ROTTMNT Character Fighting Style Analysis - Part 4: Donatello
Hey! I’m back with my fight-style analysis! Sorry it took so long but we’re back in business!
This is a continuation of my first post about analyzing each of the Turtles' (+April's) fighting style, their strengths and weaknesses in a fight, and how Rise uses that to highlight different aspects of their character. I highly encourage you read that first before hopping into this one for full context. There is a bit of a TL;DR at the end.
[Part 1: Leo] [Part 2: Raph] [Part 3: Mikey] [...] [Part 5: April]
[Addendum] (Small addition to this analysis)
Next up on the stand is our dear Othello von Ryan aka Bootyyyshaker9000, aka...
Donatello: Striker/Support
Fighting Styles:
Categorizing Donnie's fighting style in Rise was surprisingly difficult as Donnie doesn't appear to have an easily identifiable pattern the way his brothers do. However, after I watched all the fights he's in several times over I've come to quite an interesting conclusion:
Unlike his brothers, Donnie doesn't have a specific fighting style - he has two.
Parry and Counterattack
Donnie's primary fight style in the show utilizes a more traditional combat approach (or as traditional as Donnie can get), utilizing his bo in combination with his tech to battle the enemy at close range. This fighting style is an interesting fusion of offensive and defensive techniques to create a style that caters to Donnie's strengths. It involves Donnie goading the enemy into attacking him with a series of swipes and jabs, then using a number of blocks and parry techniques to defend himself until he can find or create an opportune moment to create an opening and hit his foe with a devastating counterattack. While Donnie might not be the strongest turtle physically, his tech and proficiency with his bo make him a force to be reckoned with in his own right.
Glass Cannon
Donnie's secondary method of fighting is one I would best describe as a "glass cannon" fight style. For those of you unfamiliar with it, the term 'glass cannon' comes from video games and TTRPGs and is used to describe a character that can deal a lot of damage, but has very little health and defense in return (think of wizard or ranged classes).
"But wait, ‘Glass Cannon’ describes the attributes of a character, not their fighting style,” and yes, it does. However, in Donnie’s case, his fighting style changes in such a way that he becomes a glass cannon
With this fighting style, Donnie tends to forgo the close-range, technical combat, instead more ranged attacks that rely solely on his tech. This is Donnie when he is fighting at his most offensive as these attacks can be VERY powerful and can deal a significant amount of damage, but they also leave him rather vulnerable. Donnie puts all his focus on dealing strong singular attacks, but if those fail, he ends up being more exposed to the enemy as his tech has very few defensive capabilities.
Strengths and Roles in a Fight:
Striker
Donnie is the team's striker. His role in a fight is to deal powerful, precise hits against the enemy that are intended to quickly and efficiently defeat a foe. Both of his fight styles play into this role and both his Parry-and-Counterattack and Glass Cannon method are built to deliver strong, finalizing attacks. He is often seen entering a battle after his allies instead of charging right in (although he does sometimes do that - especially early on), choosing to be a bit more precise in who he fights, or joining an ally in order to provide that finishing blow if need be. His battleshell gives Donnie an aerial advantage, allowing him to swoop in unexpectedly and strike an enemy, or boost his speed and increase the strength of his attacks. While he is seen, on occasion, fighting outside of this role, he is at his strongest when filling the Striker position.
Support
Donnie also fills the role of the team's Support and assists his brothers, April, and other members in a fight with the use of his tech (ha, get it - he's tech support). This is different than how Mikey supports the team as Mikey directly affects the enemy by disabling them, while Donnie supports the team by directly affecting those he's fighting alongside. Donnie provides numerous helpful gadgets with his tech that has a seemingly infinite number of configurations and uses in battle. His tech-bo had almost every tool under the sun and his goggles can give tactical information in a fight by pointing out weaknesses or additional information about an opponent. He also helps in moving allies around the battlefield using his hammer/tech-bo and battleshell, giving them a stronger advantage in the air and providing aerial assistance if needed. There are times when Donnie supports his allies by inhibiting the enemy, but more often than not his support is provided directly to his team.
