What do you need help on? Cancel X

BOOKMARK
Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Character Guide by MetHy

Version: v1.1 | Updated: 03/15/2021

                       Teenage Mutant Ninja Turtles IV - Turtles In Time
                                      Super Nintendo
                                      
                                     Character Guide


  v1.0, March 12 2021


Changelog:
  v1.0, March 12 2021:
- Release

  v1.1, March 15 2021:
- Fixed a few incorrect damage values
- Fixed Don's 2nd regular attack hit range
- Fixed Mike's 1st and 2nd regular attack hit range
- Added Raph's 3rd hit variant
- Added damage values for "Shoulder Bash 2" and "Running Special"



------------------------------

    Table of contents:

  1) HP values
  2) Walking speed
  3) Attack range
  4) Damage values
      a) Regular attack combo
      b) Other attacks
  5) Attacks Timing
  6) Turtles conclusions
  7) Bosses HP
  8) Credits

------------------------------



    1) HP values

                Leo : 80
                Mike: 96
                Don : 64
                Raph: 48



    2) Walking speed

                Leo : 1,5
                Mike: 1,5
                Don : 1,25
                Raph: 2,25



    3) Attack range (X-axis) for regular attacks combo

These values are the hit detection range on the X-axis for each of the four hits
of the regular attack combo. 
The values are pixel counts on the X-axis, example: if Leo is standing on X-axis
position 0 (this value corresponding to the center of the sprite),  the enemy
position needs to be 68 pixels away at the farthest for the hit to connect.



                     | Leo | Mike | Don | Raph |
                -----|-----|------|-----|------|
                hit 1| 68  |  74  | 92  |  68  |
                -----|-----|------|-----|------|
                hit 2| 60  |  74  | 74  |  68  |
                -----|-----|------|-----|------|
                hit 3| 84  |  84  | 116 |  68  |
                -----|-----|------|-----|------|
                hit 4| 52  |  68  | 80  |  68  |


Note: Raph has a variant for the 3rd hit: it can be a stab or a slash. Both have
the same range.


    4) Damage values


  a) Regular attack combo:

                     | Leo | Mike | Don | Raph |
                -----|-----|------|-----|------|
                hit 1|  4  |  5   |  3  |  5   |
                -----|-----|------|-----|------|
                hit 2|  5  |  8   |  4  |  4   |
                -----|-----|------|-----|------|
                hit 3|  6  |  8   |  6  | 3/5  |
                -----|-----|------|-----|------|
                hit 4|  8  |  10  |  8  |  8   |


Notes:
- Raph has a variant for the 3rd hit, one is a slash which does 3 damage, the
other is a stab which deals 5.
- In a way, the 4th hit of the combo matters less: some bosses will start an
i-frame cycle after being hit 3 times, therefore the 4th hit can not be
performed against them.
Some enemies may also die or get knocked back pretty far before you can perform
the 4th hit.


  b) Other attacks: 

                     | Leo | Mike | Don | Raph |
---------------------|-----|------|-----|------|
Sliding              | 10  |  8   | 10  |  14  | 
---------------------|-----|------|-----|------|
Shoulder bash        | 8   |  8   | 7   |  10  |
---------------------|-----|------|-----|------|
Shoulder bash 2      | 16  |  16  | 16  |  20  |
---------------------|-----|------|-----|------|
Post run kick        | 9   |  8   | 9   |  12  |
---------------------|-----|------|-----|------|
Jumpkick (downward)  | 4   |  3   | 4   |  4   |
---------------------|-----|------|-----|------|
Jumpkick (upward)    | 3   |  3   | 3   |  4   |
---------------------|-----|------|-----|------|
Jumpkick (horizontal)| 6   |  3   | 4   |  6   |
---------------------|-----|------|-----|------|
Mid air weapon attack| 8   |  10  | 14  |  8   |
---------------------|-----|------|-----|------|
Special              | 8   |  12  | 14  |  16  |
---------------------|-----|------|-----|------|
Running Special      | 12  |  10  | 12  |  16  |
---------------------|-----|------|-----|------|
Back attack          | 5   |  6   | 5   |  5   | 
---------------------|-----|------|-----|------|

