pulls them in with the stun to set up for a grab. With others, it's either off a grounded foot ninja or you have to walk a small bit.
What about about the attack where one character launches the other forward in some blade like attack? Been wondering if I'll ever pull it off again tbh
New TMNT Shredder's Revenge video:
Damage Values
ruclips.net/video/HBGSf7OsNoE/видео.html
Thank you so much for the resources! I've been wanting to dig into this for a bit now.
This is such useful info! I love how Shredder's Revenge has finally differentiated all the TMNT characters to a meaningful degree without making any one of them OP or weak.
Leo is weak tbh, but the game isn't really about who's strongest so much as it's about styling with the character of your choice.
I think Donatello kinda sucks but April is my favorite so take that as you will.
@@DragoonCenten I mean, to each their own playstyle. I don't think Don is bad at all. He's always been my main in every TMNT game and I've played all the characters here. The low speed only impacts his walking speed and attack animation duration, and his optimal range means that you're still hitting enemies around the same time and killing them around the same time as other characters. His standard super is the best in the game (along with Raph's I would argue). I only ever found his speed to be a challenge in the later stages of the game on my 1st playthrough, and now that I'm better at the game that's not even a problem now.
@@danielpayne1597 it seems that when you are being swarmed and you dont have meter you're not gonna make it out as easy as the other faster characters, sure he is great at his optimal range but when all the other characters dont have to worry about being optimal he doesnt seem worth the trouble. Plus his moves arent as saucy.
@@DragoonCenten I'll agree that Don has the least number of unique / utility moves, wish that wasn't the case because his bo staff really should allow for more flexibility. But when swarmed all you gotta do is is either a charged swing to wipe a bunch at once or rising attack, easy out. It's not that great a challenge for Don. He can also dash attack elbow bash enemies in a chain and his slide and aerial drop both hit twice, making meter less of a problem than it would be.
I've been looking for something going into more detail about all of the differences between characters. This is incredibly helpful and really exciting, as it shows even further just how much work went into making everyone unique despite everyone having the same "moves".
Training Arena is something they should really add in the future. The game might lack the depth of Streets of Rage 4, but would still be useful.
Great video, by the way! Very enlightening!
You'd think for a move called a "homerun swing", Casey, the guy with multiple different sports tools in his pack, would use a _baseball bat._
What a stupid gripe lmfao
Now that's some great observation👍
He should use a cricket bat instead. Why? Go ask Raphael why. IYKYK
Michelangelo's jump-spin attack is broken in a good way.
8:28 I love Leo’s fighting sound when he throws an enemy
Hopefully, if we can also add the data for each character's attack damage, we can make a more accurate rating for every stat. I think a 3-star rating system is too limited, for example with Casey having 3 stars in Range when he clearly doesn't have as much range as Donny.
He only matches Don's range with his rising attack thanks to the hockey stick, but you're right.
I think it's that he doesn't CONSISTENTLY have the range of Donny. Any attack where he's pulling his weapons out, he reaches, but unlike some of the cast, only some of his attacks use the weapons.
I love this game. The fact that the characters are notably different, but unlike fighting games nobody can agree who is OP, just shows how balanced it is.
For my play style, Casey is the absolute GOAT
Somebody will soon comment the "true" best character ;)
I agree! Every character is excellent. Wish a few had more unique attack options--Splinter having a unique aerial would be nice in addition to the best Flying Attack and Leo's Flying Attack being a samurai-style slash-through that zips him across the screen woulda been cool--but can't really complain, every character brings something fresh to the table! I've gotten almost the whole cast to Lv 10.
Mikey is clearly the best
Tie between Mikey and April for best character.
april op af
This comment section is so wholesome and positive, great stuff
There were a few scrubquote material comments when the video gained a lot of attention in early July but it since then, the comments were mostly good.
April's flying super can be cancelled into her rising attack, and she'll continue the barrage if she move towards another foot soldier at the end of the first one. But that one has to be alive.
i noticed this too, was an absolute beating to behold lol
Dude.....i was waiting for someone to do this, thank you so much man.
April hands down the best juggler. My personal favorite to play as well. Her special isn’t the best, but I only use it to keep the juggling streak going.
Amazing game. Simple, fun, nostalgic, not boring.
Different if you play it repetitively
After hearing the announcement that each character would function slightly differently, I was surprised to see that there wasn't an in-game training mode. Perhaps they'll add one in eventually.
I sure hope not.
