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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* '''Combos''': Sandy has an unmatched combo game due to her lasso + jab working in tandem with each other. At any point in the match she can begin an oppressive string of jabs into one of her powerful strongs or lasso. This means that getting up close with Sandy can often be precarious for the opponent. | |||
* '''Don't you DARE take the name of Texas in vain!''': Sandy's strong aerials hit like a truck. She can close out stocks early if the opponent gets too close or DI wrong. | |||
* '''Great Recovery''': Sandy has a pretty good recovery, with '''Rocket Pack''' sending at two angles. She can also use '''Extend-o-Boots''' to mix up her recovery, and she still saves her jump. | |||
*'''Lasso''': One of the most oppressive tools in the game. Sandy can confirm into it, convert off of it into her jab strings or one of her strong attacks, or use it as a way to control space on-stage due to it's deceptively good range. | |||
|cons= | |cons= | ||
* '''Weight''': While not her biggest weakness, Sandy is a rather tall middleweight, which means she is susceptible to combos more than heavyweights but doesn't have the advantage of living longer. | |||
}} | }} | ||
Line 40: | Line 45: | ||
|input= 5L / Neutral Light | |input= 5L / Neutral Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=3% + 4% | |||
|Startup=5 | |||
|Active=5-7, 13-15 | |||
|Total Frames=20 | |||
|Safety=+2 | |||
|description= | |||
A two-hit jab that sends outward. Can be teched by DI down, but if they don't tech it can combo into itself and can lead into further combos and offstage play. Very fast out of shield option as well. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_light_up.png | |image= NASB_sandy_light_up.png | ||
|caption= | |caption= "OKAY PINHEAD! NOW YOU GET YOURS!" | ||
|name= Uppercut | |name= Uppercut | ||
|linkname= 8L | |linkname= 8L | ||
|input= 8L / Up Light | |input= 8L / Up Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=10% | |||
|Startup=6 | |||
|Active=6-7 | |||
|Total Frames=20 | |||
|Safety=-5 | |||
|description= | |||
Your basic NASB uppercut. Can be used as a combo starter and is a decent out of shield option. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
Line 62: | Line 81: | ||
|input= 2L / Down Light | |input= 2L / Down Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=9% | |||
|Startup=4 | |||
|Active=4-9 | |||
|Total Frames=30 | |||
|Safety=-17 | |||
|description= | |||
Sandy sweeps with her tail. A decent low-profile move. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_dash_light.png | |image= NASB_sandy_dash_light.png | ||
|caption= | |caption= Wario Land fans will get a kick out of this one. | ||
|name= Acorn Tackle | |name= Acorn Tackle | ||
|linkname= 66L | |linkname= 66L | ||
|input= 66L / Run Light | |input= 66L / Run Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=3% | |||
|Startup=6 | |||
|Active=6-11 | |||
|Total Frames=35 | |||
|Safety=-20 | |||
|description= | |||
A somewhat awkward dash attack because it barely send opponents anywhere. You probably want to use a fast attack (such as Jab) afterward, or if you position it right you can get offstage Down Air chains. Also jab locks for...some reason. | |||
}} | |||
}} <br> | |||
=== Jumping/Air Light Attacks === | === Jumping/Air Light Attacks === | ||
Line 85: | Line 119: | ||
|input= j5L / Jump Light | |input= j5L / Jump Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=11% | |||
|Startup=6 | |||
|Active=6-7 | |||
|Total Frames=20 | |||
|Safety=-6 | |||
|description= | |||
Sandy extends her limbs outwards. Pretty standard Neutral Air. Nice to throw out in neutral. Can combo if the opponent DIs in. Can kill at high percents if the opponent DIs out. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
Line 96: | Line 137: | ||
|input= j8L / Jump Up Light | |input= j8L / Jump Up Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=10% | |||