Notes:
- "Shoulder Bash 2" is the shoulder bash performed like this: run -> jump button
-> wait -> attack. 
It uses the same animation as the regular shoulder bash but deals double the
amount of damage.
If you don't wait long enough, you'll get a slide instead. If you wait too long,
but the window for the "Shoulder Bash 2" is very short, if you wait too much
you'll get a regular shoulder bash instead and you'll have no way to know which
it is.
- What I call the "Post run kick" is the kick the Turtles can perform while
standing, after having performed a shoulder bash.
- What I call the "Mid air weapon attack", is the mid air weapon attack that can
be performed at the height of a jump, during which the Turtles rotate on
themselves, attacking with their weapons.
- What I call the "Runnig Special" is the flying kick performed by pressing the
Special button while running.
- The "Back attack" needs to be turned on the Option menu for it to be
performed.



    5) Attacks timing

I was unable to get accurate frame times of attacks, but it is something you can
get a good feel for yourself empirically.

Some Turtles will perform the 4 hits combo faster than others. Mike seems to be
slower.
Raph's special is also faster, and being a stationnary special, it can also be
spammed more easily.

From my tests, it seemed to me that a hit against an enemy can register on the
first frame of the attack, except for Mike where his first regular attack hit
seems to register on the 3rd frame.
Take this information with a grain of salt, it may not be accurate.

If I can get more precise data I will update this guide.



    6) Turtles conclusions

The differences between the Turtles is greater than in TMNT3, probably greater
than in The Hyperstone Heist also.

Generally speaking the attacks that deal the most damage are: the shoulder bash,
the slide, the "post run kick", and the "Mid air weapon attack". 
Protip: you can spam shoulder bashes, after having performed a shoulder bash, it
still counts as if you're still running, so you can perform another.

Leo's range is actually not that much better than Raph's. In some cases it's
even shorter. If you play with Leo you may notice a discrepency between the art
and the actual hit detection, as the sword may sometimes visibly go through an
enemy but not hit.

Mike is clearly the best turtle, he has a tons of HP and hits hard. His only
downside being the slightly slower attacks timing, and the low damage values of
his jump kicks.

Out of all Turtles, Raph can deal the most damage thanks to his sliding, his
shoulder bash, his post run kick and his special. His HP is ridiculously low
however and he can die very quickly, especially on hard. 
Also, since none of these attacks can be performed against Super Krang, Raph
will have a harder time against him.



    7) Bosses HP

  Baxter: 96
  Metalhead: 128
  Rat King: 96
  Rahzar: 96 
  Tokka: 96
  Shredder: 90 
  Slash: 160
  Rocksteady: 128
  Beebop: 128 
  Leatherhead: 172
  Super Krang: 160 (normal), 192 (hard)
  Krang: 128 
  Super Shredder: 248

- Each Foot Soldier thrown at Shredder deals 10 HP of damage to him.
- Beebop and Rocksteady's second pattern, when they start to attack together
rather than one at a time, starts when either of them has less than 32 HP.
- Super Krang is the only boss which HP value differs depending on the
difficulty, probably because he's the only one who doesn't have a better AI on
hard? (Shredder's AI doesn't change either but the Foot Soldiers are a different
type)
- Super Krang's bomb throwing attack can only be triggered when his HP gets
below 32.
- Krang's second pattern, when he starts to spawn the small robots, starts when
is HP is below 64.



    8) Credits

This here FAQ by MetHy.

Thanks to the S-Mesen devs, I got these values from the debugger and memory
viewer.
Thanks to Assassin for pointing out I had a couple of damage values wrong and
two moves missing.

See also my character guide for TMNT3:
https://gamefaqs.gamespot.com/nes/563469-teenage-mutant-ninja-turtles-iii-the-ma
nhattan-project/faqs/79064

Romhacks I made for TMNT2/3/4:
http://www.romhacking.net/hacks/5722/
http://www.romhacking.net/hacks/5723/
http://www.romhacking.net/hacks/5725/
http://www.romhacking.net/hacks/5812/

I may also attempt to do a "Turtle Swap" hack of TMNT4 one of these days.

View in: