Nickelodeon All-Star Brawl 2/Universal Mechanics: Difference between revisions

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NASB 2 really shook up the formula... funny enough making it a fair bit closer to a traditional platform fighter than it's predecessor. The change from Digital to Analog controls opened up new possibilities for movesets and a lot of the rougher edges of the first game have been shaved off or smoothed out. On top of that, the new Slime Meter opens up nearly infinite possibilities.
== Basic ==


== Basic ==
=== Ground Movement ===
Every character in the game can dash, run, walk fast, and walk slow.
 
Dashing is done by tapping left or right. During the initial startup of a dash, you may immediately turn around. If you continue to hold a direction after the dash, your character will begin running. Characters may block, jump, use a charge attack, use a special attack, or initiate a dash attack or dash grab while dashing or running. Dashing and running are often faster than walking, but offer less control.
 
Walking is done by lightly pushing the Left Stick to the left or right, or by pressing diagonally up or diagonally down. Characters may walk fast or slow depending on how far the Left Stick is pushed. While walking is generally slower than dashing and running, it allows for more precise positioning and enables the use of standing grab and light attacks without having to stand still.
 
 
=== Light Attacks ===
 
Light attacks are attacks performed by pressing the '''Light Attack''' button. Light attacks are typically good for building up damage and usually come out quicker than charge/strong attacks, but their properties and uses can vary greatly between characters.
 
Every character has four grounded light attacks (Light Neutral, Light Forward, Light Up, and Light Down), and five aerial light attacks (Light Neutral Air, Light Forward Air, Light Back Air, Light Up Air, and Light Down Air).
 
Light attacks can also be [[#Slime Canceling|slime canceled]] to open up more combo options or link into a hard-hitting attack for a KO.
 
 
==== Dash Attacks ====
 
A dash attack is an attack performed by pressing the '''Light Attack''' button while dashing or running. Most dash attacks can come out quickly and typically serve as a [https://glossary.infil.net/?t=Burst%20Option burst option], but tend to have high amounts of end lag and are ''usually'' unsafe on block, making them quite committal and easy to punish.
 
Dash attacks can also be [[#Slime Canceling|slime canceled]].
 
 
=== Charge Attack / Strong Attack ===
[[File:NASB2_charge-attack_example.gif|200px|thumb|SpongeBob charging his Charge Forward attack.]]
Charge Attacks, also known as Strong Attacks, are attacks that can be charged to increase their damage. These are performed by pressing the '''Charge Attack''' button. Charge attacks are typically hard-hitting attacks that are good for getting KOs. However, every charge attack is different and will have different uses depending on the character.
 
Every character has three grounded charge attacks (Charge Forward, Charge Up and Charge Down), and three aerial charge attacks (Charge Forward Air, Charge Up Air and Charge Down Air). Unlike light attacks, aerial up and down charge attacks can be turned around by pressing diagonally up or diagonally down for Charge Up Air and Charge Down Air, respectively. Charge Forward Airs may also be used in front of, or behind the character by pressing left or right.
 
The longer a charge attack is charged for, the more damage it will deal until it has reached its maximum charge. When a charge attack has reached its maximum level of charge, the character will flash yellow. Most charge attacks are capable of [[#Reflecting and Redirecting|redirecting]] projectiles during their active frames, but the angles at which the projectiles will be redirected vary.


===Light Attacks===
Charge attacks can be [[#Slime Canceling|slime canceled]] to offer more options after hitting, or can be powered up by enhancing them with slime, which are known as [[#Slime Charge/Strong Attacks (EX Charge Attacks)|slime charge attacks]].
These are your standard jabs, tilt attacks, and aerial attacks that you're likely used to from Smash. New for the NASB series, there are now forward and back inputs on every single character, meaning that on top of the old inputs characters now have a Forward tilt, Forward Aerial, and Back Aerial. (miss you Hugh)




=== Charge Attacks AKA "Strong Attacks" ===
=== Special Attacks ===


Like in NASB1, the game's equivalent to "Smash" attacks is tied to it's own button that works on both ground and air. This time the official name is "Charge" attacks since you can charge them for greater power and damage in exchange for taking a bigger risk landing it. Your character will start flashing yellow when you've reached the maximum level of charge. Unlike for light attacks, there are no "Forward" or "Back" inputs for Strongs, meaning you only have Up, Neutral, and Down strongs and the aerial variants of those.
Special attacks are attacks performed by pressing the '''Special Attack''' button. Special attacks are usually vastly different from a character's light attacks and charge attacks. Each character has four grounded special attacks (Special Neutral, Special Forward, Special Up, and Special Down) and four aerial special attacks (Air Special Neutral, Air Special Forward, Air Special Up, and Air Special Down).


The "Rock Paper Scissors" counterplay system has also been entirely removed, now it's just about spacing and hitboxes.
Although special attacks vary greatly between characters, Up Specials are generally a character's primary recovery option.




=== Blocking ===
=== Grabs and Throws ===


A more traditional "shield bubble" has been added, as well as shield health and shield breaks which were both absent from the prequel game. The only form of parry you have now is based on shielding the moment an attack hits, which will make the shield glow a different color for a moment and play a unique sound. There is no longer a bonus for holding the direction an attack is coming from, and in fact now you can press down while shielding to spotdodge in place for a few frames of invincibility, and press left or right while shielding to roll that way. You can also spend Slime to bolster your shield against a particularly vicious onslaught, see the Slime section below.
Grabs are performed by pressing the '''Grab''' button or '''Block + Light Attack'''. When standing or walking, a standing grab will come out. When dashing or running, a dash grab will come out instead, which gives the character a bit of momentum while they are grabbing.


Note that while the bubble visibly shrinks, there is no "Shield poking" to let you hit a blocking opponent who isn't fully covered - a character is fully protected by their block until it's dropped, one way or another.
While a character is being held in a grab, they can be '''pummeled''' by pressing the Grab or Light Attack button, which deals a small amount of damage. They may also be '''thrown''' by pressing a direction. Each character has four different throws: Forward Throw, Back Throw, Up Throw and Down Throw. Grabs are useful for their ability to through '''shields and super armor'''. Some grabs can be used to start combos, while others can be used as KO options. Certain fighters have grabs with longer range than usual, such as Mecha Plankton, Jimmy, and Jenny.