|Startup=7 | |||
|Active=7-8 | |||
|Total Frames=20 | |||
|Safety=-6 | |||
|description= | |||
An upwards uppercut. Really good at laddering. Can't combo into any strongs, but it can combo into down special if you read DI. Also kills at high percents. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_aerial_light_down.png | |image= NASB_sandy_aerial_light_down.png | ||
|caption= | |caption= | ||
|name= | |name= | ||
|linkname= | |linkname= j2L | ||
|input= j2L / Jump Down Light | |input= j2L / Jump Down Light | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=10% | |||
|Startup=6 | |||
|Active=6-8 | |||
|Total Frames=32 | |||
|Safety=-6 | |||
|description= | |||
A downward kick. One of Sandy's best moves in her kit. It has slow knockback so it's really good in combos. You can even true Down Air chain with it! | |||
}} | }} | ||
}} <br> | |||
=== Strong Attacks === | === Strong Attacks === | ||
Line 114: | Line 170: | ||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_strong_mid.png | |image= NASB_sandy_strong_mid.png | ||
|caption= " | |caption= "That's for yesterday SquarePants!" | ||
|name= Kick Punch Combo | |name= Kick Punch Combo | ||
|linkname= 5S | |linkname= 5S | ||
|input= 5S / Neutral Strong | |input= 5S / Neutral Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=17% + 14% | |||
|Startup=15 | |||
|Active=15-16, 21-22 | |||
|Total Frames=40 | |||
|Safety=-2 | |||
|description= | |||
Sandy does a kick and then two punches. Very strong move, but the slow startup doesn't make it as effective as you'd think. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_strong_up.png | |image= NASB_sandy_strong_up.png | ||
|caption= | |caption= Flip n dip | ||
|name= Punch-Kick-Tail Combo | |name= Punch-Kick-Tail Combo | ||
|linkname= 8S | |linkname= 8S | ||
|input= 8S / Up Strong | |input= 8S / Up Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=16% + 13% | |||
|Startup=15 | |||
|Active=15-20 | |||
|Total Frames=40 | |||
|Safety=-8 | |||
|description= | |||
Sandy uses all of her limbs for a strong upwards attack. While this move has decent killpower, you're better off using the aerial version. | |||
}} | |||
}} <br> | |||
{{MoveData | |||
|image= NASB_sandy_strong_down.png | |image= NASB_sandy_strong_down.png | ||
|caption= " | |caption= "Hi-Yah!" | ||
|name= Kah-Rah-Tay Chop | |name= Kah-Rah-Tay Chop | ||
|linkname= 2S | |linkname= 2S | ||
|input= 2S / Down Strong | |input= 2S / Down Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=17% | |||
|Startup=18 | |||
|Active=18-22 | |||
|Total Frames=40 | |||
|Safety=-5 | |||
|description= | |||
Sandy uses her Kah-Rah-Tay glove to perform a downwards chop. Does good damage, but is pretty slow. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_dash_strong.png | |image= NASB_sandy_dash_strong.png | ||
|caption= | |caption= "That's why you must always pay attention to the fighters." | ||
|name= Shell Sandboard Slide | |name= Shell Sandboard Slide | ||
|linkname= 66S | |linkname= 66S | ||
|input= 66S / Run Strong | |input= 66S / Run Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=15% | |||
|Startup=18 | |||
|Active=18-21 | |||
|Total Frames=45 | |||
|Safety=-17 | |||
|description= | |||
Sandy surfs on a clam. This move isn't really good: Not an effective combo starter and is ''abysmally'' unsafe on block. You're better off using Light Dash Attack or Jab. | |||
}} | |||
}} <br> | |||
=== Jumping/Air Strong Attacks === | === Jumping/Air Strong Attacks === | ||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_aerial_strong_mid.png | |image= NASB_sandy_aerial_strong_mid.png | ||
|caption= | |caption= Just like Sandy's home, the reach on this attack is 20 acres! | ||
|name= Bicycle Kick | |name= Bicycle Kick | ||
|linkname= j5S | |linkname= j5S | ||
|input= j5S / Jump Neutral Strong | |input= j5S / Jump Neutral Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=17% - 8% | |||
|Startup=16 | |||
|Active=16-26 | |||
