(→Jumping/Air Strong Attacks: Forgot to change her j.2S frame data.) |
(Tidied up move descriptions, moving the most relevant points to bullet points.) |
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|DI Angle= | |DI Angle= | ||
|Special Properties= | |Special Properties= | ||
|description= Fast, amazing jab with massive reward on hit. Will always lead into a tech-chase scenario up to mid percents (40-60 range depending on weight). Because the hitbox encompasses her entire body, she can cover | |description= *Will ALWAYS knock the opponent in front of her, even from behind | ||
*Hitbox is slightly disjointed around her entire model | |||
Fast, amazing jab with massive reward on hit. Will always lead into a tech-chase scenario up to mid percents (40-60 range depending on weight). Because the hitbox encompasses her entire body, she can cover roll, neutral get up, and most characters get up attacks at the ledge all at once (given the proper spacing) and still tech-chase off it. | |||
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|DI Angle= | |DI Angle= | ||
|Special Properties= | |Special Properties= | ||
|description= Very fast, very active dash light. Faster than most characters' dashes making it extremely hard to outspace on reaction. Although amazing by itself, it's actually just a worse version of her own dash strong. It also shares the property of sending the opponent at an awkward-downwards angle to recover from. | |description= *Faster than her own dash and most other characters dashes | ||
Very fast, very active dash light. Faster than most characters' dashes making it extremely hard to outspace on reaction. Although amazing by itself, it's actually just a worse version of her own dash strong. It also shares the property of sending the opponent at an awkward-downwards angle to recover from. | |||
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|DI Angle= | |DI Angle= | ||
|Special Properties= | |Special Properties= | ||
|description= A traditional spike that just so happens to also hit on both sides of her. Great when used in tandem with an airdash on opponents trying to shark you thanks to the fast startup and immediate knockdown | |description= *Hitbox extends up to her waist and can still spike | ||
*Combos into itself | |||
A traditional spike that just so happens to also hit on both sides of her. Great when used in tandem with an airdash on opponents trying to shark you thanks to the fast startup and immediate knockdown. Fun fact: because '''Blimp''' doesn't lose too much recoverability on use, you can go for at least 5 j.2Ls off stage and still recover safely without using your airdash. | |||
}} | }} | ||
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|DI Angle= | |DI Angle= | ||
|Special Properties= | |Special Properties= | ||
|description= Long reaching, disjointed, fast, and very active neutral strong. Fairly weak knockback even at high percents and good for commanding space in neutral thanks to the disjoint | |description= *Will ALWAYS knock the opponent in front of her, even from behind | ||
*Hitbox also encompasses her back leg up to her head | |||
Long reaching, disjointed, fast, and very active neutral strong. Fairly weak knockback even at high percents and good for commanding space in neutral thanks to the disjoint. | |||
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|DI Angle= | |DI Angle= | ||
|Special Properties= | |Special Properties= | ||
|description= High damage, disjointed down strong attack | |description= *Raises ratings level once per hit | ||
High damage, disjointed down strong attack. At low percents or against bigger characters 2S(1) can combo into 2S(2) leading to 30% damage instead of 15% and 2 levels gained instead of 1. | |||
}} | }} | ||
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|DI Angle= | |DI Angle= | ||
|Special Properties= | |Special Properties= | ||
|description= Very fast, very active, high reward, and '''VERY''' hard to avoid on reaction at optimal spacing | |description= *Faster than her own dash and most other characters dashes | ||
*If blocked near the end of the active frames, additional pushback is added making it safe | |||
Very fast, very active, high reward, and '''VERY''' hard to avoid on reaction at optimal spacing. The pushback by itself is pretty good too, and can force an unsuspecting opponent to teeter at the ledge at distances they wouldn't expect. With any ratings level 66S -> 5P is a true combo at low percents. | |||
}} | }} | ||
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|DI Angle= | |DI Angle= | ||
|Special Properties= | |Special Properties= | ||
|description= Extremely good air strong when used in tandem with a downwards airdash. Because it also has the hitbox on her back leg up to her head, it can also catch opponents trying to run underneath her while still knocking them in front of her. | |description= *Will ALWAYS knock the opponent in front of her, even from behind | ||
*Hitbox also encompasses her back leg up to her head | |||
*Slows aerial momentum | |||
Extremely good air strong when used in tandem with a downwards airdash. Because it also has the hitbox on her back leg up to her head, it can also catch opponents trying to run underneath her while still knocking them in front of her. | |||
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|DI Angle= | |DI Angle= | ||
|Special Properties= | |Special Properties= | ||
|description= High knockback aerial up strong. Great when you know you caught the opponents jump and airdash during j.8L chains, as this kills quite early off the top. | |description= *Slows aerial momentum | ||
High knockback aerial up strong. Great when you know you caught the opponents jump and airdash during j.8L chains, as this kills quite early off the top. | |||
