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== About == | == About == | ||
Everyone's favorite sea sponge is ready for the BEST. DAY. EVER! | '''''Everyone's favorite sea sponge is ready for the BEST. DAY. EVER!''''' | ||
The title character of the SpongeBob SquarePants series, SpongeBob is an optimistic, albeit immature, sea sponge from the underwater town of Bikini Bottom. This childish and hyper-energetic personality can sometimes end up annoying those who are close to him, but he still endears to them all the same thanks to his big heart. SpongeBob works at the Krusty Krab along with his coworker Squidward, and unlike his neighbor, he loves his job. Always enjoying flipping patties and making the folk of Bikini Bottom happy. He's been on many adventures (and misadventures) in the past. From delivering a pizza to saving the entire town from a robot army, SpongeBob's done it all! With several different skills at his disposal including bubble blowing, Krabby Patty flipping, karate, jellyfishing and even the power of imagination itself, SpongeBob is ready for anything! | |||
== Playstyle == | == Playstyle == | ||
Similar to the [[Nickelodeon All-Star Brawl|first game,]] SpongeBob sticks with his gameplan of being an all-rounder. He has several tools for any scenario, from his great ground normals and aerials to his special attacks. SpongeBob has all-around good tools and is a very good character to learn the game with. | |||
If you like keeping it simple, or are new to the game, SpongeBob might be for you! | If you like keeping it simple, or are new to the game, SpongeBob might be for you! | ||
== Metagame == | |||
SpongeBob is ranked 21st out of 29 on the current [[Nickelodeon All-Star Brawl 2/FAQ|tier list]], in the B tier. This is a slight drop from his 13th out of 25 placement in the first [[Nickelodeon All-Star Brawl|Nickelodeon All-Star Brawl.]] | |||
SpongeBob possesses a very all-rounded moveset, with most of his best attacks being his fast and combo-chaining light attacks. SpongeBob also possesses a very strong ground game, in particular thanks to his Down Light and Forward Light. Lastly, SpongeBob possesses good burst options, with Fishbowl Strike and its Slime enhanced counterpart aiding him in approaching. | |||
However, while his moves are very solid, SpongeBob does not excel in any particular area of his toolkit, which makes him more limited than stronger characters in the game. He is also a rather stubby character, which means he is much less threatening at far or mid-range. This means he has to get up-close to make the most of his toolkit. | |||
Despite this, SpongeBob has received solid tournament representation, and is generally a very solid pick for beginner players. | |||
|content2= | |content2= | ||
{{Content Box|content= | {{Content Box|content= | ||
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|pros= | |pros= | ||
* '''Tools for any scenario:''' While they may not be the best tools in the game, SpongeBob definitely is not lacking in the resources department. He has normals and specials to deal with any scenario. | * '''Tools for any scenario:''' While they may not be the best tools in the game, SpongeBob definitely is not lacking in the resources department. He has normals and specials to deal with any scenario. | ||
* '''Great normals and aerials:''' | * '''Great normals and aerials:''' SpongeBob has extremely good normals and aerials, with all of them aiding in different aspects of his gameplay. | ||
* '''Easy combos:''' SpongeBob's combo routes are very easy to learn. Most of his combos revolve around simple aerial chains. | * '''Easy combos:''' SpongeBob's combo routes are very easy to learn. Most of his combos revolve around simple aerial chains. | ||
* '''Fishbowl:''' Great horizontal recovery tool. The EX version is also good as a burst option and can catch opponents off-guard due to it's speed. | * '''Fishbowl:''' Great horizontal recovery tool. The EX version is also good as a burst option and can catch opponents off-guard due to it's speed. | ||
* '''Beginner-friendly:''' SpongeBob's gameplay is easy and simple to understand, which makes him a fantastic beginner character. | * '''Beginner-friendly:''' SpongeBob's gameplay is easy and simple to understand, which makes him a fantastic beginner character. | ||
* '''Above average stats:''' SpongeBob has surprisingly good stats for his archetype, especially his weight, which allows him to live longer than some may expect. | |||
|cons= | |cons= | ||
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* SpongeBob's fastest grounded attack at frame 3. | * SpongeBob's fastest grounded attack at frame 3. | ||
* Can be used as a combo starter up close. | * Can be used as a combo starter up close. | ||
* Extremely safe, pressing it over and over on an opponents block is not a bad idea. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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}} | }} | ||
}}<br> | }}<br> | ||
=== Air Light Attacks === | === Air Light Attacks === | ||
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* Decent combo finisher. | * Decent combo finisher. | ||
* Compliments well with SpongeBob's up special for slime cancel kill confirms off the top. | * Compliments well with SpongeBob's up special for slime cancel kill confirms off the top. | ||
* Can be used as a niche combo extender into itself and other aerials. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|description= | |description= | ||
SpongeBob uses his reef blower to bring him down to the ground. | SpongeBob uses his reef blower to bring him down to the ground. | ||
* During the beginning of the move, it | * During the beginning of the move, it is an extremely powerful spike. | ||
