Post by Desslok on May 28, 2010 13:41:18 GMT -6
(Originally compiled by tutonicdrone)
Standing A moves:
5a - (24)
Normal jab there isn't a whole lot to say here it is a path to bigger and better things though.
7a- (83) Knock-back (Into air)
The Utrom does a flip knocking opponent into the air. Once you get good at doing 7 attacks this move comes into its own. It can be chained into or from a great many other moves.
8a- (90) Stun? (Not Verified)
The Utrom comes out of the Utrominator and screams while bouncing around. This move is interesting to see, does semi decent damage but has bad ending lag. There are many more powerful moves that cover the same range and do better damage so this move is nothing spectacular. It is still to early to write any move off as useless at this point.
s8a- (90) Pound
Utrom brings his fists down hitting opponent twice, once with each fist. This move is almost exactly the same as 3a except does less damage and does 2 hits. I have been trying to land only the second hit to see what the damage difference there is but have yet to be successful. Both this move and 3a are useful to combo into launching moves like 7a and aab.
s6a- (120) Knock-back Large
Utrom smashes opponent back with his shoulder. This moves has the largest knock-back of all the Utrom's move. Sniperworm informs me it can also be combo-ed into 7a's and aab's although I have yet to do so successfully.
3a- (96) Pound
Utrom brings both fists down in a single pound. I don't need to say anything else about this one since I pretty much explained it in s8a. Combo with 7a and aab.
s2a- (64) Knock-back small
Utrom spins his torso around. This move has small knock-back making it sometimes hard to land all of it. Good for when you are being pressured from both sides or when you think your opponent may roll behind you.
Standing B moves:
5b-(96)
Utrom shove opponent with his arm. Great damage and easily chained into other moves.
7b- (122) Stun? (Not verified)
Utrom stands on his head and spins around. It is difficult to tell when to use this move. It does damage those to the side of you, starting in the front and after a few seconds to the back, but I assumed it was meant to attack those using their down air on you. Unfortunately it has low priority so I haven't found that to work.
8b- (108) Turn-around
Similar to 5b but it causes turnaround. The advantages of that are obvious so I won't bore people with an explanation.
s8b- (119) Knock-back
Utrom spins his arms in a circle. It causes low knock up and can easily be followed by a 3a or a s8a.
6b- (122) Knock-back
One of the more powerful moves in the Utrom arsenal, the Utrom takes a few steps forward and spins around while lashing out with his arms, 2 hits. According to sniperworm if you counter hit with tthis move it does a whooping 172 dmg.
s6b- (216)
The Utrom cranks his arm up once and then unloads a volley of bullets while moving his arm from almost straight down to being about level with the ground. Anyone who has seen, played, or fought an Utrominator in TMNT-SU knows the problems with this move. Telegraphed, lagged but extremely powerful it should be used sparingly. It can on occasion catch a player off guard. The starting angle of this move sometimes surprises players so it can be used on levels like the turtle base to blast down opponents trying to jump up to the higher platforms.
s2b- (60) Knockdown
Utrom shoots his gun from about a 125% angle from one side of the floor to the other. It manages to hit opponents on either side of you like s2a but also can hit opponents directly below you although the range is deceiving. I managed to hit April, who I decided was the average height character while on the platform above her on the following stages. Manhattan on the platforms on the far right of the stage, Enemy Base on the second part of the stage and Turtle Base only on the right most platform.
Built in Combos:
AA-(36)
Nothing improtant to say about this combo, pretty average.
AAA-(70) Knock-back
Utrom ends the combo by bashing his head into opponent. Nothing important to say here except question the existence of a head on an Utrominator since they already have eyes.
AB-(108)
Utrom follows up the normal jab by punching again and then spinning his wrist around. This move is hard to hit an opponent with as it has poor range and lag between a and b that allows most characters to hit the Utrom before he lands his second blow or press guard and simply block it. On occasion I have managed to hit and the damage makes it worth a risk every now and then but I do not suggest over using it. I maybe use it 1 game out of 10 although that still maybe high.
AAB-(89) Knock-back (Into air)
Utrom does an aa combo then follows up by spinning his torso this time in at a slight tilt. Fantastic move, the b part of this move easily breaks guards and then launches opponents into the air so you can then follow up with any of the fore-mentioned moves.
Ariel-----
Up- (48)
Neutral-(72)
Down- (48)
Throws-----
Neutral-(90)
Up-(100)
Wall-(120)
Other----
Dash B- (48)
Wall- (120)
Pole- (134)
Gettup Attack- (72)
Standing A moves:
5a - (24)
Normal jab there isn't a whole lot to say here it is a path to bigger and better things though.