Utility:
Donnie's Parry and Counterattack style is, arguably, his best fighting style as he can utilize his tech while fighting without being overly reliant on it. When used properly he can go up against many types of enemies and it allows him to be a bit more adaptable in a fight than he is when he is using just his tech or just traditional fighting techniques.
His Glass Cannon fighting style should not be discredited, however, as it is incredibly strong, but it is more situational than the Parry-and-Counterattack method. There are times when it is useful to have that one powerful attack that can be used to finish off an enemy to deliver an immense amount of damage, but it needs to be done in tandem with his team. When Donnie fights as a Glass Cannon by himself, he becomes incredibly vulnerable and, without anyone to back him up, puts himself at huge risk when his attack fails. Having the others nearby help weaken the enemy, making his attack more effective, or can help defend Donnie should he need it.
Donnie's fighting styles are best suited for short battles against a small number of enemies while he tends to have a hard time in long, drawn-out fights or against a large number of opponents. Donnie's strengths lie in his ability to deliver strong individual attacks, which work best when he is fighting against just a couple of enemies where he can properly focus his energy. However, the longer the fight goes on, the more Donnie begins to struggle - the longer the battle drags on, the more likely Donnie is to get hit. Despite the fact that he does very well on the defensive when using his Parry and Counterattack style, once Donnie gets hit it becomes very hard for him to recover.
Donnie's role as the Striker can conflict with his role as the Support, resulting in him often having to prioritize one over the other. If Donnie plays a more aggressive role in the fight, both his fighting styles don't give much opportunity for him to use his tech for anything but his own attacks. When Donnie needs to fall into his Support role, this means he has to significantly "back off," so to speak, so he can fully deploy and utilize his tech to help his team.
How it plays into his character:
Donnie’s fight style and roles reveal a surprising amount of information about his character, including the complexities of his personality and how his strengths and flaws are demonstrated in the way he fights.
Donnie's Glass Cannon style is the direct result of his arrogance and overconfidence in his tech. Donnie takes pride in his tech and inventions, which isn't inherently a bad thing, however, this tends to feed into Donnie's arrogance, causing him to assume that his inventions could never fail. When he does this in battle, he puts so much emphasis on his tech and his confidence in its success that he doesn't consider the possibility that the attack may not work. However, there are times when the Glass Cannon fighting style is needed, which is when Donnie has to find a balance between relying on his tech for a powerful attack and having the humility to recognize when it may not be the best option.
Donnie's Parry-and-Counterattack fighting style exemplifies how skilled Donnie can be when the best parts of his character come together. This fighting method requires Donnie to be skilled, patient, and tactical; while also demonstrating how Donnie can use his intelligence and engineering in battle without being overly reliant on it. Donnie can be rash and overeager in a fight, especially when it comes to using his tech, but when he uses his Parry-and-Counterattack style he is forced to address that in order to succeed. When Donnie uses his greatest strength, his intelligence, all of these pieces fall into place, making him a very strong fighter.
Donnie's role as a Support may not be very obvious since he tends to fight more offensively, but the way he supports his team in a fight aligns very well with how Donnie expresses his care and affection for his family. Throughout the show, Donnie repeatedly tells us that emotion and affectionate gestures are difficult for him, which could make it seem that he has little care for his family. However, this is far from the case, Rise demonstrates time and time again that Donnie deeply cares about his family, but instead of expressing it outwardly, Donnie's affection comes through in his inventions. We see several instances in the show where Donnie makes upgrades to his tech to cater to his family's needs and interests - and he does the same thing in battle. He has several gadgets specifically designed to keep his family safe, and we see how he modifies his tech to accommodate the needs of others in a fight. The love Donnie has for his family translates into every part of their lives, including battle, even when it isn't immediately obvious to anyone else.
In a Team Fight:
In a combined team effort, Donnie is the best option to go last in a team attack. Given Donnie's role as the Striker and his fighting style that is heavily geared towards singular heavy strikes, it makes sense for him to be the one to deliver that finishing blow. This is where his Glass Cannon style works best as his allies have already worn the enemy down enough to make his final, tech-heavy particularly devastating.
