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R############# #W; ###############X. +##=# ##=V X# #, M: ## ###### W ##### =#### ,## ;# ;V #, Teenage Mutant Ninja Turtles: ;#B: I I### ## ###V Tournament Fighters W######## WR Wingnut FAQ [ Super Nintendo Entertainment System (SNES) / Super Famicom || version 7.o ] [ FAQ + ascii : `shouji´ || mailto : oodzume@hotmail.com || Wingnut > You ] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Copyright 2005 - 2011 `shouji´ The following FAQ you are looking The most updated issue of the FAQ through was made by me, `shouji´. will be given to www.gamefaqs.com < oodzume@hotmail.com > D primarily. Unless denoted, if any Made for the use of only personal I other location has it, then nine- and/or private purposes. Whenever S times-outta-ten it was ripped out reproduced, electronically is the C from there. If placed on a freely way it must be done. However, the L accessible webpage/site, this FAQ correctness and accuracy of any & A may be altered to fit any certain all material listed with this FAQ I guidelines, but this disclaimer & isn`t 100% guaranteed. Any errors M copyright info must remain in its or omissions that inflict damages E original form and state. If there or problems towards anything will R is any problem by now with any of NOT be the author`s fault. That`s the preceding info, then maybe it just how it works out. Comprende? would be best to try another FAQ. For no reason should this FAQ be used for profitable and/or promotional purposes (ie - published in guides, magazines, hint books, etc). Nor is this document to be given away along with any purchases as a gift/extra or the like. It isn`t my forte to write all this up to get others rich. Anyone who has enough interest in this FAQ and would like to include it on their site, please ask me first in a letter describing your page (do include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask me. I`m normally pretty lenient about it if you take that approach. All copyrights and trademarks associated with this FAQ are acknowledged. Do give credit where it`s due as well. I`d hate to damn your soul to hell. Plagiarism sucks. `shouji´ has written, so it shall be spoken. =) `Teenage Mutant Ninja Turtles: Tournament Fighters´ and its characters are copyright 1993 Konami, Ltd. All rights reserved. This FAQ is available at the following places : ----------------------------------- TMNT: Tournament Fighters // WingnutFAQ - - GameFAQs gamefaqs.com/ A note to other sites: DO NOT rip off this document from GameFAQs.com (or any of the other listed sites) and just place it on your website. It is a real pain in the ass to find my work posted on other websites when I know that I didn`t send it to them. If any other gaming or FAQ hub is so eager to incorporate any of my FAQs to their site, then that`s great. But first take a moment and send me an email to ask me properly for them. For those that find that so difficult to do, then go forth and write your own FAQs. .. Alright, I`m through ranting. Have a nice day. ^_^ =============================================================================== TABLE OF CONTENTS =============================================================================== > shell o1 - Introduction > shell o2 - Wingnut Official Information > shell o3 - How To Read The FAQ > shell o4 - Listing Of Wingnut`s Attacks > shell o5 - Basic Attacks > shell o6 - Special Attacks > shell o7 - Ultimate Attack > shell o8 - Using Wingnut Effectively > shell o9 - Fighting The Human Opponent > shell 1o - Miscellaneous Information > shell 11 - Quotes + Ending > shell 12 - Special Thanks > shell 13 - Revision History > shell 14 - Final Note =============================================================================== shell o1 : INTRODUCTION =============================================================================== A TMNT fighting game. Yes, everyone wanted it - at least back in 1993 they all did. After having to go through the long NES game where the Turtles were each nearly the same size as the Technodrome at the end, and the great versions of the 4-player arcade games Konami put out in the 90s, finally an actual wannabe SFII fighting game was created. And the best TMNT version ever - The NES and Genesis versions aren`t acknowledged anymore, much like the third TMNT movie. It may not be Capcom, but Konami stepped up to the plate once more and did one hell of a job on this game. I just wish it had more characters and a practice mode. I mean c`mon, no Casey Jones?! Or Leatherhead? Oh well. The reason of this FAQ is to give you a more in-depth look at Wingnut, and how he stacks up against the other characters in Tournament Fighters. There is a voted tier breakdown of this game (See "Miscellaneous Information" section), and Wingnut was placed where I assumed he to be. Not overly a powerhouse like Raphael or Armaggon, but is able to easily abuse what he does have available. Continue on reading to get more insight on this mutant space bat and how he can tear through the competition! =============================================================================== shell o2 : WINGNUT OFFICIAL INFORMATION =============================================================================== (Copied from the instruction manual and the in-game profile.) Name : Wingnut (or "Wing Nut") Height : 6` Weight : 300 lbs. Hair : Black Eyes : Yellow Age : 300 Krono Cycles Birthplace : Planet Dexlon V in the Huanu system Weapons : Plasma Propelled Bat-wings Hobbies : Playing `Castlevania 2095´ Goals : Thinks the tournament will be fun - a good way to kill time. Stage : Thunder Dome Those who are old enough and familiar with the first TMNT cartoons (not those [expletive deleted] ones that FoxBox airs) and the comics might remember that Wingnut also had a little partner with him named Screwloose. Which I believe was a mutated mosquito, if I remember correctly. He was the brains of the two since Wingnut is more or less a dumbass. =============================================================================== shell o3 : HOW TO READ THE FAQ =============================================================================== -- [ CONTROLLER NOTATION ] ---------------------------------------------------- ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- N -- f Retreat / Guard Neutral Advance / | \ db d df Crouch / Low Guard Crouch Offensive Crouch - Reverse forward and back if you`re on the right side of screen. -- [ BUTTON NOTATION ] -------------------------------------------------------- L-shoulder R-shoulder n/a n/a X Button Fierce Punch (FP) Y Button A Button Normal Punch (NP) Fierce Kick (FK) B Button Normal Kick (NK) - Button notation can be changed at the Control Pad menu in the Option screen. This FAQ utilizes the default setup shown above. -- [ ABBREVIATIONS + COMMAND NOTATION ] --------------------------------------- P / K - Press any Punch / Kick button. + - Stands for "and". / - Stands for "or". (air) - Stands for a move that can be performed both on the ground or in the air. Most moves with this principle can be done off the ground by adding ub~uf at the end of the command/motion (qcf[,UF]), and pressing the button the moment you start to ascend. (Note this is similar to Sagat`s original Tiger Knee command from Super SFII.) qcf / qcb - Motion (d,df,f) or (d,db,b) on the joystick. When close - Perform the following command(s) when player is near the opponent. =============================================================================== shell o4 : LISTING OF WINGNUT`S ATTACKS =============================================================================== Kyuuketsu When close, b / f + NP Ryuusei Otoshi When close, b / f + FP Dash Punch Press NP + NK Hovering In air, b / f + NP + NK Kyuukouka Kougeki In air, d + K Moonbuster In air, qcf + P Mad Spectre When U.A.G. is full, press FP + FK (air) "U.A.G." stands for "Ultimate Attack Gauge". =============================================================================== shell o5 : BASIC ATTACKS =============================================================================== All of Wingnut`s normal attacks (ie - regular punches and kicks) are listed within this chart. O : The attack can be canceled after it hits. X : The attack can`t be canceled at any time. Attack Position Attack Name Level Hit Cancel Points --------------------|-------------------------|------|----|-------|------- Standing NP Elbow Jab h 1 O 100 Standing NK Snapkick h 1 O 100 Standing FP Gut Punch h 1 X 300 Standing FK Handstand Twirl Kicks h 3 X 200/hit Standing Close NP Uppercut h 1 O 100 Standing Close NK Snapkick h 1 O 100 Standing Close FP Uppercut h 1 X 300 Standing Close FK Handstand Twirl Kicks h 3 X 200/hit Crouching NP Low Jab h 1 O 100 Crouching NK Low Kick l 1 O 100 Crouching FP Strong Low Jab h 1 X 300 Crouching FK Triple Twirl Kicks l 3 O #1 200 Jumping NP Downward Hand Stab m 1 X 100 Jumping NK Straight Sidekick m 1 X 100 Jumping FP Downward Punch m 1 X 300 Jumping FK Strong Straight Sidekick m 1 X 300 Jump Diagonal NP Downward Elbow Jab m 1 X 100 Jump Diagonal NK Downward Kick m 1 X 100 Jump Diagonal FP Downward Punch m 1 X 300 Jump Diagonal FK Strong Downward Kick m 1 X 300 1) Knockdown attack. -- [ STANDING ATTACKS ] ------------------------------------------------------- ( Normal