* Serves as a landing tool for SpongeBob. | * Serves as a landing tool for SpongeBob. | ||
* Often used in conjunction with Up Throw to set-up regrabs or start tech-chases. | * Often used in conjunction with Up Throw to set-up regrabs or start tech-chases. | ||
* The late hit | * The late hit can potentially combo into other moves at lower percentages. | ||
}} | }} | ||
}}<br> | }}<br> | ||
=== Special Attacks === | === Special Attacks === | ||
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* Can interact with charge attacks to change the trajectory of the bubble. | * Can interact with charge attacks to change the trajectory of the bubble. | ||
* Shortly stalls SpongeBob once in the air. | * Shortly stalls SpongeBob once in the air. | ||
* EX: Blows three bigger more powerful bubbles. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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* Can be shortened by holding the control stick backwards, giving SpongeBob a recovery mix-up. | * Can be shortened by holding the control stick backwards, giving SpongeBob a recovery mix-up. | ||
* Commonly used as a tech chase tool or a combo extension tool offensively. | * Commonly used as a tech chase tool or a combo extension tool offensively. | ||
* | * EX: Goes further and faster, along with having increased armor strength, damage and knockback. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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SpongeBob uses a spatula to flip opponents in front of him, making them vulnerable to follow-up attack. | SpongeBob uses a spatula to flip opponents in front of him, making them vulnerable to follow-up attack. | ||
* Jump Cancellable starting from frame 23. Allows SpongeBob to safely pressure a shield with it or potentially to follow up with it. | * Jump Cancellable starting from frame 23. Allows SpongeBob to safely pressure a shield with it or potentially to follow up with it. | ||
* Grounded version can also be cancelled into grab, up strong or up special. | |||
* Has two hitboxes directly in-front of SpongeBob that allows easier follow-ups and another where the metal part of the spatula starts. | * Has two hitboxes directly in-front of SpongeBob that allows easier follow-ups and another where the metal part of the spatula starts. | ||
* Chef Flip has a low amount of hit-stun, following up after the move is not very easy. | * Chef Flip has a low amount of hit-stun, following up after the move is not very easy. Most often it is linked into Light Neutral Air or Light Up Air. | ||
* Allows SpongeBob the ability to reflect projectiles, sending the projectile in a 45° angle. | * Allows SpongeBob the ability to reflect projectiles, sending the projectile in a 45° angle. | ||
* Can be B-Reversed in the air to give SpongeBob the opportunity to back air. | * Can be B-Reversed in the air to give SpongeBob the opportunity to back air. | ||
* Disjointed, allowing SpongeBob to safely hit opponents in the air from a further distance than his other aerials. | |||
* EX: Applies a burn effect that in total deals 19%. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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* Sets-up for a slime-cancel combo follows up, including off-stage reversals with light down air and kills off the top with charged up air and charged neutral air. | * Sets-up for a slime-cancel combo follows up, including off-stage reversals with light down air and kills off the top with charged up air and charged neutral air. | ||
* Opponents tend to fall out if later parts of the move hits. | * Opponents tend to fall out if later parts of the move hits. | ||
* EX: Goes higher along with brief invincibility from frames 1 to 11. | |||
}} | }} | ||
}}<br> | }}<br> | ||
=== Grab/Throws === | === Grab/Throws === | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
SpongeBob reaches slightly forward to grab his opponent. | |||
* | * Pretty average for the most part, but is an important part of his kit due to what you get off of it. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
SpongeBob tries to grab his opponent while running forward. | |||
* | * Nothing very notable about it, just a very solid dash grab. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
SpongeBob slaps his opponent with one hand. | |||
* | * Just an average pummel, nothing really special. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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{{MoveData | {{MoveData | ||
|image= NASB2_SpongeBob_UpThrow.png | |image= NASB2_SpongeBob_UpThrow.png | ||
|caption= | |caption= "And let's not forget the Turbo Drive!" | ||
|name= Up Throw | |name= Up Throw | ||
|input= Up (Grabbing) | |input= Up (Grabbing) | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | SpongeBob throws his opponent on top of his hydrodynamic spatula as it spins. | ||
* | * Easily SpongeBob's best throw and a central part of his punish. | ||
* Can lead into chain grabs with either forward air or strong down air at earlier percents, or even kill confirms at later percents. | |||
* Opponents can either DI out which sends them up and forward, or DI in which sends them straight up. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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{{MoveData | {{MoveData | ||
|image= NASB2_SpongeBob_ForwardThrow.png | |image= NASB2_SpongeBob_ForwardThrow.png | ||
|caption= | |caption= "Bowl O' Rama!" | ||
|name= Forward Throw | |name= Forward Throw | ||
|input= Forward (Grabbing) | |input= Forward (Grabbing) | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
SpongeBob throws his opponent like a bowling ball. | |||