Aside from regular grabs and throws, there are also two types of unique character-specific grabs known as '''Command Grabs''' and '''Hit Grabs'''. Regular grabs and throws ''cannot be slime canceled'' like other attacks, but command grabs and hit grabs ''can''.


=== Dash attacks ===
* Command grabs are attacks that behave similarly to regular grabs and also go through blocking and super armor. Attacks such as Mecha Plankton's "The Chain Grab" and Patrick's "Hugdriver" are command grabs.
* Hit grabs are attacks that will grab the opponent on hit and can also bypass super armor. Unlike command grabs, however, these ''attacks will not go through shields and can be blocked''. Attacks such as El Tigre's "El Gancho" and Rocko's "Suck-O-Matic" are hit grabs.


Input: Press Light Attack while your character is running.


Dash Attacks return from NASB 1, however Strong Dash Attacks have not returned. Dash Attacks are also no longer cancelable on hit due to the presence of Slime Cancels. They are merely attacks to be done out of a run, usually for some sort of lunging strike.
=== Jumping ===


Jumping is performed by pressing the '''Jump''' button. All characters have one ground jump and at least one aerial jump (also known as a double jump). Aerial jumps will have visible white rings appear under the character. Aang and Nigel are characters that have multiple aerial jumps. However, some characters like April can use certain moves like "extra" jumps.


=== Grabs ===
When a grounded character jumps, they will first go into a short crouching animation called '''jump anticipation''' (also known as jump squat) before leaving the ground. Depending on when the Jump button is released during jump anticipation, the character will either '''short hop''' or '''full hop'''. A '''fast fall''' may be performed at any point while a character is descending from a jump by pressing '''down'''. This will cause the character to descend faster than usual.


Grabs are once again dramatically different in NASB2 compared the original, "Cargo Grabs" are entirely gone with nobody on the roster capable of them at the moment. Instead everyone has four unique throw attacks they can perform on an opponent as well as a "Pummel" move done by mashing grab or light attack while holding an opponent.  
Along with ground and aerial jumps, characters may also '''wall jump'''. Wall jumps are performed by being against a wall then pressing the '''Jump button + away from the wall'''. Wall jumps are their own type of jump and do not take away any aerial jumps. These can be performed an infinite number of times, but the height gained is much shorter than other jumps.


You also can no longer grab projectiles out of the air and throw them back, meaning projectiles now need to be respected a lot more.
Some characters, namely Squidward and Lucy, also have the ability to [https://glossary.infil.net/?t=Double%20Jump%20Cancel double jump cancel], or DJC for short.




=== Reflecting ===
=== Blocking / Shielding ===
[[File:NASB2_blocking_example.png|150px|thumb|SpongeBob blocking.]]
Blocking is done by pressing the Block button while on the ground. Blocking prevents a character from taking damage from most attacks, but can be bypassed by [[#Grabs and Throws|grabs]].


Like the changes listed in the above Grabs section, Reflecting has been weakened considerably. Strong/Charge attacks still bounce projectiles away but only during the active frames of the move, and depending on the angle and launch direction of the attack it likely won't even send it back to the opponent. Certain skills are still uniquely capable of reflecting, like Gerald's table tennis paddle and Garfield's Shine. (yes, Garfield The Cat has a shine)
When blocking, the character will be surrounded by a ''shield bubble'' that continuously shrinks as it is held. Hitting the shield bubble will reduce its health faster. When the shield bubble runs out of health, the character will enter a block break animation where they will be stunned and vulnerable for a certain amount of time depending on how much damage they've taken. The shield bubble will regain health over time when not in use.


It should be noted that the original game's "level" system for reflected/grabbed projectiles has been entirely scrapped - one projectile beats another, period, no matter how many times it's reflected, unless it's a unique function of a given projectile to beat out other projectiles.
[[#Slime Blocking|Slime blocking]] can be used to stop the shield bubble from continuously losing health as it is held, as well as negate block pushback. However, it will not prevent the shield bubble from taking damage from attacks.


While a character is blocking, they may use the following options: 
* Release their block, which has a small amount of delay before the character can move again.
* Grab, by pressing the Light Attack button or Grab button. A shield grab will always be a standing grab.
* Jump, by pressing the Jump button. 
* Spot Dodge, by pressing down.
* Roll left or right by pressing left or right, respectively.
* Charge Up attack by pressing Charge Attack + Up. 
* Up Special by pressing Special Attack + Up.
* Drop through a platform (if applicable) by pressing Special Attack. This is known as a Shield Drop.


=== Landing ===


PLACEHOLDER
[[File:NASB2_teeter_example.png|150px|thumb|SpongeBob teetering at the edge.]]
==== Teeter and Edge Slip ====


'''Teetering''' occurs when a character who is blocking is pushed to the edge of a stage. While a character is teetering, they will be unactionable for 1 second, leaving them vulnerable to attacks.


=== UNIVERSAL BASIC MECHANICS PLACEHOLDER ===
'''Edge slip''' will occur if a character is pushed off the edge of a platform while blocking. When this happens, the character will slip off the edge and begin tumbling.


PLACEHOLDER
[[#Slime Blocking|Slime blocking]] can help prevent the defender from being pushed to the edge and reduce the chances of teetering and edge slipping, but will not 100% guarantee it.




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[[File:NASB2_perfect-block_example.png|150px|thumb|SpongeBob successfully executing a ''perfect block''.]]
==== Perfect Block / Parrying ====


A perfect block, also known as a parry, is a technique performed by blocking an attack within '''''the first three frames of raising your shield bubble'''''.


== Advanced ==
When executed properly, a distinct sound will play, the shield bubble will shimmer and take no damage, and the defender will gain '''10 slime'''. The defender can then perform a counterattack while the offender is frozen in lag.