Punch / NP ) - An elbow jab. Nothing much can be said for Wingnut`s Standing NP. It`s short ranged, but it is fast and links to a Crouching NP. The Turtles and Asuka can duck it easily. ( Fierce Punch / FP ) - A gut punch. If you learn one thing from this FAQ, it`ll be that all of Wingnut`s FP attacks are great. Wingnut`s Standing FP has more range than it looks. It`s also fast enough to snuff out some close-ranged opponents about to attack. A nice time to use it is after about three or four Crouching NP/NKs, end the poking with a Standing FP. Usually if they try to do anything like move or an attempt to counter, this will either trade hits or knock them back. In saying that, Asuka`s Kochou no Mai (f,d,df + P) and sometimes Leonardo`s Shining Blade (f,d,df + P) will get the upper hand against it. So you may want to try also hesitating a second after your Crouching NKs before you do a Standing FP to better your chances. It doesn`t look it but Standing FP can be used as an anti-air against some Jumping Fierce-versions of attacks. Finally don`t use this attack against Armaggon much since he crouches low enough to duck the punch altogether. ( Normal Kick / NK ) - A front snapkick. Like the Standing NP, this is another short-ranged but fast attack. It also links easily into his Crouching NK. Wingnut can hit with about two Standing NKs in a row. ( Fierce Kick / FK ) - A spinning handstand with three kicks. Standing FK is a funny attack because it doesn`t always do what it looks like it should do. It can technically be used as a decent anti-air, but _only_ if the feet hit. The legs don`t do anything, so jumping attacks basically pass right through and hit. On the ground, this attack can be avoided completely by the Turtles and Armaggon just by crouching. The plus side is that the hits will combo, but you`ll only get one or two to hit in most cases. In the corner you can manage to get all three to connect if done close up. An effective exchange is after a Standing FK, do a Standing FP. Even if a kick whiffs. Chances are the opponent may try attacking if a kick misses. But Wingnut recovers fast and can counter with his Standing FP for some quick damage. -- [ STANDING CLOSE ATTACKS ] ------------------------------------------------- ( Normal Punch / NP ) - Uppercut. Both of the punches are the same, and offer no differences beside the speed. ( Fierce Punch / FP ) - Uppercut. It`s the same as his NP, just slower. The only good thing is that a guarded Standing FP will give a lot of energy to the U.A.G. These should not be used for anti-air. ( Normal Kick / NK ) - A front snapkick. ( See "STANDING ATTACKS / Normal Kick" section. ) ( Fierce Kick / FK ) - A spinning handstand with three kicks. ( See "STANDING ATTACKS / Fierce Kick" section. ) -- [ CROUCHING ATTACKS ] ------------------------------------------------------ ( Normal Punch / NP ) - Straight punch. Wingnut`s Crouching attacks are his best regular offense. Crouching NP is FAST and you can link four or five together easily, thus this attack (along with Crouching NK, explained below) will make up much of Wingnut`s ground attack poking game. This is an alternate method in getting your U.A.G. up swiftly, as only about 15 of them will activate it. ( Fierce Punch / FP ) - Straight punch. Crouching FP is strong just like his Standing FP, and carries around similar properties. In fact you can use it in the same fashion of placing it after a few Crouching NPs to catch opponents in mid-attack. The drawback of it being slow and beatable by uppercuts still remains. ( Normal Kick / NK ) - A long-reaching straight kick. Crouching NK is the absolute staple of Wingnut`s offensive game. This will primarily cover about 90% of your ground game, leaving the rest of the attacks to be focused on Hovering to get close, Moonbustering, or doing the Kyuukouka Kougeki. This attack is low, reaches incredibly far (1/3 screen, which rivals Chrome Dome`s Crouching FK), is fast to combo about five or six in a row, and fills the U.A.G. in a hurry. The main way to use this is simply abuse the hell out of it. Hit or guard, hit them with enough to push just close to out of range where Wingnut`s claws are hitting. Then buffer in the UF + Hovering (Refer to Hovering in the "Special Attacks" section) trick while they are still in guard to get back in close. Sadly this game was made before that wonderful innovation that is now known as "Jump Canceling," so there is some delay between the last Crouching NK you do and Hovering that the opponent can use to intercept. However don`t let that deter you from spamming this move whenever you can. Wingnut is made for poking and this is the essential tool to do it with. ( Fierce Kick / FK ) - Spins and kicks three times. Only thing that can be said about Crouching FK is that it`s just a low version of the Standing FK. Three hits, but usually the opponent will be pushed back after guarding the second one. The hits do combo, but only on guard. Another attack to avoid and stick with Crouching NP or NK for low attacks. -- [ JUMPING ATTACKS ] -------------------------------------------------------- ( Normal Punch / NP ) - Descends with a downward arm stab. Aside from damage and a slight graphical change, both the NP and FP are the same. There`s no real difference in reach, but the NP does stay out the entire duration that Wingnut is in the air. Overall you may still stick with the Jumping FP as it causes a longer stun. Either is great to use when close to go over an attack and come down to counter, which links back into Crouching FKs. ( Fierce Punch / FP ) - Descends with a downward punch. ( See "JUMPING ATTACKS / Normal Punch" section. ) ( Normal Kick / NK ) - Kicks out his leg with long reach. Like his jumping Punches, his kicks are also the same attack save for Wingnut retracting his leg when FK is used. Overall this is an aerial version of his Crouching NK, so the range is there to stop some other air attacks. If you jump the moment the opponent does and use either of these attacks, chances are it`ll hit to stop them all the time. ( Fierce Kick / FK ) - Kicks out his leg with long reach. ( See "JUMPING ATTACKS / Normal Kick" section. ) -- [ JUMPING DIAGONAL ATTACKS ] ----------------------------------------------- ( Normal Punch / NP ) - Descends with an elbow drop. Like with the Standing FP, Jumping Diagonal NP has more range than it looks like it should. Though if you`re in a air battle or want to jump in to attack, you should instead use Jumping/Jumping Diagonal NK because of its great reach. ( Fierce Punch / FP ) - Descends with a downward punch. Jumping Diagonal FP is the same as his Jumping FP, and is a powerful tool to abuse. If you know you`re going to hit, instead use this instead of NK. It does great damage and still links into your Crouching NK barrage as normal. This is a powerful pegging attack when coupled with a low UF + Hovering, as you can have Wingnut on top of the opponent to do about 30% damage in just a couple of hits. If you want to do 25-30% damage with two hits, use Jumping FP into a Crouching FP for a nice payoff. Then do a Standing FP to tack on if they attempt a counterattack. ( Normal Kick / NK ) - Kicks out his leg at a downward angle. Once more you have a pair of the same attack with the NK lingering for the duration of the time Wingnut is in the air. NK is Wingnut`s best friend in Crouching and Jumping at the opponent, so this is a tool to use when you are descending from a Hovering or just jumping at the opponent to keep the pressure on. Since it lingers out, there`s only a few attacks that beat it. Uppercuts being the main, but most normal attacks will lose to it. Those familiar with Vice from `King Of Fighters´ or `Capcom v. SNK´ will know the effectiveness of her Jumping Diagonal Short Kick. Cross-ups will be freely provided with this attack, especially after Hovering. ( Fierce Kick / FK ) - Kicks out his leg at a downward angle. If you`re looking for quick damage, perhaps to finish off an opponent, this is a nice kick to use after Hovering. =============================================================================== shell o6 : SPECIAL ATTACKS =============================================================================== -- [ KYUUKETSU ] ----------------------------------------- ( Sucking Blood ) -- Command : When close, b / f + NP Hits : Weak 2~7 Speech : (drinking sounds) Points : 100 per bite Wingnut grabs opponent and bites into them repeatedly while drawing blood. ( Notes ) - Unblockable. ( Usage ) For the reason the opponent can mash out of this before the full damage can register is main reason not to use it. The other and bigger reason is that when the throw is over, Wingnut is sent backwards to one side of the screen while the opponent flies to the other. You can`t even do Hovering to negate it, and thus kills your rushdown. However if you do happen to get the full seven bites (which technically will never happen), it will do 30% damage. -- [ RYUUSEI OTOSHI ] -------------------------------------- ( Meteor Drop ) -- Command : When close, b / f + FP Hits : Strong 1 Speech : "Uraa~!" Points : 1000 Wingnut grabs opponent and picks them up over his head, then slams them to the ground. ( Notes ) - Unblockable. - Knockdown attack. ( Usage ) There isn`t much to be said about this