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- Developer: Game Arts
- Publisher: Ubisoft
- Genre: Party, Fighting
- Players: 1 to 4
- Modes: Arcade, Tournament, Misison, Nintendo WiFi, Battle Royal
- ESRB Rating: E10+
- Platforms: Nintendo Wii, Playstation 2
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About the Game
Teenage Mutant Ninja Turtles Smash-Up is a multiplayer party fighting game for the Nintendo Wii and Playstation 2 that is developed by key members of the Super Smash Brothers Brawl team. The game features an arcade mode, a Mission Mode with 51 missions to complete, a Tournament Mode, and an online component as well for Wii owners over Nintendo WiFi. -
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Controls
- Wii Remote Controller Mode
- Control Pad Left and Right: Movement
- Control Pad Up: Jump
- A: Use Ninja Power
- B: Shield
- 1: Attack
- 2: Strong Attack
- -: Change (Only in Tag Mode)
- 1+2: Grab
- A+2: Taunt
- Wii Remote and Nunchuck Controller Mode
- Control Stick Left and Right: Movement
- Control Pad/Stick Up: Jump
- Control Pad Left, Right, or Down": Use Ninja Power
- A: Attack
- B: Strong Attack
- C: Hold down to enter point mode with the Remote
- Z: Guard
- -: Taunt
- A+B: Grab
- 1: Change
- Classic Controller Mode:
- Control Stick Left and Right: Movement
- Control Stick Up or X: Jump
- a: Attack
- b: Strong Attack
- y Use Ninja Power
- R: Guard
- L: Enter point mode.
- ZR Grab
- ZL Change (Only in Tag Mode)
- Gamecube Controller Mode
- Control Stick Left and Right: Movement
- Control Stick Up or Y: Jump
- A: Attack
- B: Strong Attack
- X: Use Ninja Power
- R: Guard
- L: Enter point mode
- Z: Grab
- Up on Control Pad: Taunt
- Down on Control Pad: Change (Only in Tag Mode)
General Tips
NOTE: From here on I will be referring to the Gamecube Controller Mode since it is my preferred method of playing the game.Defense
- Smart defense in Smash Up isn't just about avoiding taking damage, but also dodging your opponent's attack in such a way that puts you in a position to punish them.
- There are four main defensive maneuvers in the game: Guard, Dodge, Roll, and Air Dodge.
- Guarding is done by simply holding down R. It is the safest way to defend yourself since it doesn't require any special timing, but you need to be careful about abusing the guard since your guard can break, which will allow your enemy a free hit.
- A standing dodge is done by holding down R and then pressing down. Performing a standing dodge will cause your character to flash as he or she steps to the side. If you can dodge right when an attack is about to hit you, the attack will go right through and you'll be in a position to coutner attack while they're still in the recovery time for their move.
- Rolling is done by holding down R and pressing left or right. Rolling is similar to a standing dodge in that, if you can perform it in the middle of an enemy attack and roll behind them, you not only will dodge the attack, but also put yourself in a position to counter attack. Rolling requires less precise timing than a standing dodge, but it also takes longer before you're able to counter attack, meaning the enemy can recover before you get a chance to get your move off.
- Pressing R while in the air will cause your character to perform an air dodge. Air dodges are great not only for the obvious use of dodging attacks in the air, but they also can be used in place of a standing dodge by jumping and very quickly pressing R. Air dodges will cancel all upward momentum and cause you to fall right back down to the ground.
Using the Stage
- Most of the stages in Smash Up have some pretty devastating stage hazards that you can use to your advantage if you know what they are.
- Check out the Stage Strategies section of this guide once it is done for a listing of all of the interactive aspects of each of the stages.
- Note that the "Point" mode where you point the remote at the screen and then press a button to shoot can be used to activate environmental traps.
Grabs
- Grabs can be very deadly in Smash Up due to their high damage output and the ability to follow many of them up with a strong attack.
- Once you've grabbed an enemy, quickly press either up, left, or right to throw them in that direction. If you take too long to throw, the enemy could break free of your grip.
- If you're close to a wall when you grab an enemy, you will perform a special wall throw that is different from your regular throw and for many characters will actually deal more damage or put them in a very advantageous position.
- Experiment with each character's grab in practice mode and see which throws are most useful, deal the most damage, and which ones can be followed up with attacks.
- Note that you can reverse a grab by pressing R when you see a "G" icon appear over your head.
- If you get grabbed yourself.
Damage Decay:
- Like in the Super Smash Brothers series of games, the more you use a specific move or combo, the less damage it deals over time.
- Keep this in mind and try to maintain a variety of attacks that you use to deal damage. Don't just spam your character's main triple combo with the A button.
Wall Attacks
- New to Smash Up, when compared to Smash Brothers, is the addition of wall attacks.
- To perform a wall attack, jump on to the wall and hold the control stick in the direction of the wall to latch on.
- Once latched on to a wall, press the A button to spring off the wall and dart towards your enemy.
- Wall attacks are very powerful and are especially useful when they can catch an enemy off guard, but they are also very punishable and should not be spammed.
- If someone tries to spam wall attacks on you, just use a standard block and then hit them with a strong attack while they're still recovering.
- Generally you want to use a wall attack to mix things up when you have an enemy near a wall. You should never ever use a wall attack on a skilled enemy who is far away.
Teching or Ukemi Rolls
- Like in Smash Brothers, if you can press the guard button right when you hit the ground after getting attacked, you can roll away and avoid the time it takes to recover from off the ground.
- This is very important as wake ups in Smash Up are very dangerous against skilled opponents who can predict what you'll do when you get up from the ground and can punish you accordingly.
Characters
How to Read This Section:- Look at your number pad and imagine that there is a control stick coming out of the number 5 key. When I say 6A, I mean forward A, since if you were to move the control stick forward from the number 5, it would move towards the number 6.
- Likewise, 2A would be down A and 8A would be up A.
- All of these directions are assuming that you're facing the right. If you're facing the left, 6A would become 4A, 3A would become 1A, and 7A would become 9A.
- I will also be using common Smash Brothers terminology like "Tilt" and "Smash". A Tilt attack is when you tilt the control stick in a direction and then press the attack button, while a smash attack is when you smash the control stick on a direction and press the attack button simultaneously.
Contents
Leonardo
A Attacks
- A: Single slash. Damage: 20
- A, A Combo: Double slash. Damage: 41
- A, B Combo: Single slash then slash with two swords. Turns enemy around. Damage: 60
- A, A, B Combo: Double slash then jumping back kick which will knock the enemy away. Damage: 62
- A, A, A Combo: Basic three hit combo that knocks the enemy up with the last hit. Can follow it up with a jumping slash. Damage: 53
- Tilt 8A: Leo slashes his sword upwards. Does not knock the opponent in the air. Damage: 60.
- Tilt 3A: Leo pokes his sword at the enemies legs. Great poke that is quick, has great range, and deals a good amount of damage. Damage: 75
- Tilt 7A: Leo does a backflip while spinning both of his sword. Knocks the enemy up and can be followed up with a jumping slash. Damage: 85
- Smash 6A: Leo swings both swords forward and knocks the enemy flying. Decent range and lots of knockback power make this a great move for punishing opponents. Damage: 100
- Smash 2A: Leo spins on his shell with his swords out. I'd recommend using the Down B Smash instead. Damage: 65 (Multi-hitting)
- Smash 8A: Leo jumps up and swings his swords down much like he does in his Forward A Smash. In fact, it pretty much is the same as the forward A smash except its slower, does less damage, and hits a little bit higher. Damage: 85.
Aerials
- Jumping Neutral A: A basic and quick jumping slash that hits in front of Leo in an arc. Damage: 60
- Jumping 8A: Leo stabs his sword upwards. Damage 40:
- Jumping 2A: Leo crashes down with both swords. Pretty much the same as everyone else's jumping down A attack. Don't use too often since it has a very long recovery time. Damage: 45
B Attacks
- B: Leo stabs his two swords forward one at a time. Good as a poke due to its fairly long horizontal reach. Damage: 65
- Tilt 6B: Leo moves forward as his slashes both swords over his head one at a time. Good move to press forward with. Damage: 89
- Tilt 8B: Leo swings both swords over his head one at a time. Much preferred over both his tilt up A and his Smash Up A when it comes to hitting enemies above him.