@@k1n63d So edgy, such angst.
@@catisreckless4647 Don't use words you don't understand.
They have their own move sets, but it’s all the same buttons to do the moves. They all have a different air attack performed using the same buttons. The beginning of the game has a guide to all the variety of moves.
@@danielmelvin4525 👏👏👏👏
I love the subtle differences between characters. At first they all seem pretty similar, but my first time playing as Casey made me notice how different they are.
I love how Raph and casey share so many similarities, they're both brawlers
unfortunately Range is not one of them lol
the most comprehensive video on shredder's revenge.
There he goes with the footwork again. I remember a PS turtles game, where Mike could glide-spam-attack and just says: ''EAT FEET EAT FEET EAT FEET''
Immediately what I thought of when I learned of Mikey's buggy landing allowing him to loop his stompies in SR. He's back to his old ways! XD
Awesome breakdown! Couple things I didn't see mentioned:
- Donatello's basic combo has one back hitbox on the 3rd (I think) hit.
- Raph (maybe Casey's) throws make huge hitboxes throughout the animation that makes them great for crowd control. I'm also fairly certain that enemies hit by the suplex get two damage, whereas other character throws do one.
- super armor on throws and charge attacks (most people know this but it is more useful for some characters than others).
- Attack strength: Each base foot soldier has 4 health but some characters like Splinter only need 3 hits to do 4 damage. There's more to dive into on this I'm sure but the Splinter combo is the most obvious one.
- I believe Donatello's charge attacks does three damage, while everyone else's does two. However, since Leo has two hits it's possible to get a three-hp hit from his as well (first hit = 2, second hit = 1)
My two cents: of the Turtles I really do think Leo is the most all-rounder (go figure!) with good damage, somersault, and double hit charge attack. Mobility on Raph and April's specials can't be overstated how dominating it is! Splinter is solid if you want a beefy tank-like character with huge special hitboxes. Mikey is the easiest and most fun to combo IMHO, he's very similar to Cherry from SoR4 in that way. Really fun game with lots of subtleties!
I'm working on damage analysis next since this one had a bigger focus on the property of the move such as knockback strength, number of hits, etc.
I can confirm that Splinter's full combo attack is by far the strongest out of the playable cast.
@@donutsama285
Casey's full combo is as strong as Leo, Raph and Donnie. Still stronger than both Mikey and April.
@@donutsama285
Yes,
Casey's 3rd attack counts as x2 1 dmg hit. So before his final attack, he has already dealt 4 dmg points. Same with Splinter's karate chop from his 3rd attack which also dishes out 2 dmg points.
loving the game, enjoying learning each character. matchmaker is pretty good. lots of fun to play with a team
OMG, finally. I was looking for this! And great work too. Thank you.
Very instructive, I was too lazy to compare it all myself. Thx for sharing.
Thanks for sharing this! Very useful and now I'm loving the game even more.
This game did so many things CORRECT!i!i! It is a fun game to be able to chill with your friends for a few hours and bash around on. There should be more games like this I feel, Bring back some of the classics like Simpsons, Gauntlet etc... Game you can chill with your friends on the couch playing just waiting for the pizza to arrive...
A new X-men game would be legit
The vegan pizza.
The one thing I was hoping they would add is a training stage. I thought it was pretty cool that Streets of Rage 4 included one.
Splinter's flying super is amazing. After I discovered how powerful it is, he became my go-to character to play with.
12:05 your avarage 6 players scene before a boss battle
Thanks very much for putting this all together! Definitely makes me way more interested in April than I was before. I wish the team-up attacks gave bonus meter, would incentivize players doing them in multiplayer instead of everyone spamming the same Taunt lines so much.
Holy frig I think I saw you in a steam forum actually helping out someone. Definitely earned a sub from me
This made me more interested in the game seeing the differences and strengths and weaknesses
This is some really amazing stuff. Keep up the good work!
Michelangelo can just do three hits of his basic attacks, this causes a ground bounce and can be looped with walls
Thank you for this. For my play style I prefer Mikey. I am a juggle god every time I play with him
I've been waiting for this since day 1! Thank you!
I was afraid this game was a button mash - beat em’ up but WOW there are a lot of moves
Performing a dodge followed up by a flying attack is very satisfying (and useful!).
Super awesome video, thanks for making it. Just wish it was narrated :x
this video is like the martial arts download scene in the matrix. great stuff!
Really good and informative video, great work.