* | * It is used most often to get opponents off stage and set up for an edge guard. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | SpongeBob slams his opponent with both arms | ||
* | * The most niche throw in SpongeBob's kit | ||
* Can possibly chain grab heavier characters, but it is very escapable. | |||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | SpongeBob tosses his opponent behind him. | ||
* | * Has a similar utility to Forward Throw, just this time if you're facing backwards. | ||
* Can link into EX Fishbowl at low percents for possible early spike kills, but is heavily dependant on the character and DI. | |||
}} | }} | ||
}}<br> | }}<br> | ||
=== Super === | === Super === | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | * SpongeBob hops into a boat with Mrs. Puff in the passenger seat. He then drives recklessly, damaging anyone caught. | ||
}} | }} | ||
}}<br> | }}<br> | ||
=== Taunts === | === Taunts === | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | * SpongeBob performs his chicken impression from the episode "Little Yellow Book", often used as a meme to mock people. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | * SpongeBob does his signature laugh. | ||
}} | }} | ||
}}<br> | }}<br> | ||
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|Safety=-0 | |Safety=-0 | ||
|description= | |description= | ||
* | * SpongeBob lifts a dumbbell with two stuffed animals attached to it, taken from the first ever episode "Help Wanted". | ||
}} | }} | ||
}}<br> | }}<br> | ||
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---- | ---- | ||
== Strategy == | |||
=== Movement === | |||
Fitting of his archetype, SpongeBob's movement is pretty average for the most part. His run speed is a bit above average, but still slow relative to some of the other members of the cast. However, his wavedash is pretty decent, giving him another tool for movement. Good fundamentals are key to allowing SpongeBob to succeeding with his movement. | |||
* '''Use wavedash in tandem with your regular movement options''' | |||
** SpongeBob's wavedash is generally solid, mixing in your wavedash with your normal run is key to helping SpongeBob get over the hurdle of his middling stats. | |||
** Wavelanding on platforms is a faster way of landing on platforms than landing from a jump. Input the same way as you would complete a normal wavedash. | |||
* '''B-Reverses allow SpongeBob to completely shift his air momentum''' | |||
** B-Reversing is described as reversing your air momentum by using special moves. SpongeBob can do this with his Bubble Blow, while it isn't an extremely important part of his kit, it can still be beneficial in certain situations. For example, you can use this turn around to set up a bubble and then run in. | |||
=== Neutral === | |||
The game has started and you now have to attempt to win neutral. As mentioned before, SpongeBob has pretty average stats which can make winning neutral a bit harder. However, SpongeBob has plenty of other tools and strategies that can assist in winning neutral. | |||
* '''Use Bubble Blow!''' | |||
** In situations where you are further away from your opponent, Bubble is a good option to go for. Even if you don't hit your opponent with the bubble, you can still interrupt their attempt to dodge or block it with an aerial or grab. In the air, Bubble has slightly more start up, which can also let you drift backwards. Be wary however of characters with higher speed, as they may be able to run to you before you can finish blowing your bubble. | |||
* '''Use your normals!''' | |||
** Despite being a generally stubby character, SpongeBob still has some good pokes and disjoints that benefit his neutral game. Light Forward is a poking tool that slightly moves SpongeBob forward, slightly assisting its range, it can either be slime cancelled into a grab if hit, or even kill at later percents. Down Light is another extremely important tool in SpongeBob's neutral, being massively disjointed and being an extremely good tool for starting combos or kill confirms. SpongeBob's other lights can also be beneficial in his neutral even if they don't have as much reach thanks to their extremely good frame data. Light Neutral is an extremely fast jab that is easily SpongeBob's safest grounded option, being able to pressed repeatedly on an opponents block without too much worry. Light Neutral Air is a body covering, fast aerial that thanks to its size can also assist in neutral, and is also one of SpongeBob's primary combo tools. | |||
* '''Use Chef Flip!''' | |||
** Chef Flip is a disjointed, jump cancellable special move that has a variety of benefits. On the ground, Chef Flip can be cancelled into a grab, Strong Up, or Up Special, most commonly a grab thanks to being a string that can only be escaped by rolling or spot dodging. In the air, Chef Flip's disjoint can serve as SpongeBob's answer to Down Light in the air, and thanks to being jump cancellable on Frame 23, it can serve as a safe tool for shield pressure or starting combos when combined with Light Neutral Air. While niche, Chef Flip can also reflect projectiles at a 45 degree angle, which can be useful against slower projectiles. | |||
* '''Use shield drops!''' | |||
** Shield dropping (or Plat dropping) is when you drop through a platform while shielding, done by pressing the special button while in shield. SpongeBob massively benefits from this, thanks to his Light Neutral Air's extremely strong frame data. It can either be used defensively as a "get off me" tool, or as an aggressive tool by running then shield dropping. | |||
* '''Catch them by surprise!''' | |||