- Tilt 7B: Leo swings his swords in a rainbow arc above his head. Knocks the enemy into the air and can be followed up with a jumping attack. Damage: 100
- Smash 6B: Leo throws his swords forward, they spin around in front of him for a little, then come back. This is one of Leo's best moves and should be used against enemies that don't tech when they hit the ground. Throw these out when they're on the floor right before they get up and you should be able to get a free extra hit in.Damage: 60
- Smash 8B: Same as his forward Smash B, except he throws his swords upwards. Great when used as a follow up with his up throw. Damage: 60
- Smash 2B: Leo sweeps his two swords in both directions. Great clear out attack and much preferred over his Smash Down A. Damage: 60
Throws:
- Up Throw: Leo kicks his opponent up into the air. Great when followed with an Smash Up B attack. Damage: 90
- Side Throw: Leo flips over the enemies back and then throws them to whatever side you pressed. Follow up with a Forward B Smash if they don't tech out of the throw. Damage: 100
- Wall Throw: Leo slams the enemy against the wall and then throws them to the other side. Again, follow up with a Smash Forward B if possible. Damage: 120
Donatello
A Attacks
- A: Single strike with staff. Damage: 20
- A, A Combo: Double strike with staff. Damage: 41
- A, B Combo: Single strike then sweep with staff. Donny will spin the staff after the second hit, leaving him open for attacks. Damage: 60
- A, A, B Combo: Three hit combo that knocks the enemy to the ground. Donny will again spin his staff after the third hit. Damage: 62
- A, A, A Combo: Basic three hit combo that knocks the enemy up with the last hit. Can follow it up with a jumping slash. Damage: 53
- Tilt 8A: Don swings his staff in an upward arc in front of him. Does not knock the enemy into the air. Damage: 60.
- Tilt 3A: Donny plants his staff on the ground in front of him, jumps forward while holding on to it, and kicks the enemy twice. Turns the enemy around, which can catch them off guard if they're a human player. Damage: 30 and 58 (two hits)
- Tilt 7A: Donny does a back handspring and kicks the enemy in front of him. Good way to make some space while still dealing damage. Damage: 70
- Smash 6A: Donny performs a jump kick that takes a little while before it actually hits, but deals a lot of damage. Use only to punish. Damage: 110:
- Smash 2A: Donny sweeps his leg around in a circle. Below average clear out move due to its weak range. Damage: 60
- Smash 8A: Donny plants his staff into the ground, then jumps and swings it over his head in a large arc. Slow and damaging, but I would just stick to the Smash Forward A. Damage: 90.
Aerials
- Jumping A: A basic and quick jumping slash that hits in front of Donny in an arc. Longer range than most, but also less damage. Damage: 40
- Jumping 8A:
- Jumping A: Donny crashes down with his staff. Pretty much the same as everyone else's jumping down A attack. Don't use too often since it has a very long recovery time. Damage: 40
B Attacks
- B: Donny spins his staff around and then thrusts it forward. Extremely damaging, but also very slow. Damage: 150
- Tilt 6B: Donny's best move in my opinion. Donny stabs his staff forward with insane horizontal range. Quick, decently damaging, and relatively safe if you use the range to your advantage. Damage: 70
- Tilt 8B: Donny swings his staff upwards twice. Obviously much preferred over his tilt up A. Damage: 50 and 42. Total: 92
- Tilt 7B: Donny kicks the enemy up into the air and then spikes them down. In rare cases when you can catch an enemy coming over a pit, you can use this to spike them down. Damage: 109
- Smash 6B: Donny plants his staff into the ground, spins around, and then launches himself forward. Three hit attack that is dangerous if you miss, but damaging if it hits and covers a lot of ground. Damage: 50, 42, 21. Total: 113
- Smash 8B: Donny spins around as he jumps high into the air, hitting whatever is in his way with his staff. Great follow up to the up throw as well as for hitting enemies that are high above you. Can follow up with a jumping A attack. Damage: 4 hits for 96 Damage
- Smash 2B: Donny swings his staff in a downward arc in front of him, but it will also hit behind and work as a clear out attack. Damage: 60:
Throws:
- Up Throw: Donny kicks his opponent up into the air. Great when followed with an Smash Up B attack. Damage: 90
- Side Throw: Donny slams the enemy on the floor and then spins around on his staff as he kicks them to whatever side you were pressing. Damage: 100
- Wall Throw: Donny hits the enemy with his staff against the wall, then throws him to the other side. Damage: 120
Raphael
A Attacks
- A: Very quick stab with Sai. Damage: 20
- A, A Combo: Quick two hit combo. Damage: 41
- A, B Combo: Two hit combo that pops the enemy into the air. Use to follow up with a jumping slash. Damage: 34
- A, A, B Combo: Three hit combo that ends with a shoulder charge that knocks the enemy away. Damage: 62
- A, A, A Combo: Starts out as a basic three hit combo, but if you continue mashing A, Raphael will continue stabbing his Sai rapidly. Damage: 20, 21, 10, and then one for each extra hit.
- Tilt 8A: Raph brings both hands together and swings them upwards, knocking the enemy far away. Damage: 80
- Tilt 3A: Raph stabs both of his Sais forward, then twirls them as he brings them back. Good Poke with decent range compared to most of Raphael's other moves. Damage: 60
- Tilt 7A: Raph does a backflip and kicks the enemy into the air. Very fast and can be followed up with a jumping attack. Damage: 70
- Smash 6A: Raph slashes one of his sais forward and spins the enemy around. Quick, but not much range nor is it that damaging. Damage: 80
- Smash 2A: Raph slashes at the ground at both sides one at a time. Decent clear out move that is great for catching enemies who roll behind you a lot. Damage: 60
- Smash 8A: Raph jumps up and slashes both sais down. A little slow and not enough range to make it a recommendable move. Damage: 70
Aerials
- Jumping A: A basic and quick jumping slash that hits in front of Raph in an arc. Damage: 60
- Jumping 8A:
- Jumping Down A: Raph crashes down with both sai. Pretty much the same as everyone's jumping down A attack. Don't use too often since it has a very long recovery time. Damage: 40
B Attacks
- B: Raph reaches back and then swings his two sai forward. Very fast and has decent range for Raph. Damage: 70
- Tilt 6B: Raph dashes forward and stabs his sais out. Good range and decent damage. Damage: 80
- Tilt 8B: Raph crosses his sai and holds them over his head. Very hard to hit with since it only hits what is above him. Damage: 100.
- Tilt 7B: Raph wildly slashes his Sai over his head, knocking the enemy up into the air. Try to follow it up with a smash 2B if you can. Otherwise, stick with the usual jumping attack.
- Smash 6B: Raph holds both sais out and spins like a tornado. Multihitting, but still not that damaging. I personally don't like the move very much. Damage: 78
- Smash 8B: Similar to his Smash 6B, except he jumps upwards. More damaging and more useful since it can be used to follow up throws and the tilt 7B. Damage: Depends on how many hits you get. I've gotten as much as 106.
- Smash 2B: Raph slashes both sais out in both directions and then brings them back to his side. Very little range and damage for a clear out attack. Damage: 60
Throws:
- Up Throw: Raph jabs the enemy twice in the stomach, then throws him up. After throwing, take a couple of steps forward before trying to follow up with the smash 8B.
- Side Throw: Raph spins the enemy around and then hurls them far over to the other side. Damage: 100
- Wall Throw: Raph shoulder charges the enemy against the wall, then back drops them. Damage: 120
Michelangelo
A Attacks
- A: Single nunchuck attack. Damage: 20
- A, A Combo: Two hit combo attack. Damage: 41
- A, B Combo: Two hit combo attack that turns the enemy around. Damage 34
- A, A, B Combo. Three hit combo attack that briefly stuns the enemy. Damage: 62.
- A, A, A Combo: Three hit combo that briefly staggers the enemy. Damage: 55
- Tilt 8A: Mikey kicks the enemy up with him as he jumps into the air. Double jump to follow it up with an aerial attack. Damage: 50
- Tilt 3A: Mikey twirls his nunchucks then swings them forward for a two hit combo that knocks the enemy to the ground. Damage: 51
- Smash 6A: Mikey spins out one of his nunchucks and knocks the enemy flying. A little slow on the start up, but it stalls for a while which makes it fairly safe as long as they don't roll behind you. Damage: 100
- Smash 2A: Mikey spins both of his nunchucks at his sides, acting as a fairly good clear out move. Damage: 70
- Smash 8A: Mikey jumps into the air and then comes crashing down with a two hit kick attack. Damage: 79.
Aerials
- Jumping A: Usual jumping slash attack. Damage: 60
- Jumping 8A: Mikey jumps up and spins his nunchucks over his head. The nunchucks will continue to spin and do damage until Mikey touches ground.
- Jumping 2A: Typical jumping 2A attack. Mikey crashes down to the floor with his nunchucks out. Damage: 40.
B Attacks
- B: Mikey uses a spin kick that has very short range but can stagger the enemy long enough for you to follow up with a three hit combo. Damage: 70
- Tilt 6B: Mikey hits the enemy with a drop kick that knocks them to the ground. Decent range, but very punishable if blocked. Damage: 80
- Tilt 8B: Mikey swings one of his nunchucks over head twice. Even though its mostly meant for hitting enemies above him, it can also hit enemies that are right next to him. Damage: 40 on the first hit and 49 on the second.
