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A playthrough of the sub-boss Rat King in Konami's Teenage Mutant Ninja Turtles Tournament fighters for the Super Nintendo/SNES. This game was a request by the user vicenpvp. Rat King's moves: Atomic Buster Throw: hcf + P (close) Air Lunge Kick: (air) HK Elbow Drop: d + LK Leg Tomahawk: HK (Super Move) Atomic Explosion: HP + HK (when super bar is full). Like Karai, Rat King is broken. These characters were not playtested properly, and you can tell. You wouldn't suspect it at first, considering he isn't as obviously broken, but he is, as you can see in the video. His lunging air kick and elbow drop are decent enough moves, but he really comes into his own with his Leg Tomahawk command move and his Atomic Buster special move. If a Leg Tomahawk is not blocked, and is then followed up by a HP, it will stun the opponent. Every time. This means that your opponent can very easily be stunlocked to death, and there's very little they can do. And what if they do block? Well, Leg Tomahawk puts you right next to the opponent, and can be cancelled into a throw. You also have a significant amount of time to throw, as well. If you input the command for Atomic Buster right as Leg Tomahawk is happening, IT WILL AUTOMATICALLY CANCEL INTO THE THROW AS SOON AS THE MOVE IS FINISHED. And this throw defeats an opponent in three hits. So, basically put, you're dead either way. Block and you're dead, don't block and you're dead. In this way he's perhaps even more broken than Karai, and the fact that I completed the game in less time with Rat King seems to prove as such. Like Karai therefore, Rat King is a complete and total monster as a boss, and probably the only viable grapple boss I've seen before (one of the only grapple bosses, come to think of it). He's broken, absolutely, but also a lot of fun to play as. I had to hack Rat King in order to play as him in single-player mode. I'll make a tutorial on how to do that if anyone wishes.