A list of damage for each character’s moves with notes for moves with special features such as knockback, knockdown, and multi-hit. Enemy HP and Taunt Speeds included as well.
Intro
INTRO
This was all tested in game compared to using the first hit of a jab as a comparision.
Controls are listed based on an Xbox layout:
- A – Jump
- X – Attack
- Y – Special
- B – Backflip
Most attacks cause enemies to do a standing flinch from being hit. Moves that causes knockdown or knock away are noted.
- Low knockdown means follow-up is almost impossible
- knockdown leave a small window for follow-up before the enemy touches the ground and becomes invulnerable
- high knockdown pops the enemy up to head level, and they bounce once off the ground before landing and becoming invulnerable.
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:
- 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.
- April, Mikey, and Raph can usually get all 4 hits on a boss during hit stun and get away.
- Leo and Casey and usually get all 4 hits on bosses during hit stun, but they’ll probably get hit for it.
- Don and Splinter rarely get their 4th hit before the boss retaliates from hit stun.
- 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.
INSTANT CHARGE ATTACK
All characters can get a full charge instantly after a full X X X X combo or a backflip attack (B+A). In both cases the button must be held on the last attack input. Doing so correctly your character will enter the charge state and immediately ‘DING’ for a full charge. Easy for backflip (only 1 button press), but requires a little more finesse on the 4 hit string.
Raph can’t do this to standard enemies, as his backflip hit has huge knockback. But he does get 1 extra damage out of it when they won’t fly away, like on bosses.
RISING ATTACK IFRAMES
Doing the rising attack seems to give iframes (invincibility) until the apex of the jump is reached. It’s possible to activate this attack somewhere between 1-4 frames of input. This is why it seems to work as an ‘escape’ from some boss attacks.
Taunt Speed
1.46 seconds (106 frames) Raph
1.52 seconds (112 frames) Mikey
1.57 seconds (117 frames) Splinter
2.11 seconds (131 frames) April
2.18 seconds (138 frames) Leo
2.28 seconds (148 frames) Don
2.40 seconds (160 frames) Casey
Leonardo
Move | DMG | Notes |
---|---|---|
X X X X | 1/1/1/3 | No knockdown until 4th hit. |
X Charge | 1/2-4 | First hit deals 1 and hits behind, second hit 2-4 depending on charge level. Takes slightly longer to finish then standard charge attack. |
A+X (Rising) | 2 | – |
A, X (Dive) | 1 | – |
A, A, X | 1 | Up to 3 hits, fast fall, invulnerable until touching ground. |
B, X (Backflip) | 1 | – |
Dash X | 2 | – |
Dash A | 1 | Up to 2 hits, low knockdown |
Throws | 2 | – |
Special | 4 | Up to 2 hits, very fast |
Air Special | 10 | – |
Backflip Special | 3 | Up to 3 hits, charges through enemies |
Michelangelo
Move | DMG | Notes |
---|---|---|
X X X X | 1/1/1/2 | Knockdown on hit 3. 4th hit launches enemies. |
X Charge | 2-4 | – |
A+X (Rising) | 1 | Up to 3 hits. |
A, X (Dive) | 1 | Bounces off enemies, allowing for a second dive. |
A, A, X | 1 | – |
B, X (Backflip) | 1 | – |
Dash X | 1 | Knocks enemies across the screen. |
Dash A | 1 | Up to 2 hits. Stops on impact. |
Throws | 2 | – |
Special | 3 | Up to 3 hits. |
Air Special | 10 | – |
Backflip Special | 10 | Hits once on anything NOT a foot solider. Otherwise does rising bicycle kick. |
Raphael
Move | DMG | Notes |
---|---|---|
X X X X | 1/1/1/3 | No knockdown until 4th hit. |
X Charge | 2-4 | – |
A+X (Rising) | 2 | – |
A, X (Dive) | 1 | – |
A, A, X | 1 | – |