With the mobility and the assistance he can provide with his tech, Donnie can help set up a follow-up attack, but this means he has to take a more passive role in the fight and he doesn't get much of a chance to attack. This can be beneficial when going against weaker opponents, but less so when fighting stronger enemies.
Donnie doesn't work as well as an attacker in the early positions in a team attack as his skills as a fighter are not suited to properly set up a coordinated effort. Even though his Parry-and-Counterattack style can create an opening in the opponent's defense, it also needs a very quick attack to follow up on that, which is difficult to execute without another person nearby. Attacking first or second may also require Donnie to fight his foe for a longer period of time, which increases the chance that Donnie will get hit and won't give him the time needed to recover from it.
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Donnie's analysis was definitely the most difficult one of the bunch. Whereas Leo, Raph, and Mikey all have instantly recognizable roles and fighting styles, Donnie's was much more complex. You know he's the tech guy in and out of a fight, but trying to find where he fits into battle beyond that was challenging. Interestingly enough, it mirrors how his own character is presented, where you know Donnie's general shtick early on, but it can be difficult to understand his character beyond the surface level if you don't pay attention.
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[TL;DR: Donnie has two distinct fighting styles in the show - one that prioritizes close-range Parrying and Counterattack techniques and one where he prioritizes his tech and becomes a Glass Cannon. These both feed into his role as the team's Striker, where he functions best as the final attack in a team battle - while also acting as the team's Support by assisting his allies with less combative tech. His roles and fighting style are all very indicative of Donnie's overall personality and the complexities of his character.]
Oh it’s good to be back doing these again. Sorry again for taking so long, but college be college and college be a bi- well, you know. Next up is our girl April O’Neil. I really will try to get it out tomorrow but I won’t make any guarantees.
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No one is born knowing how to communicate
A: And that's okay...
Dr Kuseno made it look so easy. He just swanned into Saitama's apartment, proferred him a gift of beef and the hero's hostility melted away.
Fubuki felt positively foolish, and yet encouraged.
Since then, however, she's found that the only thing meat bribes pull in are dogs. Literal dogs:
And even dogs need more than meat to be loyal.
What gives? Well, it's obvious that Fubuki mistook Dr Kuseno's gift for a bribe: more on that later. Probably. And yeah, it's funny, but it's more interesting than that.
Learning how to communicate is complex. There are a ludicrous number of unspoken conventions and rules in every human society, so much so that we don't fully learn how to smile socially until we're in our forties. Dr Kuseno carefully judged his gift: he had a legitimate reason to offer Saitama a gift in the first place, out of gratitude for Saitama going out of his way to mentor Genos. Then he chose a gift Saitama would be sure to appreciate and presented it at a time when Saitama would be thinking about dinner. The worst that could have happened is that Saitama took the gift but insisted on the doctor going home (and taking Genos with him) -- it would still have left the desired positive impression. And things went really well. Kuseno made it look effortless.
Fubuki is only in her early twenties and her experience to date has been far from typical. She's learned that either she can intimidate people or she can flatter them into doing what she wants. With Saitama (and later Bang, Bomb, and Kuseno), she has to learn how to talk to more powerful people whom she cannot overpower, over whom she has no leverage, and who are unimpressed by her looks, simpering, or flattery.
Fortunately, Fubuki is nothing if not astute. She's worked out that she needs to develop complementary skills if she's to make herself useful to the S-Class heroes she wants to hang with. How to talk to them to get the help and cooperation she desires? Ah, that's a work in progress.
B: ...Unless it's not
Let's move onto another miscommunication.
Something that I hadn't before was that, unlike the webcomic version where Saitama only thinks to himself that Genos seems depressed, in the manga, Saitama out and out asks him if this is the case. He wants to know.
It mirrors King asking Saitama that very same question and getting Saitama to open up and be vulnerable for the first time (ever, in any version of the story). So it is very appropriate to see Saitama trying to do the same for Genos, particularly as he is openly fond of the guy.
However, it goes wrong. Saitama feels himself under pressure to say something wise to make it better. So he puts on his best 'confident' face and inadvertently makes everything much worse. Oh dear. What makes this particularly painful in the manga is that Saitama is much more invested in trying to reach Genos, and it's made Genos think that Saitama saying that he doesn't see what he's doing must mean that earlier times when he's praised him must have been just Saitama being nice. For sure, Genos could have pushed back and made Saitama clarify what he meant, but he's even worse at communicating: and Saitama's glib remark about being bright struck him square in the insecurities.