7a- (83) Knock-back (Into air)
The Utrom does a flip knocking opponent into the air. Once you get good at doing 7 attacks this move comes into its own. It can be chained into or from a great many other moves.
8a- (90) Stun? (Not Verified)
The Utrom comes out of the Utrominator and screams while bouncing around. This move is interesting to see, does semi decent damage but has bad ending lag. There are many more powerful moves that cover the same range and do better damage so this move is nothing spectacular. It is still to early to write any move off as useless at this point.
s8a- (90) Pound
Utrom brings his fists down hitting opponent twice, once with each fist. This move is almost exactly the same as 3a except does less damage and does 2 hits. I have been trying to land only the second hit to see what the damage difference there is but have yet to be successful. Both this move and 3a are useful to combo into launching moves like 7a and aab.
s6a- (120) Knock-back Large
Utrom smashes opponent back with his shoulder. This moves has the largest knock-back of all the Utrom's move. Sniperworm informs me it can also be combo-ed into 7a's and aab's although I have yet to do so successfully.
3a- (96) Pound
Utrom brings both fists down in a single pound. I don't need to say anything else about this one since I pretty much explained it in s8a. Combo with 7a and aab.
s2a- (64) Knock-back small
Utrom spins his torso around. This move has small knock-back making it sometimes hard to land all of it. Good for when you are being pressured from both sides or when you think your opponent may roll behind you.
Standing B moves:
5b-(96)
Utrom shove opponent with his arm. Great damage and easily chained into other moves.
7b- (122) Stun? (Not verified)
Utrom stands on his head and spins around. It is difficult to tell when to use this move. It does damage those to the side of you, starting in the front and after a few seconds to the back, but I assumed it was meant to attack those using their down air on you. Unfortunately it has low priority so I haven't found that to work.
8b- (108) Turn-around
Similar to 5b but it causes turnaround. The advantages of that are obvious so I won't bore people with an explanation.
s8b- (119) Knock-back
Utrom spins his arms in a circle. It causes low knock up and can easily be followed by a 3a or a s8a.
6b- (122) Knock-back
One of the more powerful moves in the Utrom arsenal, the Utrom takes a few steps forward and spins around while lashing out with his arms, 2 hits. According to sniperworm if you counter hit with tthis move it does a whooping 172 dmg.
s6b- (216)
The Utrom cranks his arm up once and then unloads a volley of bullets while moving his arm from almost straight down to being about level with the ground. Anyone who has seen, played, or fought an Utrominator in TMNT-SU knows the problems with this move. Telegraphed, lagged but extremely powerful it should be used sparingly. It can on occasion catch a player off guard. The starting angle of this move sometimes surprises players so it can be used on levels like the turtle base to blast down opponents trying to jump up to the higher platforms.
s2b- (60) Knockdown
Utrom shoots his gun from about a 125% angle from one side of the floor to the other. It manages to hit opponents on either side of you like s2a but also can hit opponents directly below you although the range is deceiving. I managed to hit April, who I decided was the average height character while on the platform above her on the following stages. Manhattan on the platforms on the far right of the stage, Enemy Base on the second part of the stage and Turtle Base only on the right most platform.
Built in Combos:
AA-(36)
Nothing improtant to say about this combo, pretty average.
AAA-(70) Knock-back
Utrom ends the combo by bashing his head into opponent. Nothing important to say here except question the existence of a head on an Utrominator since they already have eyes.
AB-(108)
Utrom follows up the normal jab by punching again and then spinning his wrist around. This move is hard to hit an opponent with as it has poor range and lag between a and b that allows most characters to hit the Utrom before he lands his second blow or press guard and simply block it. On occasion I have managed to hit and the damage makes it worth a risk every now and then but I do not suggest over using it. I maybe use it 1 game out of 10 although that still maybe high.
AAB-(89) Knock-back (Into air)
Utrom does an aa combo then follows up by spinning his torso this time in at a slight tilt. Fantastic move, the b part of this move easily breaks guards and then launches opponents into the air so you can then follow up with any of the fore-mentioned moves.
Ariel-----
Up- (48)
Neutral-(72)
Down- (48)
Throws-----
Neutral-(90)
Up-(100)
Wall-(120)
Other----
Dash B- (48)
Wall- (120)
Pole- (134)
Gettup Attack- (72)