=== Wavedashing ===


PLACEHOLDER
=== Reflecting and Redirecting ===


'''Reflecting''' is the action of gaining control of an opponent's projectile and sending it back at them. A few special moves, such as Patrick's "Double Lariat" and Garfield's "That good old shine" are capable of reflecting.


=== Regular Canceling ===
'''Redirection''' is similar to reflection in that it also takes possession of a projectile, but instead, the projectile is sent at an angle instead of being sent back at the opponent. Most charge/strong attacks can redirect projectiles during their active frames.


PLACEHOLDER


=== Taunts ===


=== DI (Directional Influence) ===
Taunts are unique animations that can be performed by pressing the '''Taunt''' button. Every character has three taunts: Neutral Taunt, Up Taunt, and Down Taunt. How a taunt is used will depend on the player and character.


PLACEHOLDER


Some taunts may directly deal damage to opponents. These taunts are:
* Squidward's Down Taunt
* Raphael's Down Taunt


=== SDI (Hitstun Shuffling) ===


PLACEHOLDER
Jimmy, Zim and Zuko have taunts with unique properties:
* All of Jimmy's taunts will cause Goddard to explode.
* All of Zim's taunts will cause Gir to explode.
* Zuko's Down Taunt will redirect Azula's Lightning if he is hit by it.


Taunts can also be slime canceled.


=== UNIVERSAL ADVANCED MECHANICS PLACEHOLDER ===


PLACEHOLDER
=== Air Dodge ===
[[File:NASB2_air-dodge_example.png|150px|thumb|SpongeBob air dodging to the left.]]
Air dodges are a defensive option that grants a character temporary intangibility while in the air. They are performed by pressing the '''Block''' button while airborne. When air dodging, the character will flash white to indicate that they are intangible.


Characters can neutral air dodge by not pressing any direction, or air dodge in any direction by pressing that direction before pressing the Block button, which will give the air dodge a small boost of momentum in the chosen direction. The small bit of momentum gained from a directional air dodge can be useful for recovering back to a stage or phasing through an attack.


=== UNIVERSAL ADVANCED MECHANICS PLACEHOLDER ===
Air dodges may only be used once per airtime and can only be regained by touching the ground or grabbing an edge. Grabbing an edge while in air dodge frames will remove any intangibility gained by grabbing the edge, leaving the user vulnerable to attacks. However, if the user grabs an edge ''after'' the air dodge is over, they can still gain edge grab intangibility.


PLACEHOLDER
When an air dodge is enhanced with slime, it becomes a [[#Slime Dashing|slime dash]]. Slime dashes have the same properties as air dodges but lose their intangibility frames.




=== UNIVERSAL ADVANCED MECHANICS PLACEHOLDER ===
=== Edges ===


PLACEHOLDER
Grabbing an edge will temporarily grant the character intangibility and also refresh any used jumps. However, grabbing the edge while air dodging will not grant edge intangibility.


A character will have edge intangibility the '''first two times of grabbing an edge''' (if it was not grabbed during an air dodge). If the edge is grabbed subsequent times, there will be no intangibility, leaving the character vulnerable to attacks. Edge intangibility can be regained by touching the ground or a platform, or by being hit by an attack.


=== UNIVERSAL ADVANCED MECHANICS PLACEHOLDER ===
Only one character may hold the edge at a time. However, characters with the ability to ''tether'' to the edge may still latch onto it. The act of grabbing the edge so others cannot grab it is known as [[#Edge Hogging|edge hogging.]]


PLACEHOLDER
While holding an edge, there are a number of options available:
* Edge get up, by pressing towards the stage.
* Edge attack, by pressing the Light Attack or Charge Attack button.
* Edge roll, by pressing the Block button.
* Jump, by pressing up or the Jump button.
* Drop back, by pressing away from the stage.
* Drop down, by pressing down. Pressing down lightly will let you drop slowly while tapping down will cause you to fast fall.




=== UNIVERSAL ADVANCED MECHANICS PLACEHOLDER ===
==== Edge Hogging ====


PLACEHOLDER
Edge hogging is an [https://glossary.infil.net/?t=Edge-Guard edgeguarding] technique that prevents an opponent from grabbing the edge by holding onto it. Edge hogging is very useful against opponents who have used all of their recovery options and must grab the edge in order to make it back to the stage.


Edge hogging can be performed a number of ways, but the most common way is to run off the stage and turn around quickly to grab the edge. However, [[#Wavedashing|wavedashing]] or simply short hopping onto the edge to grab it are options as well. Edge rolling specifically ''greatly'' extends the amount of time you are "in control" of the edge, so it is commonly used to gain intangibility to avoid attacks and return to the stage safely while preventing the opponent from grabbing the edge.


=== UNIVERSAL ADVANCED MECHANICS PLACEHOLDER ===


PLACEHOLDER
=== Platform Dropping ===


Characters may drop through a thin platform by '''holding down''', or by pressing '''Block + Special Attack'''. '''Fast falling''' will also cause a character to fall through a thin platform.


=== UNIVERSAL ADVANCED MECHANICS PLACEHOLDER ===


PLACEHOLDER
=== Teching ===


A '''tech''' ''(not to be confused with Technique)'' is the act of stopping your character from crash landing or bouncing off the ground, wall, ceiling, or a platform by pressing the '''Block''' button at the right time before hitting the surface.


=== UNIVERSAL ADVANCED MECHANICS PLACEHOLDER ===
When teching on the ground or on a platform, you have three options, all of which grant your character some frames of intangibility: Tech Neutral, by not pressing any direction after teching; Tech Roll Left, by pressing left after teching; and Tech Roll Right, by pressing right after teching.


PLACEHOLDER
The game has a tech lockout window of 25 frames, which prevents players from mashing the Block button to tech, so be sure to time your tech wisely.




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== Slime ==
== Advanced ==
 
=== Wavedashing ===
 
Wavedashing is much more simplified in NASB 2 compared to other platform fighters. All that's really required is jumping and then airdodging diagonal down in any direction quickly after. The window to wavedash is very generous, and most players will be able to perform it consistently in no time.
 
=== Canceling ===
 
PLACEHOLDER
 
[[#Slime_Dashing|Learn about Slime Canceling by clicking here.]]
 


Slime is a special meter that every character has access to, and mastery over this resource is vital to success in NASB2.
=== Directional Influence (DI) ===


The Slime Meter appears beneath your character's damage percent and stock count and has up to three bars that can be filled by dealing or (to a lesser degree) taking damage, earlier bars filling up faster than later bars. Roughly 60%/90%/100% per bar, starting from nothing and taking no damage.
PLACEHOLDER


While every character is going to have their own gameplan on how to use slime, it is an integral part of the game and something you should be looking to weave into your strategy more often than not.


All Slime functions require pressing or holding the Slime button (default Left Trigger/ZL/Left Shift) at the correct time or with the correct additional input.
=== Hitstun Shuffling (SDI) ===


There is an SDI limiter on NASB2, meaning that doing it fast doesn't actually help. The more you SDI during hitstun the less your SDI will do. So after a bit you get diminishing returns. It still does something, just barely anything.


=== Slime Specials (EX Specials) ===


'''Input:''' Hold Slime while inputting a Special, Costs 1 bar of Slime.
=== Landing (Hard/Soft) ===


Spends a bar of meter to enhance one of your specials in some way. Check individual character pages for details, as the effects can very dramatically from more power, to travelling further/faster, sometimes effectively producing an entirely new move.
PLACEHOLDER




=== Slime Strongs/Charges (EX Strongs) ===
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'''Input:''' Hold Slime while inputting a Strong/Charge move, costs 1 bar of Slime.


A Strong/Charge attack that deals extra damage compared to the uncharged form, without any of the charge time. Does not deal any additional knockback.
== Slime ==


(Note: as of this writing EX Strongs are still in flux due to patches, 1.3 claiming it will remove the DI restriction on them.)


'''Slime''' is a special meter that every Brawler has access to, and mastery over this resource is vital to success in NASB2.


=== Slime Canceling ===
The '''Slime Meter''' appears beneath your Brawler's damage percent and stock count and has up to three bars that can be filled by dealing or taking damage(slower). Earlier bars fill up faster than later bars. Roughly 60%/90%/100% per bar. Starting from nothing and taking no damage.


'''Input:''' Tap Slime during the frames of any move's animations, costs 1 bar of Slime.
While every character is going to have their own gameplan on how to use '''Slime''', it is an integral part of the game and something you should be looking to weave into your strategy more often than not.


Immediately places you back into a neutral, actionable state. The visual slime burst it produces is also a hitbox that stuns any character already caught in hitstun and holds them in place for about 50(?) frames, allowing for further damage to be tacked on, or allowing kill confirms. Comparable to Roman Cancels and it's not the only mechanic this game is taking from Guilty Gear.
All '''Slime''' functions require pressing or holding the ''Slime Button'' (Default: ''ZL''/''L2''/''LT''/''Left Shift''/''L'') at the correct time or with the correct additional input.


Note that knockback is reduced from moves immediately following a Slime Cancel, though not to a dramatic degree.


You cannot Slime Cancel regular throws, however certain command throws like Plankton's Chum Bucket Buster can be.
=== Slime Specials (EX Specials) ===


Word of warning: the Slime Cancel hitbox itself has zero blockstun, meaning that if you cancel a move that was just shielded you might just give an aware opponent a chance to strike back at you, due to the cancel hitbox overriding the normal move's shieldstun.


*'''Input:''' Hold Slime while inputting a Special, Costs 1 bar of Slime.


=== Slime Dashing ===
Spends '''1 Bar''' of '''Slime Meter''' to enhance one of your '''Specials''' in some way. Check individual character pages for details, as the effects can very dramatically. From more power, to travelling further/faster, sometimes effectively producing an entirely new move.


'''Input:''' Hold Slime while inputting an Air Dodge, costs 1 bar of Slime.


Your air dodge will now travel further and be fully actionable throughout, not unlike how they worked in NASB1. Note that this move has no invincibility frames like the regular one (citation needed) so don't be reckless with this.
=== Slime Charge/Strong Attacks (EX Charge Attacks) ===


*'''Input:''' Hold ''Slime'' while inputting a '''Strong/Charge Attack''', costs '''1 Bar''' of '''Slime Meter'''.


=== Slime Blocking ===
A Strong/Charge attack that deals extra damage compared to the uncharged form, without any of the charge time. Does not deal any additional knockback.


'''Input:''' Hold Slime while holding Shield. Costs meter for as long as Slime is held, at a rate of about 2 seconds per full bar.


Comparable to Guilty Gear's "Faultless Defense", this essentially makes your shield unbreakable and reduces/eliminates the amount you're pushed back while shielding. This is especially helpful at the ledge to prevent being put into Teeter.
=== Slime Canceling ===




=== Slime Momentum Canceling (Slime Burst) ===
*'''Input:''' Tap ''Slime'' during the frames of any move's animations, costs '''1 Bar''' of '''Slime Meter'''.


'''Input:''' Slime + Shield while in hitstun, costs 2 bars of Slime.
Immediately places you back into a neutral, actionable state. The visual slime burst it produces is also a hitbox that stuns any character already caught in hitstun and holds them in place for about 50(?) frames. Allowing for further damage to be tacked on or allowing kill confirms.


Immediately cancels all knockback taken and produces a small hitbox around your character knocking back the opponent if they aren't blocking.


This is generally used to save stocks from certain death and give you one more chance to recover. If your character already doesn't need a lot of slime to operate, Slime Burst will just make it that much harder for your opponent to keep up.
''Note that:''


*''Knockback is reduced from moves immediately following a '''Slime Cancel''', though not to a dramatic degree.
*You cannot '''Slime Cancel''' regular '''Throws''', however certain '''Command Throws''' like '''Plankton's Chum Bucket Buster''' can be.
*The '''Slime Cancel''' hitbox itself has zero '''Blockstun''', meaning that if you cancel a move that was just '''Shielded''' you might just give an aware opponent a chance to strike back at you, due to the '''Slime Cancel''' hitbox overriding the normal move's '''Shieldstun'''.


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=== Slime Dashing ===


== Status Effects ==


=== Poison/Burn ===
*'''Input:''' Hold ''Slime'' while inputting an '''Air Dodge''', costs '''1 Bar''' of '''Slime Meter'''.


* Certain moves inflict Poison or Fire which inflicts damage over time for a few seconds before clearing up on it's own. How much damage depends on the move. Signified by a visual effect on your character and a fire or purple bubble icon next to your stocks.
Your '''Air Dodge''' will now travel further and be fully actionable throughout. Note that this move has no invincibility frames like a regular '''Air Dodge'''(citation needed).
* '''Campaign:''' The brawler is dealt 3 damage per second.




=== Sauce ===


Sauce is a status that reduces movement speed and your ability to DI, making you easier to combo and to kill. Signified by your character being coated in orange gunk and a bottle icon next to your stocks.
=== Slime Blocking ===
[[File:NASB2_slime-blocking_example.png|140px|thumb|SpongeBob using ''Slime'' to Slime Block.]]
*'''Input:''' Hold ''Slime'' while holding '''Shield'''. Costs '''Slime Meter''' for as long as ''Slime'' is held, at a rate of about 2 seconds per full '''Slime Meter''' bar.


Currently exclusive to moves by Plankton.
This essentially makes your '''Shield''' unbreakable and reduces/eliminates the amount you're pushed back while '''Shielding'''.


This is especially helpful at the ledge to prevent being put into '''Teeter'''.


=== Super Size ===


The brawler becomes huge, deals +20% damage and knockback, and receives -20% damage and knockback.
=== Slime Burst (Slime Momentum Canceling) ===


*'''Input:''' ''Slime + Shield'' while in hitstun, costs '''2 Bars''' of '''Slime Meter'''.


=== Freeze ===
Immediately cancels all knockback taken and produces a small hitbox around your character, knocking back the opponent if they aren't '''Shielding'''.


The brawler cannot move or attack for 4 seconds, but is dealt -50% less knockback.
This is generally used to save stocks when being launched to a '''Blast Zone''' or escape combos.




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== Status Effects ==
Status effects are effects that temporarily modify the character in some way, usually by introducing a buff or debuff to them. These can be applied through campaign power-ups and perks, certain attacks, and items. Some status effects like '''Movement Speed''' and '''Enrage''' are beneficial to the character, while others like '''Poison''' and '''Slowdown''' may weaken or harm the character in some way.
{| class="wikitable" width="50%"
! Status Effect !! Description
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_poison.png|none|50px]] '''Poison''' || Deals damage over time and reduces the brawler's damage output by '''50%'''.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_electrified.png|none|50px]] '''Electrified''' || Will inflict the '''Stun''' status effect on an opponent with the next attack. Projectiles will not apply the '''Stun''' status effect.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_burn.png|none|50px]] '''Burn''' || Deals damage over time. No additional effect.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_freeze.png|none|50px]] '''Freeze''' || The brawler cannot move or attack for 4 seconds, but is dealt -50% less knockback. While frozen, the brawler will gain '''super armor'''.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_stun.png|none|50px]] '''Stun''' || The brawler cannot move or attack for a small amount of time.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_confuse.png|none|50px]] '''Confuse''' || While confused, the brawler's left and right inputs will be reversed.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_enrage.png|none|50px]] '''Enrage''' || Boosts the brawler's attack damage and/or knockback.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_sleep.png|none|50px]] '''Sleep''' || ''Unfinished and unused status effect. Can only be triggered by modifying the game.''
Makes the brawler fall asleep, rendering them unmovable for a few seconds.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_frictionless.png|none|50px]] '''Movement Speed''' || Increases the brawler's velocity, making them faster.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_super-size.png|none|50px]] '''Super Size''' || The brawler becomes huge, deals +20% damage and knockback, and receives -20% damage and knockback.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_tiny-size.png|none|50px]] '''Tiny Size''' || The brawler becomes small, deals less damage and receives more knockback.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_slowdown.png|none|50px]] '''Slowdown''' || Reduces the brawler's velocity, making them slower.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_sauce.png|none|50px]] '''Sauce''' || Reduces movement speed and your ability to DI, making you easier to combo and KO.
Currently, only [[Nickelodeon_All-Star_Brawl_2/Mecha_Plankton|Mecha Plankton]]'s attacks may apply the '''Sauce''' status effect.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_cheese.png|none|50px]] '''Cheese''' || The brawler cannot move or attack for 5 seconds. During this time, the amount of knockback they take will be increased by 75%.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_protection-shield.png|none|50px]] '''Protection Shield''' || The brawler is given a shield that absorbs damage. The shield will break upon taking a certain amount of damage.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_super-slime.png|none|50px]] '''Super Slimed''' || Rapidly increases the brawler's '''Slime Meter''' over time and makes them '''intangible'''.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_super-armor.png|none|50px]] '''Super Armor''' || The brawler will not take any knockback nor flinch from attacks, but will still take damage.
|-
| style="text-align:center; padding: 0.5em;" | [[File:NASB2_status-effect_intangibility.png|none|50px]] '''Intangibility''' || The brawler will pass through attacks and other brawlers.
|-
|}
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== Theoretical/Impractical ==
== Theoretical/Impractical ==
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{{Navbox-NickBrawl2}}
{{Navbox-NickBrawl2}}
[[Category:Nickelodeon All-Star Brawl 2]]
[[Category:Nickelodeon All-Star Brawl 2]]

Latest revision as of 12:48, 11 March 2025

Basic

Ground Movement

Every character in the game can dash, run, walk fast, and walk slow.

Dashing is done by tapping left or right. During the initial startup of a dash, you may immediately turn around. If you continue to hold a direction after the dash, your character will begin running. Characters may block, jump, use a charge attack, use a special attack, or initiate a dash attack or dash grab while dashing or running. Dashing and running are often faster than walking, but offer less control.

Walking is done by lightly pushing the Left Stick to the left or right, or by pressing diagonally up or diagonally down. Characters may walk fast or slow depending on how far the Left Stick is pushed. While walking is generally slower than dashing and running, it allows for more precise positioning and enables the use of standing grab and light attacks without having to stand still.


Light Attacks

Light attacks are attacks performed by pressing the Light Attack button. Light attacks are typically good for building up damage and usually come out quicker than charge/strong attacks, but their properties and uses can vary greatly between characters.

Every character has four grounded light attacks (Light Neutral, Light Forward, Light Up, and Light Down), and five aerial light attacks (Light Neutral Air, Light Forward Air, Light Back Air, Light Up Air, and Light Down Air).

Light attacks can also be slime canceled to open up more combo options or link into a hard-hitting attack for a KO.


Dash Attacks

A dash attack is an attack performed by pressing the Light Attack button while dashing or running. Most dash attacks can come out quickly and typically serve as a burst option, but tend to have high amounts of end lag and are usually unsafe on block, making them quite committal and easy to punish.

Dash attacks can also be slime canceled.


Charge Attack / Strong Attack

SpongeBob charging his Charge Forward attack.

Charge Attacks, also known as Strong Attacks, are attacks that can be charged to increase their damage. These are performed by pressing the Charge Attack button. Charge attacks are typically hard-hitting attacks that are good for getting KOs. However, every charge attack is different and will have different uses depending on the character.

Every character has three grounded charge attacks (Charge Forward, Charge Up and Charge Down), and three aerial charge attacks (Charge Forward Air, Charge Up Air and Charge Down Air). Unlike light attacks, aerial up and down charge attacks can be turned around by pressing diagonally up or diagonally down for Charge Up Air and Charge Down Air, respectively. Charge Forward Airs may also be used in front of, or behind the character by pressing left or right.

The longer a charge attack is charged for, the more damage it will deal until it has reached its maximum charge. When a charge attack has reached its maximum level of charge, the character will flash yellow. Most charge attacks are capable of redirecting projectiles during their active frames, but the angles at which the projectiles will be redirected vary.

Charge attacks can be slime canceled to offer more options after hitting, or can be powered up by enhancing them with slime, which are known as slime charge attacks.


Special Attacks

Special attacks are attacks performed by pressing the Special Attack button. Special attacks are usually vastly different from a character's light attacks and charge attacks. Each character has four grounded special attacks (Special Neutral, Special Forward, Special Up, and Special Down) and four aerial special attacks (Air Special Neutral, Air Special Forward, Air Special Up, and Air Special Down).

Although special attacks vary greatly between characters, Up Specials are generally a character's primary recovery option.


Grabs and Throws

Grabs are performed by pressing the Grab button or Block + Light Attack. When standing or walking, a standing grab will come out. When dashing or running, a dash grab will come out instead, which gives the character a bit of momentum while they are grabbing.

While a character is being held in a grab, they can be pummeled by pressing the Grab or Light Attack button, which deals a small amount of damage. They may also be thrown by pressing a direction. Each character has four different throws: Forward Throw, Back Throw, Up Throw and Down Throw. Grabs are useful for their ability to through shields and super armor. Some grabs can be used to start combos, while others can be used as KO options. Certain fighters have grabs with longer range than usual, such as Mecha Plankton, Jimmy, and Jenny.

Aside from regular grabs and throws, there are also two types of unique character-specific grabs known as Command Grabs and Hit Grabs. Regular grabs and throws cannot be slime canceled like other attacks, but command grabs and hit grabs can.

  • Command grabs are attacks that behave similarly to regular grabs and also go through blocking and super armor. Attacks such as Mecha Plankton's "The Chain Grab" and Patrick's "Hugdriver" are command grabs.
  • Hit grabs are attacks that will grab the opponent on hit and can also bypass super armor. Unlike command grabs, however, these attacks will not go through shields and can be blocked. Attacks such as El Tigre's "El Gancho" and Rocko's "Suck-O-Matic" are hit grabs.


Jumping

Jumping is performed by pressing the Jump button. All characters have one ground jump and at least one aerial jump (also known as a double jump). Aerial jumps will have visible white rings appear under the character. Aang and Nigel are characters that have multiple aerial jumps. However, some characters like April can use certain moves like "extra" jumps.

When a grounded character jumps, they will first go into a short crouching animation called jump anticipation (also known as jump squat) before leaving the ground. Depending on when the Jump button is released during jump anticipation, the character will either short hop or full hop. A fast fall may be performed at any point while a character is descending from a jump by pressing down. This will cause the character to descend faster than usual.

Along with ground and aerial jumps, characters may also wall jump. Wall jumps are performed by being against a wall then pressing the Jump button + away from the wall. Wall jumps are their own type of jump and do not take away any aerial jumps. These can be performed an infinite number of times, but the height gained is much shorter than other jumps.

Some characters, namely Squidward and Lucy, also have the ability to double jump cancel, or DJC for short.


Blocking / Shielding

SpongeBob blocking.

Blocking is done by pressing the Block button while on the ground. Blocking prevents a character from taking damage from most attacks, but can be bypassed by grabs.

When blocking, the character will be surrounded by a shield bubble that continuously shrinks as it is held. Hitting the shield bubble will reduce its health faster. When the shield bubble runs out of health, the character will enter a block break animation where they will be stunned and vulnerable for a certain amount of time depending on how much damage they've taken. The shield bubble will regain health over time when not in use.

Slime blocking can be used to stop the shield bubble from continuously losing health as it is held, as well as negate block pushback. However, it will not prevent the shield bubble from taking damage from attacks.

While a character is blocking, they may use the following options:

  • Release their block, which has a small amount of delay before the character can move again.
  • Grab, by pressing the Light Attack button or Grab button. A shield grab will always be a standing grab.
  • Jump, by pressing the Jump button.
  • Spot Dodge, by pressing down.
  • Roll left or right by pressing left or right, respectively.
  • Charge Up attack by pressing Charge Attack + Up.
  • Up Special by pressing Special Attack + Up.
  • Drop through a platform (if applicable) by pressing Special Attack. This is known as a Shield Drop.


SpongeBob teetering at the edge.