Howdy! During my gameplays, I've noticed an attack where the fighters here can launch other fighters into a sort of fireball move?? I am not exactly sure how to execute but it does happen almost randomly to me. Like an example Splinter pushed Mikey into a sort of dashing orb attack? I swear its a real move lol. Its happened for sure at least more than 5 times in my playthroughs with groups of people.
I've had the same thing happen and have no clue what causes it. It's happened randomly when playing with friends anywhere from 2 to 4 players. I never get a chance to get a good look at it either cuz it happens so fast. It's exactly how you described it, almost like one character chucks the other character as a fireball of sorts. Tried looking through all the tutorial for moves and there's nothing that indicates this interaction at all.
Same. Mickey thrown as a fireball across the length of the screen. I was don.
When one character does a dive kick into another character. If the second character hits attack at right timing you get the fireball move. Wish there were more things like this in there.
Raphael is top tier.
Pretty sure Splinter was taking it easy, if he really wanted to he can become god tier lol.
I feel like he is in every turtle game
@@maximum_hedro0m136 He's really good in the old games imo but pretty difficult for first timers (tas players shown hes the best for speed runs). He's much more accessible for all players here.
I originally thought that Donnie was the best in the game after playing campaign on Gnarly difficulty. But after going to arcade mode on the same difficulty, I had changed my mind. I think range isn't really all that helpful, because enemies start to use projectiles later in the game, as well as charging attacks that keep you on your toes. I think I might have thought Donnie was the best because you could spam his super in the campaign mode, due to having multiple bars to use said supers. Now I think Splinter and Raphael are the top 2 best characters in the game. Splinter has decent range, a 5 hit combo that pops enemies in the air for follow ups, and the best flying super in the entire game. It's amazing that it's one the most deadly supers in the game AND it's a disjointed hitbox. Raphael has great running speed and attack speed. I also think his sliding attack is the best in the game due to it's range, combined with Rachel's speed. His normal super is also very versatile since you can move it around and increase it's speed by running (I found thay out because to this video ) and he has the fastest taunt in the game, which is very useful for boss fights ( again, I found this info from this video). So yes, I agree that Raphael is absolutely a top tier character.
Loved for the Same property different animation pose he let Mikey Cook lol juggled the hell out of that foot soldier
Awesome info dude , cheers. Love the game
I love how geeky the internet can be. this wonderful vid is a great example
Donnie's Ground Super has a longer animation as he continues to spin his Bo even after the purple flash is over unlike Casey or the others, doesn't that mean he can still deal damage to enemies a couple of seconds longer than the rest of the cast?
I will have a look at that later this week when producing my next TMNT video.
This game was such a treat to play.
It's extremely short with only like 16 levels but man it's so much fun
Do it on hard difficulty. It’s a long ride.
@@JamMastaMax Not if u play in multiplayer tho
April and Casey's giant heads are so distracting... still love this game tho. Thanks for the deep mechanical dive!
Maybe they should have gave an extra life to michael angel after jumping on seven enemies.
RUclips recommendations understands me better than myself...
I was wondering where did the reference to R. Mika went.
The game is amazing and now i understand why April sometimes flies through enemies instead of doing the multi hit combo.
Also it seems like the range of the Dive Super activation contributes to whether or not Raphael does the triple hit. I've never done it before because i'm usually far away but now i want to go try it.
Really enjoyed this game. I hope we get DLC for it eventually.
Cowabunga Collection, coming soon!
Do you know if there's armor or i frames on Leo's somersault slice because I feel like I can spam it and never get punished. Otherwise, great list. I really find Raph quite overpowered as his piss range is excused since his stupid fast taunt he can just spam special slams that eliminate his range weakness.
Leo's run attack is from Hyperstone Heist and the slice attacks that are not Leo's are also that. This game barrows a lot of meat from that game (which is good)
It’s crazy to think how well made the older games were. Konami was ahead of it’s time when it came to creating video games.
rip aprils back attack, an attack so strong they had to remove it from the game.
Lol. Actually you can put it back. There is a mod on Nexus for it.
Of all the stupid things to cry about... so lame.
@@macekarlyn2632 Yep, knee attack is cooler imo.
@@macekarlyn2632 except nobody's crying about it.
@@MrAllBlack015 Yeah right, bunch of sick freaks were complaining about it being removed.
Whenever I play this Michelangelo is def the king of the air. With that spinning jump, and of course walking across the screen on top of foot soldiers heads. Any ground enemy like mousers or air enemy can be taken out easily and without energy loss by spamming the air attacks with mike.