attack, but it should be the throw of choice to use if you are in range. Wingnut picks them up and throws them back down. It hurts. The good thing is that after it`s over, Wingnut doesn`t go into recoil like he does after the Kyuuketsu. So you can follow up and keep your okizeme going, even cross them up and go back on your offensive. -- [ DASH PUNCH ] ------------------------------------------------------------- Command : Press NP + NK Hits : Weak 1 Speech : n/a Points : 200 Wingnut advances with a punch. ( Notes ) - Even after the Dash Punch hits, Wingnut will continue to glide forward until he reaches the full length of his advance. ( Usage ) The main use of the Dash Punch is to aid in keeping the pressure on. After you have peppered the opponent with about four or five Crouching NKs, the gap between them and Wingnut will be fairly wide. So use this to help close it up again and keep the offensive on your side. Normally if they try any form of counterattack after your c.NK barrage, the Dash Punch will catch them in their startup to cancel it. Especially against their own crouching attacks or projectiles. The Dash Punch can also be used as a pseudo anti-air, but relies a bit on placement and the degree of the opponent`s attack. If a jumping attack is coming in at Wingnut who is a bit far, the Dash Punch will knock them out the air as they are on the descent. Usually winning the exchange. On the flip side, if the opponent is close while doing a jumping attack, you can use this to glide under and catch them as they land. Although the gaps get closed up fairly well, there are a noticeable pair of disadvantages that come with the Dash Punch. First of all, this move isn`t a perfect solution to keep the opponent on lockdown. Wingnut doesn`t recover instantly after the punch hits. In fact, he glides the full duration of his advance regardless on how close or far the opponent is from him. And since it is a light punch, the opponent doesn`t reel long from the impact. Thus if it hits early, Wingnut can be left wide open to some possibly vicious attacks. To remedy this a little bit, use the Dash Punch only when the gap between Wingnut is about a character`s width. That usually will be the full distance of the advance to avoid hitting too early. The second flaw is that even after Wingnut makes the advance, it won`t place him right in the face of the opponent. The gap can still be a little wide so that only one or two Crouching NKs can catch before you have to advance again. You can perform two Dash Punches in a row, but it`s not recommended. The time between them is long enough to hit with a swift crouching attack to stop Wingnut. Or if the second does come out, it`ll hit too early and Wingnut will glide against the opponent, leaving himself totally vulnerable. Mix in Jumping NKs and keep them guarding if you`re too far just to better get right on top of them again and continue the pressure. -- [ HOVERING ] --------------------------------------------------------------- Command : In air, b / f + NP + NK Hits : n/a Speech : n/a Points : n/a Wingnut glides backward or forward through the air. ( Notes ) - Wingnut is able to perform basic attacks after Hovering before he lands. - Wingnut is unable to do any aerial special attacks (ie - Moonbuster, Kyuukouka Kougeki) or Mad Spectre after Hovering. ( Usage ) Anyone that has played MvC2 or Guilty Gear will know the great benefits of air dashing. Since you will be in the air a lot of the match, this is your #1 tool to abuse. And I mean _abuse_. Wingnut`s glide is swift and it recovers instantly, so you should have no problem using it effectively. Plus Wingnut is able to do any of his normal attacks after it, which will overall be a Jumping NK or FP. Here are some uses of it for starters: 1) Jump and Hover to gain more ground. 2) Jump forward and Hover back to trick opponents into uppercuts, allowing Wingnut to land and catch them. 3) After your Crouching NK barrage, press UF + Hovering to instantly move forward with a Jumping NK or Jumping FP. If you catch fast, it`ll register as a mid to catch the opponent while they are still crouching. UF + Hovering also acts as a ghetto way to dash with Wingnut. Especially if you do it very low to the ground (just when he starts to ascend with the jump), so that he lands fast and you can do it again. Very good to get back on top of the opponent, say if you knock them out the air with a Moonbuster. The only real negative about Hovering is that you can`t do any special attack or his Ultimate Attack out from it. So Moonbusters and Kyuukouka Kougeki sadly will be of no use. Yet being able to do so would make Wingnut even more powerful than he already is. Especially if he could do Crouching NKs to gain meter, then UF + Hover over the crouching opponent to do a point blank Mad Spectre. Wingnut can use his Hovering to not only aid in crossing up his opponent, but can switch his attack direction upon passing over them. If you Hover over the opponent`s head to their other side, shifting the controller back toward them and attacking will have Wingnut turn in mid-air to face them when he attacks. However, Wingnut must be completely on the other side of the opponent for this to work. If he is only slightly, he will attack the same direction that he jumped into. -- [ KYUUKOUKA KOUGEKI ] ---------------------------------- ( Swoop Attack ) -- Command : In air, d + K Hits : Weak 1, Strong 1 Speech : (screeching sound) Points : 200 Wingnut glides down toward the ground with his wings extended. ( Notes ) - When the Kyuukouka Kougeki begins, Wingnut is invincible. - Depending on which button you use, Wingnut descends at a slightly altered angle: NK is about 40-degrees, FK is 45-degrees. ( Usage ) I consider this Wingnut`s best attacking special move. It also possesses no distinct disadvantages, and is just as fast as the Moonbuster. But the gold of it is that Wingnut recovers immediately - in a _single_ frame. Once the Kyuukouka Kougeki connects, regardless of if it hits or is guarded, Wingnut drops to the ground while the opponent is stuck guarding or in the reel from the hit. From there you have a choice of two options: 1) Normally you`ll land close enough to attack with about two Crouching NKs, which leads you back into your flowchart. 2) If Wingnut lands close after it actually hits, do Crouching FP to combo. Unless you need to cover a lot of ground fast, stick with the NK-version of the Kyuukouka Kougeki. A guarded Kyuukouka Kougeki has a lot of push back for the opponent, which creates about a two character width gap. NK Kyuukouka Kougeki drops Wingnut off closer than FK since he`s lower to the ground. This is also the counter-projectile move of the gods. Whenever an opponent throws a projectile, do an FK Kyuukouka Kougeki. It`s so fast you`ll catch them while they still are in attack animation. And normally you can add in a Dash Punch, Crouching NK, or Crouching FP to combo. From personal trial and error, the only opponent that is hard to counter-projectile with was Raphael. Only because after he throws a Jamboree (hcf + P), he`ll normally be charging a Chest Buster (Charge b,f + K) which ultimately beats out the Kyuukouka Kougeki. The same problem can sometimes result against Michaelangelo if he does a Rising Thunder (Charge d,u + P), but it will instead trade hits with the Kyuukouka Kougeki instead of just beating it completely. But this move doesn`t have to be done at the peak of Wingnut`s jump. No matter where Wingnut is in the air, it can be done. That means it can be done while ascending, or anywhere on his descent when he is just about to land again. If this move wasn`t already great, Wingnut is invincible for about two quick frames when flight is executed. Since those frames are in the air, there isn`t much you can avoid with that invincible opening. The best way to utilize this advantage is if the opponent is jumping in at you to attack. If they do so, jump and _immediately_ shift down and press Kick to Kyuukouka Kougeki. The opponent`s attack will sort of go through Wingnut, and the Kyuukouka Kougeki will beat it out most of the time. Once you drive the opponent into the corner, you sort of have the character on a lockdown. Provided they don`t have an uppercut, which will trade hits with the Kyuukouka Kougeki and Wingnut will be knocked across the screen. But against some (ie - Chrome Dome, War), the opponent can`t go anywhere from the pushback the Kyuukouka Kougeki creates. Thus Wingnut lands right on top of them and can pressure with Crouching NKs, Jumping NKs, Ryuusei Otoshi, or more Kyuukouka Kougeki. You can buffer in UF after landing from a Kyuukouka Kougeki and do another to keep coming against them a few times. -- [ MOONBUSTER ] ------------------------------------------------------------- Command : In air, qcf + P Hits : Weak 1, Strong 1 Speech : "Moonbuster!" Points : 300 Wingnut throws a yellow arc of energy at a downward diagonal at the ground. ( Notes ) - Depending on which button you use, Wingnut throws the Moonbuster at a slightly altered angle: NP is about 40-degrees, FP is 45-degrees. - Wingnut is left in freefall after the Moonbuster, unable to attack until he lands. ( Usage ) It`s nowhere near as fast as Donatello`s Ground Claw (qcf + P) or Leonardo`s Shining Cutter (qcf + P), but it works well