- Smash 6B: Mikey jumps forward and spins with his legs sticking out. Great range and fairly fast start up make it a great move to punish with, or to jump into a fray when there are multiple people playing. Damage: 85
- Smash 8B: Mikey jumps up into the air while spinning his nunchucks over his head. Great when used as a follow up to an up throw. Damage: 70
- Smash 2B: Mikey spins his nunchucks as he swings his spinning nunchucks in a downward arc. Hits twice and can also hit enemies behind him, making it a decent clearout move. Damage: 68
Throws:
- Up Throw: Mikey trips the enemy and then throws them into the air. He doesn't throw them quite as high as his other brothers, but he does throw them with a bit of forward momentum. As usual, follow up with an 8B smash. Damage: 90
- Side Throw: Mikey drops them to the floor, performs a kickflip on their body, and then kicks them away. Damage: 100
- Wall Throw: Mikey grabs the enemy's arm, kicks off the wall, and throws them across the stage. Damage: 120
April
A Attacks
- A: Single sword slash. Damage: 18
- A, A: Double sword slash combo. Damage: 34
- A, B Combo: Two hit sword combo that knocks the enemy to the floor. Damage: 55
- A, A, B Combo: Three hit combo ending with a kick that knocks the enemy away. Damage: 52
- A, A, A Combo: Three hit combo that knocks the enemy into the air. Can be followed with an aerial attack. Damage: 45
- Tilt 8A: April swings her sword in an upward arc and knocks the enemy into the air. Can follow up with an aerial attack.
- Tilt 3A: April spins and slices at the knees of her enemy. Quick, good range, and turns the enemy around. Damage: 72
- Tilt 7A: April performs a backflipping kick that pops the enemy into the air. Try to follow it with a Smash 6B. Damage: 63
- Smash 6A: April performs a dashing uppercut with her sword that sends the enemy flying into the air. Chase after them and try to follow it with an aerial attack. Damage 80.
- Smash 2A: April performs a leg sweep with pretty weak range. Damage: 63
- Smash 8A: April performs a flip jumping overhead slash. Good damage, but long start up time. Damage: 90
Aerials
- Jumping A: April swings her sword out in front of her. Damage: 54
- Jumping 8A: April stabs her sword in the air while spinning around. Damage: 36
- Jumping 2A: April crashes down to the ground and stabs her sword downward. Damage: 36
B Attacks
- B: April spins her sword and then stabs it forward, knocking the enemy away. Damage: 63
- Tilt 6B: April first thrusts her elbow forward, then stabs with her sword. You need to be pretty close in order for both hits to register. Damage: 37 for first hit, 32 for second.
- Tilt 8B: April uses a jump kick that staggers the enemy long enough for you to quickly get in a three hit combo. Damage: 72
- Tilt 7B: April spins around with her sword out, dealing damage to anything in front or behind her. This could hit twice, but it's quite uncommon. Damage: 60 if hits once, about 90 or so if it hits twice.
- Smash 6B: April performs a cartwheel and hits the enemy twice, once with each leg. Damage: First hit is 45, second is 31
- Smash 8B: April steals a page from Ike's book from Smash Brothers Brawl and uses the Aether attack. She throws her sword in the air, it spins around a bit, then she jumps up to grab it and crashes down to the ground. 4 hits in total. Don't use to follow up an up throw, it won't hit. Damage: 85 if all four hits connect.
- Smash 2B: April sweeps her sword across the ground, hitting enemies both in front and behind her. Damage: 60
Throws:
- Up Throw: April kicks the enemy up into the air. Try to pinpoint where they're going to land and hit them with a tilt 8A when they come back down. Damage: 90
- Side Throw: April hand stands on their shoulders then comes down and kicks them in the stomach as she throws them away. Damage: 100
- Wall Throw: April kicks them against the wall and then trips them to the floor. Damage: 120
Casey
A Attacks
- A: Casey punches with his unarmed hand. Damage: 23
- A, A Combo: Punch and backhand combo. Damage: 48
- A, B Combo: Punch then hockey stick stab. Damage: 58
- A, A, B Combo: Double punch then swing with the hockey stick. Knocks enemy to the ground. Damage: 69
- A, A, A Combo: Punch, punch, kick combo with the kick knocking the enemy into the air. Wait for them to fall a bit and then follow up with a 8A Smash. Damage: 61
- Tilt 8A: Casey uppercuts the enemy with his unarmed hand. Can follow it up with an 8B Smash attack for some pretty big damage.Damage: 85
- Tilt 3A: Casey kicks his leg out and staggers the enemy. Try to follow it up with a neutral B attack. Damage: 70
- Tilt 7A: Casey executes a side kick that staggers the enemy and then drops them to the floor.
- Smash 6A: Casey leaps forward and executes and overhead smash with his hockey stick. Good range and damage make it a good punishment move. Damage: 88
- Smash 2A: Casey sweeps both directions with his hockey stick one direction at a time. Great for enemies that like to roll towards you a lot. Damage: 66
- Smash 8A: Casey executes a flip kick that knocks the enemy into the air slightly. Follow it up with a triple combo to juggle them for a bit. Damage 75
Aerials
- Jumping A: Casey executes a jump kick. Damage: 60
- Jumping 8A: Casey stabs his hockey stick out above him as he spins around. Damage 40
- Jumping 2A: Case uses an overhead smash as he crashes back down to the ground with his hockey stick. Damage 40
B Attacks
- B: Casey uses an overhead slash with his hockey stick. Damaging, but a little bit slow on the start up. Best used as a punishment move. Damage: 88
- Tilt 6B: Casey stabs at the enemy's ankles with his hockey stick. Great poke with good range and damage. Damage: 77
- Tilt 8B: This time Casey takes a page out of Ike's book from Smash Brothers as he swings his hockey stick in a very large arc over his head. A little slow on the start up but quite damaging. Damage: 88.
- Tilt 7B: Casey spins and performs a diagonal slash with good range, speed, and damage. Damage: 93
- Smash 6B: Casey winds up and lets out a golf swing with his hockey stick. The ultimate punishment move for Casey. If someone misses something with a large recovery time, like an aerial 2A, use this to make them regret it. Damage: 165
- Smash 8B: Casey leaps up into the air, flips, and comes crashing down with his hockey stick. Great move to follow an up throw with. Damage: 66 if only the second hit connects. 112 if used after an up throw and can hit with both strikes.
- Smash 2B: Casey crouches and uses a back hand to swat away anything in front of him in an upward arc. Does not hit behind him like most 2B smashes do. Damage: 60
Throws:
- Up Throw: Casey just throws the enemy up into the air. Follow it up with a Smash 8B for some pretty massive damage. Damage: 90
- Side Throw: Casey hits the enemy with the back end of the hockey stick, then golf swings them away. Damage: 100
- Wall Throw: Casey slams them against the wall, then uses rapid fire punches, culminating in a final punch to the gut. Damage: Unknown, but probably 120 like most other wall throws.
Splinter
A Attacks
- A: Splinter executes a quick backhand. Damage: 30
- A, A Combo: Quick two hit combo. Damage: 51
- A, B Combo: Two hit combo that spins the enemy around. Damage: 58
- A, A, B Combo: Three hit combo ending with a palm strike that knocks the enemy to the floor. Damage: 65
- A, A, A Combo: Three hit combo that knocks the enemy into the air. Can be followed up with a jumping A attack. Damage: 65
- Tilt 8A: Splinter pulls his staff back like its a sword in a sheath and then whips it out in front of him. Quick and deals fairly decent damage. Damage: 80
- Tilt 3A: Splinter waves his hands forward in an arc, hitting twice and bouncing the enemy up on the second hit. Follow it up with a neutal B attack for a quick and damaging three hit combo. Damage: 75.
- Tilt 7A: Splinter swings his staff upwards and pops the enemy into the air. Either follow up with a smash 8A or a jumping attack. Damage: 60.
