Teenage Mutant Ninja Turtles: Shredder’s Revenge Character Move Damage

Teenage Mutant Ninja Turtles: Shredder’s Revenge Character Move Damage 1 - steamsplay.com
Teenage Mutant Ninja Turtles: Shredder’s Revenge Character Move Damage 1 - steamsplay.com

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.

 
 
 

General Combat

ATTACK SPEEDS
 
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.

 
CHARGE ATTACK
 
Holding the attack button to charge grants super armor. Your turtle will still take damage, but will not flinch or be interrupted. Foot Soldier (including whip users) or a Wheelie Robot CAN grab you.
 
These attacks will only damage you while charging:
 

  • Big Mousers chomp (no grab)
  • Leatherhead chomp (no grab)
  • Rahzar’s burp cloud (no stun).

These attacks will remove your combo/partial super charge BUT not grab or hurt you while charging:
 

  • Mousers & Rats (everything they do)
  • Mecha Mouser’s stretchy arm grab
  • Pizza Monster (jump out of the ground attack)
  • Rat King’s rushing grab
  • Slash’s Grab
  • Dirtbag’s headlamp (when testing this, Dirtbag got stuck in the animation the rest of the fight!)
  • Super Shredder’s grab (but why would you be charging an attack here?)

 
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.
 
 
JUMPING AS A ‘DODGE’
 
Doing the rising attack seems to give iframes (invincibility) until the apex of the jump is reached.
 
It was so fast at getting clear of attacks I mistook it for iframes.
 
 
Jumping puts your character above most of the hitboxes from enemies very quickly. The jump animation begins by frame 2 and can be buffered towards the end of active moves. 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.
 
 
Jump attack does the same thing, but you cannot move vertically at all. The payoff is you deal extra damage.
 
 
 

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. Falls at dive speed. Super armor and a smaller hitbox while active.
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

Thanks to khaosklub for:
 

  • Info on unique properties of Donatello’s directional hit 1.
  • No iframes on jump attack
  • Super armor instead of iframes on Leo’s double jump attack.
  • Contributing most of the info to the charge attack section regarding immunity to grab and damage.

 
 

Written by Wavuvi

 
 
This is all for Teenage Mutant Ninja Turtles: Shredder’s Revenge Character Move Damage hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
 


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