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|DI Angle= | |DI Angle= | ||
|Special Properties= | |Special Properties= | ||
|description= All around good aerial down strong. Pretty hard to time a punish thanks to the separated active frames on each hit, but loses badly to 8S on reaction even if the opponent doesn't airdash. | |description= *Raises ratings level once per hit | ||
*Slows aerial momentum | |||
All around good aerial down strong. Pretty hard to time a punish thanks to the separated active frames on each hit, but loses badly to 8S on reaction even if the opponent doesn't airdash. | |||
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|DI Angle= | |DI Angle= | ||
|Special Properties=Frame 1-6 Super Armor at levels 1-3 | |Special Properties=Frame 1-6 Super Armor at levels 1-3 | ||
|description= | |description= *Deals increased damage and knockback for every ratings level | ||
*Will ALWAYS kill at 0% at the ledge | |||
*Loses one ratings level on whiff | |||
The character defining move. Has frame 1 super armor at levels 1-3, making this a move you can use on reaction to other slow moves, or even as a real out of shield option. One of her best kill confirms comes from jab reset -> 5P [max ratings] anywhere on the stage. Because it has super armor and not invincibility, you can actually grab April out of this move if read it. | |||
}} | }} | ||
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|description= *Value in () is the minimum number of frames you must wait after first using 8P to cancel into an air action. | |description= *Value in () is the minimum number of frames you must wait after first using 8P to cancel into an air action. | ||
*Value in [] is the minimum number of frames you must wait after running out of 8P to perform any air actions. | *Value in [] is the minimum number of frames you must wait after running out of 8P to perform any air actions. | ||
*Does not lose air actions after use, unlike other 8Ps | |||
*Capable of going in any direction with decent air mobility | |||
Pretty good recovery move thanks to large amount of time you can stay attached to the blimp. Where this move really shines is when used offensively. When edgeguarding, you can cover all your opponents recovery options and use '''Blimp''' to react to their low option with j.2L. As a high recovery, this is one of the best, thanks to being actionable as soon as frame 16 after pressing 8P. As a low option, it's good because you can literally get spiked, use j.8P out of the blast zone and under the stage where you can't get spiked, double jump, and airdash to the ledge, thanks to keeping your air actions. | Pretty good recovery move thanks to large amount of time you can stay attached to the blimp. Where this move really shines is when used offensively. When edgeguarding, you can cover all your opponents recovery options and use '''Blimp''' to react to their low option with j.2L. As a high recovery, this is one of the best, thanks to being actionable as soon as frame 16 after pressing 8P. As a low option, it's good because you can literally get spiked, use j.8P out of the blast zone and under the stage where you can't get spiked, double jump, and airdash to the ledge, thanks to keeping your air actions. | ||
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|description= *Values in () are for the actual camera | |description= *Values in () are for the actual camera | ||
*Values in [] are for the hitbox coming out of the camera | *Values in [] are for the hitbox coming out of the camera | ||
Amazing and non committal "wall" type projectile that uniquely cannot be grabbed or reflected. If the actual camera portion of the move hits the opponent, it puts them into a techable state | *Raises rating levels once every two(?) ticks of damage | ||
*Can be refreshed at any point, anywhere on the screen | |||
*Treated as hitting an opponent if hit by dash attacks | |||
Amazing and non committal "wall" type projectile that uniquely cannot be grabbed or reflected. If the actual camera portion of the move hits the opponent, it puts them into a techable state. When falling from the top, not only does this move stall her momentum like an air strong attack, but it also falls at the same time as her with a hitbox that forces a knockdown, making it hard to reach her if the April player plays around the camera. As for the downsides, this move is treated as if hitting an actual player when hit by dash attacks, meaning the opponent can cancel the dash into anything, like a grab, jump, or another attack. | |||
}} | }} | ||
}} | }} |
Revision as of 23:49, 16 November 2021
Story
This is April O'Neil reporting for Channel 6 News!
A Passionate and Spunky News Reporter working for Channel 6 news, April O'Neil will be the damsel in distress to turtles no longer! She'll pummel the competition with her trusty Microphone and a variety of studio equipment in the Brawl! Good thing for her she can catch the latest scoop on the characters after her beatdown.
Gameplay
April is a glass-cannon type character with a unique meter that empowers her Neutral Special (5P), "Breaking News!" called "Ratings Meter."
Ratings Meter: When April strikes opponents with an attack that has a camera flash, her Ratings Meter increases. She can spend her Ratings Meter to deal increased damage. Her Ratings Meter can be checked by looking at the stars that circle her microphone. When they are purple the ratings meter is fully charged.
Pose Pose Pose! Down Strong (2S), Aerial Pose Pose Pose! Jump Down Strong (j2S), and On The Air! Down Special (2P) increase Ratings Meter. Her Neutral Special (5P), "Breaking News!" uses all her Ratings Meter to deal spectacular damage.
If you want to hit 'em hard and hit 'em fast, then this reporter will give you the scoop on how to do it!