- Smash 6A: Splinter jumps up and hits the enemy with a triple hitting jump kick that knocks them away. Decent, but Splinter has more damaging and faster moves in his repertoire. Damage: 72
- Smash 2A: Splinter executes a standing palm strike that knocks the enemy away. Hits both in front and in back of Splinter, making it a decent clear out attack. Damage: 80
- Smash 8A: Splinter swings his staff above his head in an arc. Hits pretty much everywhere around Splinter, making it an even better clear out attack than his 2A smash. Damage: 80
Aerials
- Jumping A: Splinter swings his staff out in front of him. Fairly basic aerial attack. Damage: 70
- Jumping 8A: Splinter spins his staff over his head. Damage: 50
- Jumping 2A: Splinter crashes down to the ground swining his staff over his head like a sledge hammer. Damage: 50
B Attacks
- B: Splinter executes a very quick backhand strike that knocks the enemy away. One of Splinter's fastest and most useful moves. Damage: 90
- Tilt 6B: Splinter dashes forward and swings his staff out in front of him. Extremely fast, great horizontal range, and very damaging. Another one of Splinter's best moves. Damage: 100
- Tilt 8B: Splinter throws a smoke bomb to the ground and then jumps up into the air. Not really sure on the use of this one as it does no damage and just gives Splinter a short hop. Damage: 0
- Tilt 7B: Splinter performs a one handed cartwheel and kicks the enemy away. Not all too useful since it puts Splinter farther away from the enemy, has short range, and moderate damage. Damage: 70
- Smash 6B: Splinter spins around on one foot and hits his opponent with his staff and his foot. Good move for hitting multiple enemies. Damage: 97
- Smash 8B: Starts out the same as his tilt 8B, but he ends the jump with a staff slash that deals a decent amount of damage. Great horizontal range but you must judge the distance accurately since the attack only hits when he swings his staff. Damage: 90
- Smash 2B: Splinter sweeps his staff across the ground, hitting in both directions. Damage: 60
Throws:
- Up Throw: Splinter judo throws the enemy into the air. Damage: 90
- Side Throw: Splinter judo throws the enemy to the side. Damage: 100
- Wall Throw: Splinter throws them against the wall and then drop kicks them. Damage: 120
Shredder
A Attacks
- A: A quick claw stab. Damage: 22
- A, A Combo: Claw stab punch combo. Damage: 44
- A, B Combo: Claw stab kick combo that staggers the enemy. Try to follow up with another basic combo. Damage: 56
- A, A, B Combo: Three hit combo that knocks the enemy far away. Very damaging and quick. Damage: 98
- A, A, A Combo: Three hit combo that knocks the enemy into the air. Follow it up with an aerial attack. Damage: 57
- Tilt 8A: Shredder hits the enemy with a very damaging, but slow, high kick. Damage: 110
- Tilt 3A: Shredder uses a side kick that staggers the enemy. If they're against the wall, this can be followed up with a basic combo. Damage: 88
- Tilt 7A: Shredder uses a flip kick that pops the enemy into the air. Try to follow it up with a smash 8A for some massive damage. Damage: 88
- Smash 6A: Shredder dashes forward and swipes his claw. Decent range and great damage, but a little slow, like most of Shredders attacks. Use this to jump into a fray if there's multiple people playing.
- Smash 2A: A leg sweep that hits both in front and in back of Shredder. Decent clear out move. Damage: 66
- Smash 8A: Shredder leaps high up into the air while swinging his sword. One of shredders best moves due to its damage, combobility, relative speed compared to most of Shredders other attacks, and vertical range. Damage: 88
Aerials
- Jumping A: Shredder stabs his claw forward. Damage: 66
- Jumping 8A: Shredder flips in the air and then crashes down with his foot. Damage: 44
- Jumping 2A: Shredder swipes in front of him with his claw. Unique aerial 2A since it can actually hit enemies above and in front of him. Damage: 44
B Attacks
- B: A quick claw swipe that turns the enemy around. Great basic move that deals a lot of damage and is much faster than most of Shredder's moves. Damage 88
- Tilt 6B: Shredder thrusts both hands forward and knocks the enemy away. Ridiculously damaging for the kind of speed and range that this has. Easily Shredder's best move. Be careful not to abuse it though because it has got a very long recovery time and is very punishable if you miss.Damage: 121
- Tilt 8B: Shredder spins as he jumps with his claws out. Great vertical range and quite damaging. Damage: 99
- Tilt 7B: Shredder flip jumps forward and slashes as he nears the end of the jump. Damage: 99
- Smash 6B: Shredder charges up his sword as he holds it back, the thrusts it forward after about two seconds. As powerful as this attack is, it's just too slow to be useful in any situation where your enemy has not just fallen asleep. It's basically the Falcon Punch of Smash Up except it can't be started while in the air. Damage: 450
- Smash 8B: Pretty much the same as the 6B smash except it's less powerful and instead uses an overhead slash instead of a thrust. Damage: 400
- Smash 2B: Shredder swipes his sword across the floor. Slow and not nearly damaging enough to make up for the slowness. Damage: 60
Throws:
- Up Throw: Shredder slams his enemy on the floor then throws them into the air. Damage: 90
- Side Throw: Shredder holds the enemy up and then stabs them with his claw. Damage: 100
- Wall Throw: Shredder slams the enemy against the wall and then stabs them. This is actually a very useful wall throw since it doesn't throw the enemy away. Instead they just drop at Shredder's feet, allowing you to hit them on their wake up if you can guess what they do. Damage: 120
Foot Ninja
A Attacks
- A: Single sword slash with decent range. Damage: 16
- A, A Combo: Two hit sword combo. Damage: 32
- A, B Combo: Two quick slashes with the sword that pops the enemy into the air. Damage: 47.
- A, A, B Combo: Three hit combo ending with a knee high dropkick that staggers the enemy and sends them backwards. Damage: 50
- A, A, A Combo: Three hit sword combo that knocks the enemy into the air. 'Damage: 52.
- Tilt 8A: Foot Ninja jumps into the air and does a cartwheel with his sword out. Knocks the enemy up. Damage: 65.
- Tilt 3A: Foot Ninja leans forward and hits the enemy with a very quick elbow to the gut. Very nice set up move for future combos since it stuns the enemy, is extremely fast, and has great range. Damage: 60
- Tilt 7A: Foot Ninja executes a jumping flip kick that has some nice horizontal range since he jumps forward when he uses it. Damage: 55
- Smash 6A: Foot Ninja uses a fencing stab that is quick and has great horizontal range. Damage: 63.
- Smash 2A: Foot Ninja sweeps his sword across the floor in a circle, dealing damage to those both in front of him and behind. Damage: 50.
- Smash 8A: Foot Ninja executes a leaping sword uppercut that knocks the enemy into the air. Damage: 60
Aerials
- Jumping A:
- Jumping 8A:
- Jumping 2A:
B Attacks
- B: Foot Ninja quickly leans forward and hits the enemy with the hilt of his sword. Like many of Foot Ninja's other moves, this is quick, has good horizontal range, but this one also turns the enemy around. Damage: 60.
- Tilt 6B: Foot Ninja kicks the enemy then swings his sword around in front of him for a two hit combo. Damage: First hit: 34, second hit: 28, total: 62.
- Tilt 8B: Foot Ninja leaps up and spins his sword around in front of him, hitting the enemy with both his foot and his sword. Damage: First hit: 30, second hit: 35, total: 65.\
- Tilt 7B:Foot Ninja leaps back and then dashes forward with a surprisingly fast and damaging sword slash. Great range, confusing attack animation, and huge damage make this one of Foot Ninja's best attacks. Damage: 117.
- Smash 6B: Foot Ninja executes a double jump kick that has him moving forward with his momentum. Great range and more damaging than most of Foot Ninja's attacks. Damage: First hit: 45, second hit: 35, total: 80
- Smash 8B: Foot Ninja flips in the air with his sword out and then comes down with a overhead slash. If use when close, this becomes a two hit attack. Damage: First hit: 50, second hit: 35, total: 85.
- Smash 2B: Foot Ninja swipes his sword along the floor, dealing damage to those in front and behind. Damage: 60.
Throws:
- Up Throw: Foot Ninja kicks them into the air mid monkey flip. Damage: 90
- Side Throw: Foot Ninja slams the enemy on the floor, then jumps on them. Damage: 100.
- Wall Throw: Foot Ninja slams the enemy against the wall, then hits them with a barrage of jump kicks. Damage: 120
Karai
A Attacks
- A: Very quick sword slash. Damage: 18
- A, A Combo: Quick two hit sword slash combo. Damage: 34.
- A, B Combo: Two hit combo that ends with a stab. Damage: 46
- A, A, B Combo: Three hit combo ending with a knee that knocks the enemy away. Damage: 53
- A, A, A Combo: Three hit sword combo ending with an uppercut that sends the enemy into the air. Damage: 45
- Tilt 8A: Karai leans forward as she spins around and thrusts the hilt of her sword in the enemy. Stuns the enemy long enough to follow up with a quick combo.