Teeter and Edge Slip

Teetering occurs when a character who is blocking is pushed to the edge of a stage. While a character is teetering, they will be unactionable for 1 second, leaving them vulnerable to attacks.

Edge slip will occur if a character is pushed off the edge of a platform while blocking. When this happens, the character will slip off the edge and begin tumbling.

Slime blocking can help prevent the defender from being pushed to the edge and reduce the chances of teetering and edge slipping, but will not 100% guarantee it.


SpongeBob successfully executing a perfect block.

Perfect Block / Parrying

A perfect block, also known as a parry, is a technique performed by blocking an attack within the first three frames of raising your shield bubble.

When executed properly, a distinct sound will play, the shield bubble will shimmer and take no damage, and the defender will gain 10 slime. The defender can then perform a counterattack while the offender is frozen in lag.


Reflecting and Redirecting

Reflecting is the action of gaining control of an opponent's projectile and sending it back at them. A few special moves, such as Patrick's "Double Lariat" and Garfield's "That good old shine" are capable of reflecting.

Redirection is similar to reflection in that it also takes possession of a projectile, but instead, the projectile is sent at an angle instead of being sent back at the opponent. Most charge/strong attacks can redirect projectiles during their active frames.


Taunts

Taunts are unique animations that can be performed by pressing the Taunt button. Every character has three taunts: Neutral Taunt, Up Taunt, and Down Taunt. How a taunt is used will depend on the player and character.


Some taunts may directly deal damage to opponents. These taunts are:

  • Squidward's Down Taunt
  • Raphael's Down Taunt


Jimmy, Zim and Zuko have taunts with unique properties:

  • All of Jimmy's taunts will cause Goddard to explode.
  • All of Zim's taunts will cause Gir to explode.
  • Zuko's Down Taunt will redirect Azula's Lightning if he is hit by it.

Taunts can also be slime canceled.


Air Dodge

SpongeBob air dodging to the left.

Air dodges are a defensive option that grants a character temporary intangibility while in the air. They are performed by pressing the Block button while airborne. When air dodging, the character will flash white to indicate that they are intangible.

Characters can neutral air dodge by not pressing any direction, or air dodge in any direction by pressing that direction before pressing the Block button, which will give the air dodge a small boost of momentum in the chosen direction. The small bit of momentum gained from a directional air dodge can be useful for recovering back to a stage or phasing through an attack.

Air dodges may only be used once per airtime and can only be regained by touching the ground or grabbing an edge. Grabbing an edge while in air dodge frames will remove any intangibility gained by grabbing the edge, leaving the user vulnerable to attacks. However, if the user grabs an edge after the air dodge is over, they can still gain edge grab intangibility.

When an air dodge is enhanced with slime, it becomes a slime dash. Slime dashes have the same properties as air dodges but lose their intangibility frames.


Edges

Grabbing an edge will temporarily grant the character intangibility and also refresh any used jumps. However, grabbing the edge while air dodging will not grant edge intangibility.

A character will have edge intangibility the first two times of grabbing an edge (if it was not grabbed during an air dodge). If the edge is grabbed subsequent times, there will be no intangibility, leaving the character vulnerable to attacks. Edge intangibility can be regained by touching the ground or a platform, or by being hit by an attack.

Only one character may hold the edge at a time. However, characters with the ability to tether to the edge may still latch onto it. The act of grabbing the edge so others cannot grab it is known as edge hogging.

While holding an edge, there are a number of options available:

  • Edge get up, by pressing towards the stage.
  • Edge attack, by pressing the Light Attack or Charge Attack button.
  • Edge roll, by pressing the Block button.
  • Jump, by pressing up or the Jump button.
  • Drop back, by pressing away from the stage.
  • Drop down, by pressing down. Pressing down lightly will let you drop slowly while tapping down will cause you to fast fall.


Edge Hogging

Edge hogging is an edgeguarding technique that prevents an opponent from grabbing the edge by holding onto it. Edge hogging is very useful against opponents who have used all of their recovery options and must grab the edge in order to make it back to the stage.

Edge hogging can be performed a number of ways, but the most common way is to run off the stage and turn around quickly to grab the edge. However, wavedashing or simply short hopping onto the edge to grab it are options as well. Edge rolling specifically greatly extends the amount of time you are "in control" of the edge, so it is commonly used to gain intangibility to avoid attacks and return to the stage safely while preventing the opponent from grabbing the edge.


Platform Dropping

Characters may drop through a thin platform by holding down, or by pressing Block + Special Attack. Fast falling will also cause a character to fall through a thin platform.


Teching

A tech (not to be confused with Technique) is the act of stopping your character from crash landing or bouncing off the ground, wall, ceiling, or a platform by pressing the Block button at the right time before hitting the surface.

When teching on the ground or on a platform, you have three options, all of which grant your character some frames of intangibility: Tech Neutral, by not pressing any direction after teching; Tech Roll Left, by pressing left after teching; and Tech Roll Right, by pressing right after teching.

The game has a tech lockout window of 25 frames, which prevents players from mashing the Block button to tech, so be sure to time your tech wisely.




Advanced

Wavedashing

Wavedashing is much more simplified in NASB 2 compared to other platform fighters. All that's really required is jumping and then airdodging diagonal down in any direction quickly after. The window to wavedash is very generous, and most players will be able to perform it consistently in no time.

Canceling

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Learn about Slime Canceling by clicking here.


Directional Influence (DI)

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Hitstun Shuffling (SDI)

There is an SDI limiter on NASB2, meaning that doing it fast doesn't actually help. The more you SDI during hitstun the less your SDI will do. So after a bit you get diminishing returns. It still does something, just barely anything.


Landing (Hard/Soft)

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Slime

Slime is a special meter that every Brawler has access to, and mastery over this resource is vital to success in NASB2.

The Slime Meter appears beneath your Brawler's damage percent and stock count and has up to three bars that can be filled by dealing or taking damage(slower). Earlier bars fill up faster than later bars. Roughly 60%/90%/100% per bar. Starting from nothing and taking no damage.