for Wingnut since you`re going to be in the air a lot anyway. The main problem with the move is that once you release a Moonbuster, Wingnut is left open. He`ll continue to move in the direction that you jumped into. (If you jump up-forward, he`ll arc in that direction after the Moonbuster is thrown.) So sometimes you may want to avoid jumping forward when you use this, else opponents like Asuka or Leonardo can guard it and counter with an uppercut. The main use of the Moonbuster is for zoning. Throwing them out as Wingnut jumps back to keep the opponent at bay. If they try to jump up after him, chances are they`ll be hit with it since they can`t air guard. You can also use it to open up some room for Wingnut as you jump in, but watch for doing it too high. Again, you don`t want it to get guarded and Wingnut uppercutted out of the air. One of the interesting things you can do with the Moonbuster is use it off- the-ground via tagging an UF direction at the end of the motion. (qcf,UF + P for the command.) The motion will be buffered with the jump, and Wingnut will throw the Moonbuster immediately after lifting from the ground. What`s the use of this, you ask? Sometimes this will actually beat out jumping attacks that are coming your way because the Moonbuster amazingly hits in a wide arc in front of Wingnut. But since you can`t control which upward direction to buffer in that jump, it may not always work as well as you think. What can be done is using it against projectiles like Chrome Dome`s Chrome Spark (qcf + P) or Michaelangelo`s Dragon Breath (hcf + P) to cancel it, and come down on them to attack or throw while they`re still frozen in attack animation. The Moonbuster can be used as a fairly decent wakeup. Especially if you knock someone out the air with it, immediately rejump (or UF buffer it) and throw a FP-version while they are on the ground. They`ll have to get up guarding it to give you enough time to work in close with the Dash Punch or Jumping NK, then set up your mix-up or rushdown. =============================================================================== shell o7 : ULTIMATE ATTACK =============================================================================== -- [ MAD SPECTRE ] ------------------------------------------------------------ Command : When U.A.G. is full, press FP + FK (air) Hits : Power 3~6 Speech : "Mad Spectre!" Points : 800 per pulse Wingnut jumps into the air and beats his wings, creating six large supersonic pulse waves (three on each side of him). ( Notes ) - If the Mad Spectre is executed on the ground, Wingnut will jump straight up to the top of the screen before doing it. However you can instead set your own height by jumping and performing the move in mid-air. - Wingnut is left in freefall after the Mad Spectre, unable to attack until he lands. - Wingnut will continue to move in the direction that you jumped into after you do the Mad Spectre. (If you jump up-forward, he`ll arc in that direction after the Mad Spectre is done.) ( Usage ) Much like when Zappa gets Raou in `Guilty Gear XX,´ the Mad Spectre can end up being the deciding factor and turn the round a complete 180 in favor of Wingnut. Add into the fact that it`s not hard to get the energy to perform this Super early in the match, it makes it all the more deadly. What makes the Mad Spectre so powerful are three factors: the speed of its execution, the area, and the amount of stun it creates. Let`s go into these all separately. - The Speed Of Execution : When it comes to overall straight-out-the-box strength of Ultimate Attacks, Leonardo`s Hyaku Retsu Hyappo Shin Ken (Ultimate Attack) wins. But due to the startup time of Leo putting away his katana, it`s not going to ever hit much unless you knock down the opponent or have them dizzy. So chances are it`s going to get guarded when it`s executed. Then we have Wingnut`s here, which is the most powerful super in the game -if- all six pulses hit (which I`ll get into later). What sets Wingnut`s above Leo`s is that it has instantaneous execution _only_ when it`s done in the air. If you do the Super while Wingnut is on the ground, he`ll jump first to get airborne and do it at his peak. However it doesn`t have to be used like that. The Mad Spectre can be used anytime during a jump no matter where Wingnut is in the air. Regardless on how low or high, it can be performed. So the move executes with instant results, coming out the frame that you press the buttons. It will always win an air battle, and beat out any normal or non-projectile special move that is done - even Armaggon`s Jaws Upper. - The Area : Thankfully the Spectre doesn`t have crappy range like Shredder`s Lightning Pressure (Ultimate Attack) or Chrome Dome`s Gepard (Ultimate Attack). Nor is it full screen, but that`s fine. Since you can control where it comes out, in addition to the fact Wingnut covers a lot of ground with his jumping and Hovering, the huge shockwaves will cover an insane amount of area around Wingnut. And it hits on both sides of him. So if for some reason they manage to cross-under Wingnut while he`s in the air, they aren`t going to be safe. - The Stun : There`s nothing else in the game that produces as much stun from a single hit as the Mad Spectre. And because of this, you can more or less combo three pulse hits if you`re close enough. What happens is that when you hit the grounded opponent with a Mad Spectre, they end up reeling almost in a slow- motion fashion from the pulse. As they are reeling, Wingnut turns to release another pulse. Usually by the time he turns back to the side the opponent is on, they would have recovered. Normally this is true, but the distance between the characters plays a role in this. The pulses expand when they are released, but they do it quickly. So any part of that white ring is the pulse hit as it grows larger. If Wingnut is right on top of the opponent when it hits, they`ll be struck with the ring on its creation and take the full force as the ring expands. The ring will have been long gone before Wingnut turns to make another, but the stun impact keeps them reeling. Since there is nothing on the other side that is being hit, Wingnut immediately turns back toward the still reeling opponent and creates the next pulse ring. Some push back is made, and the gap can shove the opponent out of the combo range of the pulses. However, even if just two of the rings connect, it will have done at least 60% damage. Characters like Cyber Shredder have higher defense, and he is able to take all three blasts while at full health, doing 75-80% damage. ( Setups ) 1) Corner = great As the section above said, each pulse will push the opponent back after it is made. Regardless if it hits or is guarded. So if you work the opponent into the corner with Crouching NKs and the Kyuukouka Kougeki, you potentially win the match if they take a Mad Spectre. Because unlike the opponent, Wingnut doesn`t go anywhere. Wherever you do the Mad Spectre, Wingnut is glued in that spot until it`s over. So each pulse will beat them against the corner with no chance of getting out of it. If they guard, it will still take off a decent chunk of damage. My suggestion when you do this is to get them deep into the corner. Then when you get your U.A.G. filled, jump up-back and do the Mad Spectre as soon as Wingnut is in the air. That way once the Mad Spectre is over, Wingnut will continue to go backwards a bit out of range of the recovering opponent to prevent being easily counterattacked. 2) The Anti-Projectile No mistake, this is another thing to use when the opponent throws a horribly timed or placed projectile. Since Wingnut automatically jumps when the Mad Spectre is done, you can simply just do it to go over the projectile and have the pulses hit to counter. Sadly the game won`t allow for two Ultimate Attacks to be on the screen at the same time, else this would be great to counter Asuka`s Ninpou: Kamikaze (Ultimate Attack) or Donatello`s Ryuu Hadou (Ultimate Attack). ( Special ) - Six Pulse "Six Pulse" is what I refer to when Wingnut gets the entire Mad Spectre to hit which will end up winning the round regardless of how much life they have. And when I say "entire," I mean _entire_. All six blasts. Now as you read that you may be asking yourself how is this possible. You can only get three blasts to hit at most, right? Not really. Six Pulse is somewhat difficult to do mainly because of the positioning of Wingnut and the opponent. The basis behind it is to put Wingnut over the opponent, where he`s practically "sitting" on their head, as you do the Mad Spectre. The pulses expand so far that they actually overlap, so the opponent will be caught in the middle of them. It`s not 100% safe, but chances are if the opponent tries anything while Wingnut is attacking, they`ll get hit with one of the blasts. Which can result in them hitting back and forth between them to defeat them. Since Wingnut can only do normal attacks after Hovering, you have to rely on jumping to position him over the opponent. Normally you`ll probably get your U.A.G. up after you have poked them with so many Crouching NPs, NKs, and Kyuukouka Kougeki. If you do it with Crouching NK (which I recommend), then you`ll have a little more space to work with as they are caught guarding low. Jump with UF and