** EX Fishbowl Strike is an extremely strong burst option that can catch opponents off guard thanks to its speed, distance and even slight super armor. It is important to remember that the move is unsafe on block however, and also can be interrupted by a strong enough move. | |||
=== Advantage === | |||
Congrats! You won neutral! Now what do you do from here? Thankfully, SpongeBob has a generally strong punish game with tons of potential, here is what that punish looks like: | |||
* '''Combos''' | |||
** SpongeBob's has loads of tools for his combo games, and their simplistic nature means they are very easy to get the hang of. | |||
** All of SpongeBob's light aerials, particularly Light Neutral Air and Light Up Air are great tools for SpongeBob's combo game and can lead into themselves for aerial chains. | |||
** Light Down, Light Up, Light Neutral and even Strong Up Air are also great tools for SpongeBob's combo game and go very well with it. | |||
* '''You got a stray hit with a move that doesn’t start combos''' | |||
** Forward light is generally the only move that truly fits this bill. | |||
** Worst case, you gain stage control. | |||
** Best case, you can follow up into a combo. | |||
** In certain cases, you can use slime cancels to convert that stray hit into a full combo or grab that would have otherwise been just to gain stage control. | |||
* '''You got a meaty hit with a good combo starter''' | |||
** The moves that fit this bill are generally Light Neutral, Light Neutral Air, Down Light, Up Light, Light Back Air and Light Up Air. | |||
** Chef Flip can also start combos, but it must be done into either Light Neutral Air or Light Up Air to guarantee it. | |||
** With a good combo starter, this is where SpongeBob shines and can combo for massive damage that could potentially lead into taking a stock. | |||
* '''You got a grab''' | |||
** If you’re trying to combo someone after a grab, you will almost always go for Up Throw. It is an extremely strong throw that does a lot for SpongeBob's punish. | |||
** You will typically follow Up Throw with either Light Neutral Air or Light Up Air, where then you can lead that into any other aerials you want. You can also use up throw as a tool for setting up kill confirms at higher percentages. | |||
** SpongeBob has a throw loop that involves using up throw, then landing the spike of either Strong Down Air or Light Forward Air, then regrabbing and repeating. This does substantial damage and is integral to SpongeBob's punish. Keep in mind that different characters will start bouncing rather than relanding at varying percents depending on their stats. Along with this, opponents can try DI'ing towards platforms to escape the loop. In these situations where you see your opponent going towards a platform, try to follow up with a Light Neutral Air or Light Up Air to keep them in disadvantage. | |||
** Down Throw can also be used as a chain grab, however this is not as potent as the Up Throw loop and only is beneficial either against heavier, bigger characters or on stages such as Pariah's Keep where Up Throw is harder to follow up on thanks to the platform layout. | |||
**Back and Forward Throw are overall niche, and mostly just useful for setting up edgeguards. However, Back Throw can set up kills into EX Fishbowl Strike, however this varies heavily on the character you are fighting and can also be DI'd. | |||
* '''You got your opponent offstage''' | |||
** SpongeBob generally has three options he can use for edgeguarding, Bubble can set up a space that opponents cannot go to, Light Back Air is extremely useful against characters with more vulnerable recoveries, and most important of all, Light Down can hit below ledge which punishes characters who cannot snap to ledge. | |||
* | === Disadvantage === | ||
* | SpongeBob's average stats mean that SpongeBob has to be more careful while in disadvantage, however SpongeBob is also slightly more floaty than one might expect, this and his weight being deceptively strong can sometimes aid in his survival. | ||
* | |||
* '''The pains of above average stats''' | |||
** It can be hard to land during juggles as SpongeBob due to his slightly below average air speed. SpongeBob may have to drift to a better position to not get juggled. | |||
** Slime Dash can be used to send yourself further into a specific direction with the ability to do an option afterwards much sooner. Keep in mind that you don’t have any invincibility during Slime Dash like you would with a regular air dodge. | |||
** Bubble's air stall can occasionally be useful to keep yourself suspended for a bit longer and mix up your opponents juggle if you are high enough. | |||
** Strong Down Air can be sometimes used as a landing option, but be careful to not use this often so that your opponent does not anticipate and intercept it. | |||
** Fishbowl Strike can sometimes be used as a way to move to a more comfortable position, it can be. | |||
* '''Getting back to stage''' | |||
** Fishbowl Strike is extremely important for getting back on stage as SpongeBob, thanks to it refreshing when hit. | |||
** It's important to remember that Fishbowl Strike supplements SpongeBob's recovery by giving him additional options. He still has access to all of his other recovery tools such as Order Up or Slime Dash. | |||
** It is also important to conserve these resources when you can, as Order Up does not have the greatest height, making recovering vertically more of a challenge. You can use Slime Cancels to air dodge or Fishbowl Strike to assist. | |||
* '''Getting off ledge''' | |||
