Teenage Mutant Ninja Turtles: Shredder's Revenge

Teenage Mutant Ninja Turtles: Shredder's Revenge

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Character Move Damage
By Wavuvi
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.
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Intro
INTRO

DLC UPDATES
I am not able to dedicate the time to update the guide for Usagi and Karai or possible changes, such as dodging, right now. Please note some information may be out of date due to the DLC release.

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This was all tested in game compared to using the first hit of a jab as a comparison.
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.


BACK KICK
While doing a combo on an enemy, you can press in the opposite direction to do a back kick. This move has super armor (no knockback or flinch) and deals 1 damage.

Bug: getting hit by Dirtbag's head lamp attack while doing a back kick will cause him to freeze the rest of the fight.


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 (Bug: this will freeze him in place 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.

The hit before charging MUST connect with an enemy or object to get the instant charge.

Raph can't do this to standard enemies, as his backflip hit has huge knockback. But he does get 1 extra damage on the move.


DASH & RISING ATTACK CANCELS

The lag from final hit of the 4 hit combo can be interrupted by doing a dash attack or a rising attack.

Rising attack (jump + attack) cancelling is useful on Bebop, Rocksteady, Groundchuck & Dirtbag, Tempestra, Leatherhead, and Krang to avoid their melee attacks. It has situational use to escape incoming attacks from regular enemies as well without giving up damage output entirely.

Dash cancelling is the key to maximizing damage out and really shines on 10 HP enemies, Chromedome, and the final 2 bosses. This is how to do it:

X, X, X, X, dash, X, repeat

The lag of the final hit of the standard combo will be interrupted by the dash attack. As a bonus, it speeds up the next standard combo after the dash attack. On Chill/Okay difficulty starting with a dive special and going into this combo loop allows every character to 2 cycle Chromedome and 4 cycle the final boss. The first boss on the final level is often -just- out of reach of dash attacks, so it only works based on character and boss position.


JUMPING AS A 'DODGE'
Doing the rising attack seems to give iframes (invincibility) until the apex of the jump is reached.
Supposedly there are a few iframes at the start of the rising attack animation. I have cannot confirm the source of this, but the way it behaves in game does seem to support this.

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, allowing escape from moves using a rising attack would still be hit by.

Rising attack does the same thing, but you cannot move vertically at all. The payoff is you deal extra damage.

In some cases, attacks that normally grab will still hit the player during a jump. Similar to charging an attack, the player will not be grabbed. Big Mouser chomp, Leatherhead's chomp, Pizza Monster's out of ground attack, and Mecha Mouser's long arm attack behave this way.
Taunt Speed
Pre-DLC
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

Dimensional Shellshock DLC
2.15 seconds for all characters except Karai
2.42 seconds Karai no boost
1.48 seconds Karai max boost
Backflip Frame Data
This information was provided by one of the devs on the official TMNT:SR discord.

(The characters are) not invincible for the whole anim duration. Well at least it's how it's supposed to work. Most of those subtle characters differences seem to be dictated by the slight animation differences and how the frames are split up in those. A few seem to be oversights/mistakes from what I can see.

i-frames - how many frames of animation the character is invulnerable.

vulnerable frames - how many frames of animation the character can be damaged while the animation completes.

Character
i-frames
vulnerable frames
Backflip: Casey, Raph
30
14
Backflip: April
29
12
Frontflip: Splinter
33
13
Frontflip: Casey
42
6
All other Back/Frontflips
34
10
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
[DLC] Up to 3 hits
Air Special
10
-
Backflip Special
3
[DLC] 2
Up to 3 hits, charges through enemies
[DLC] up to 5 hits
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.
[DLC] Up to 4 hits.
Air Special
10
-
Backflip Special
10
[DLC] 12
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
4/3/4 or 10
[DLC] 4/4/4 or 12
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
[DLC] 10
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
[DLC] 3
Up to 3 hits. Long delay between hits. Enemy has to get hit at start for chance at second hit.
[DLC] Up to 5 hits, less delay between each 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
Shoulder Throw (Left/Right+X) deals 3 damage.
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.
Object/Hazard Damage
This is how much damage objects and hazards can do to enemies. Some of the 1 damage items can hit an enemy multiple times, like the floor spikes in stage 15.

Object
Damage
1
Floor Planks, Ice Spray, Technodrome Turrets, Floor Spikes
2
Traffic Cones, Boulder
4
Camera, Hydrant, Parking Meter, Shopping Carts, TV Antenna, Falling Box, Binoculars, Signs, Spitting Flower, Button Post
6
Exploding Barrels
8
Sewer Lid*

*This is a guess based on how much damage it does to the player. The only time I know of where a sewer lid -might- be available to hit an enemy with more then 4 HP is at the end of level 4.
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)
1
Archer Foot, Purple Foot knocked off a motorcycle
Boss HP
Boss hit points are the same for single player Chill and Okay difficulties. Gnarly difficulty appears to double boss HP, but I have not tested this on all bosses.