do the Mad Spectre when you`re directly over them. Large opponents like Cyber Shredder, War, and Chromo Dome won`t be able to do much more than take the blasts because moving will be fatal. Leonardo, Asuka, and Michaelangelo do have a chance in stopping Wingnut or trading hits with a pulse since they all have uppercuts. Risky on their part, but possible. Notice that Armaggon isn`t listed because his Jaws Upper (Charge d,u + K) arcs and can very well run right into a blast or miss Wingnut entirely. Opponents can attempt to though; after all, Armaggon is invincible in the first couple of frames of the attack. But in most cases, even for the normal uppercut-having characters, they can still be caught by a stray pulse. Another setup to Six Pulse is after a knockdown, which is just going with the usual jump over them as they are getting up. Again though, some uppercutters may have a slim chance to hit Wingnut, depending on how low he is to them as they are standing. The full six blasts will defeat any opponent no matter who they are or how much life they have. You can see it happen if you fight a CPU Karai. Work up your U.A.G. and then jump high toward her. Karai will always dash underneath Wingnut to try and get away. When she is directly underneath him, perform the Mad Spectre and all six pulses will hit to defeat her. =============================================================================== shell o8 : USING WINGNUT EFFECTIVELY =============================================================================== As I`ve said through most of this FAQ, Crouching NK is Wingnut`s go-to move. With its range, speed, and overall annoyance factor, this move is going to be used in clusters to work up that U.A.G. meter and score a dizzy. Adding in Crouching NP, Standing FP, and the Kyuukouka Kougeki into the mix, Wingnut`s flowchart will consist of something like this: (Hovering) | Jumping NK - - Standing NK | > | | - Crouching NK Jumping FP - - Crouching NK - - Dash Punch - | (variable #) | (variable #) | > | | | | | - Ryuusei Otoshi - Standing FP - | | | - Crouching NK - Ryuusei Otoshi - Kyuukouka Kougeki - | (variable #) | | | - Mad Spectre - Standing FP With not that many attacks in his arsenal, Wingnut`s chart seems to be over repetitive. But in a nutshell, this is the overall way to keep his pressure on and hold the opponent guarding. Speed is on Wingnut`s side in both his motions and most of his attacks, but the only attack that will give even the slightest bit of "slowdown" will be Standing FP. However throwing it out there will not put Wingnut in any disadvantage due to the crazy reach it has and its ability to snuff out some of the opponent`s attacks. You`ll notice there are three points where you abuse Crouching NK, and there is a "variable #" underneath it. That is left up to you to determine how many you want to perform before following up. Usually keep it around three or four to not make the gap between the opponent incredibly large. But if you do, Dash Punch, Kyuukouka Kougeki, and Jumping Diagonal NK will help to get back that lost ground. You can trade Crouching NK for Crouching NP; whichever you prefer. Keeping the opponent guarding is what you want so that you can get the U.A.G. energy fast for the Mad Spectre. Once it`s gained, the pressure continues so that you can maintain the meter until you find that opening on where to use it. This is where your mix-up game will come in handy: throw in a Hovering into the flowchart where you see fit. Usually after a Crouching NK you can do an UF + Hovering to glide over fast and hit the crouching opponent with an overhead attack. Thus making you land and continue to poke. Cross-up with Hovering and get behind them to do the same mix-up of Crouching NK, Standing FP, or Ryuusei Otoshi. This will effectively keep your meter charged up, and soften up the opponent so that you can catch them with the Mad Spectre when they least expect it. Hover over projectiles and close in that gap. People like Leonardo, Armaggon, and Michaelangelo may play the "jump over the fireball so I can get a free uppercut" game with you. If they are baiting you for that, instead jump over the fireball toward them. Then Hover backwards when they uppercut so that it whiffs and Wingnut lands first. At that point you can choose from your weaponry on how to punish them, but a Ryuusei Otoshi will put you back into the driver`s seat. However, do watch for off-the-ground uppercuts. I`ve been into a great deal on setup for the Mad Spectre in its section, so this will be a small recap. Once you work the opponent in the corner, beating them against it with the Mad Spectre will take away a considerable amount of life. Do watch out from knocking them out the air with it on some occasions. That pulse alone will do some heavy damage, but depending on how you jumped when you did it can leave Wingnut open after they are done guarding the other blasts. =============================================================================== shell o9 : FIGHTING THE HUMAN OPPONENT =============================================================================== -- [ VOTED TIER RANKING ] ----------------------------------------------------- [ - S Tier - ] [ - A Tier - ] [ - B Tier - ] [ - C Tier - ] [ - D Tier - ] Karai Armaggon Wingnut Cyber Shredder Asuka Rat King Raphael Michaelangelo Chrome Dome War Donatello Leonardo According to both SRK.com and NewChallenger.net, this is a ranking based off a couple of years of work and collected data from various websites. The overall basis of the tier list has been recognized by many gamers across forums, and agreed upon for the most part. Give or take a twist here and there between Tiers B and C (ie - some feel Chrome Dome and Donatello can be switched). -- [ VS. ARMAGGON ] ----------------------------------------------------------- Believe what you will, but Armaggon is actually stronger than Raphael. Not by a huge margin, mind you. Armaggon is also ranked as a beast due to being able to issue a rather easy yet effective trap. What makes this more of a pain is that even though Wingnut will mainly be in the air, Armaggon can still manage to lay the trap down. It focuses on him throwing out NP Cyclone Waves (Charge b,f + NP) and pursuing them with a low Yuuei Zutsuki (In air, d + FP). The NP Cyclone Wave moves slow, much like Guile`s Jab Sonic Boom. As the wave travels Armaggon can recover and jump, then do a low Yuuei Zutsuki to get in close really fast. The Yuuei Zutsuki works similar to Wingnut`s Kyuukouka Kougeki, by having the same deep arc and ability to do it at any point in the air. The disadvantage to it is that it doesn`t recover instantly like the Kyuukouka Kougeki (Armaggon doesn`t land when it hits), and instead Armaggon will follow-through with the entire distance until he is real close to the ground to land. This is why it`s done low so that it relatively acts like the Kyuukouka Kougeki to "recover fast." The other half of the trap is after any Cyclone Wave or Yuuei Zutsuki, Armaggon can be charging DB to have another Cyclone Wave to fire, or a Jaws Upper (Charge d,u + K), which has invincible frames at startup. The FK-version hits twice, does massive damage, crosses up, and Armaggon recovers rather swiftly. Chances are if both hits connect, it will knock Wingnut dizzy. If the Jaws Upper grazes and only one hit connects, Armaggon will more than likely have another one charged to use when he lands. This matchup can end up 6-4 in Armaggon`s favor easily, but Wingnut can turn things around by playing very safe. Abuse a lot of Moonbusters to play some keep away. Even if you knock Armaggon down, don`t try to get in close with okizeme expecting to get him with Crouching NKs. He`ll just wake up with a Jaws Upper and gain advantage. So work him with Moonbusters and Kyuukouka Kougeki, forcing distance between you and him. If he guards a Kyuukouka Kougeki, go right in normal Crouching NKs to work up meter or move in close to throw. If he manages to guard your Crouching NKs at some point, don`t do the UF + Hover to try and catch with a fast mid. He`s guarding low already, so him getting up with a Jaws Upper again suddenly is not out of the question. Throwing out Standing FPs is not a bad thing, and can even "magically" snap Armaggon out of a Jaws Upper and Cyclone Wave. I`m not sure how, but I have more than once pegged the CPU and a couple of human opponents out of the uppercut. -- [ VS. ASUKA ] -------------------------------------------------------------- For those wondering if I made a typo, it is actually "Asuka." Look it up. Even though Asuka`s on the bottom of the totem pole, she can prove to be a potential annoyance to Wingnut. She has tools to be a real pain in the ass to deal with, provided you`re playing against someone that knows what they are doing. Asuka can kill some of your aerial freedom with her over-powered and halfway invincible Kochou no Mai (f,d,df + P), Hayabusa (qcb + K), Hip Attack (b / f + FK), and Ninpou: Kamikaze (Ultimate Attack). Hayabusa is avoidable, but she can pressure you into a corner at the drop of a hat. If she knocks you down, Asuka will normally do Hayabusa as you get up to force guards and gain meter. However, despite a couple of powerful issues, a lot else of what Asuka does puts her at major disadvantages. Guarded