![]() Jump attack does the same thing, but you cannot move vertically at all. A regular jump allows you to move vertically, which can get you clear of high hitting attacks like the rock soldier boss’ melee swing with the bazooka. The jump animation begins by frame 2 and can be buffered towards the end of active moves. Jumping puts your character above most of the hitboxes from enemies very quickly. It was so fast at getting clear of attacks I mistook it for iframes. But he does get 1 extra damage out of it when they won’t fly away, like on bosses.ĭoing the rising attack seems to give iframes (invincibility) until the apex of the jump is reached. Raph can’t do this to standard enemies, as his backflip hit has huge knockback. Easy for backflip (only 1 button press), but requires a little more finesse on the 4 hit string. Doing so correctly your character will enter the charge state and immediately ‘DING’ for a full charge. In both cases the button must be held on the last attack input. Super Shredder’s grab (but why would you be charging an attack here?)Īll characters can get a full charge instantly after a full X X X X combo or a backflip attack (B+A).Dirtbag’s headlamp (when testing this, Dirtbag got stuck in the animation the rest of the fight!).Pizza Monster (jump out of the ground attack).These attacks will remove your combo/partial super charge BUT not grab or hurt you while charging: These attacks will only damage you while charging: Foot Soldier (including whip users) or a Wheelie Robot CAN grab you. Your turtle will still take damage, but will not flinch or be interrupted. Holding the attack button to charge grants super armor. Startup for the first standing jab seems to range from hitting on frame 3 to frame 11, with the slower attackers being at the disadvantage.Don and Splinter rarely get their 4th hit before the boss retaliates from hit stun.Leo and Casey and usually get all 4 hits on bosses during hit stun, but they’ll probably get hit for it.April, Mikey, and Raph can usually get all 4 hits on a boss during hit stun and get away.Holding a direction to start the first hit does a lunge, which is slower then a standing jab but gets more reach and gives some vertical travel.While I haven’t been able to get consistent frame data for everyone’s X X X X combo, there are a few things of note: high knockdown pops the enemy up to head level, and they bounce once off the ground before landing and becoming invulnerable.knockdown leave a small window for follow-up before the enemy touches the ground and becomes invulnerable.Low knockdown means follow-up is almost impossible.
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