** SpongeBob has the universal four ledge options of regular getup, roll, jump, and drop. | |||
** His getup attack is generally stubby, but can be useful as a mix-up thanks to its slower speed. | |||
** SpongeBob is able to drop, jump, and wavedash on to stage, and thanks to his strong ledgedash, he can get a light attack in while invincible. | |||
** SpongeBob is able to drop from the ledge and use EX Fishbowl Strike towards the stage which can catch opponents off guard due to how fast the move is. Just be careful not to have your EX Fishbowl Strike interrupted by a strong enough move. | |||
=== Slime Meter Management === | |||
Slime is an important and useful resource for every character in the game. What sets everyone apart is how they use their slime to supplement their game plan. Here is how SpongeBob uses it: | |||
* '''Safety''' | |||
** SpongeBob generally does not need to cancel any of his moves to make them safer, but he can sometimes slime cancel his strongs incase they are blocked. This is generally not advisable however as SpongeBob's meter is better spent else where. Keep in mind that the act of slime canceling near an opponent will not put your opponent into hitstun or blockstun so you could still be punished if you aren’t careful. | |||
* '''Hit and kill confirms''' | |||
** Slime canceling near an opponent that you put into hitstun while freeze them in place for a brief amount of time. This freeze can be enough for SpongeBob to setup into one of his combo starters or a kill move. | |||
** For hit confirms, slime canceling from Light Forward into a grab can be the difference between doing a low amount of damage and doing a high amount of damage. | |||
** For kill confirms, SpongeBob generally has to use Slime Dash into a strong aerial to land his confirms. The most common example being Strong Neutral Air, which is generally a good finisher with Slime Dash, and can be done after several aerials, including itself. You can also use Order Up as as a tool for kill confirms by Slime Cancelling into Strong Up Air near the top of the stage, remember to drift slightly forward to mix up your opponent's DI before using Strong Up Air. Starting this kill confirm with Strong Up Air is also good for getting extra damage in before Order Up. You can also use EX Order Up or for extra height to better guarantee a kill if you have the slime to back it up. | |||
* '''Slime Dash''' | |||
** With the ability to do whatever you want out of Slime Dash, it’s a good burst option for getting back to the stage and chasing opponents in advantage. | |||
* '''EX Special Moves''' | |||
** SpongeBob's EX Special Moves are generally mixed, and while they all have utility it will usually vary. | |||
** EX Bubble Blow can be used to set up space or edgeguard, but some characters can destroy them without worry. They are however strong on and can lead into strong aerials at higher percents. | |||
** EX Fishbowl Strike is a strong burst option and even has some kill confirms of its own into Strong Neutral Air. | |||
** EX Order Up's only difference from the regular version is that it goes higher than normal and has brief invincibility at the start, so spending a bar of meter could be just enough to get you to the ledge. | |||
** EX Chef Flip is niche and the extra burn damage is generally not worth it unless you are against lighter characters such as Lucy or Aang where combos and kill confirms are harder and you need stray hits to land said kills. | |||
---- | ---- | ||
== | == Techniques == | ||
====Slime Dash Bowl==== | |||
If you use Side Special right after doing a Slime Dash in any direction, the momentum from the Slime Dash will carry over into the Side Special. This can be used either as an alternative recovery option, or even help with combos and kill confirms. | |||
{| class="wikitable" style="float:right; margin-left: 10px; text-align:center;" | |||
| [[File:Slime Dash Bowl Example Recovery.mp4|center|thumb|An example of using Slime Dash Bowl as a recovery option.]] | |||
| [[File:Slime Dash Bowl Example Kill.mp4|center|thumb|An example of using Slime Dash Bowl as a tool for kill confirms. (DI set to random, Damage set to 105%)]] | |||
|} | |||
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| '''+2''' || | | '''+2''' || | ||
|- | |- | ||
| '''+1''' || [[File:NASB2_Patrick_Icon.png|x80px]] [[File:NASB2_Reptar_Icon.png|x80px]] [[File: | | '''+1''' || [[File:NASB2_Patrick_Icon.png|x80px]] [[File:NASB2_Reptar_Icon.png|x80px]] [[File:NASB2_Nigel_Icon.png|x80px]] [[File:NASB2_Beavers-Daggett_Icon.png|x80px]] [[File:NASB2_Rocksteady_Icon.png|x80px]] [[File:NASB2_Garfield_Icon.png|x80px]] [[File:NASB2_Donatello_Icon.png|x80px]] [[File:NASB2_Raphael_Icon.png|x80px]] [[File:NASB2_Iroh_Icon.png|x80px]] | ||
|- | |- | ||
| '''0''' || [[File:NASB2_Sponge_Icon.png|x80px]] [[File:NASB2_Squidward_Icon.png|x80px]] [[File:NASB2_ElTigre_Icon.png|x80px]] [[File: | | '''0''' || [[File:NASB2_Sponge_Icon.png|x80px]] [[File:NASB2_Squidward_Icon.png|x80px]] [[File:NASB2_ElTigre_Icon.png|x80px]] [[File:NASB2_Ember_Icon.png|x80px]] [[File:NASB2_Krabs_Icon.png|x80px]] [[File:NASB2_Plankton_Icon.png|x80px]] [[File:NASB2_Jenny_Icon.png|x80px]] [[File:NASB2_RenStimpy_Icon.png|x80px]] [[File:NASB2_Gertie_Icon.png|x80px]] [[File:NASB2_Zuko_Icon.png|x80px]] [[File:NASB2_Azula_Icon.png|x80px]] [[File:NASB2_Zim_Icon.png|x80px]] | ||
|- | |- | ||
| '''-1''' || | | '''-1''' || [[File:NASB2_Korra_Icon.png|x80px]] [[File:NASB2_Gerald_Icon.png|x80px]] [[File:NASB2_Aang_Icon.png|x80px]] [[File:NASB2_Jimmy_Icon.png|x80px]] [[File:NASB2_Lucy_Icon.png|x80px]] [[File:NASB2_Rocko_Icon.png|x80px]] [[File:NASB2_Beavers-Norbert_Icon.png|x80px]] [[File:NASB2_April_Icon.png|x80px]] | ||
|- | |- | ||
| '''-2''' || | | '''-2''' || [[File:NASB2_Danny_Icon.png|x80px]] | ||
|} | |} | ||
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== Costumes == | == Costumes == |
Latest revision as of 12:38, 31 March 2025
About
Everyone's favorite sea sponge is ready for the BEST. DAY. EVER!