- Tilt 3A: Overhead slash that bounces the enemy up in the air. Try to follow it with a neutral B attack. Damage: 42
- Tilt 7A: Double hitting sword uppercut that pops the enemy into the air. Follow it up with an aerial attack. Damage: 52
- Smash 6A: Karai puts her sword on her leg and then spins around on one foot. Hits enemies in front and behind her, but has very poor range against enemies behind her. Damage: 81
- Smash 2A: Karai stabs the ground in front of her and then sweeps behind her. Damage: 54
- Smash 8A: Karai leaps up and quickly swings her sword downwards, popping the enemy up. Follow it up with a neutral B. Damage: 77
Aerials
- Jumping A: Karai swings her sword down in front of her. Damage: 54
- Jumping 8A: Karai stabs her sword in the air above her head. Damage: 36
- Jumping 2A: Karai uses an overhead slash as she crashes down to the ground. Damage: 36
B Attacks
- B: Extremely quick horizontal slash that goes well with just about any move that pops the enemy up into the air just a little. Damage: 54
- Tilt 6B: Karai performs the splits and hits the enemy with her lead foot. Stuns the enemy. Damage: 72
- Tilt 8B: Karai spins her sword above her head and then swings it forward. Damage: First hit: 60, second hit 60, total: 120
- Tilt 7B: Karai hand springs away and kicks the enemy up into the air with two kicks. Damage: First hit: 55, second hit: 20, total: 75
- Smash 6B: Karai flips forward and hits the enemy twice with her feet. Damage: First hit: 50, second hit 35, total: 85
- Smash 8B: Karai leaps up with her sword out in front, uppercuts the enemy into the air, and then slams them back down. Damage: First hit: 70, second hit: 19, total: 89
- Smash 2B: Karai spins her sword behind her and then swings it forward with an upward arc. Doesn't hit behind and has pretty weak damage. Damage: 50
Throws:
- Up Throw: Karai punches the enemy in the gut and sends them into the air. Damage: 90
- Side Throw: Karai leaps over the enemy and then slashes them in the back. Damage: 100
- Wall Throw: Karai runs up the wall, flips over to the back of the enemy, and then kicks them towards the wall. Damage: 120
Utrominator
A Attacks
- A: Single arm swipe. Damage: 24
- A, A Combo: Double arm swipe. Damage: 49
- A, B Combo: Two hit combo that ends with a double arm thrust that stuns the enemy. Damage: 84
- A, A, B Combo: After the two hit combo, Utrominator follows up with a arm flail attack that hits the enemy four times. Damage: If all six hits connect: 102
- A, A, A Combo: Triple hit combo that ends with a headbutt that sends the enemy away. Damage: 73
- Tilt 8A: The Utrom inside the batte suit shoots out a couple of times, stunning the enemy if it hits. Damage: 90
- Tilt 3A: Utrominator swings his arms over his head like a sledgehammer into the ground. Damage: 96
- Tilt 7A: Utrominator plants his arms into the ground and then performs a backflip kick that knocks the enemy into the air. Try to follow it up with an aerial.
- Smash 6A: Utrominator dashes forward with a punch. Great range and damage, but a little slow. Great for charging into a mulitplayer fray. Damage: 120
- Smash 2A: Utrominator sticks his arms out and then spins his body like a helicopter blade. Multihitting clear out attack that deals moderate damage. Damage: 64 (If four hits connect)
- Smash 8A: Utrominator swings both arms over his head one at a time for two hits. Damage: 90 (If both hits connect)
Aerials
- Jumping A: Utrominator karate chops with one of his arms. Damage: 72
- Jumping 8A: Utrominator air jumps and swipes at anything in his way. Damage: 48
- Jumping 2A: Utrominator just crashes down. Damage: 48
B Attacks
- B: Utrominator hits the enemy with its elbow. Fast and damaging make it a good all around move. Damage 96
- Tilt 6B: Utrominator first his the enemy with a backhand that stuns, then spins and hits with a punch that knocks them flying away. Great attack as long as someone else doesn't hit you out of the second hit. Damage: First hit: 80, second hit 42, total: 122
- Tilt 8B: Backhand that turns the enemy around. Damaging, quick, and nice effect. Damage: 108
- Tilt 7B: Utrominator hand stands and then spins his legs like a helicopter blade. Potential for two hits. Damage: First hit: 72, second hit 50, total: 122.
- Smash 6B: Utrominator swings his hand so that it points at the ground, the slowly brings it up while firing its gun. Like Shredder's B smashes, too slow to be useful despite how damaging it is. Damage: 5 hits for 216
- Smash 8B: Utrominator leans forward and swings his arms in a circle. Slow and only hits in front of him, which makes it unsafe to use since the enemy can just roll behind. Damage: First hit: 70, second hit: 40, total: 119
- Smash 2B: Very slow clearout attack using Utrominator's gun. Not very damaging and too slow to recommend ever using. Damage: 60
Throws:
- Up Throw: Utrominator picks the enemy up and places them on its gun, then fires multiple shots. Enemy drops right in front afterward. Damage: 100
- Side Throw: Utrominator pounds the enemy with his arms. Once again, the enemy drops right in front afterward.
- Wall Throw: Utrominator powerbombs the enemy twice into the wall and then throws them away.
Fugitoid
A Attacks
- A: Basic punch. Damage: 20
- A, A Combo: Punch and uppercut combo. Damage: 41
- A, B Combo: After the first punch, Fugitoid slides forward with his arms punching outward for a multihitting attack. Great move to jump into a fray with as well as deal some quick damage. Damage: If all 7 hits connect, 74.
- A, A, B Combo: After the second hit, Fugitoid cartwheels and leaps forward with its feet. Great range and decent damage. Note that the enemy might be able to guard after the second hit. Damage: If all three hits connect: 101. If only third hit connects: 60.
- A, A, A Combo: After the second hit, Fugitoid wildly swings its arms in a circle. Damage: if all nine hits connect: 59.
- Tilt 8A: A hammer pops out of Fugitoid's arm and is used to knock the enemy into the air. Follow up with an aerial attack. Damage: 70.
- Tilt 3A: A hammer pops out of Fugitoid's arm and he dashes forward swinging it about four times. Damage: If all five hits connect: 66
- Tilt 7A: Fugitoid handstands and then executes a flipping kick that knocks the enemy into the air slightly. Damage: 70
- Smash 6A: Fugitoid backflips a bit, creeps close to the ground, and then springs forward with a flying headbutt. Slow, but great range and speed once he takes off. Damage: 90
- Smash 2A: Fugitoid headspins and hits all enemies around him with his spinning arms. Damage: 60
- Smash 8A: Fugitoid leaps up and then cannonballs forward. Great range, but dangerous if blocked. Damage: 75.
Aerials
- Jumping A: Fugitoid flips and extends his arms to hit any nearby enemies. 360 range and nice damage for an aerial make this one of the better aerial attacks in the game. Damage: 60
- Jumping 8A: Fugitoid rockets up and hits anything above him with a headbutt. Damage: 40
- Jumping 2A: Fugitoid crashes down with his fist, dealing 40 damage and stunning the enemy.
B Attacks
- B: Fugitoid use a multipunch by extending and retracting his fist several times, The most hits I got was 5 against the wall. Damage: If all 5 hits connect: 80
- Tilt 6B: Fugitoid shoots out his arm. Huge range and quite damaging. Use it when you're at a safe distance.
- Tilt 8B: Fugitoid rolls forward and then springs into the air. Damage: If all 3 hits connect: 73.
- Tilt 7B: Fugitoid back hand springs into a hand stand then spins around, hitting enemies with his feet. Damage: First hit: 40, second hit: 28, total: 68
- Smash 6B: Fugitoid shoots out an eye laser that takes a long time to charge. Obviously this move is best suited for multiplayer games. Damage: 250
- Smash 8B: Fugitoid shoots both fists straight up. No horizontal range so this must be used when an enemy is directly above you. Damage: 80
- Smash 2B: Fugitoid swings his hammer across the floor. Damage: 60
Throws:
- Up Throw: Fugitoid puts the enemy onto his back and then kicks them into the air. Damage: 90
- Side Throw: Fugitoid Slams the enemy on the ground twice and then throws them in the direction you selected. Damage: 100
- Wall Throw: Fugitoid slams the enemy against the wall twice and then slams them backwards. Damage: 120
Nightwatcher
A Attacks
- A: Single hit with the ball and chain. Damage: 20.
- A, A Combo: Double hit with ball and chain. Damage: 41
- A, B Combo: Two ball and chain hits that pop the enemy into the air. Damage: 43
- A, A, B Combo: Triple hit combo ending with a kick that sends the enemy away. Damage: 60
- A, A, A Combo: Triple ball and chain combo that knocks the enemy into the air. Damage: 53
- Tilt 8A: Nightwatcher leans forward and punches the enemy, causing them to turn around. Damaging and fairly quick. Damage: 99.
- Tilt 3A: Nightwatcher swings both ends of the ball and chain forward, stunning the opponent briefly. Damage: First hit: 44, second hit: 38, total: 82
- Tilt 7A: Nightwatcher performs a backflip kick and pops them into the air. You'll only be able to follow this up if the enemy is against the wall. Damage: 88
- Smash 6A: Nightwatcher kicks one ball forward, causing it to shoot outwards. Good range and very damaging. Damage: 120.
