User:Narr/sandbox/Sandbag: Difference between revisions

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<!-->Hey, this is a code comment! You can use these to add invisible explainers and information to your page's source. They're nice for keeping editing organized, letting editors know what needs to be done and the like. There'll be a few of these on this page!<-->
{{Infobox Character SSBM
{{Infobox Character SSBM
|name=Sandbag
|name=Sandbag
Line 19: Line 20:


== Ground Moves ==
== Ground Moves ==
<!-->Another comment! This invisible header on the line below will allow people to quickly access any move from the navigation box without cluttering the page. It also allows people to quickly edit individual moves!<-->
===== <span class="invisible-header">Jab</span> =====
{{MoveData
{{MoveData
|name=Sand Attack
|name=Sand Attack
|input=Example
|input=Jab (5AAA)
|subtitle=<b>This is the caption field! Please try to prioritize useful information (e.g. slang move names such as Shine or quick descriptors of a move's use such as "Your go-to combo starter") here over low-effort jokes & memes. And please, don't just edit the wiki to add captions.</b>
|image=
|data=
{{AttackData-SSBM
<!--> You can include |version= on moves with followups and the like. Don't include it on moves without, it's unnecessary. <-->
|version=Jab 1
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0 (If a single hit of a move has multiple damage values, order them in order of ID.)
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= This is the AttackData template! In the source, you'll see all the different fields. You can add or remove fields as is relevant for each move (ground moves don't need landing lag, etc.) Ideally, you'll want to include the move name from [https://docs.google.com/spreadsheets/d/1h7Yptci9UJC_6Ij2Mq3n0oZvdZywj_kn72Emgpa594I/edit#gid=256948842 this page] in the name field and input name (fTilt, nAir, etc.) in the input field. Use data from IKneeData and Smashboards frame data threads to fill out each field. Copy this section of the code as many times as is needed to fill out a page. }}
{{AttackData-SSBM
<!--> You can include |version= on moves with followups and the like. Don't include it on moves without, it's unnecessary. <-->
|version=Jab 2
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=For moves with multiple versions, angles, or followups, you can nest multiple AttackData-SSBM templates inside one MoveData template like this! See code comments above for more info.}}
{{AttackData-SSBM
<!--> You can include |version= on moves with followups and the like. Don't include it on moves without, it's unnecessary. <-->
|version=Jab 3
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">Dash Attack</span> =====
{{MoveData
|name=Sand Attack
|input=d.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">fTilt</span> =====
{{MoveData
|name=Sand Attack
|input=fTilt (t.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">uTilt</span> =====
{{MoveData
|name=Sand Attack
|input=uTilt (t.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">dTilt</span> =====
{{MoveData
|name=Sand Attack
|input=dTilt (t.2A)
|subtitle=
|image=
|image=
|data=
|data=
Line 37: Line 170:
|angle=0
|angle=0
|effect=Normal
|effect=Normal
|description= This is the AttackData template! In the source, you'll see all the different fields. You can add or remove fields as is relevant for each move (ground moves don't need landing lag, etc.) Ideally, you'll want to include the move name from [https://docs.google.com/spreadsheets/d/1h7Yptci9UJC_6Ij2Mq3n0oZvdZywj_kn72Emgpa594I/edit#gid=256948842 this page] in the name field and input name (fTilt, nAir, etc.) in the input field. Use data from IKneeData and Smashboards frame data threads to fill out each field. Copy this section of the code as many times as is needed to fill out a page.
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">fSmash</span> =====
{{MoveData
|name=Sand Attack
|input=fSmash (s.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">uSmash</span> =====
{{MoveData
|name=Sand Attack
|input=uSmash (s.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">dSmash</span> =====
{{MoveData
|name=Sand Attack
|input=dSmash (s.2A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
}}
}}


== Aerial Moves ==
== Aerial Moves ==
===== <span class="invisible-header">nAir</span> =====
{{MoveData
|name=Sand Attack
|input=nAir (j.5A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">fAir</span> =====
{{MoveData
|name=Sand Attack
|input=fAir (j.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">bAir</span> =====
{{MoveData
|name=Sand Attack
|input=bAir (j.4A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">uAir</span> =====
{{MoveData
|name=Sand Attack
|input=uAir (j.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">dAir</span> =====
{{MoveData
|name=Sand Attack
|input=dAir (j.2A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description= The move ever
}}
}}


== Special Moves ==
== Special Moves ==
===== <span class="invisible-header">Sand Blast</span> =====
{{MoveData
|name=Sand Blast
|input=nB (5B)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">Sand Stinger</span> =====
{{MoveData
|name=Sand Stinger
|input=sideB (4/6B)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">Rising Sand</span> =====
{{MoveData
|name=Rising Sand
|input=upB (8B)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
===== <span class="invisible-header">Sand Slam</span> =====
{{MoveData
|name=Sand Slam
|input=downB (2B)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


== Grabs & Throws ==
== Grabs & Throws ==
<!-->Put a character's grab, zair, and throws here.<-->
===== <span class="invisible-header">Grab</span> =====
{{MoveData
|name=Sand Grapple
|input=Grab (Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


Put a character's grab, zair, and throws here.
===== <span class="invisible-header">Dash Grab</span> =====
{{MoveData
|name=Sand Grapple
|input=d.Grab (d.Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">Pummel</span> =====
{{MoveData
|name=Sand Attack
|input=g.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">fThrow</span> =====
{{MoveData
|name=Sand Attack
|input=fThrow (g.6)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">bThrow</span> =====
{{MoveData
|name=Sand Attack
|input=bThrow (g.4)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">uThrow</span> =====
{{MoveData
|name=Sand Attack
|input=uThrow (g.8)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}
 
===== <span class="invisible-header">dThrow</span> =====
{{MoveData
|name=Sand Attack
|input=dThrow (g.2)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


== Universal Mechanics ==
== Universal Mechanics ==


In this section, you'll want to put things like tech rolls, getup attacks and the like.
In this section, you'll want to put things like tech rolls, getup attacks and the like.
== Info for Editors ==
Don't copy this section onto your page! This has info for
=== Notation ===
On this wiki, we use both traditional Smash notation (with moves stylized as fTilt, uSmash nAir, etc.) and numpad notation (ex. t.6A, s.8A, j.5A). Dashing is notated with d. before the action in both. You can see usage examples for both above. We also use [https://churchofsp.netlify.app/post/jump-notation/ sp99's jump notation] where relevant for particular combo & pressure sequences. Stay tuned for that.

Latest revision as of 18:26, 29 February 2024


Sandbag is Melee's most selfless character, enduring immense pain and torment day in and day out for no clear end reward other than the betterment of their peers, who still fail to appreciate their great sacrifices. Kinda like a wiki editor.

If you're here that means you probably want to work on the Melee wiki - that's great! This page will help you out with that. Read through this page and its source to hopefully get a better idea on how to edit and use our templates. If you want to edit a character's introduction (like this one) though, you'll have to create a Character Name/Introduction page. Once you copy this page's source, there should be a link for that in this spot.

Also, you'll want to put the Pros & Cons section on the Introduction page as well. Y'know, this one:

Strengths Weaknesses
  • No Losing Matchups - As a non-playable character, Sandbag has no losing matchups. I mean, unless you count eternally having the snot beaten out of you as not losing. Up to you I guess.
  • No Winning Matchups - As a non-playable character, Sandbag has no winning matchups either.
SSBM Sandbag Portrait.jpg
Physics
Weight 0 (0th)
Fall Speed 0/Fast 0 (0th)
Gravity 0 (0th)
Ground Movement
Walk Speed 0 (0th)
Initial Dash Speed 0 (0rd)
Initial Dash Length 0f (0nd)
Run Speed 0 (0th)
Traction 0 (0st)
Jumping
Jumpsquat 0f (0st)
Jump Height Full 0/Short 0/Air 0 (0th/0th/0th)
Air Speed 0 (0th)
Air Acceleration 0 (0th)

Ground Moves

Jab
Sand Attack
This is the caption field! Please try to prioritize useful information (e.g. slang move names such as Shine or quick descriptors of a move's use such as "Your go-to combo starter") here over low-effort jokes & memes. And please, don't just edit the wiki to add captions.
Jab (5AAA)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 (If a single hit of a move has multiple damage values, order them in order of ID.) Clean: 0 / Late: 0 0 0 Normal 0

This is the AttackData template! In the source, you'll see all the different fields. You can add or remove fields as is relevant for each move (ground moves don't need landing lag, etc.) Ideally, you'll want to include the move name from this page in the name field and input name (fTilt, nAir, etc.) in the input field. Use data from IKneeData and Smashboards frame data threads to fill out each field. Copy this section of the code as many times as is needed to fill out a page.

Jab 2 First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

For moves with multiple versions, angles, or followups, you can nest multiple AttackData-SSBM templates inside one MoveData template like this! See code comments above for more info.

Jab 3 First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Dash Attack
Sand Attack
d.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fTilt
Sand Attack
fTilt (t.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uTilt
Sand Attack
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dTilt
Sand Attack
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fSmash
Sand Attack
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uSmash
Sand Attack
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dSmash
Sand Attack
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Aerial Moves

nAir
Sand Attack
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fAir
Sand Attack
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
bAir
Sand Attack
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uAir
Sand Attack
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dAir
Sand Attack
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

The move ever

Special Moves

Sand Blast
Sand Blast
nB (5B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Sand Stinger
Sand Stinger
sideB (4/6B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Rising Sand
Rising Sand
upB (8B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Sand Slam
Sand Slam
downB (2B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Grabs & Throws

Grab
Sand Grapple
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Dash Grab
Sand Grapple
d.Grab (d.Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Pummel
Sand Attack
g.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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fThrow
Sand Attack
fThrow (g.6)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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bThrow
Sand Attack
bThrow (g.4)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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uThrow
Sand Attack
uThrow (g.8)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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dThrow
Sand Attack
dThrow (g.2)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
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Universal Mechanics

In this section, you'll want to put things like tech rolls, getup attacks and the like.

Info for Editors

Don't copy this section onto your page! This has info for

Notation

On this wiki, we use both traditional Smash notation (with moves stylized as fTilt, uSmash nAir, etc.) and numpad notation (ex. t.6A, s.8A, j.5A). Dashing is notated with d. before the action in both. You can see usage examples for both above. We also use sp99's jump notation where relevant for particular combo & pressure sequences. Stay tuned for that.