The title character of the SpongeBob SquarePants series, SpongeBob is an optimistic, albeit immature, sea sponge from the underwater town of Bikini Bottom. This childish and hyper-energetic personality can sometimes end up annoying those who are close to him, but he still endears to them all the same thanks to his big heart. SpongeBob works at the Krusty Krab along with his coworker Squidward, and unlike his neighbor, he loves his job. Always enjoying flipping patties and making the folk of Bikini Bottom happy. He's been on many adventures (and misadventures) in the past. From delivering a pizza to saving the entire town from a robot army, SpongeBob's done it all! With several different skills at his disposal including bubble blowing, Krabby Patty flipping, karate, jellyfishing and even the power of imagination itself, SpongeBob is ready for anything!
Playstyle
Similar to the first game, SpongeBob sticks with his gameplan of being an all-rounder. He has several tools for any scenario, from his great ground normals and aerials to his special attacks. SpongeBob has all-around good tools and is a very good character to learn the game with.
If you like keeping it simple, or are new to the game, SpongeBob might be for you!
Metagame
SpongeBob is ranked 21st out of 29 on the current tier list, in the B tier. This is a slight drop from his 13th out of 25 placement in the first Nickelodeon All-Star Brawl.
SpongeBob possesses a very all-rounded moveset, with most of his best attacks being his fast and combo-chaining light attacks. SpongeBob also possesses a very strong ground game, in particular thanks to his Down Light and Forward Light. Lastly, SpongeBob possesses good burst options, with Fishbowl Strike and its Slime enhanced counterpart aiding him in approaching.
However, while his moves are very solid, SpongeBob does not excel in any particular area of his toolkit, which makes him more limited than stronger characters in the game. He is also a rather stubby character, which means he is much less threatening at far or mid-range. This means he has to get up-close to make the most of his toolkit.
Despite this, SpongeBob has received solid tournament representation, and is generally a very solid pick for beginner players.
Strengths | Weaknesses |
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Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 3 | 0-0 | 0 | -0 | |
SpongeBob applauds in front of him. Can be turned into a rapid jab after 2 button presses.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 5 | 5-9 | 28 | -15 | |
SpongeBob punches in front of him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 5 | 5-13 | 26 | -15 | |
SpongeBob cheers with both hands raised in the air. Can be used as a juggle tool and combo starter.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 5-9 | 27 | -15 | |
SpongeBob slams the ground with a pair of Anchor Arms.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 5 | 5-12 | 35 | -21 | |
SpongeBob slips and hits opponents in the way. Not a very remarkable attack.
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Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% / 8% | 5 | 5-13 | 34 | -3 | |
SpongeBob embraces the kid inside of him and strikes a pose.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% / 1% | 15 | 15-21 | 50 | +2 | |
SpongeBob does a big chop with his karate glove.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% / 7% | 6 | 6-15 | 30 | +0 | |
SpongeBob does the first step of the bubble blowing technique behind him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 5-9 | 29 | -2 | |
SpongeBob does a flip kick above himself.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% / 4% | 11 | 11-16 | 42 | (+1) / (+0) | |
SpongeBob remembers Gary's lessons and pulls his shoelaces tight.
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Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
18% | 12 | 12-14 | 42 | -22 | |
SpongeBob swings his trusty jellyfish net in front of him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 11 | 11-25 | 55 | -30 | |
SpongeBob raises his hand in the air to show off his imaaagination.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 7 | 7-28 | 45 | -25 | |
SpongeBob uses his bubble blowing technique, bringing him around town.
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Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 13 | 13-14 | 40 | -1 | |
SpongeBob swings his arm with his karate glove.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 15 | 15-21 | -15 | -15 | |
SpongeBob absorbs the water around him, increasing his size.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% / 12% | 15 | 15-52 | 52 | -15 | |
SpongeBob uses his reef blower to bring him down to the ground.
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Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 10 | 10-189 | 43 | -27 | |
SpongeBob blows a bubble that damages opponents.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 10 | 10-35 | 60 | -45 | |
SpongeBob gets inside a fish bowl and moves forward horizontally, dealing damage.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 10 | 10-12 | 44 | (+3) -19 | |
SpongeBob uses a spatula to flip opponents in front of him, making them vulnerable to follow-up attack.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
2% / 1% / 5% | 5 | 5-32 | 62 | -103 | |
SpongeBob lunges himself upwards, hitting multiple times with his hydrodynamic spatula with port and starboard attachments.
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Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
SpongeBob reaches slightly forward to grab his opponent.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
SpongeBob tries to grab his opponent while running forward.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
SpongeBob slaps his opponent with one hand.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
SpongeBob throws his opponent on top of his hydrodynamic spatula as it spins.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
SpongeBob throws his opponent like a bowling ball.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
SpongeBob slams his opponent with both arms
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
SpongeBob tosses his opponent behind him.
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Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Strategy
Movement
Fitting of his archetype, SpongeBob's movement is pretty average for the most part. His run speed is a bit above average, but still slow relative to some of the other members of the cast. However, his wavedash is pretty decent, giving him another tool for movement. Good fundamentals are key to allowing SpongeBob to succeeding with his movement.