Franchise |
Teenage Mutant Ninja Turtles |
---|---|
Weight Class |
Light |
Character Discord | |
Home Stage |
Rooftop Rumble |
Strengths | Weaknesses |
---|---|
|
|
Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 5 | 3 | - | - | |
Fast, amazing jab with massive reward on hit. Will always lead into a tech-chase scenario up to mid percents (40-60 range depending on weight). Because the hitbox encompasses her entire body, she can cover roll, neutral get up, and most characters get up attacks at the ledge all at once (given the proper spacing) and still tech-chase off it. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 2 | - | - | |
Pretty standard up light. 8L -> j.8L is a true combo starter at 0%. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 5 | 3 | - | - | |
Fast, forward advancing sweep. Will put the opponent in a techable state in front of you up to higher percents (75+). When spaced on shield, this move is practically unpunishable. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5+7 Dash Startup | 9 | - | - | |
Very fast, very active dash light. Faster than most characters' dashes making it extremely hard to outspace on reaction. Although amazing by itself, it's actually just a worse version of her own dash strong. It also shares the property of sending the opponent at an awkward-downwards angle to recover from. |
Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 3 | - | - | |
Long reaching, fast neutral light. Good for reading your opponent DIing out on your j.8L chains. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 3 | - | - | |
Another one of many fast moves April has. This one excels at racking up damage on opponents who have lost their double jump and/or airdash. As long as you keep reading your opponent's DI you can chain these until death. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 5 | 3 | - | - | |
A traditional spike that just so happens to also hit on both sides of her. Great when used in tandem with an airdash on opponents trying to shark you thanks to the fast startup and immediate knockdown. Fun fact: because Blimp doesn't lose too much recoverability on use, you can go for at least 5 j.2Ls off stage and still recover safely without using your airdash. |
Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 12 | 6 | - | - | |
Long reaching, disjointed, fast, and very active neutral strong. Fairly weak knockback even at high percents and good for commanding space in neutral thanks to the disjoint. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 13 | 6 | - | - | |
High knockback up strong attack. Very lackluster when compared to every other strong she has in both range and speed, making this situationally good in calling out an opponent doing j.2S. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% (per hit) | 12, 21, 30 | 2, 2, 2 | - | - | |
High damage, disjointed down strong attack. At low percents or against bigger characters 2S(1) can combo into 2S(2) leading to 30% damage instead of 15% and 2 levels gained instead of 1. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 7+7 Dash Startup | 12 | - | - | |
Very fast, very active, high reward, and VERY hard to avoid on reaction at optimal spacing. The pushback by itself is pretty good too, and can force an unsuspecting opponent to teeter at the ledge at distances they wouldn't expect. With any ratings level 66S -> 5P is a true combo at low percents. |
Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 13 | 5 | - | - | |
Extremely good air strong when used in tandem with a downwards airdash. Because it also has the hitbox on her back leg up to her head, it can also catch opponents trying to run underneath her while still knocking them in front of her. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 13 | 6 | - | - | |
High knockback aerial up strong. Great when you know you caught the opponents jump and airdash during j.8L chains, as this kills quite early off the top. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 12, 22, 31 | 2, 2, 2 | - | - | |
All around good aerial down strong. Pretty hard to time a punish thanks to the separated active frames on each hit, but loses badly to 8S on reaction even if the opponent doesn't airdash. |
Special Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0%/35%/40%/60% | 22 | 5 | - | - | |
The character defining move. Has frame 1 super armor at levels 1-3, making this a move you can use on reaction to other slow moves, or even as a real out of shield option. One of her best kill confirms comes from jab reset -> 5P [max ratings] anywhere on the stage. Because it has super armor and not invincibility, you can actually grab April out of this move if read it. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
N/A | N/A | N/A | - | - | |
Pretty good recovery move thanks to large amount of time you can stay attached to the blimp. Where this move really shines is when used offensively. When edgeguarding, you can cover all your opponents recovery options and use Blimp to react to their low option with j.2L. As a high recovery, this is one of the best, thanks to being actionable as soon as frame 16 after pressing 8P. As a low option, it's good because you can literally get spiked, use j.8P out of the blast zone and under the stage where you can't get spiked, double jump, and airdash to the ledge, thanks to keeping your air actions. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
N/A (3%) [1% per tick, 18% max] | N/A (21) | N/A (11 or 180 when used airborne) [180] | - | - | |
Amazing and non committal "wall" type projectile that uniquely cannot be grabbed or reflected. If the actual camera portion of the move hits the opponent, it puts them into a techable state. When falling from the top, not only does this move stall her momentum like an air strong attack, but it also falls at the same time as her with a hitbox that forces a knockdown, making it hard to reach her if the April player plays around the camera. As for the downsides, this move is treated as if hitting an actual player when hit by dash attacks, meaning the opponent can cancel the dash into anything, like a grab, jump, or another attack. |
Universal Mechanics
Taunt