|Total Frames=40 | |||
|Safety=-7 | |||
|description= | |||
An extremely powerful forward kick. One of Sandy's best kill moves. Damage decreases as the move goes on. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_aerial_strong_up.png | |image= NASB_sandy_aerial_strong_up.png | ||
Line 174: | Line 267: | ||
|input= j8S / Jump Up Strong | |input= j8S / Jump Up Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=16% | |||
|Startup=16 | |||
|Active=16-21 | |||
|Total Frames=40 | |||
|Safety=-8 | |||
|description= | |||
An upwards kick. Can kill very early if you are close to the top of the stage. Can confirm into Down Special at times, but is DI dependent. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_aerial_strong_down.png | |image= NASB_sandy_aerial_strong_down.png | ||
|caption= | |caption= ''Crack!'' | ||
|name= Tail Spin | |name= Tail Spin | ||
|linkname= j2S | |linkname= j2S | ||
|input= j2S / Jump Down Strong | |input= j2S / Jump Down Strong | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=17% | |||
|Startup=18 | |||
|Active=18-22 | |||
|Total Frames=48 | |||
|Safety=-6 | |||
|description= | |||
A stronger downward kick. A good edgeguarding tool, albeit a little bit of a slow one. | |||
}} | |||
}} <br> | |||
=== Special Attacks === | === Special Attacks === | ||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_special_mid.png | |image= NASB_sandy_special_mid.png | ||
Line 196: | Line 305: | ||
|input= 5P / Neutral Special | |input= 5P / Neutral Special | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=0% | |||
|Startup=22 | |||
|Active=22-26 | |||
|Total Frames=40 | |||
|Safety=-16 | |||
|description= | |||
Sandy uses her trusty lasso to reel the opponent in. Essentially a command grab. This move can be used as a combo starter as well as an answer to zoning. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
Line 207: | Line 323: | ||
|input= 8P / Up Special | |input= 8P / Up Special | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=12% | |||
|Startup=13 | |||
|Active=13-50 | |||
|Total Frames=50 | |||
|Safety=-16 | |||
|description= | |||
Sandy's recovery move. Using it the first time will cause her to ascend upwards, while pressing it a second time will cause her to fly forwards. Both variations have a hitbox. | |||
}} | |||
}} <br> | |||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_special_down.png | |image= NASB_sandy_special_down.png | ||
|caption= | |caption= She finally worked out all the kinks! | ||
|name= Extend-O-Boots | |name= Extend-O-Boots | ||
|linkname= 2P | |linkname= 2P | ||
|input= 2P / Down Special | |input= 2P / Down Special | ||
|data= | |data= | ||
{{AttackData-NASB | |||
|Damage=5% | |||
|Startup=9 | |||
|Active=9-13 | |||
|Total Frames=30 | |||
|Safety=-12 | |||
|description= | |||
Sandy uses her boots to extend into the sky. This move stops her in place and makes her extend upward, with her upper body hitting the opponent. This is an interesting move, as it can be used offstage as a mix-up, but it can also be used as a combo tool with deadly early kill percents. | |||
'''Note:''' You can press B again before the move ends to cancel it into a third jump and other options. | |||
}} | |||
}} <br> | |||
=== Taunt === | === Taunt === | ||
{{MoveData | {{MoveData | ||
|image= NASB_sandy_taunt.png | |image= NASB_sandy_taunt.png | ||
|caption= No I am ''' | |caption= No I am '''not''' making that joke | ||
|name= | |name= Taunt | ||
|linkname= Weapon Activation | |linkname= Weapon Activation | ||
|input= | |input= Taunt Button | ||
|data= | |data= | ||
nut | |||
}} | }} | ||
== Colors == | == Colors == | ||
[[File:NASB sandy character.png|200px]] | |||
[[File:Sandy alt costume 1.png|200px]] | |||
{{Navbox-NASB}} | {{Navbox-NASB}} | ||
[[Category:Nickelodeon All-Star Brawl]] | [[Category:Nickelodeon All-Star Brawl]] |
Latest revision as of 16:52, 21 October 2023
Story
Ain't no way some dumb old sea worm's gonna make a meal of me. I'm too Texas tough!