B, X (Backflip) | 2 | Knocks enemies across the screen. |
Dash X | 1 | Up to 2 hits. |
Dash A | 2 | High knockdown. |
Throws | 2 | Shoulder Throw (Left/Right+X) deals 3 damage. |
Special | 4 | Up to 3 hits. Maintains forward moment and can move while active. |
Air Special | 10 | – |
Backflip Special | 4 | Shoulder slams up to 3 times on anything NOT a foot solider. Otherwise grabs the target and slams it in the ground. |
Donatello
Move | DMG | Notes |
---|---|---|
X X X X | 1/1/1/3 | Knockdown on hit 3. Directional hit 1 hit one is about the same speed as standing hit 1 (aprox 34 frames each). |
X Charge | 2-4 | – |
A+X (Rising) | 2 | – |
A, X (Dive) | 1 | Up to 2 hits. |
A, A, X | 1 | – |
B, X (Backflip) | 1 | – |
Dash X | 2 | High knockdown. |
Dash A | 1 | Up to 2 hits. |
Throws | 2 | – |
Special | 2 | Up to 6 hits. Pulls enemies in. |
Air Special | 10 | – |
Backflip Special | 8 | Hits once on anything NOT a foot solider. Otherwise up to 4 hits. Charges through enemies. |
April
Move | DMG | Notes |
---|---|---|
X X X X | 1/1/1/2 | Knockdown on hit 3. |
X Charge | 2-4 | – |
A+X (Rising) | 1 | Up to 3 hits. |
A, X (Dive) | 1 | Up to 2 hits. |
A, A, X | 1 | – |
B, X (Backflip) | 1 | – |
Dash X | 1 | Knocks enemies across screen. |
Dash A | 1 | Up to 2 hits. |
Throws | 2 | – |
Special | 3 | Up to 4 hits. Carries forward moment. Can move while active. |
Air Special | 10 | – |
Backflip Special | 12 | Hits once on anything NOT a foot soldier. Otherwise does a multihit combo similar to a super from Street Fighter. |
Splinter
Move | DMG | Notes |
---|---|---|
X X X X | 1/1/2/4 | Knockdown on hit 3. |
X Charge | 2-4 | – |
A+X (Rising) | 2 | – |
A, X (Dive) | 2 | – |
A, A, X | 1 | – |
B, X (Backflip) | 1 | – |
Dash X | 3 | High Knockdown. Hitbox only active for first half of animation. |
Dash A | 1 | Up to 2 hits. |
Throws | 2 | – |
Special | 5 | Up to 2 hits. Long delay between hits. Enemy has to get hit at start for chance at second hit. |
Air Special | 10 | – |
Backflip Special | 5 | Up to 3 hits. Shoots illusions across 2/3 of screen. |
Casey
Move | DMG | Notes |
---|---|---|
X X X X | 1/1/2/2 | Knockdown on hit 3. |
X Charge | 2-4 | – |
A+X (Rising) | 2 | – |
A, X (Dive) | 1 | – |
A, A, X | 1 | – |
B, X (Backflip) | 1 | – |
Dash X | 2 | Pushes enemies away, sometimes out of standing jab range. |
Dash A | 2 | High knockdown. |
Throws | 2 | – |
Special | 2 | Up to 6 hits. Pulls enemies in. |
Air Special | 10 | – |
Backflip Special | 4 | Up to 2 hits on anything NOT a foot soldier. Otherwise up to 4 hits. Charges through enemies. |
Enemy HP
HP | Enemy |
---|---|
12 | Spider Grabber |
10 | Orange Triceratons, Rock Soldiers (both), Pizza Monsters, Mecha Mouser, Giant Mouser |
8 | Axe Foot |
6 | Yellow Wheelie Robot |
5 | Blue Wheelie Robot, Flying Cycle Foot |
4 | Laser Robots, green Triceraton, Foot Ninjas: Purple(no item), Pink(kunai), White(sword), Fushia(whip), Red(plunger gun), Light Blue(naginata), Dark Blue(ball&chain), Black(sai) |
3 | Dark Blue Foot(sword) |
2 | Everything else, including Purple Foot starting with thrown items (TVs, trashcans, sewer lids) |
Credits and Edits
khaosklub – added Donatello’s directional attack 1 being the same speed (within 3 frames) of his standing jab.
Here we come to an end for the Character Move Damage – Teenage Mutant Ninja Turtles: Shredder’s Revenge guide. I hope this guide has helped you with your gameplay. If you have something to add to this guide or believe we forgot some information to add, please let us know via comment! We check each comment manually by approving them!
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