Crouching NK and FK slides leave her open to throws or a Crouching FP. They act like Wingnut`s Dash Punch, so Asuka slides the full length on either a hit or miss, which leave her vulnerable. Her Standing Kicks are slow, and her Punches all have short range. What Asuka players will most likely do for much of her damage is abuse Crouching FP (which has many of the same properties as Wingnut`s), Hip Attack, and Kochou no Mai, which get her out of a lot of problems. My advice in this matchup is just to stay grounded as much as possible and poke her to death. Moonbuster when needed to knock her out the air or provide space. If you wind up being on the end of an Asuka that abuses Hayabusa, continue to throw out the Crouching NPs or NKs to try and interrupt. Once you stop her, Standing FP will catch her if she tries to do another. The gap will be opened again to give you some freedom away from her assaults. -- [ VS. CHROME DOME ] -------------------------------------------------------- C.D`s extended reach and priority will make this another difficult battle for Wingnut. Add into the fact that Chrome has a large amount of setups for his Electric Piledriver (EPD) (d,u + NP + NK) that he can abuse. Granted, there are small portions of the rounds where Wingnut will actually be on the ground long enough to be open, but Chrome Dome has ways of making it happen. Case in point, his Jumping/Jumping Diagonal FK is the anti-flight. There isn`t much that can beat it, and Kyuukouka Kougeki usually just trades hits with it. A well-placed Moonbuster will counter it, but tricky. So with that and his Standing Close FP, this does hold the weight of keeping Wingnut from making too many sudden aerial moves. But you`re going to want to play this game far because Chrome will be wanting to get you in his EPD by any means. Since the EPD is so swift to execute, Chrome Dome can actually interrupt Wingnut`s Crouching NKs to pull it off suddenly. This goes the same for most other attacks that will linger out after they hit, like the Dash Punch. So if there was a match where you wanted to abuse Moonbusters, this might be it. Use them as you jump back, but be wary of Chrome Sparks (qcf + P) and Jumping/Jumping Diagonal FKs that he sends back your way. If you do find yourself face-to-face with Chrome Dome, then make room with Crouching NKs and Standing FP. Press NK as _fast_ as you can to prevent Chrome Dome from making that EPD interrupt possible. Avoid Dash Punches because you`re just asking to be thrown regardless. Standing FP has a lower risk of being interrupted, so make use of that often. -- [ VS. CYBER SHREDDER ] ----------------------------------------------------- Cyber Shredder may be one of the mid-ranking characters in the game, but he gains a boost against Wingnut due to he being able to keep him out the air by various means. Since he`s a charge character, he can`t pull off his attacks quite so swiftly. Shredder can combo his Aura Crusher (Charge b,f + P) after Crouching FP, and his Aura Crush (Charge b,f + K) after Crouching NK. (Keep in mind that "Crusher" is the dashing punch, and "Crush" is the rising knee.) Each remove a significant amount of damage and can inflict a dizzy swiftly. The Aura Crusher and Aura Crush each hit very high in the air, which can hurt Wingnut`s air game. In fact the Aura Crusher has homing and Shredder attacks wherever Wingnut is rather than advance a set distance. Kyuukouka Kougeki works well here as Wingnut can hit Shredder out of Aura Crusher and land to tag him with Crouching NKs. This is a match where you want to avoid using many Moonbusters. One reason is because if they are reflected with the Aura Barrier (Press NP + NK), they bounce back up-forward rather than downward. No need to hurt Wingnut`s aerial mobility any more than it already will be. Shredder has invincibility frames at the start of his Aura Crusher, but it`s nowhere near as good as Raph`s or Armaggon`s. Cyber Shredder also has great low kicks, and it _almost_ seems as if Crouching NK chains into Crouching FK. Against a footsie-playing Shredder, UF + Hover to tag him with an NK to get into your normal flowchart. If you`re knocked down and Shredder is sitting in wait for some okizeme, you can do the UF + Hover off the ground to get a surprise reversal. Peg him with Standing FP as much as you can. It is able to stop his Aura Crush and even his Crusher if timed right. I`m not going to lie to you, this can be a -hard- fight for Wingnut. -- [ VS. DONATELLO ] ---------------------------------------------------------- Fortunately, Donatello sucks against Wingnut. Aside from his strong Standing FP and Ryuu Hadou (Ultimate Attack), he doesn`t have much else going for him. He has no 2-in-1s since each of his moves have about a half second of startup time. So this really shouldn`t be a battle that Wingnut can`t win. The only things you may have to worry about is his Jumping/Jumping Diagonal FP and Standing FP. Each are effective anti-air moves and can take Wingnut down from flight with ease. Don`s Standing FP hits twice and both hits connecting can sometimes end up inflicting a dizzy. Pressure for Don comes from his Dynamite Headbutt (When close, b / f + FK) used to knock Wingnut into the corner, allowing him to gain meter by using his Dance Attack (qcb + K, move b / f) and Hyaku Retsu Tsuki (Press Punch rapidly, move b / f) for okizeme. If you are hit with the Headbutt, get up and guard the Dance Attack, then immediately jump and Moonbuster or FK Kyuukouka Kougeki. -- [ VS. KARAI ] -------------------------------------------------------------- Konami made Karai a pest just for the hell of it. The problem is that most of her attacks don`t do _that_ much damage, but they`re fast and hit so many damn times. Which just gets her U.A.G. up near instantly, but thankfully her super isn`t good. I doubt in a serious tournament Karai would be allowed anyway since all she has to do to win is Jumping Diagonal FP over and over and over again. Because of how fast she is, Wingnut will have to chase Karai down. Not that much of a problem to do in the long run actually. If it`s obvious that Karai is going to do her Bakuretsu Jigoku Ken (Press NP + NK (air)) on you, then jump back and Hover backwards before she attacks. Karai homes in on Wingnut but the homing ability only keeps track of where he was on the ground. If you Hover back, Karai will attack the empty space where he was and leave her vulnerable on her freefall. Unfortunately you really can`t do too much while she is up there, but you can throw a Moonbuster and it may hit her as she lands. Kyuukouka Kougeki also comes in handy here because Karai has no way to stop it, or most other air attacks actually. Be careful while on the ground, and not only for her Bakuretsu Jigoku Ken. Karai also has sliding attacks that dart forward in a frame`s notice to poke Wingnut out of nowhere. They take off little damage alone, but allow Karai to get in close fast for her throws which will push Wingnut into the corner. -- [ VS. LEONARDO ] ----------------------------------------------------------- The leader of the Turtles can give Wingnut a decently hard time. Mainly due to his insanely ranged Shining Blade (f,d,df + P) and its priority. Leonardo`s primary arsenal centers around Standing FPs (great poking attack which reaches about 1/2 screen distance), Standing FK (stops jumping attacks), Crouching NKs, Shining Blade and Shining Cutters (qcf + P). Watch for his c.NK > c.NK XX Shining Cutter and s.FP XX NP Shining Blade combos as those dizzy swiftly. Unless comboed, Endless Screw (qcb + P) is stupid to use since Wingnut can crouch to avoid it. What you may want to do is trick Leonardo into doing Shining Blades by jumping at him and Hovering back to avoid. Since Leo arcs forward though, be wary of the range so that you still won`t be nailed. There isn`t anything guaranteed Wingnut can do to trade hits or beat the Shining Blade (though Kyuukouka Kougeki may do it once in a while, but isn`t reliable) so you have to just play it safe. And Leo doesn`t stay in the corner for long because of it. If he manages to work up meter and get off his Hyaku Retsu Hyappo Shin Ken (Ultimate Attack), jump and Hover over it as far as you can. You may get hit with one of the punches on your descent, but it will knock Wingnut harmlessly through the rest to hit the ground. Though the length that the Hyaku Retsu Hyappo Shin Ken lasts is ungodly, so stand while guarding if it`s still going on when Wingnut gets back up. -- [ VS. MICHAELANGELO ] ------------------------------------------------------ Mike`s a considerable opponent, but doesn`t hold a candle to Raph. His multi- hitting attacks can cause heavy damage and re-dizzies if he manages to get in close and combo them. Mainly looking for ways to combo in his Rising Thunder (Charge d,u + P) after a few Crouching NPs hit. Sometimes though the Rising Thunder will only graze Wingnut and doesn`t score the knockdown. Thus Mike is left in freefall open to the Crouching NK assault. This is another battle where you can use the "Jump in, Hover backwards" strat if Michaelangelo tries to catch with a Rising Thunder. The arch and height of the uppercut is fierce, but Leo`s is still much better and will knockdown no matter what. On a positive side, this is a fight where