NudeBeach

Smash Moveset for Leonardo (Rise of the TMNT)

Jan 26th, 2020
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  1. Up+B: Revolving Cut - Leonardo jumps in an up-forwards arc while flipping forward repeatedly. He hold his sword out while doing this, creating a sort of buzzsaw effect. This hits multiple times and carries the opponent with him. The player can press B again to do a powerful downwards slash, which has a meteor effect, and causes Leo to stop moving and enter helplessness. If the player lets the move end without doing this attack, Leonardo will continue his arc indefinitely, though he will stop attacking and enter helplessness once he returns to his initial height. This variant has very little endlag upon landing.
  2. Neutral B: Turtle Power - Leo poses and shouts the name of one of his brothers, summoning them to his location, where they'll do one of two attacks (depending on whether Leo is on the ground or in the air). Only one brother can be active at a time, and the order is always Raphael, Michelangelo, Donnatello, repeat. Leo is still while posing, but once the pose ends, he is free to do whatever he wants, and if he had any momentum, it immediately comes back in full. Summoned brothers go away if they take damage from any source. Leo can only use this move once per jump. Actual moves detailed in the Turtle Power table below.
  3. Side B: Portal Slash - Leo leans forward and opens a small portal with his sword behind him. While the button is held, a cursor that starts just in front of Leo quickly moves forward. When the button is released, the cursor becomes a second portal, and Leo swings his sword through the portal behind him, which makes the front half of the sword vanish, and reappear, doing the slash, wherever the second portal is. If Leo uses this in the air, he'll continue falling, but the cursor will stay at the height it spawned at. The move can be canceled while the cursor is still out by pressing A or jump.
  4. Down B: Teleportal - Leo cuts open a Leo-sized portal in front of him with his sword. If you hold the button, he'll stay there, and a cursor will appear that you can freely move through the level with the analog stick. On release, a portal will open wherever the cursor is, and Leo will jump-kick into the portal in front of him, emerging from the second portal kick-first. Leo cannot use this ability to change direction. This move has a long start-up, as Leo must complete the portal-opening animation before the cursor even appears, but once it does, it moves surprisingly quick. If used in the air, Leo will descend more slowly than normal. The cursor can be moved through solid objects, but trying to open a portal in one will simply cancel the move. Likewise, the player can manually cancel it while the cursor is still out by pressing A or jump.
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  6. Final Smash: Millennium Wave - Leonardo holds out his off-hand, and a second sword made of blue energy appears in it. He then slashes rapidly with both swords, each slash firing off a )-shaped projectile of blue energy. The projectiles fly forward in a cone-like pattern. This move is more damaging up close, but harder to avoid from further away.
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  9. Turtle Power attacks:
  10. Raphael: On Ground: Raph charges up his smash jutsu (giant red energy arm) around his arm for several seconds before punching forward very hard. Basically Falcon Punch, but it has a bigger hitbox and takes even longer to come out.
  11. In Air: Falls straight down, shell first. Does heavy damage to anyone it hits and acts as a spike.
  12. Michelangelo: On Ground: Mikey throws the ball end of his kusari-fundo forwards a good distance. When it hits an enemy, it will wrap around them, stunning them, and Mikey will pull them in towards himself. Like any grapple, this can be struggled out of, but it becomes harder to do so as you have more damage.
  13. In Air: Mikey does a few short range vertical swipes with the mystical whip (ie: the fire skull) that move him slightly forward with each hit. Each hit has a wider vertical hitbox than the last. These attacks have set knockback and combo into each other.
  14. Donnatello: On Ground: Two jet engines appear on opposite ends of Donnie's tech-bo, facing opposite directions, he lets go of it, and they both fire, causing the staff to flip vertically very fast. This oscillates back and forth for several seconds, doing good damage and knockback to any enemies it hits.
  15. In Air: Donnie smugly watches as Shelldon flies forward a moderate distance, doing damage to anyone he hits along the way, before stopping, and emitting electricity in a small radius all around him for several seconds, doing multiple weak hits and pushing enemies away from him.
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  17. Notice that each brother's attacks have common themes. Raphael's attacks are powerful but hard to hit with, Mikey keeps the enemy occupied, and Donnie has area denial effects.
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  21. Leonardo is an agile set-up character. He has good speed, some nicely disjointed normals, okay damage, and can wall-jump. Misusing any of his specials is likely to leave him wide open, as they all have long periods of vulnerability - except Turtle Power. He is relatively light with a fast falling speed.
  22. Leonardo is a bit of a generalist; he doesn't mind fighting at close range as he has mostly-average normals, with a few really good ones mixed in. He doesn't use his sword as much as other sword-using characters, so he can't just rely on constant disjoints and pokes, but they are in there, and he'll do fine in most melee situations. Leonardo generally wants to do a hit-and-run strategy, switching between attacking at melee range as stated, and using his excellent movement and escape options (up+B and down+B) to create time and distance he can use to maximize his versatile attack specials (side+B and neutral+B).
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  24. LEONARDO'S READY TO KICK SHELL!
  25. or
  26. DO YOU WANNA PIZZA LEONARDO?
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