2:53 Casey Jones, dropping them bow’s.
I don't know why I watched this but the sprite/animation work is pretty good.
I learned a lot about these characters. Thanks a lot.
Casey has an easy corner infinite combo. Just do the first two hits of his combo and pause and two hit again, repeat. Example, 1,2, pause, 1,2, pause, 1,2, pause.
Dash attack cancel during combos, makes it op with whoever you use
Handy! Though I'm probably still just gonna play as my *favorite* Turtle, in the end. :P
Mind, I don't really get why they changed April's pincer-attack. If it's good enough for Princess Peach, right?
They thought it was ill fitting to her but I prefer the knee attack since I think it's cooler.
I wonder how Usagi and other DLC will compare.
Any chance you can look deeper into Casey's stats? His stat total equals 7 instead of 6 like the rest of the roster. SInce Casey & Donnie are both range types, Casey has better stats than Donatello. When compared to speed types like April & Mikey they each have a extra stat that the other lacks. Casey's range definitely isn't 3 at least when compared to Donnie's attacks. But I've noticed Casey's Rising & Diving attack synch up great and has good coverage. Sometimes I don't expect these hits to connect but it does. His Ground Super attacks definitely have similar range to Donnie. I'm guessing Casey was given a range stat of 3 to avoid having balanced stats like Leonardo. I want to say that Casey's stats should be Range 2.5, Speed 1.5 & Power 2. His attack speed allows him to rapid jab and combo but his rolling is more like a big step sometimes. Not sure if his speed is really at 2. His combo range extends with his hockey stick but only partially. If all of his attacks always had his Hockey Stick out like Donnie's bo staff, then I can see his range being 3. Giving him a 2.5 range sounds like a compromise.
Casey's listed stats exceed everybody's, but what isn't shown is that he has the gimpiest dodge / backflip. It doesn't really hold him back or anything, but if you're looking to flip around foes, other characters do that way better. Agreed on Casey's range varying by attack type, really it's just his rising attack that matches Don's range.
April's sandwich move had to be nerfed because she's too THICC.
THIS... is exactly what I was looking for.
THIS IS WONDERFUL WORK. Bravo.
Also, training level mod link?
Hey thanks again for the video, but i have a couple of questions if you don't mind.
For an arcade gnarly run with 2 people, who do you recommend? We were thinking Raph and Splinter but im sure you know better.
Another one, does damage impact every hit the character does or only some? Asking because i thought Raph's and Slpinter's super dive was the strongest, but you said damage output is the same for everyone for the super dive.
Does speed really matter outside of walk speed? Like better startup for attacks or something like that.
Thanks hope you don't mind the 200 word essay, its just that you seem like the right person to ask this questions, have a great day.
Super Dive is an odd one. When testing against Final Krang, he took the exact same amount of damage, regardless of character.
All characters can kill Foot Soldiers with a standard 4-hit combo. However, some characters have specific moves that do more or less damage. Raph's standard super does 25% more damage than Mikey's. All aerial supers do the same damage, as Greenalink pointed out. April & Mikey's dash attacks do less damage, taking two hits to kill Mousers. April's standard super doesn't do as much damage as others per hit, but you can crank out more damage by hitting with the spinning mic more times. So Power doesn't impact every move a character has, only certain moves as far as KOing enemies goes. As far as raw damage on a boss goes, I haven't seen a video yet showcasing that to confirm that every character's attacks do the same damage, so I can't confirm that at this time.
@@danielpayne1597
After seeing this video getting a lot more attention than expected, I am working out damage values and eventually produce a video. The Auto Combo from Mikey/April/Raph (triple hit) Flying Super Attacks will be tough to figure out exact values.
@@Greenalink That's awesome! I appreciate the work you put into this video and into the ones you're making. Really looking forward to learning how much damage every type of attack can do.
One thing I want to ask about -- Don's Flying Super sometimes hits just once, but I have seen it seemingly do a multi hit before. *edit* just rewatched the vid, apparently it happens against Foot Soldiers. Any other enemies it happens with? Mousers?
I like that if you do the air spin attack as Leo and hold down attack during the dive then release the attack just as you land you follow up with a heavy attack.
Which is great for diving into a group given Leo’s heavy attacks both sides.
This is because you can charge a heavy attack in the air but because Leo’s downward attack keeps him in the air for a bit longer (I think) it makes it easier to charge since the move can apparently be charged through the downward spin attack.