- Smash 2A: Nightwatcher swings the two ends of his chains along the ground at both sides. Damage: 66
- Smash 8A: Nightwatcher swings one of the balls over his head towards any enemies in front of him. Damage: 99
Aerials
- Jumping A: Nightwatcher swings one of his balls in a circle all around him, creating a nice aerial attack that hits 360 degrees around Nightwatcher. Damage: 48
- Jumping 8A: Nightwatcher whips one of his balls over his head. Damage: 44
- Jumping 2A: Nightwatcher crashes down with his foot. Damage: 44
B Attacks
- B: Nightwatcher swings both of his iron balls over his head and then slams them down like a hammer in front of him. Damage: 88
- Tilt 6B: Nightwatcher attacks with a huge forehand strike that stuns the enemy momentarily. An extremely damaging and pretty fast move. Try to put this to use as much as you can. Damage: 120
- Tilt 8B: Nightwatcher whips one of his balls in an upward arc from the ground in front of him, to over his head. Damage: 88
- Tilt 7B: Nightwatcher slams one of his balls into the ground. Good range and will turn the enemy around if it hits. Damage: 75
- Smash 6B: Nightwatcher throws both balls outwards knocking the enemy far away. Great range and very damaging for its relative speed. Great to use when getting into a multiplayer fray.
- Smash 8B: Nightwatcher throws both of his balls straight up. No horizontal range so this is only useful when an enemy is on a platform above you.
- Smash 2B: Nightwatcher swings both balls in both directions, but they only hit when they're on the way back. Not a great move at all. Damage: 45
Throws:
- Up Throw: Nightwatcher jump kicks the enemy twice and then throws them up in there air. Damage: 90
- Side Throw: Nightwatcher attaches the enemy to one of his chains, uppercuts them, then swings them around before slamming them down to the ground. One of the cooler looking throws in the game. Damage: 100.
- Wall Throw: Night watcher dropkicks the enemy into the wall, then throws his chain at them, attaches it to their leg, and slams them to the other side. Another cool looking throw. Damage: 120.
Raving Rabbid
A Attacks
- A: Single swat with the flyswatter. Damage: 20
- A, A Combo: Double swat with the flyswatter. Damage: 41
- A, B Combo: Single swat with the flyswatter followed by a butt bump. Damage: 80
- A, A, B Combo: Double swat with the flyswatter followed by a spinning drop kick. Damage: 62
- A, A, A Combo: Double swat followed by an infinite swatting combo that will continue as long as you keep hitting A. Works just like Raph's A A A combo. Damage: 20, 21, 7, and then one for each extra hit.
- Tilt 8A: Raving Rabbid throws his flyswatter into the air. Damage: 80
- Tilt 3A: The Rabbid gets into a shopping cart and drives it forward a short distance. Damage: 75
- Tilt 7A: Raving Rabbid takes out some bug spray and uses it on the enemy. Damage: 65
- Smash 6A: Raving Rabbid takes out a broom and spins around with it extended. Can hit multiple times if used against a wall. Damage: 60
- Smash 2A: Raving Rabbid takes out his broom and slides back and forth across the floor. Damage: 60
- Smash 8A: Raving Rabbid takes out its broom and jumps upwards at a 45 degree angle while spinning it. Damage: 70
Aerials
- Jumping A: Raving Rabbid jumps up and swims forward. Damage: 40
- Jumping 8A: Raving Rabbid swipes his fly swatter above him.
- Jumping 2A: Raving Rabbid crashes down with his broom and sweeps the area a little. Damage: 40
B Attacks
- B: Quick head but that bounces the enemy off the ground a little. Quick and decent range. Damage: 60
- Tilt 6B: Raving Rabbid swings his broom around and then hits the enemy with some bug spray.
- Tilt 8B: A firework with a rope attached to the Rabbid's foot appears in front of it. After some waiting, the firework fires, drags the rabbid with it, and then explodes in the air. Damage: 100 if only explosion hits. 35 if only rocket hits.
- Tilt 7B: The Rabbid swims forward and then spins around and hits the enemy away with its flyswatter. Not a very damaging move at all and very punishable. Damage: 50 if only the fly swatter hits. If all hits connect, only 27
- Smash 6B: Raving Rabbid flips forward with his fly swatter out and ends the jump with an overhead smash. Damage: First hit 15, second hit 56, total 71
- Smash 8B: Raving Rabbid leaps way high into the air and then crashes down with a belly flop. Damage: 120
- Smash 2B: Raving Rabbid sprays his bug spray in front of him and then sprays it in an arc down to his feet. Damage: 60
Throws:
- Up Throw: Raving Rabbid places the enemy on its head and then jumps up and shoots them out while spinning its body around. Damage: 90
- Side Throw: Raving Rabbid kicks the enemy to the floor, then proceeds to jump on them three times. Damage: 100
- Wall Throw: Raving Rabbid kicks them against the wall, then sprays bug spray in their eye.
Splinter Rabbid
A Attacks
- A: The rabbid swipes his toilet scrubber. Damage: 20
- A, A Combo: Double slash. Damage: 41
- A, B Combo: The Splinter Rabbid swipes the scrubber, then dives forward. Three hits total. Damage: 20 for first hit, 28 for the second, and 17 for the third.
- A, A, B Combo: Double slash with the toilet scrubber, then three shots from the plunger gun. Damage: 54
- A, A, A Combo: Double slash followed by a backhand that send the enemy into the air. Can be followed up with an aerial attack. Damage: 53
- Tilt 8A: The rabbid stabs his toilet scrubber at a 45 degree angle. Damage: 80
- Tilt 3A: Quick stab at the enemies feet. Nice range, but long recovery time. Damage: 75
- Tilt 7A: Splinter Rabbid spins around with his scrubber out and knocks any nearby enemy away. Damage: 85
- Smash 6A: Splinter Rabbid reaches back and then swings the toilet scrubber over his head. Good damage, decent range, but a little bit slow. Damage: 100
- Smash 2A: Splinter Rabbid drops a mine and then runs away. Slow but quite damaging. Damage: 150
- Smash 8A: Splinter Rabbid jumps up and rubs his ears in front of the enemies face. Limited range and limited use. Damage: 70
Aerials
- Jumping A: Basic swipe with the toilet scrubber. Damage: 60
- Jumping 8A: Splinter Rabbid flips and kicks upwards.
- Jumping 2A: Splinter Rabbid crashes down with a jump kick. Damage: 40
B Attacks
- B: Quick side kick that spins the enemy around. Damage: 60
- Tilt 6B: Jumping kick that knocks the enemy away. Quick, nice damage, and has decent range. Damage: 83
- Tilt 8B: Splinter Rabbid handstands and pushes up, kicking anything nearby. Damage: 60
- Tilt 7B: Splinter Rabbid rolls back and forth on the floor, knocking any nearby enemy into the air. Long recovery. Damage: 70
- Smash 6B: Splinter Rabbid fires his plunger gun three times. Damage: 45 on the first hit, 31 on the second, and 45 on the third hit.
- Smash 8B: Splinter Rabbid fires his plunger gun into the air three times. Very limited horizontal range. Damage: 45 per shot.
- Smash 2B: Splinter Rabbid sweeps his toilet scrubber across the floor. Damage: 60
Throws:
- Up Throw: Splinter Rabbid places the enemy on its head and then jumps up and shoots them out while spinning its body around. Damage: 90
- Side Throw: Splinter Rabbid slams the enemy on the ground, scrubs their face with the toilet scrubber, then smashes them with it. Damage: 100
- Wall Throw: Splinter Rabbid drop kicks the enemy against the wall, then tramples on them with its feet. Damage: 120
Mission Mode
Mission 1 - Leonardo's Pride- Description: Control Leonardo and take down your brothers, Raphael, Michelangelo, and Donatello.
- Character: Leonardo
- Enemies: Donatello, Raphael, and Michelangelo
- Strategy: No real strategy here. This is a pretty straight forward mission where you have to take all three brothers down one at a time without dying.
Mission 2 - Raging Stampede
- Description: Finish off Karai with the stampede. Use point to shoot the buffalo target to start the rampage.
- Character: Your choice
- Enemies: Karai
- Strategy: Try to keep Karai on the ground and keep on the lookout for the buffalo target that pops up in the level. Once you see it, go into Point mode by holding L, move the cursor with the control stick over the target and press A. Even if you get hit, as long as Karai gets hit once with the buffalo, you'll complete the mission.
Mission 3 - Spin Round and Round
- Description: Use Swing-By attacks to defeat your enemies. Use Grab to grab the red pole, then press attack.
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: The description really tells it all. The Foot Ninja can only be damaged when they're hit with a swing-by attack, so just focus on getting to one of the red bars and spamming the attack until everyone is dead. Take note of the items that fall as well in case a pizza drops and you're low on health.
Mission 4 - Throw Down the Foot Clan!
