Meter burn to have a 2nd turtle come out and attack after the ball connects. Your turtle of choice spins downward at the opponent in a similar fashion to the Shellicopter move, but at a downward angle. Meter burn to add a throw to the end of the move that causes the opponent to go flying across the screen.ĭown, Back + Heavy Attack (Air only) (Meter Burn available during the end of this attack) Your turtle of choice will fly across the screen spinning at the opponent. Move List Shared Moves Between all Turtlesīack, Forward + Heavy Attack (Meter Burn available during the middle of this attack) If you really want to, you can even have 5 Michelangelo Loadouts (for example). From this point on, as long as you press the Loadout button on the select screen, each Turtle will be always be available. ![]() ![]() If you put a Turtle in each Loadout, then when you go to the select menu you press the Loadout button Square (PS4) / X (Xbox One) and choose which Turtle Loadout you want to use. (Once you reach level 10 with the TMNT, a fourth Loadout slot opens up). You can then put a Turtle in each Loadout, via the weapon slot, if you prefer. The baseline weapons for each Turtle are as follows: In that menu, choose which weapon you want to use - doing so will switch to the corresponding member of the team. ![]() Instead of the Fighter Select screen, open the Character Customization menu and select TMNT.
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