• Topic Archived

7 years ago#1
I've figured out the HP and damage for all the bosses and figured I'd share, as it's helpful info for planning a strategy and calculating exactly how many hits are needed to win those fights. I'll first go into some info on the Turtles and their damage, then post a table with the boss stats. These values come from the game's memory, so they're the exact ones.

Turtle Health
Here are the basics of how health works for the Turtles

`- Turtles have a maximum of 128 health points (HP)- Each on-screen bar represents 8 HP (so 16 bars at full health)- Despite the on-screen display, health is stored exactly out of 128`

Turtle Damage
The normal attacks of all the Turtles do the same damage to enemies and bosses:

`- Normal attack = 3 damage- Jump attack = 2 damage- Upward Attack (Down+B) = 3 damage`

The Upward Attack is unique in that it will kill Foot Soldiers and Mousers even though they may have more then 3 HP. This is specially coded into the game for those enemies. For all other enemies and bosses, it does 3 damage.

Turtle Special Attacks
The Turtle's special attacks (A+B) each do different damage depending on the Turtle. For all Turtles, however, the move drains 8 HP each time it's used. The move will not kill the Turtle, so you can use it repeatedly without penalty when your life is almost entirely depleted.

`- Raph special = 7 damage- Leo special = 8 damage- Don special = 9 damage- Mike special = 11 damage`

Boss HP and Damage
Here are the boss stats and the table key

# = Stage #
HP = Boss HP
Atk1, etc. = Bosses have different attacks; the potential damage for each is listed here.
FL = Bosses will begin to flash when their HP is below this amount.
Attacks = Names for specific attacks, matching the Atk1, Atk2, etc. damage columns.

`#..Name.............HP...Atk1..Atk2..Atk3..FL..Attacks1..Rocksteady.......64....8.....3.....-....32..1=Charge/Kick, 2=Spear Gun2..Groundchuck.....128...12.....8.....-....32..1=Charge, 2=Pipe3..Slash............64....4.....3.....-....32..1=Slash, 2=Shell Attack3..Bebop...........160....8.....6.....-....56..1=Kick, 2=Head Chain4..Dirtbag.........160....8.....3.....-....32..1=Pick Axe, 2=Head Laser5..Mother Mouser....80....3.....-.....-....32..1=Fireball5..Leatherhead.....192...16.....8.....3....56..1=Grab, 2=Tail, 3=Gun6..Rahzer..........192....8.....4.....-....56..1=Freeze, 2=Claw6..Shredder........256....8.....4.....-....56..1=Kick/Throw, 2=Slash7..Tokka...........208...16.....8.....6....56..1=Bite, 2=Punch, 3=Uppercut/Charge8..Mother Mouser...112....3.....-.....-....32..1=Fireball8..Krang*..........384....8.....6.....-....56..1=Kick/Hammer/Fry, 2=Missile/Laser8..Super Shredder..448...32.....8.....6....56..1=Fireball, 2=Kick/Punch, 3=Beam`

*Krang has three phases during his fight: his initial state, split into two parts, and rejoined into one part with faster attacks. His HP determines when he transforms. The HP for those three phases are 128/160/96.