you can use Moonbusters with little threat of being punished for them. Obviously you don`t have to and just stick to the basics, but it is another tool there for you to throw in. Mike can spam his Dragon Breath (hcf + P) like crazy, and chances are a player will be charging a Rising Thunder in case you get the idea of coming in close. Mike`s Dynamite Bomber (Charge b,f + P) isn`t a pain to deal with since it doesn`t arch too high. A tactic used is when they use it on the ground after a couple of Crouching NP or a Standing FP. You can try and do a Standing FP to stop it, but it may just be better to just guard it. The problem is that it`s so safe on block as it pushes Wingnut back. Like with Asuka, Mikey`s low kicks are slides, and they leave him open if guarded. A perfect time to stab him with a Standing FP or throw. -- [ VS. RAPHAEL ] ------------------------------------------------------------ Raphael. What can I say about Raphael? Aside from the fact he is the dirty little stepchild your mom warned you about, and will be a pain in the ass to deal with. One thing is for sure: get used to Chest Busters (Charge b,f + K), because it will be Raph`s primary assault and combo ender. It will link onto _ANY_ Standing or Crouching attack (except FK) he has. You can easily find yourself on the end of about three or four Crouching NKs that end with a Chest Buster if you`re not sharp. If that wasn`t bad enough, Raphael`s FP Drill Attack (Charge b,f + P) is similar CE Vega/M. Bison`s Psycho Crusher and goes through Wingnut on block. It doesn`t go full screen, so once Raph passes through, he`ll end up right next to Wingnut and it becomes a guessing game on if he will throw or attack low. Even jumping in at Raphael is rough because his Crouching FP and Chest Buster each work as very effective anti-air moves. Okizeme? Not going to work. Since the Chest Buster is invincible on its opening frames, he`ll pass right through most attacks. So what _can_ you do? The pickings are slim, but as powerful and versatile as the Chest Buster is, it doesn`t recover as fast as the Power Drill does. You can get Wingnut`s Crouching NK barrage to deal some damage _if_ you guard it. Though you may want to instead use Crouching FP to get better damage, then Standing FP to catch if he tries to attack again. Or guard it and wait for another Chest Buster, then repeat. Throw with Ryuusei Otoshi so that Wingnut can get the upperhand on him. This is another match where Moonbusters and Kyuukouka Kougeki will come in handy to swoop down fast. Careful: Chest Buster can knock Wingnut out of his Kyuukouka Kougeki if too far. If Raph gets his Atomic Energy (Ultimate Attack), back up as far as you can. Since it showers blasts at an angle, Wingnut can jump back and Hover backward to stay away. -- [ VS. RAT KING ] ----------------------------------------------------------- I personally believe Rat King is more of a challenge than Karai when it comes to the bosses. I`m sure some may disagree. Rat King may be the slowest one in the game, but makes up for it with power even though he only has a couple of special moves in his arsenal. The main attack that will be an absolute killer to Wingnut`s assault is Rat King`s Super Dropkick (Jumping/Jumping Diagonal FK). It`s instant and will knock down all the time. And since it`s a FK, it`ll beat out most of Wingnut`s attacks easily - even his Kyuukouka Kougeki. Rat King can use it no matter how high or low he is in the air. So like with Wingnut`s UF + Hover, Rat King can do a Super Dropkick immediately after leaving the ground to counter most any attack Wingnut does. Which ultimately leads to Rat King able to work his way in close and catch with a Rat Bomber (When close, hcf + P). First of all, the only attack that will beat the Super Dropkick is a Moonbuster. Since Wingnut has startup time with it, you can`t use it when you see the kick coming at you. You`ll have to anticipate it and use the Moonbuster to counter. If it hits, it will knock Rat King down and put you at a chance to rush him down with Wingnut`s normal assault. As good as that is, Rat King does have a command throw. And with the engine that this game is made with, command throws sometimes have weird properties and can literally come out of nowhere - like Chrome Dome`s Electric Piledriver. The other nasty fact is that Rat King has taken a page out of the `King Of Fighters´ manuals and can combo the Rat Bomber from a Standing NP or FP. Which will result in Wingnut losing 1/2 of his lifebar. If all else fails, play an air game and zone him with Moonbusters until you knock him down. Get a good distance while poking with Crouching NK and Standing FP. Unlike the Electric Piledriver, Rat King has to be in the opponent`s face for the Rat Bomber to connect. So if you keep at least a half-character`s distance from him, you`ll be out of range. -- [ VS. WAR ] ---------------------------------------------------------------- War`s strength mostly comes from his greater reach and jumping which is used to counter Wingnut in some of his aerial moves. Especially War`s Punches that curve with a great downward arc. Coupled with War`s vast jumping range, him getting over Wingnut to strike from above won`t be hard. Also War`s Jump Head Press (Charge d,u + K) tracks and has monster priority against aerial attacks. It`s swift too, so even attempting to jump up and counter it isn`t going to be easy. The best thing to do is guard it if you`re on the ground. However after it hits, War is usually bounced back to a safe position. Even throwing out a Dash Punch won`t always reach him. Pursuing him can lead to Wingnut being hit with his Turn Upper (Charge b,f + P) if he`s charging it up. War`s _also_ safe after his Turn Upper and recovers without much of a frame transition. But in all honesty there isn`t much else out of what you know on trapping an opponent to deal with War. Jumping NKs come in handy again, but will lose to a Turn Upper if it`s thrown out to counter. FK Kyuukouka Kougeki will be a nice way to get in at him and then drop to pelt him with Crouching NKs. Moonbusters are an effective way to keep him grounded, as it can catch him in the middle of a jump to allow you to put on pressure. He is a charge character though, and not as vicious as Cyber Shredder. So you shouldn`t have too much problem. -- [ VS. WINGNUT ] ------------------------------------------------------------ It`s hard to talk about what to do in mirror matches. Especially with high- ranking characters like this. If both Wingnut players know the same overall strategy, then this is going to be a Crouching NK poke fest more than anything else. And should be about three Mad Spectres a round also. But for argument sake, let`s say you`re fighting against a moderate-level Wingnut. Against a Kyuukouka Kougeki, UB + Hover to escape it. Or Jumping FK to catch them out the air. If they are using a lot of Moonbusters, either Hover over them or Dash Punch underneath. Catch on the descent with Ryuusei Otoshi or Standing FP to punish. Concentrate on getting that Mad Spectre by any means necessary. =============================================================================== shell 1o : MISCELLANEOUS INFORMATION =============================================================================== -- [ COLORS ] ----------------------------------------------------------------- 1P - Blue skin tone, orange gloves, orange leg guards, brownish wings 2P - Green skin tone, orange gloves, orange leg guards, reddish wings -- [ WINNING POSE ] ----------------------------------------------------------- Wingnut does a spinning handstand (Standing FK), then punches a fist up into the air (Standing Close NP/FP) while laughing. -- [ COMBOS ] ----------------------------------------------------------------- With the lack of a combometer to show guaranteed combos and hits, it can be hard to determine if a string actually works - but not impossible. Wingnut has no moves that can be used as great combo enders, but below are combos that will work for him to use in your assault. 1) FK Kyuukouka Kougeki \/ Crouching NK > Crouching NK .. 2) Jumping NK \/ Crouching NK > Crouching NK .. 3) Jumping FP \/ Standing NK > Standing NK > Standing NK 4) Jumping FP \/ Crouching NK > Crouching NK .. 