- Use wavedash in tandem with your regular movement options
- SpongeBob's wavedash is generally solid, mixing in your wavedash with your normal run is key to helping SpongeBob get over the hurdle of his middling stats.
- Wavelanding on platforms is a faster way of landing on platforms than landing from a jump. Input the same way as you would complete a normal wavedash.
- B-Reverses allow SpongeBob to completely shift his air momentum
- B-Reversing is described as reversing your air momentum by using special moves. SpongeBob can do this with his Bubble Blow, while it isn't an extremely important part of his kit, it can still be beneficial in certain situations. For example, you can use this turn around to set up a bubble and then run in.
Neutral
The game has started and you now have to attempt to win neutral. As mentioned before, SpongeBob has pretty average stats which can make winning neutral a bit harder. However, SpongeBob has plenty of other tools and strategies that can assist in winning neutral.
- Use Bubble Blow!
- In situations where you are further away from your opponent, Bubble is a good option to go for. Even if you don't hit your opponent with the bubble, you can still interrupt their attempt to dodge or block it with an aerial or grab. In the air, Bubble has slightly more start up, which can also let you drift backwards. Be wary however of characters with higher speed, as they may be able to run to you before you can finish blowing your bubble.
- Use your normals!
- Despite being a generally stubby character, SpongeBob still has some good pokes and disjoints that benefit his neutral game. Light Forward is a poking tool that slightly moves SpongeBob forward, slightly assisting its range, it can either be slime cancelled into a grab if hit, or even kill at later percents. Down Light is another extremely important tool in SpongeBob's neutral, being massively disjointed and being an extremely good tool for starting combos or kill confirms. SpongeBob's other lights can also be beneficial in his neutral even if they don't have as much reach thanks to their extremely good frame data. Light Neutral is an extremely fast jab that is easily SpongeBob's safest grounded option, being able to pressed repeatedly on an opponents block without too much worry. Light Neutral Air is a body covering, fast aerial that thanks to its size can also assist in neutral, and is also one of SpongeBob's primary combo tools.
- Use Chef Flip!
- Chef Flip is a disjointed, jump cancellable special move that has a variety of benefits. On the ground, Chef Flip can be cancelled into a grab, Strong Up, or Up Special, most commonly a grab thanks to being a string that can only be escaped by rolling or spot dodging. In the air, Chef Flip's disjoint can serve as SpongeBob's answer to Down Light in the air, and thanks to being jump cancellable on Frame 23, it can serve as a safe tool for shield pressure or starting combos when combined with Light Neutral Air. While niche, Chef Flip can also reflect projectiles at a 45 degree angle, which can be useful against slower projectiles.
- Use shield drops!
- Shield dropping (or Plat dropping) is when you drop through a platform while shielding, done by pressing the special button while in shield. SpongeBob massively benefits from this, thanks to his Light Neutral Air's extremely strong frame data. It can either be used defensively as a "get off me" tool, or as an aggressive tool by running then shield dropping.
- Catch them by surprise!
- EX Fishbowl Strike is an extremely strong burst option that can catch opponents off guard thanks to its speed, distance and even slight super armor. It is important to remember that the move is unsafe on block however, and also can be interrupted by a strong enough move.
Advantage
Congrats! You won neutral! Now what do you do from here? Thankfully, SpongeBob has a generally strong punish game with tons of potential, here is what that punish looks like:
- Combos
- SpongeBob's has loads of tools for his combo games, and their simplistic nature means they are very easy to get the hang of.
- All of SpongeBob's light aerials, particularly Light Neutral Air and Light Up Air are great tools for SpongeBob's combo game and can lead into themselves for aerial chains.
- Light Down, Light Up, Light Neutral and even Strong Up Air are also great tools for SpongeBob's combo game and go very well with it.
- You got a stray hit with a move that doesn’t start combos
- Forward light is generally the only move that truly fits this bill.
- Worst case, you gain stage control.
- Best case, you can follow up into a combo.
- In certain cases, you can use slime cancels to convert that stray hit into a full combo or grab that would have otherwise been just to gain stage control.
- You got a meaty hit with a good combo starter
- The moves that fit this bill are generally Light Neutral, Light Neutral Air, Down Light, Up Light, Light Back Air and Light Up Air.
- Chef Flip can also start combos, but it must be done into either Light Neutral Air or Light Up Air to guarantee it.
- With a good combo starter, this is where SpongeBob shines and can combo for massive damage that could potentially lead into taking a stock.
- You got a grab
- If you’re trying to combo someone after a grab, you will almost always go for Up Throw. It is an extremely strong throw that does a lot for SpongeBob's punish.
- You will typically follow Up Throw with either Light Neutral Air or Light Up Air, where then you can lead that into any other aerials you want. You can also use up throw as a tool for setting up kill confirms at higher percentages.
- SpongeBob has a throw loop that involves using up throw, then landing the spike of either Strong Down Air or Light Forward Air, then regrabbing and repeating. This does substantial damage and is integral to SpongeBob's punish. Keep in mind that different characters will start bouncing rather than relanding at varying percents depending on their stats. Along with this, opponents can try DI'ing towards platforms to escape the loop. In these situations where you see your opponent going towards a platform, try to follow up with a Light Neutral Air or Light Up Air to keep them in disadvantage.