HP
Boss
40
Bebop, Rocksteady, Groundchuck, Dirtbag, Rat King, Tempestra, Wingnut, Zorax, General Traag, Chrome Dome
60
Turtle Tenderizer, Leatherhead, Metalhead, Baxter, Slash, Shredder
70
Krang
80
Super Shredder
115
Statue of Tyranny
Credits and Edits
2023
9/2 updated changes to taunts and super moves for DLC patch. Information is from Greenalink's YouTube channel. Please support them!
https://www.youtube.com/@Greenalink

2022
6/24 Added charge attack info
6/25 Added instant charge clarification, jump interaction with enemy grabs
6/28 Added Back Kick section because of super armor on the move.
6/29 Updated Casey's throws to include 3 damage for Left/Right version.
7/1 Added Dash & Rising attack cancel section to general combat
7/16 Added Boss HP, backflip frame data, and object/hazard damage to enemies sections.

Thanks to khaosklub for:
  • Info on unique properties of Donatello's directional hit 1.
  • Possible 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.
falseboo (TMNT speedrun discord): pointing out the instant charge attack section didn't mention the requirement of hitting something first to activate.

Shirakani suggested added a section on dash attack cancelling info.
22 Comments
khaosklub 31 Aug, 2023 @ 3:50am 
oh boy, ready for this guide to get updates?
R1 4n6 1 Oct, 2022 @ 5:35pm 
I think I figured out exactly how Boss HP changes during Co-Op for 2 Player at least. So it basically works like this they get an Extra 5 HP for every 10 HP they have Normally. I believe Gnarly has the same effect on their HP as well.
Truncated 16 Jul, 2022 @ 11:32am 
Nice! I wonder what exactly Radical mode does. Any data on that?
Also the team attacks would be interesting, as well as boss health (but maybe all of them have the same health?)
R1 4n6 7 Jul, 2022 @ 10:30pm 
How much damage do objects do? Sign Posts, Cameras, Cones and Flower Spit? I know Cones do 2 or more from seeing the Boss Life Bar in the Bebop and Rocksteady fight. I assume Cameras do 4 or more as it can kill Purple Foot Soldiers. The Signs definitely do 3 or more as it can take out the Green Triceratons. Not sure about the Flower Spit Enemies I think 4 though. Might be good to add object damage.
VoiceChatty 1 Jul, 2022 @ 4:02pm 
I was wrong.

The dive bounce cannot change directions (vertical or horizontal), super dive, or anything else but dive kick again. It's worse than anyone else's dive and only good as a rising attack finisher, despite the rising attack being Mikey's best move. Ideally you would (a) only follow rising attack with a dive away from crowds (b) follow rising with a dive super or (c) not follow rising with any attack. Every other character follows a rising attack with a dive kick, but Mikey wants to avoid a follow up for what should be his strongest combo.

Mikey is bad at crowd control compared to all other characters. The Shell sliding dash not penetrating hit boxes hurts his ground crowd control. His dive being risky hurts his air crowd control. The shell slide is still good for Mikey, but only to avoid hits/gap close and prevent him from over-extending into crowds. Mikey relies on attack speed and positioning. Definitely worse than April and Raph as well.
Shirakani 1 Jul, 2022 @ 3:05am 
Another important thing to note is that all characters can freely cancel out of their dash or sliding attack into their combo, and then cancel INTO the dash/slide, and cancel out... etc. If your execution is good enough you can combo loop over and over so long as you get the distances correct.
khaosklub 1 Jul, 2022 @ 12:18am 
I think it'd be good to add to this guide, which attacks knock over the laser robots
khaosklub 28 Jun, 2022 @ 8:16pm 
according to people from tribute games, there are indeed iframes on rising attacks, but it seems like it's just a few on startup
khaosklub 28 Jun, 2022 @ 8:14pm 
mikey also cannot bounce kick the same enemy twice (so it seems). so, he can deal 1 damage to a lot of enemies if they don't counter attack him. very risky for little reward. everyone else can just jump and instant dive kick to have a pretty similar effect with more payoff.

his dashing attack launches enemies further than april's does and launches them faster, so it's harder to catch them with dash -> combo without timing it off a wall bounce. this also makes it harder to do the simple infinite dash-> combo -> dash sequence.
khaosklub 28 Jun, 2022 @ 8:14pm 
@VoiceChatty

mikey's dive attack is terrible in crowds because most enemies will counter attack dive attacks right away. and when you bounce, you have no control over mikey anymore, you can only fall helplessly, or dive kick. you can't even use your dive super to land safely. worse yet, the bounce severly gimps his ability to deal dps and gimps his ability to deal with crowds.

mikey's slide attack stops after impact, is stopped by boxes (mikey's weakness), so it really only ever hits one enemy, and he can't even flip over laser robots. april and splinter can't either with their slide attacks, but their dive and rising attacks can (just like mikey), but their dive attacks are much safer to use. everyone else's slide attacks penetrate boxes and enemies, making it great for crowd control, so again, mikey is bad with crowd control.