- Description: Use throws to finish off the Foot Ninja
- Character: Your choice
- Enemies: Foot Ninja
- Strategy: This is a little bit tougher than the previous mission since throws are harder to execute than the swing-by attacks. Don't just mindlessly press Z to try and get a throw. A throw should always be used when there's an opening, either from a blocked enemy attack or when the enemy is stunned. Be sure to be quick on the throw once you grab or the enemy will just break out.
Mission 5 - Keep Sensei Safe
- Description: Keep Splinter safe until time runs out.
- Character: Leonardo, Donatello, Raphael, or Michelangelo
- Enemies: Karai and Foot Ninja
- Strategy: This is actually one of the hardest missions in the game, so if you can pass this one you're pretty good to go on the rest. Try to balance protecting Splinter with attacking the pipe cover on the left side. The transition from part 1 to part 2 of the level takes a large chunk of time out of the clock where Splinter can't get damaged. Utilize wall attacks whenever possible and don't just mindlessly focus on offense. You aren't much help to splinter if you're stunned or knocked on the ground.
Mission 6 - Copy Cats
- Description: Take down the three dopplegangers
- Character: Raphael
- Enemies: Raphael x3
- Strategy: Basic battle stage here. Use the usual tactics on the manhattan stage by making use of the swinging bar and neon sign. Items are also your best friend.
Mission 7 - Blind Fury
- Description: Defeat your enemies in the dark
- Character: Splinter
- Enemies: Foot Ninja x3
- Strategy: Wall attacks home in on enemies even if you can't see them, so use them to your advantage. Outside of that, it's really not that hard to see so this is a pretty standard challenge that doesn't require much in the way of strategy.
Mission 8 - The Runaway Express
- Description: Knock the three Foot Ninja off the train.
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: I like to use Leonardo here and use his smash 6B to hit enemies as they try to come back to the train. The main thing you have to watch out for is not getting knocked off the train yourself. Focus on always staying on the right side of the Foot Ninjas and using smash attacks to knock them off.
Mission 9 - The Great Pizza Search
- Description: Destroy the crates and find the hidden pizza!
- Character: Michelangelo
- Enemies: Leonardo, Donatello, and Raphael
- Strategy: Just go get those pizzas!
Mission 10 - Wall to Wall
- Description: Use the Wall Jump attack to defeat your enemy. To Wall Jump attack, jump towards the wall and then press Attack.
- Character: Your choice
- Enemies: Foot Ninja
- Strategy: Just spam the wall attacks. You only have to hit him once.
Mission 11 - Rivals
- Description: Control Karai to take out Leonardo.
- Character: Karai
- Enemies: Leonardo
- Strategy: Take a look at Karai's character section above for her move list. She's a really fast and agile character that combos very easily into her neutral B attack.
Mission 12 - April Fools
- Description: Protect April from the Foot Ninja
- Character: Casey
- Enemies: Foot Ninja x2
- Strategy: This mission is actually a little easier than the one where you had to protect Splinter since all you have to do is kill the Foot Ninja rather than just survive until time runs out. The Foot Ninja all take extra damage from your attacks so you shouldn't have too much trouble taking them down.
Mission 13 - Ninja Power
- Description: Collect and use the Ninja Powers to finish off your enemies.
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: The enemies only take damage from items so just focus on picking them up and using them against the Foot Ninja. Don't be overly aggressive. Try to wait on one side and let the items fall at your feet.
Mission 14 - Enemies from the Dark Side
- Description: Defeat Karai and Foot Ninja followed by Shredder and Utrominator
- Character: Leonardo, Raphael, Michalangelo, or Donatello
- Enemies: Karai, Foot Ninja, Shredder, and Utrominator
- Strategy: Use items to your advantage and focus on taking down one enemy at a time. Utilize wall attacks whenever the opportunity presents itself.
Mission 15 - Man Overboard
- Description: Defeat all enemies before the ship crashes into the iceberg
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: I like to use Leonardo here and use his quick 6A Smash attack to deal tons of damage to the weakened Foot Ninja. His 6B Smash attack also deals tons of damage and is easy to pull off.
Mission 16 - Throw Down!
- Description: Throw your enemies before time runs out!
- Character: Your choice.
- Enemies: Leonardo and Splinter
- Strategy: Unlike the previous throw-centric mission, this time you're on a strict time limit so you don't have much choice other than to just rush in and go for the throw. Note that they also seem to take damage from the bees.
Mission 17 - Pizza Tournament Practice
- Description: Be the first to eat five pizzas!
- Character: Your choice
- Enemies: Foot Ninja
- Strategy: Pick a fast character like Mikey or Raphael and just go after those pizzas. Knock an enemy away if he gets close to you, but don't focus on attacking your enemy.
Mission 18 - Pizza Tournament Semifinals
- Description: Be the first to eat five pizzas!
- Character: Your choice
- Enemies: Casey and April
- Strategy: Same as above
Mission 19 - Pizza Tournament Finals
- Description: Be the first to eat five pizzas!
- Character: Your choice
- Enemies: Michelangelo and Donatello
- Strategy: Same as above
Mission 20 - Sky Scrapes
- Description: Fight against the heavy wind current and defeat your enemies.
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: The red bar is your best friend in this level since the Foot Ninja are too dumb to avoid getting hit by the swing-by attacks, and the swing-by attacks aren't affected by the wind. Just hang around the bar and use swing-by attacks whenever one gets close. You can also try to keep them from climbing up the pit on the right side since the wind will frequently be knocking them down there.
'Mission 21 - Sensei Sparring
- Description: Take down Splinter!
- Character: Leonardo, Donatello, Raphael, or Michelangelo
- Enemies: Splinter
- Strategy: Basic 1 on 1 fight here. Use wall attacks and items to get the upper hand.
Mission 22 - Tunnel Vision
- Description: Defeat the three Foot Ninja in the tunnel!
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: The Foot Ninja will only take damage once they're in the tunnel, so don't even bother trying to attack them until you're inside the tunnel. Once inside, they take damage pretty heavily and shouldn't be too hard to bring down.
Mission 23 - Return of the Foot
- Description: Take down ten Foot Ninja using Karai
- Character: Karai
- Enemies: Foot Ninja x10
- Strategy: The Foot Ninja will attack three at a time, with one replacing the other when you take one down. Try to stay out of the middle and just focus on using quick combos, which shouldn't be too much of a problem since you're Karai. You might also want to consider knocking down the pillars on both sides of the stage to deal some heavy damage.
Mission 24 - The Prize
- Description: Defeat Splinter, Leonardo, Casey, and April
- Character: Utrominator, Karai, Shredder, or Foot Ninja
- Enemies: Splinter, Leonardo, Casey, and April
- Strategy: Only two enemies will attack at once, with the others replacing Casey or April once they go down. Pretty standard 2 on 1 battle here. Avoid getting in between the two and use the pillars on the side to your advantage.
Mission 25 - Class is in Session
- Description: Tutor the Turtles in the ways of battle
- Character: Splinter
- Enemies: Leonardo, Donatello, Raphael, and Michalangelo
- Strategy: Standard 1 on 1 against all four turtles. Use the items to your advantage as much as you can and play defensively -- your health doesn't restore after defeating one of the turtles. Note that when a new turtle appears, they have an entrance animation that you can get a free hit out of.
Mission 26 - Subordinate's Duty
- Description: Using the Foot Ninja, protect Karai from Raphael.
- Character: Foot Ninja
- Enemies: Raphael
- Strategy: Easy protect mission since Karai is more than capable of defending herself and the only enemy you have to deal with is Raphael.
Mission 27 - The Beauties of Battle
- Description: Defeat your Opponent
- Character: Karai or April
- Enemies: Karai or April
- Strategy: I'd go with Karai on this one. She's a better character overall and it's much easier to fight against April.
Mission 28 - A Guy's Fight
- Description: Defeat your Opponent
- Character: Casey or Shredder
- Enemies: Casey or Shredder
- Strategy: For this one I'd go with Casey, though I'm not particularly fond of either character. Shredder's moves are much easier to avoid in a 1v1 setting.
Mission 29 - Sewer Stroies
- Description: Feed Utrominator to the Alligator
- Character: Your choice
- Enemies: Utrominator
- Strategy: First attack the pipe cover on the left side of the level so you move on to the second part of this stage. Once you arrive at the second part, try to focus on knocking Utrominator off the platform while making sure that you avoid going down there yourself. Eventually the Alligator will appear for his dinner.
Mission 30 - Father Figure
- Description: Defeat Shredder
- Character: Karai
- Enemies: Shredder
- Strategy: Basic 1v1 here that shouldn't be too hard since Karai's speed pretty much destroys Shredder.
Mission 31 - A Gentleman's Agreement
- Description: Defeat Casey and Utrominator
- Character: Your choice
- Enemies: Casey and Utrominator
- Strategy: Tough, but fairly basic 2v1 mission here. Use your best character and don't neglect the items, wall attacks, and Swing-By attacks.
