(still a big wip) |
(got some help from kactus guy so the information is more reliable than just me writing it, even tho i also play sandy, lol) |
||
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|input= 5L / Neutral Light | |input= 5L / Neutral Light | ||
|data= | |data= | ||
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 lead into | 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. | ||
}} | }} | ||
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|input= 8L / Up Light | |input= 8L / Up Light | ||
|data= | |data= | ||
Your basic NASB uppercut. Can be used as a combo starter. | Your basic NASB uppercut. Can be used as a combo starter and is a decent out of shield option. | ||
}} | }} | ||
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{{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= | ||
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. | |||
}} | }} | ||
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|input= j5L / Jump Light | |input= j5L / Jump Light | ||
|data= | |data= | ||
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. | |||
}} | }} | ||
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|input= j8L / Jump Up Light | |input= j8L / Jump Up Light | ||
|data= | |data= | ||
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. | |||
}} | }} | ||
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|input= j2L / Jump Down Light | |input= j2L / Jump Down Light | ||
|data= | |data= | ||
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! | |||
}} | }} | ||
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|linkname= 5S | |linkname= 5S | ||
|input= 5S / Neutral Strong | |input= 5S / Neutral Strong | ||
|data= | |data= | ||
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. | |||
}} | }} | ||
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|input= 8S / Up Strong | |input= 8S / Up Strong | ||
|data= | |data= | ||
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. | |||
}} | }} | ||
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{{MoveData | {{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= | ||
Sandy uses her Kah-Rah-Tay glove to perform a downwards chop. Does good damage, but is pretty slow. | |||
}} | }} | ||
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|input= 66S / Run Strong | |input= 66S / Run Strong | ||
|data= | |data= | ||
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. | |||
}} | }} | ||
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|input= j5S / Jump Neutral Strong | |input= j5S / Jump Neutral Strong | ||
|data= | |data= | ||
An extremely powerful forward kick. One of Sandy's best kill moves. | |||
}} | }} | ||
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|input= j8S / Jump Up Strong | |input= j8S / Jump Up Strong | ||
|data= | |data= | ||
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. | |||
}} | }} | ||
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|input= j2S / Jump Down Strong | |input= j2S / Jump Down Strong | ||
|data= | |data= | ||
A stronger downward kick. A good edgeguarding tool, albeit a little bit of a slow one. | |||
}} | }} | ||
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|input= 2P / Down Special | |input= 2P / Down Special | ||
|data= | |data= | ||
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. | 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. | |||
}} | }} | ||
Revision as of 23:02, 8 May 2022
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 |
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Weight Class |
Middle |
Character Discord | |
Home Stage |
Glove World |
Strengths | Weaknesses |
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Moves List
Light Attacks
Jumping/Air Light Attacks
Strong Attacks
Jumping/Air Strong Attacks
Special Attacks
Universal Mechanics
Taunt
Placeholder
Notable Players
- Kactus Guy
- Bodedee
- SonsaKay (Switch)