I figured a fun follow up to my Out of The Shadows review would be a guide on my favorite turtle – Raphael. He’s the one I enjoy the most and have spent the most time with, so I figured I’d share some info for people looking to start using him. I’ll be going over most of his stats and explaining them as best as possible. Right above is Raph’s trailer from the game, and it has some awesome music.
So, you’re probably wondering why a guide is necessary at all, considering the game has a dojo to let you train your skills. Well, like I mentioned in the review, the dojo isn’t always clear on what it wants. What better way to find out what it wants than to have its oddly worded wishes explained? Aside from that, I thought it’d be entertaining, and maybe helpful, to talk about Raph’s stat page, so let’s get into it!
A few things that stand out about Raph in this game are that while he’s probably the slowest turtle of the group, he hits like a truck and can take out some troublesome high level enemies with one shot. He also uses Muay Thai, which I love. He also uses some very impressive grappling, which is another thing I love. Man, it’s like they read my mind and made him just for me.
Under Raph’s “Team” tree, you’ll find his Team Resilience bonus, which adds 10% toughness at level one and 25% toughness at level two, for all four turtles. I chose this one as it helps the other turtles that aren’t quite as durable as our Sai-wielding buddy.
It’s definitely helpful when you’re doing Survival. It’s also incredibly useful for Challenges, as it applies to Raph, and sometimes things just go wrong.
Dude Needs To Calm Down
We all know that Raph’s got a bit of a temper, but he definitely puts it to good use here. He gains some awesome bonuses for being the last man – er, turtle, standing, among a few other things.
The first stat allows Raph to gain a 25% damage boost when his health is below 25% at level one.
Level two will give him the chance to have unlimited special meter when he gets hit and his health is less than 25%.
Level three will cause every attack to count as two when Raph is the last shell-back standing. The only real down side that I see is that the third level doesn’t benefit him at all in the Challenge maps, but the other two more than make up for it.
It’s especially useful when used in conjunction with one of Raph’s other passive abilities that grants him 33% extra damage after a 20-hit combo for a grand total of an extra 58% damage. That’s a very angry, very hard hitting short man.
Raph’s first level in his taunt upgrade isn’t too much to get worked up over – he gains 5hp if he taunts after taking damage.
The second level, however, is great. When you taunt after a 20-hit combo, you’ll get unlimited special attacks. You’ll know you’ve kicked it off when Raph throws his arms up into the air and screams. The unlimited special is great for more than just attacks – it’s great for survival. Why? Well, because your special moves grant you invincibility frames for their duration!
The last stat is an Or stat. In the long run, neither of these will be really all that important because they just earn extra exp which will become useless after level 47. Looking back at my choice for this one, I probably should’ve chosen the other one for leveling. The other one gives 10% extra exp at level one and 25% at level two for each Turtle Power KO (TPKO) and Shell Shock.
That Boy’s A Fighter
Raph’s combat tree is pretty similar to his brothers’. He’ll gain punching and kicking combo finishers, a stun attack, stat bonuses, and one of the most important things – an upgrade to lower the combo needed for TPKO’s.
What makes the combo requirement reduction so great for Raph is that it means you’ll almost always have access to his Submission Counter which is great for one-shotting even the most obnoxious enemies. Well, except bosses, of course.
The combat tree is definitely all about turning your turtles into bad guy stomping machines. This tree focuses on the stat upgrades and adding more to your combos, mostly.
One of the first things you’ll be able to put points into is this group of very nice stat upgrades. Not a whole lot to say about it except that you definitely ought to dump points into it. Well, unless you want to give yourself more of a challenge!
Special Times Call For Special Moves
Like his brothers, Raph has his own set of special moves that revolve around holding the Right Trigger (ALT on PC), and moving the right sitck clockwise or counter clockwise. On PC, I believe the default is scrolling the mouse wheel up and down. I’m not sure honestly, I plugged in a controller after seeing the PC screen prompts.
Also, I somehow managed to put a point into the other skill in an Or situation, so I wound up with both. It doesn’t matter in the end, as the Or is added to your turtle via the final tier.
Raph’s 90CW special is a massive high kick that lays out just about anything it touches.
His 180CW special is, as you can see in the picture, a jumping suplex. Raph slips behind an enemy, grabs them, and jumps into the air, bringing the enemy down on his head.
The 360CW is his Sai Drill, which some of you might remember from Teenage Mutant Ninja Turtles III: The Manhattan Project on the NES. Sadly, it doesn’t make the same sound, but it’s just as effective and can plow through multiple enemies.
Note: These CW specials are the ones I chose and might be different to the ones you choose, except the high kick.
His 180CCW is a massive power-bomb started by a switch kick to the gut followed by Raph slamming the enemy down on their back.
Raph’s 360CCW is a big swing, where he’ll grab the enemy by the ankle, swing them around a bit, and toss them into the air for a possible juggle. It’s worth noting that the enemy you’re whipping around by the tootsie can hit other enemies. Heh, I guess Raph really does lead the Foot.
Oh No, You Don’t
The last, and probably best thing about Raph, that we’re going to cover are his TPKO counters. I love these things. I love the lines Raph says when he uses them. I love that they can take out heady-duty enemies without an issue.
The first one is the Ground n’ Pound. This one is pretty brutal. After a counter, and the subsequent body-slam, wait for Raph’s Sai to shine and tap punch. He’ll straddle his victim and beat the snot out of them with two punches and a massive head butt. Remember, to tap punch for the second punch and head butt!
The second is his Submission Counter, which has given a fair few people, myself included, a bit of grief. This is where the dojo and Stat page not being clear comes into play. To kick this off, you’ll have to be holding the right trigger, or ALT, before or just before his Sai shine. When his Sai shine, tap punch while still holding the trigger. From there, Raph will perform one of his grapples. He might use a Triangle Choke or an Arm-Bar, either way, even the most resilient Foot soldier go down in one hit. Even those obnoxious Mansers will drop to this thing. I’m really not sure how you can make a robot submit, but Raph does and that’s what matters.
Well, I think that just about wraps up this little guide on Raph. Hopefully you found it useful or at least entertaining. Anything that I didn’t cover, I figured was pretty self-explanatory, but if it’s not and is giving you trouble – feel free to ask about it! I’ll go ahead and do my best to make it understandable!
You folks have fun, take care, and I’ll see you next time!