Mission 32 - Unlikely Teammates
- Description: Team up with Karai to defeat Splinter and Shredder
- Character: Leonardo
- Enemies: Splinter and Shredder
- Strategy: This is your first tag team mission, but it's really not so different from a standard 1v1. If Leonardo starts dying, press the tag button (check the Controls section to find out what button is the tag button for your configuration) to switch to Karai.
Mission 33 - Mutiny
- Description: Take down ten Foot Ninja using Shredder
- Character: Shredder
- Enemies: Foot Ninja x10
- Strategy: This is basically the same as Mission 23, except this time you're using Shredder instead of Karai. Regardless, it's still pretty easy. Try using one of Shredders B Smash attacks when there is a lot of space between you and your enemies. The Foot Ninja are dumb enough to walk right into it.
Mission 34 - Stay Dry
- Description: Touching the water will cause you to take damage. Avoid the water and defeat your enemies.
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: If you can't touch the water, the best option is to spam wall attacks on the pipe cover. When the pipe cover breaks and you're sent to part to, just attack normally. The damage taken from the water isn't that significant and the remaining enemies should already be pretty weak.
Mission 35 - Everything in Reverse
- Description: Defeat the enemy with the upper and lower, right and left input reversed.
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: This mission is a serious mind bender. Try not to get near any of the pits because if you have to wall jump your way up to the top, your brain might implode. Outside of that, the only advise I can give is stay patient and let yourself get accustomed to controlling in reverse.
Mission 36 - Big City Lights
- Description: Finish off your enemy by knocking him into the neon sign.
- Character: Your choice
- Enemies: Foot Ninja
- Strategy: The description of this mission is a little bit misleading, since it's not just finishing off the opponent with the neon sign, it's damage your opponent using only the neon sign. The only attacks that will hurt the Foot Ninja are attacks that knock him into the sign, so park your feet right next to it and wait for the enemy to come to you.
Mission 37 - Deadly Wasps
- Description: Disturb the hives and use the wasps to finish off your opponents!
- Character: Your choice
- Enemies: Foot Ninja x2
- Strategy: Just knock the wasp hives around and knock the enemies into the swarm of wasps.
Mission 38 - Stay Away from the Light!
- Description: Finish off all of your enemies using the laser.
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: This one is a bit tough since many times the control of the laser is out of your control. The main focus here is staying alive -- the Foot Ninja will hit the laser activator on their own. What you need to worry about is when your character's icon appears on the screen. Once it does, quickly run over to the switch and hit it to cause the roulette to spin again.
Mission 39 - Seek and Destroy
- Description: Shred all of the crates
- Character: Shredder
- Enemies: Leonardo, Raphael, and Splinter.
- Strategy: No real strategy to give here. Just focus on destroying the crates.
Mission 40 - Ninja Knockout
- Description: Knock five Foot Ninja off the Castle
- Character: Your choice
- Enemies: Foot Ninja x5
- Strategy: This is a pretty tough mission and there are a couple of ways to try to see what works best for you. The way that I personally used, was choosing Leonardo, waiting until we fell to the bottom part of the level, then camping out on the left or right side and just using his 6A Smash to knock them away. It's fast and it hits pretty far, but the downside is that you have to be literally at the edge of the stage to hit them far enough so they won't come back. Another option is to use Casey and us his 6B Smash, which hits a little farther, but is slower than Leonardo's smash attack. Either way, just focus on staying alive during the first part of the mission and wait until you reach the lower level.
Mission 41 - Protect the Tank
- Description: Defeat your enemies before they destroy the water tank!
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: The main thing you need to protect the tank from is yourself. Try not to use attacks that will damage the tanks along with the foot ninjas. Throws work great here because they deal a lot of damage without the collateral damage. If the tank does burst, don't panic. You still have about 20 seconds to kill the rest of the enemies before it breaks. Casey is a nice choice here because his side throw can knock an enemy into the neon sign, which is pretty much an instant kill.
Mission 42 - Foot Clan Brawl
- Description: Defeat all three Foot Ninja
- Character: Your choice
- Enemies: Foot Ninja x3
- Strategy: Nothing particularly special about this fight. The Foot Ninja are a little tougher than usual, but it's nothing you shouldn't be able to handle at this point.
Mission 43 - Stoaways
- Description: Defeat all of your enemies by knocking them into the ocean.
- Character: Leonardo, Donatello, Michelangelo, or Raphael.
- Enemies: Foot Ninja x3
- Strategy: Once again, I like Leonardo for this mission. Lead them to the right side of the boat and just keep hitting them with 6A Smash attacks. Use a classic Smash Brothers tactic of ledge hogging them when they try to come back. Ledge hogging is when you grab the ledge intentionally so that the enemy who is coming back can't grab it themselves.
Mission 44 - Timber!
- Description: Be the first to smash the log!
- Character: Your choice
- Enemies: Splinter, Casey, and Leonardo
- Strategy: Just keep on using aerial 2A attacks until you break the log. The others will be more concerned about fighting each other.
Mission 45 - Take Five
- Description: Survive 5 battles
- Character: Leonardo, Michelangelo, Raphael, Donatello, Shredder, Karai, Splinter, Foot Ninja, or Utrominator
- Enemies: Depends on who you choose.
- Strategy: If you want to be cheap, just pick Shredder and use his 6B Smash while everyone is doing their entrance animation. One hit kill everytime. If you want to test your skill, pick your best character and try to beat all five enemies normally.
Mission 46 - Robot Freak Out!
- Description: Take down Utrominator
- Character: Your choice
- Enemies: Utrominator
- Strategy: This is a super fast Utrominator who permanently has the wind power activated, which makes this a bit tough. I like to use Leonardo and use his 6B smash as I lure him to the top floor of the house. It allows me to stay out of range of his tornado while still dealing decent damage. If that doesn't work, just play keep away until you find some damaging items to use. Overall, you want to avoid getting into an up close fight with it.
Mission 47 - The Pupil's Revenge:
- Description: Take down Splinter
- Character: Leonardo
- Enemies: Splinter
- Strategy: Basic 1v1 fight in the dojo. Make use of the walls and the small fighting space by using wall attacks.
Mission 48 - Ninja Master
- Description: Take down all seven opponents
- Character: Leonardo, Michelangelo, Raphael, Donatello, Shredder, Karai, Splinter, and Foot Ninja
- Enemies: The seven characters above that you didn't choose.
- Strategy: You can use the same Shredder strategy used in Mission 45 if you want to be cheap. Otherwise pick your best character and make sure to make good use of items.
Mission 49 - Survival of the Fittest
- Description: Fight to the finish! Can you survive the onslaught?
- Character: Your choice
- Enemies: Every character in the game
- Strategy: Shredder tactic works here too (first introduced in mission 45). I'd advise using it to avoid the frustration of making it to 15 kills and then dying.
Mission 50 - Leadership Test
- Description: Take down Splinter, Karai, and Shredder
- Character: Your choice
- Enemies: Splinter, Karai, and Shredder
- Strategy: Pretty basic 3v1 against tough enemies. Typical strategies apply -- use your best character, utilize wall attacks, and items are your best friend
Mission 51 - Back for More
- Description: Take down Shredder, Nightwatcher, and Leonardo
- Character: Your choice
- Enemies: Shredder, Nightwatcher, and Leonardo
- Strategy: Same as above.
Unlockables
Secret Characters- Shredder: Beat arcade mode and select his trophy
- Nightwatcher: Beat arcade mode and select his trophy
- Karai: Beat arcade mode and select her trophy
- Utrominator: Beat arcade mode and select his trophy
- Foot Ninja: Beat arcade mode and select his trophy
- Fugitoid: Beat 50 Missions in Mission Mode
- Ninja Rabbid: Enter this code at the Bonus Content Menu: "Up,Up,Down,Down,Down,Right,Up,Left,Right,Left"
- Splinter Rabbid: Finish 90 Vs. Matches
- Raving Rabbid: Finish 120 Vs. Matches
Secret Stages
- Enemy Base: Complete 25 VS Mode matches or beat 10 mission in Mission Mode
- Garbage Dump : Complete 125 VS Mode matches
- Warehouse: Complete 95 VS Mode matches
- Western Town: Complete 45 Vs Mode Matches or beat 30 missions in Mission Mode
- Space Lab: Clear all 51 Mission Mode missions
Alternate Costumes
- April's Alternate Costume: Beat Arcade mode as April on any difficulty without using a continue.
- Casey's Alternate Costume: Beat Arcade mode as Casey Jones on any difficulty without using a continue.
- Foot Ninja's Alternate Costume Beat Survival mode as Foot Ninja on any difficulty.
- Karai's Alternate Costume: Beat Survival mode as Karai on any difficulty.
- Splinter's Alternate Costume: Beat Arcade mode as Splinter on any difficulty without using a continue.