- Down Throw can also be used as a chain grab, however this is not as potent as the Up Throw loop and only is beneficial either against heavier, bigger characters or on stages such as Pariah's Keep where Up Throw is harder to follow up on thanks to the platform layout.
- Back and Forward Throw are overall niche, and mostly just useful for setting up edgeguards. However, Back Throw can set up kills into EX Fishbowl Strike, however this varies heavily on the character you are fighting and can also be DI'd.
- You got your opponent offstage
- SpongeBob generally has three options he can use for edgeguarding, Bubble can set up a space that opponents cannot go to, Light Back Air is extremely useful against characters with more vulnerable recoveries, and most important of all, Light Down can hit below ledge which punishes characters who cannot snap to ledge.
Disadvantage
SpongeBob's average stats mean that SpongeBob has to be more careful while in disadvantage, however SpongeBob is also slightly more floaty than one might expect, this and his weight being deceptively strong can sometimes aid in his survival.
- The pains of above average stats
- It can be hard to land during juggles as SpongeBob due to his slightly below average air speed. SpongeBob may have to drift to a better position to not get juggled.
- Slime Dash can be used to send yourself further into a specific direction with the ability to do an option afterwards much sooner. Keep in mind that you don’t have any invincibility during Slime Dash like you would with a regular air dodge.
- Bubble's air stall can occasionally be useful to keep yourself suspended for a bit longer and mix up your opponents juggle if you are high enough.
- Strong Down Air can be sometimes used as a landing option, but be careful to not use this often so that your opponent does not anticipate and intercept it.
- Fishbowl Strike can sometimes be used as a way to move to a more comfortable position, it can be.
- Getting back to stage
- Fishbowl Strike is extremely important for getting back on stage as SpongeBob, thanks to it refreshing when hit.
- It's important to remember that Fishbowl Strike supplements SpongeBob's recovery by giving him additional options. He still has access to all of his other recovery tools such as Order Up or Slime Dash.
- It is also important to conserve these resources when you can, as Order Up does not have the greatest height, making recovering vertically more of a challenge. You can use Slime Cancels to air dodge or Fishbowl Strike to assist.
- Getting off ledge
- SpongeBob has the universal four ledge options of regular getup, roll, jump, and drop.
- His getup attack is generally stubby, but can be useful as a mix-up thanks to its slower speed.
- SpongeBob is able to drop, jump, and wavedash on to stage, and thanks to his strong ledgedash, he can get a light attack in while invincible.
- SpongeBob is able to drop from the ledge and use EX Fishbowl Strike towards the stage which can catch opponents off guard due to how fast the move is. Just be careful not to have your EX Fishbowl Strike interrupted by a strong enough move.
Slime Meter Management
Slime is an important and useful resource for every character in the game. What sets everyone apart is how they use their slime to supplement their game plan. Here is how SpongeBob uses it:
- Safety
- SpongeBob generally does not need to cancel any of his moves to make them safer, but he can sometimes slime cancel his strongs incase they are blocked. This is generally not advisable however as SpongeBob's meter is better spent else where. Keep in mind that the act of slime canceling near an opponent will not put your opponent into hitstun or blockstun so you could still be punished if you aren’t careful.
- Hit and kill confirms
- Slime canceling near an opponent that you put into hitstun while freeze them in place for a brief amount of time. This freeze can be enough for SpongeBob to setup into one of his combo starters or a kill move.
- For hit confirms, slime canceling from Light Forward into a grab can be the difference between doing a low amount of damage and doing a high amount of damage.
- For kill confirms, SpongeBob generally has to use Slime Dash into a strong aerial to land his confirms. The most common example being Strong Neutral Air, which is generally a good finisher with Slime Dash, and can be done after several aerials, including itself. You can also use Order Up as as a tool for kill confirms by Slime Cancelling into Strong Up Air near the top of the stage, remember to drift slightly forward to mix up your opponent's DI before using Strong Up Air. Starting this kill confirm with Strong Up Air is also good for getting extra damage in before Order Up. You can also use EX Order Up or for extra height to better guarantee a kill if you have the slime to back it up.
- Slime Dash
- With the ability to do whatever you want out of Slime Dash, it’s a good burst option for getting back to the stage and chasing opponents in advantage.
- EX Special Moves
- SpongeBob's EX Special Moves are generally mixed, and while they all have utility it will usually vary.
- EX Bubble Blow can be used to set up space or edgeguard, but some characters can destroy them without worry. They are however strong on and can lead into strong aerials at higher percents.
- EX Fishbowl Strike is a strong burst option and even has some kill confirms of its own into Strong Neutral Air.
- EX Order Up's only difference from the regular version is that it goes higher than normal and has brief invincibility at the start, so spending a bar of meter could be just enough to get you to the ledge.
- EX Chef Flip is niche and the extra burn damage is generally not worth it unless you are against lighter characters such as Lucy or Aang where combos and kill confirms are harder and you need stray hits to land said kills.
Techniques
Slime Dash Bowl
If you use Side Special right after doing a Slime Dash in any direction, the momentum from the Slime Dash will carry over into the Side Special. This can be used either as an alternative recovery option, or even help with combos and kill confirms.
Matchups
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