Teenage Mutant Ninja Turtles moveset
Unique Ability: Heroes in a Half Shell - this ability switches between the four turtles as they jump on or off-screen, cycling through them in the order that they're mentioned in the 80's/90's theme song. (Leonardo --> Donatello --> Raphael --> Michelangelo --> Leonardo) The way I see it, each turtle would be selectable as a costume so you could start as whoever you want, though this would mean that the Turtles would only have two costumes each as a result. (plus whatever they get for beating the boss challenge that wins)
(EDIT: The turtle who enters the screen could have a different attack when they enter it, whether it's something like Michelangelo sliding along the ground or Leonardo leaping down to slash at the opponent, so that the player isn't left open when switching)
Each turtle will have different specials, though their supers will overlap. As a result, this moveset might get long, so bare with me. I figured giving them unique specials would help them to stand out, given their different weapons and personalities. (also, I borrowed some moves from
TMNT: Tournament Fighters)
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LEONARDO SPECIALS
(Leonardo is an all-rounder - he doesn't have the best range, speed, or strength, but he's well-balanced in that regard, not having any obvious weaknesses. Out of the four turtles, he's the most basic - basically a Shoto character like Ryu)
Sewer Shock Wave (quarter circle forward + attack) - Leonardo slashes his sword along the ground, creating a small shockwave that travels along the floor.
Endless Screw (quarter circle back + attack) - Leonardo holds his swords out and spins like a propeller; his left and right movement can be controlled as he's spinning
Roto Cutter (Shoryuken motion + attack) - Leonardo leaps into the air, spinning vertically with his arms and swords outstretched as he does so.
Patience Pays Off (down, down, attack) - a counter where Leonardo takes a deep breath while holding his sword at his side; if his opponent hits him while he's doing this, he draws his sword with blinding speed, countering the attack. Otherwise, he goes back into his neutral stance.
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DONATELLO SPECIALS
(Donatello's got the longest range out of the turtles, as to be expected, but a lot of his attacks are slower as a result. He's a trickier character with access to some traps)
From All Angles (press an attack button repeatedly) - Donatello repeatedly jabs forward with his staff, much like E. Honda's Hundred Hand Slap from Street Fighter II.
Shock Cannon (quarter circle forward + attack) - Donnie cobbles together a cannon out of junk and fires a ball of electricity; the attack button that's used determines the angle of the attack, with the heavier versions being aimed slightly higher
Testudines Takedown (down, up, attack) - Donatello leaps into the air, drawing his bo staff and slamming it into the ground as he comes down.
Short Circuit (down, down, attack) - Donatello places a pylon that is sparking with electricity. It's normally harmless, but placing a second pylon causes a bolt of electricity to launch from one to the other for a split second, causing the opponent to take damage and be stunned for longer than most attacks and destroying the pylons. The pylons can also be destroyed if an enemy attacks them.
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RAPHAEL SPECIALS
(Raphael's attacks are powerful but have very short range, forcing him to get up close and personal - just the way he likes it. As a result, I made him more of a grappler character)
Power Drill (back, forward, attack) - Raphael flies forward while spinning with his sais held in front of him, similar to M. Bison's Psycho Crusher.
German Suplex (quarter circle back + attack) - trying out some moves that he saw on pro wrestling, Raphael lunges forward to grab at the opponent. If he connects, he lifts the opponent into the air, leaning backwards in order to slam them into the ground, while Raphael lands on his shell. (I don't know much about wrestling, so I'm not sure how to describe some of the moves; I just figured that being a grappler would be a good fit for Raph)
Rude Rushdown (quarter circle forward + attack) - another grab, where Raphael knocks the opponent to the ground and stabs them repeatedly with his sais.
The Turtle's Elbow (down, up, attack) - Raph leaps into the air before performing an elbow drop on whoever was in front of him.
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MICHELANGELO SPECIALS
(Michelangelo's attacks are fast but weak, and he's a lot goofier than the other three. He has some Rekka moves like Fei Long, mixed with some of the unpredictability of characters like Voldo from Soul Calibur)
Just Like Bruce! (quarter circle forward + attack) - Michelangelo does
his best Bruce Lee impersonation, spinning the nunchucks around himself as a form of attack and defense. This move can be extended by pressing quarter circle forward and attack at the right time, though this only works three times in total - the move finishes off with Mikey messing up and hitting himself with the nunchucks, though it doesn't damage him any.
Rising Dragon! (Shoryuken motion + attack) - Michelangelo leaps into the air with a flying uppercut, spinning his nunchucks like a propeller blade.
Garlic Breath! (back, forward, attack) - Mikey takes a deep breath before exhaling, letting a cloud of bad breath from the extra-garlic pizza that he just had. The odor doesn't damage the opponent, but it does deal extra hit stun, leaving them open for Mikey's quicker attacks
Party, Dude! (quarter circle back + attack) - Mikey shows off his break-dancing moves. Ducking into his shell, he spins around on his back, sliding under high/medium-height projectiles and moving closer to the opponent. If he rams into the opponent, he damages them. The light version has him stay in place, while the medium and heavy versions have him move forwards with varying distance.
Shred Those Rails! (down, down, attack) - Michelangelo pulls out a skateboard and gets on it, which slowly moves him forward. While in this state, he can have several different inputs:
-down causes him to put the skateboard away
-light attack causes him to do a kickflip, with the board flying out from under him and serving as a projectile
-medium attack causes him to leap forward, grabbing the board out from under himself and using it to smack the opponent. This lets him dodge low attacks.
-heavy attack causes him to push himself forward, ramming into the opponent. This has one hit of super armour
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SUPERS (All)
Level 1: Shell Shock (half circle forward + attack) - the turtle that's being played as turns around and leaps at the opponent shell-first, ramming into them before launching their opponent into the air with a flying multi-hit uppercut.
Level 2: Pizza Time! (half circle back + attack) - the turtle pulls out a box of pizza and chows down, restoring some health
Level 2: Radical Rat (quarter circle forward x2 + attack) - Splinter appears from the shadows, dashing ahead to claw at the opponent if they're in his way. Once Splinter reaches the end of his dash, he and the turtle bow to each other, with each one having a different comment on Splinter's appearance.
Leo: "Thank you master, I'm honoured."
Donnie: "That was incredible, Master Splinter!"
Raph: "I could've done that myself, but thanks."
Mikey: "Whoa! Master, where'd you come from?"
Level 3: Turtle Power! (press all buttons) - the Turtle Van drives by, with April driving it, as the turtle who's currently active grabs onto the side of it. If it connects, a cutscene begins where the opponent is launched into the air. All four turtles are hanging on the side of the van now, and they leap into the air after the opponent, drawing their weapons. The fight is now in the back alleys of New York City, where the turtles leap off of the sides of buildings, taking turns knocking the opponents higher and higher into the air. Eventually, the opponent passes in front of a full moon, where in a series of blurs (moving surprisingly fast for turtles), the turtles dash by the opponent, smacking them repeatedly, before they leap above the opponent. All four turtles hit the enemy at once, sending them slamming towards the ground and through an open manhole, ending the super.