Thanks this helps a lot since I am on Switch
Well done highly technical video!
Mike and April are the only ones I noticed who had fun multiple hit attacks that are fun to chain together. Everyone else is pretty much the same.
Nicely done. You forgot the fireball team attack when you divekick into your teammate and they attack at the same time
I didn't forgot, please read the description.
Donatello have the best dash attack in racking up combo. I just have Cowabunga achievement using him.
they need to remake tmnt tournament fighters!
Please could someone tell me the music theme that plays from the beginning. It's really popping!
EDIT: It's Tee Lopes - King of the Spill. Please Greenalink add this info to your video description. It's a really good song.
"Here's our chance!"
"We~ll, done."
You both missed! :D
Amazing analysis!
They should make a Tournament Fighters add on mode.
I own the mobile version of the game, so I cannot speak about Usagi and Karai. I can only speak about the seven characters that come with the base game; this is how I stack them:
1) Raph
2) Mikey
3) Casey
4) Leo
5) April
6) Donnie
7) Splinter
Hi, i have a noob Question. I know all These Attacks, the special attacks you get from level1 to 10, the Team attacks and the attacks you get from pickups on the map. Yet i still couldnt Figure out what triggers some rare Attack Animations where my Turtle flashes in color. To me at seems that they only appear in multiplayer but very randomly. How Do i trigger this effect at will? Thanks, and please excuse my poor english.
He explains in the video, Home run attacks, it only happens in multiplayer because you must attack an enemy in the air that has been juggled by another player. Looks like Mikey and Raf are the only ones to change colors though when this happens. I was looking for the same thing!
There's also the RADICAL mode when you have 3 bars and hit taunt again. The character gets a colored after-image.
@@obi-wankenobi7160 thx. I somehow overlooked that in the Video. Thats it
I wish the game had a training mode like this...
The moves are easy, but there are so many, and it's hard to piece them all together, especially during real gameplay, and with 2-4 more buddies all slicing and dicing on screen at the same time
I also wanna say Michelangelo has huge range on this jumping special and other characters don’t.
*shows Aprils cake as a effective weapon at the end*
how do the turtle take damage if they have shells?
Splinter’s Flying Special chews through bosses
After seeing this, i can see why ppl think raph is very high on the tier list, and don could be very low.
Music sounded familiar though I've never played, and I guessed right. Quick google search, yep it's the man, Tee Lopes
I always sing the "Teenage Mutant Ninja Turtles" part during the stage finish tune
Only question is, why does Mikey only use one nunchuck but is seen with two during his air super? Why not just use both at all times?
Casey and Donny's special attack can hit 6 times on the same target.
Excellent video thanks dude
Does anything else really matter other than taunt speed? As long as they fill a full meter per use taunt and super is strongest strategy.
One time i was playing as casey and my brother with mikey and i dont know how but casey grabbed mikey and tossed into the enemies, how.
Co-op Tubular Spin (Dive kick to your buddy and make them press attack to toss you).
@@Greenalink Thanks!!
It has that modern pixel-art look
Mike has the best jump torpedo
This is a great breakdown. could you do an analysis of the amount of players who get salty, and leave games when you are carrying the whole team... or walk backwards to lock people in game. or the amount of people that progress a fake game to 6-7% and leave it there so it bates people into joining and wasting time.
If only Mikey's slide didn't lose momentum, he could be so great.
Bro, that's the whole point of his slide attack. It's perfect to get in close since it's so low and once you hit you get some hit stun for some perfect combo setups. Mickey's range is poor so having a way to close the gap quick and unhindered is ideal.
@@st.argentstein Agreed, though it would be COOL if Mikey slid through the enemy and then got to wombo them from behind, but functionally the slide works just fine already.
@@danielpayne1597 Unlike the others, he pulls them in with the stun to set up for a grab. With others, it's either off a grounded foot ninja or you have to walk a small bit.
OK but how do I you preform a team attacks. I was able to have my team turn into a ball as I throw them at the enemy
You missed the friendly homerun swing! The one where you jump kick into an other player. Great video though!
That's Tubular Spin not Homerun Swing.
@@Greenalinkoh ok. Are there no variants with that move?
@@DakotaGeorge3D
No special variants, they all do the same thing.
What about about the attack where one character launches the other forward in some blade like attack? Been wondering if I'll ever pull it off again tbh
Tubular Spin and no I didn't cover it because every character is identical from poses to attack properties.