It's the Texan Technician herself, Sandy Cheeks! From the Spongebob Squarepants series, Sandy is a squirrel who lives in an undersea dome down in Bikini Bottom and is always ready to build a solution to any problem. If she can't science her way out something, she'll let her fists do the talking!
Gameplay
Sandy is a character built around rushing down opponents and overall being very aggressive. As opposed to zoning, her special attacks are built around either closing distance or retreating if put into a tight spot. Her recovery travels horizontally and vertically at two angles, so those who are familiar with Pikachu's recovery from Super Smash Bros. will be right at home here.
This is a character for people who are well versed in platform fighters and know how to take advantage of strings and combos!
Franchise |
SpongeBob SquarePants |
---|---|
Weight Class |
Middle |
Character Discord | |
Home Stage |
Glove World |
Strengths | Weaknesses |
---|---|
|
|
Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
3% + 4% | 5 | 5-7, 13-15 | 20 | +2 | |
A two-hit jab that sends outward. Can be teched by DI down, but if they don't tech it can combo into itself and can lead into further combos and offstage play. Very fast out of shield option as well. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 6 | 6-7 | 20 | -5 | |
Your basic NASB uppercut. Can be used as a combo starter and is a decent out of shield option. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 4 | 4-9 | 30 | -17 | |
Sandy sweeps with her tail. A decent low-profile move. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
3% | 6 | 6-11 | 35 | -20 | |
A somewhat awkward dash attack because it barely send opponents anywhere. You probably want to use a fast attack (such as Jab) afterward, or if you position it right you can get offstage Down Air chains. Also jab locks for...some reason. |
Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
11% | 6 | 6-7 | 20 | -6 | |
Sandy extends her limbs outwards. Pretty standard Neutral Air. Nice to throw out in neutral. Can combo if the opponent DIs in. Can kill at high percents if the opponent DIs out. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 7 | 7-8 | 20 | -6 | |
An upwards uppercut. Really good at laddering. Can't combo into any strongs, but it can combo into down special if you read DI. Also kills at high percents. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 6 | 6-8 | 32 | -6 | |
A downward kick. One of Sandy's best moves in her kit. It has slow knockback so it's really good in combos. You can even true Down Air chain with it! |
Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
17% + 14% | 15 | 15-16, 21-22 | 40 | -2 | |
Sandy does a kick and then two punches. Very strong move, but the slow startup doesn't make it as effective as you'd think. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% + 13% | 15 | 15-20 | 40 | -8 | |
Sandy uses all of her limbs for a strong upwards attack. While this move has decent killpower, you're better off using the aerial version. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
17% | 18 | 18-22 | 40 | -5 | |
Sandy uses her Kah-Rah-Tay glove to perform a downwards chop. Does good damage, but is pretty slow. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 18 | 18-21 | 45 | -17 | |
Sandy surfs on a clam. This move isn't really good: Not an effective combo starter and is abysmally unsafe on block. You're better off using Light Dash Attack or Jab. |
Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
17% - 8% | 16 | 16-26 | 40 | -7 | |
An extremely powerful forward kick. One of Sandy's best kill moves. Damage decreases as the move goes on. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 16 | 16-21 | 40 | -8 | |
An upwards kick. Can kill very early if you are close to the top of the stage. Can confirm into Down Special at times, but is DI dependent. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
17% | 18 | 18-22 | 48 | -6 | |
A stronger downward kick. A good edgeguarding tool, albeit a little bit of a slow one. |
Special Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
0% | 22 | 22-26 | 40 | -16 | |
Sandy uses her trusty lasso to reel the opponent in. Essentially a command grab. This move can be used as a combo starter as well as an answer to zoning. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 13 | 13-50 | 50 | -16 | |
Sandy's recovery move. Using it the first time will cause her to ascend upwards, while pressing it a second time will cause her to fly forwards. Both variations have a hitbox. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 9 | 9-13 | 30 | -12 | |
Sandy uses her boots to extend into the sky. This move stops her in place and makes her extend upward, with her upper body hitting the opponent. This is an interesting move, as it can be used offstage as a mix-up, but it can also be used as a combo tool with deadly early kill percents. Note: You can press B again before the move ends to cancel it into a third jump and other options. |