I'm going to come to something that I only realised once I started typing this up. Even though I've pointed out their abilities to communicate, neither King nor Kuseno have the perfect words to say. Kuseno started out by first committing a faux pas in bringing his great big outside boots into Saitama's flat, then nearly boring Saitama to death with a long-winded explanation. King started out by trying to guess what was bothering Saitama. Both, however, did the most important thing about effective communication: they picked up on their going wrong and changed tack.
It's not about saying the right thing: it's about responding to the person you're talking to.
The thing that King did that Saitama was trying to do for Genos was to ask Saitama open questions, and shut up in the interim, letting Saitama talk to fill in the silence. He'd only speak to ask more open questions when Saitama ran out of things to say, and through that, gently started to challenge Saitama's thinking.
But doing so means being comfortable with several seconds of silence. And that is excruciating. It is almost irresistible to jump in and say something, anything. And it would have been a longish wait, for Genos to slowly sit down and decide to start speaking, which might well have started being about something only tangentially related to his worry. King did that for Saitama: Saitama started out talking about what was bothering him on the surface -- being too strong -- before eventually coming to what was really bothering him, feeling lonely and profoundly isolated from everyone around him. Saitama does not yet know how to wait a person out.
It's a problem in this case because it's introduced a big barrier between those two, not an insurmountable one for sure, but one that could easily compound later.
Ah well, no one is born a communicator. We just have to wait and see if they work out a way to open up and be honest with each other. So it goes! There's more ways to introduce conflicts than to have a monster trample Tokyo, after all!
And so help me, the struggle to learn how to communicate is 1000% worthwhile.
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here's how it goes:
everyone spends valentine's day in DEEP denial. tubbo isn't dead, he CAN'T be. when they die they come back, that's how it is, how it's ALWAYS been. the island is hell but at least fatalities don't stick, except in specific cases and all of them in the same white shells. of course philza jokes, he's thinking about tubbo, he can't stop. he's expecting tubbo to jump out at any moment, he's expecting to go to fobo and see tubbo hidden in the basement throwing darts at a picture of fit and pac looking at each other, he's expecting to go back to the dungeon and the body is gone (he hopes). tubbo's not dead. he can't die. none of them can, just the eggs.
(it never takes this long to come back; he knows something is wrong)
here's how it goes:
tubbo tells the kids "i'm on my last life." the eggs have always had lives. i don't think some of them have ever understood that the players have infinite chances, with their insistence on protecting their caretakers from deaths like their caretakers do for them, charging back into the eye worker war, refusing to back out of a dangerous dungeon before their parents do, wanting to protect. i don't know if they understand that to the players, death is like spit in the face: unpleasant, sure, but no big deal.
tubbo tells the kids "i'm on my last life" and of course they believe him. death is their constant companion, no more than two doors down. some eggs are used to it being a breath away.
here's how it goes:
tubbo is dead. the children mourn him. the players are scared. defiant. they always are. who among them has died? dan, missing; spreen, gone; maximus... well there was no body, no announcement, surely-
(how long did it take pierre to accept it? to realize it? to take down the missing person posters? not a day. not a day.)
juanaflippa died and there was a court case to save her. bobby died and the whole server journeyed to save him. when is the last time the players have taken death lying down?
here's how it goes:
tubbo dies, and he dies unloved (fit's arm is stretched out to save him). he dies without purpose (sunny is there, she's waiting, she knows he won't move). he dies and no one cares (chayanne refuses to leave, his godfather, he failed his-)
here's how it goes:
the valentine's party is so loud but too quiet. there's a name in the air, even when no one is saying it
"wow sure is good tubbo isn't here" phil says (he's said this before, he'll say it again, but isn't it strange how many times? perhaps even he doesn't believe it. perhaps he's trying to convince himself.)
here's how it goes:
a creature with too many faces comes. it tells them the truth they won't face. tubbo is gone.
quesadilla island says, "not for long"
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