While every character is going to have their own gameplan on how to use Slime, it is an integral part of the game and something you should be looking to weave into your strategy more often than not.

All Slime functions require pressing or holding the Slime Button (Default: ZL/L2/LT/Left Shift/L) at the correct time or with the correct additional input.


Slime Specials (EX Specials)

  • Input: Hold Slime while inputting a Special, Costs 1 bar of Slime.

Spends 1 Bar of Slime Meter to enhance one of your Specials in some way. Check individual character pages for details, as the effects can very dramatically. From more power, to travelling further/faster, sometimes effectively producing an entirely new move.


Slime Charge/Strong Attacks (EX Charge Attacks)

  • Input: Hold Slime while inputting a Strong/Charge Attack, costs 1 Bar of Slime Meter.

A Strong/Charge attack that deals extra damage compared to the uncharged form, without any of the charge time. Does not deal any additional knockback.


Slime Canceling

  • Input: Tap Slime during the frames of any move's animations, costs 1 Bar of Slime Meter.

Immediately places you back into a neutral, actionable state. The visual slime burst it produces is also a hitbox that stuns any character already caught in hitstun and holds them in place for about 50(?) frames. Allowing for further damage to be tacked on or allowing kill confirms.


Note that:

  • Knockback is reduced from moves immediately following a Slime Cancel, though not to a dramatic degree.
  • You cannot Slime Cancel regular Throws, however certain Command Throws like Plankton's Chum Bucket Buster can be.
  • The Slime Cancel hitbox itself has zero Blockstun, meaning that if you cancel a move that was just Shielded you might just give an aware opponent a chance to strike back at you, due to the Slime Cancel hitbox overriding the normal move's Shieldstun.


Slime Dashing

  • Input: Hold Slime while inputting an Air Dodge, costs 1 Bar of Slime Meter.

Your Air Dodge will now travel further and be fully actionable throughout. Note that this move has no invincibility frames like a regular Air Dodge(citation needed).


Slime Blocking

SpongeBob using Slime to Slime Block.
  • Input: Hold Slime while holding Shield. Costs Slime Meter for as long as Slime is held, at a rate of about 2 seconds per full Slime Meter bar.

This essentially makes your Shield unbreakable and reduces/eliminates the amount you're pushed back while Shielding.

This is especially helpful at the ledge to prevent being put into Teeter.


Slime Burst (Slime Momentum Canceling)

  • Input: Slime + Shield while in hitstun, costs 2 Bars of Slime Meter.

Immediately cancels all knockback taken and produces a small hitbox around your character, knocking back the opponent if they aren't Shielding.

This is generally used to save stocks when being launched to a Blast Zone or escape combos.



Status Effects

Status effects are effects that temporarily modify the character in some way, usually by introducing a buff or debuff to them. These can be applied through campaign power-ups and perks, certain attacks, and items. Some status effects like Movement Speed and Enrage are beneficial to the character, while others like Poison and Slowdown may weaken or harm the character in some way.

Status Effect Description
NASB2 status-effect poison.png
Poison
Deals damage over time and reduces the brawler's damage output by 50%.
NASB2 status-effect electrified.png
Electrified
Will inflict the Stun status effect on an opponent with the next attack. Projectiles will not apply the Stun status effect.
NASB2 status-effect burn.png
Burn
Deals damage over time. No additional effect.
NASB2 status-effect freeze.png
Freeze
The brawler cannot move or attack for 4 seconds, but is dealt -50% less knockback. While frozen, the brawler will gain super armor.
NASB2 status-effect stun.png
Stun
The brawler cannot move or attack for a small amount of time.
NASB2 status-effect confuse.png
Confuse
While confused, the brawler's left and right inputs will be reversed.
NASB2 status-effect enrage.png
Enrage
Boosts the brawler's attack damage and/or knockback.
NASB2 status-effect sleep.png
Sleep
Unfinished and unused status effect. Can only be triggered by modifying the game.

Makes the brawler fall asleep, rendering them unmovable for a few seconds.

NASB2 status-effect frictionless.png
Movement Speed
Increases the brawler's velocity, making them faster.
NASB2 status-effect super-size.png
Super Size
The brawler becomes huge, deals +20% damage and knockback, and receives -20% damage and knockback.
NASB2 status-effect tiny-size.png
Tiny Size
The brawler becomes small, deals less damage and receives more knockback.
NASB2 status-effect slowdown.png
Slowdown
Reduces the brawler's velocity, making them slower.
NASB2 status-effect sauce.png
Sauce
Reduces movement speed and your ability to DI, making you easier to combo and KO.

Currently, only Mecha Plankton's attacks may apply the Sauce status effect.

NASB2 status-effect cheese.png
Cheese
The brawler cannot move or attack for 5 seconds. During this time, the amount of knockback they take will be increased by 75%.
NASB2 status-effect protection-shield.png
Protection Shield
The brawler is given a shield that absorbs damage. The shield will break upon taking a certain amount of damage.
NASB2 status-effect super-slime.png
Super Slimed
Rapidly increases the brawler's Slime Meter over time and makes them intangible.
NASB2 status-effect super-armor.png
Super Armor
The brawler will not take any knockback nor flinch from attacks, but will still take damage.
NASB2 status-effect intangibility.png
Intangibility
The brawler will pass through attacks and other brawlers.



Theoretical/Impractical

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UNIVERSAL OTHER MECHANICS PLACEHOLDER

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NASB2 Navigation

Gameplay
Controls
Universal Mechanics
Character Data
Stages
Modes and Menus
Campaign
Items
Unlockables
Information
Community Resources
FAQ
Glossary
Modding
Patch Notes
Characters
SpongeBob
Patrick
Squidward
Mecha Plankton
El Tigre
Rocko
Jimmy Neutron
Lucy Loud
Angry Beavers
Garfield
Aang
Korra
Azula
Raphael
Donatello
April
Danny Phantom
Ember
Grandma Gertie
Gerald
Nigel
Zim
Jenny Wakeman
Reptar
Ren & Stimpy
Mr. Krabs
Zuko
Rocksteady
Iroh