5) Opponent in corner. Low Moonbuster \/ Standing FK 6) Jumping FP \/ Crouching FP 7) Jumping FP \/ Dash Punch 8) Cross-up NK \/ Standing FK 9) Cross-up FP \/ Standing FK This is pretty much it. All the above really is going to be his combo support against anyone. Out of all the combos, #2, #4, and #6 should be what to usually go with. The only time you`ll use #1 is if Wingnut is really far from the opponent - as in on the opposite end of the screen. Any other time you`ll be playing rushdown with Wingnut, so jumping and Hovering with NK and FP to hit will be your main combo starter. Which leads into more Crouching NKs (noted with the "..") or a Crouching FP for great damage. Combo #7 is used if you want to close a gap, but is not safe as Wingnut is left open to throws or a combo. -- [ BONUS STAGE ] ------------------------------------------------------------ Use Crouching FP. It hits all three safes at the beginning to break them at the same time. Wait until the next one falls and start doing Crouching FPs again to start breaking them as they fall. If done correctly, you`ll finish the bonus stage with 11 seconds left. That`s the fastest I could pull it off. =============================================================================== shell 11 : QUOTES + ENDING =============================================================================== -- [ WINNING QUOTES ] --------------------------------------------------------- - Quotes in English "Fighting against someone without wings seems like a waste! Train yourself and challenge me again!" "Uhi uhi hihihi!! My face is so nice. Don`t you like to look at my face?" "You have fought well, but you are not strong enough!" - Quotes in Japanese "Kuuchuusen mo dekinai nante hanashi ninaran. Seizei shugyou shiro yo!" ("What are you talking about not being able to do an air battle? At the very most, LEARN!") "Uhya hya~! Kono NAISU na BODI-, NAISU na FEISU orette SAIKO-!!" ("Uhi haa! With this nice body and nice face, I am definitely the best!!") "Yoku, tatakatta yo! Shikashi na jitsuryoku teki ni wa mada mada da na!! Uhyo~!!" ("You fought well, but you still lack any capability!! Uho~!") -- [ ENDING ] ----------------------------------------------------------------- - Ending in English "I only entered this tournament to pound some heads!! Oh well, I guess I pounded everybody else and wound up winning! Well, now I`ll be able to waste even more money!!" - Ending in Japanese "Himatsubushi ni detara kacchatto yo! Orette tsuyokatta no ne~. ("Just killing time now that I finished winning! I was so strong, huh~. Maa tsugi no omoshiroi koto ga mitsukaru made asonde kuraso~tto!!" Well until I find the next interesting thing, I`ll try to play quietly!!") =============================================================================== shell 12 : SPECIAL THANKS =============================================================================== - Konami ( konami.com/ )( konami.co.jp/ ) Thank you for doing TMNT games right. The four-player arcades and this one are the best ever. Another one should be made, but not based on the new series. Think about it. - Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com/ ) This is a given. The FAQ-emporium still is supreme. (GameFAQs : http://www.gamefaqs.com/features/recognition/300.html) - Shoryuken.com ( shoryuken.com/ ) No one in particular added any input to my FAQ. But not too long ago they did open up a thread to rediscuss this game and a tier system on how it was set up. So reading through that had brought a lot of new things to my attention, which I added in here. - NewChallenger.net ( newchallenger.net/ ) A massive post on many of the great and popular fighting games on the market today - past and present - and the tier ranking of all the characters. I was a bit surprised to find this game on it, and even more so on how closely the list matched my personal ranking. - "Tortilla Godzilla" ( tortilla@qualityroms.com ) His vast and accurately created TMNT FAQ is the only one on the web, but it gets everything out the way about the game. I submitted some details for him to add to his FAQ a while ago, and in return I used it to get some Game Genie codes and character information used in this FAQ. (GameFAQs : http://www.gamefaqs.com/features/recognition/5697.html) =============================================================================== shell 13 : REVISION HISTORY =============================================================================== - version 7.5 / July 28, 2011 I actually touched this again and edited the normal attacks section some to a cleaner format, as well as add some additional details to his moves. - version 7.o / February 22, 2010 A possible final update, as I went through to cut out some of the excess information and adds in some combat details. One new combo was added also. - version 6.o / April 11, 2009 The tier list has been altered a bit, as well as including the bosses. Seems that somewhere this game is still played and new things come out of it. I can appreciate that, as it shows that it can hold up over time. Overall the list is the same. Edits and additions to the v. human opponent section made as well, just to clear up my own work and add in in-depth tactics. - version 5.5 / June 17, 2008 Editing some notes and strat in the v. human opponent section, and added some more detail to some of Wingnut`s specials. Minor cleanup as well. As an added bonus, the tier listing is put up. I said I wasn`t going to add it, but it`s interesting to see where Wingnut (and the rest) has been voted to stand among many other gamers across the world. - version 5.o / June 10, 2007 I haven`t touched this FAQ for over six months. In this version there are some minor fixes to wording and move explanations. Also updated information on Wingnut`s Hovering move. - version 4.7 / December o5, 2006 Although I speak English, I type it horribly. This is just a revision to clear up a lot of badly worded text. Also some additional notes are included to his flowchart and fighting certain opponents. - version 4.o / July 12, 2006 I`ve recently been awakened, and see more of the power of Armaggon. He is a rather dirty beast after all. Still I don`t think he`s as bad as Raphael, but close enough. So additional strats have been added when fighting Armaggon, Asuka, and Leonardo. Plus a bit more information on a couple of Wingnut`s normal attacks, and I added the amount of points all the attacks do. More outline changes and spelling corrections. Nothing major. Unless any huge changes or additions come to my attention, I think this is done. - version 3.o / June 29, 2006 Finally I got my hands on the Japanese movelist and changed the attacks to the correct names for Wingnut and any character that was mentioned. Most of the attacks are the same in Japanese and English, but there were a few (like Asuka) who had generic American names for Japanese attacks (ie - "Tornado Attack" is actually called "Ninpou: Kamikaze"). Still the command notation is there so you know what attacks I`m talking about. I added an attack chart to Wingnut`s basic attacks to show the hits and any canceling properties that he has too. However since Wingnut doesn`t have any real special moves that are performed on the ground, it made that a little difficult. However I based it on if they can cancel out of the attack into the Dash Punch and multiple usage, and came up with the chart that way. - version 2.o / June 9, 2006 A bit more information in how to fight some of the other characters, which I went through each and played to get more in-depth with their attacks and how they would effect Wingnut. Also a few corrections here and there to the text and spelling errors. Plus I have the Japanese version so added the quotes in as well, as well as translate them. For Wingnut, I didn`t find any different gameplay notes between the versions, so I believe the ports are the same. - version 1.7 / November 29, 2005 Cosmetic changes and corrections. There were a lot of typos. - version 1.5 / June 16, 2005 Updating details in general, but added some comments in the "Fighting The Human Opponent" section. Especially against Armaggon, Mike, and Raph. Thanks to the SRK.com forum people for their thread on the game to shine some insight on character mechanics. I`ll have to go through it again to see if I missed out on some Wingnut points later. - version o.5 / February 25, 2005 Small amount of editing, and added the combo and bonus stage sections. - version o.o / February 12, 2005 FAQ completed all the way through and submitted to GameFAQs. =============================================================================== shell 14 : FINAL NOTE =============================================================================== Oss`! Early in `04 I got back into this game because someone wanted to have a small tournament in it up in Pennsylvania. Though I wasn`t able to make it up to it, I got stuck playing this. And taking it on a much more in-depth level than I have ever done in the past. A lot of my training from `Soul Calibur 2,´ where I was taking into account frame data and guaranteed and broken tech, started bleeding off into other fighting games I was playing. So I was looking for the best characters in this old fighter and managed to find some very useful information. Though I said if I ever got the chance to get into a tournament for this game, I`d use Wingnut and Cyber Shredder. Since I have more broken fun with Wingnut, I decided to use this week and write a FAQ for him. But since no one else plays this game except me, it`s in vain. Have something to say about the game or this FAQ you want me or others to know? Find any of the above information wrong or misleading? Or maybe you have info or extras to add onto what`s posted. Whatever the case is, feel free to send it! Anything that is posted within the FAQ, you not only get full credit. Oh no no! You also receive unauthorized bragging rights that give you the Almighty-given gift of annoying the hell out of people with. .. By the way, thanks for reading! Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^ - `shouji´ ------------------------------------------------------------------------- | `It must be inordinately taxing to be such a boob.´ | | - The Brain, to Pinky; `Animaniacs´ | -------------------------------------------------------------------------