Nickelodeon All-Star Brawl/Hugh Neutron: Difference between revisions

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(Adding new entries to the Hugh List, don't mind the SpongeBobs, they're there for a template.)
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== Moves List ==
== Moves List ==
=== Light Attacks ===
{{MoveData
|image= NASBHUGHNL.png
|caption= "You can't beat the classics!"
|name= Pie to the Face
|input= 5L / Neutral Light
|data=
{{AttackData-NASB
|Damage=5%
|Startup=5
|Active=5-6
|Total Frames=32
|Safety=-18 / -4
|description=
* A quick jab with a pie, good for stunlocking.
* This move can cancel into Light Neutral 2 on frames 16-17.
* Block safety is -20 normally, but -6 when cancelled into Light Neutral 2.
}}
}}<br>
{{MoveData
|image= NASBHUGHUL.png
|caption= "Ha! Get down! Bend the knee! Bend the knee and touch the sky! Ha!"
|name= The Osseus System Jam
|linkname= 8L
|input= 8L / Up Light
|data=
{{AttackData-NASB
|Damage=6%
|Startup=5
|Active=5-9
|Total Frames=30
|Safety=-16
|description=
* Hugh points upwards, very good for juggling and transitioning grounded combos to aerial ones.
* This move can be held, but the hitbox does not remain active. However, you can input left and right to scoot around. It's fun!
}}
}}<br>
{{MoveData
|image= HUGHDL1.png
|caption= "When you're a duck you're a duck all the way!"
|name= Ducks the Musical (1)
|linkname= 2L
|input= 2L / Down Light
|data=
{{AttackData-NASB
|Damage=7%
|Startup=6
|Active=6-8
|Total Frames=25
|Safety=-10 / -6
|description=
* A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.
* This move cancels into Light Down 2 as early as frame 19.
* Block safety is -10 normally, but -6 when cancelled into Light Down 2.<br>
}}
}}<br>
{{MoveData
|image= NASBHUGHDL.png
|caption= "From the first time you quack to the last egg you lay!"
|name= Ducks the Musical (2)
|linkname= 2L
|input= 2L / Down Light
|data=
{{AttackData-NASB
|Damage=7%
|Startup=4
|Active=4-7
|Total Frames=25
|Safety=-12 / -9
|description=
* A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.
* This move cancels into Light Down 3 as early as frame 19.
* Block safety is -12 normally, but -9 when cancelled into Light Down 3.<br>
}}
}}<br>
{{MoveData
|image= HUGHDL3.png
|caption= "When you're a duck you live in a blind!"
|name= Ducks the Musical (3)
|linkname= 2L
|input= 2L / Down Light
|data=
{{AttackData-NASB
|Damage=7%
|Startup=5
|Active=5-7
|Total Frames=25
|Safety=-11 / -8
|description=
* A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.
* This move cancels into Light Down 4 as early as frame 19.
* Block safety is -11 normally, but -8 when cancelled into Light Down 4.<br>
}}
}}<br>
{{MoveData
|image= HUGHDL4.png
|caption= "With a little orange and some fresh melon rind!"
|name= Ducks the Musical (4)
|linkname= 2L
|input= 2L / Down Light
|data=
{{AttackData-NASB
|Damage=7%
|Startup=5
|Active=5-9
|Total Frames=25
|Safety=-11 / -6
|description=
* A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.
* This move cancels into Light Down 5 as early as frame 19.
* Block safety is -11 normally, but -6 when cancelled into Light Down 5.<br>
}}
}}<br>
{{MoveData
|image= HUGHDL5.png
|caption= "Du-u-u-u-u-ucks! The Musical."
|name= Ducks the Musical (5)
|linkname= 2L
|input= 2L / Down Light
|data=
{{AttackData-NASB
|Damage=7%
|Startup=3
|Active=3-8
|Total Frames=35
|Safety=-23
|description=
* A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.<br>
}}
}}<br>
{{MoveData
|image= HUGHLDASH.png
|caption= "Hey, boys! Just going to get... woah!"
|name= Flower Trip
|linkname= 66L
|input= 66L / Run Light
|data=
{{AttackData-NASB
|Damage=5%
|Startup=5
|Active=5-12
|Total Frames=46
|Safety=-37
|description=
* Hugh trips on a flower, sending him forward with a little speed.
* This move is very useful because it can be cancelled on hit. Try using it with Down Strong or jump and grab!
}}
}}<br>
=== Jumping/Air Light Attacks ===
{{MoveData
|image= NASB spongebob j5l.png
|caption= "You wanna see me win neutral? You wanna see me do it ''AGAIN?''"
|name= Side Kick
|linkname= j5L
|input= j5L / Jump Light
|data=
{{AttackData-NASB
|Damage=8%
|Startup=5
|Active=5-6
|Total Frames=21
|Safety=-8
|Max Landing Lag= 16
|description=
* A double-sided kick with minimal knockback that can be a good combo starter and extender.
}}
}}<br>
{{MoveData
|image= NASB spongebob j8l.png
|caption= "TECHNIQUE! TECHNIQUE!"
|name= Aerial Up Kick
|linkname= j8L
|input= j8L / Jump Up Light
|data=
{{AttackData-NASB
|Damage=8%
|Startup=6
|Active=6-8
|Total Frames=23
|Safety=-8
|Max Landing Lag= 16
|description=
* An upward aerial kick that is great at extending combos and juggles.
}}
}} <br>
{{MoveData
|image= NASB spongebob j2l.png
|caption= That sound you hear is the sound of millions of Mario mains salivating
|name= Down Swing
|linkname= j2lL
|input= j2L / Jump Down Light
|data=
{{AttackData-NASB
|Damage=8%
|Startup=6
|Active=6-7
|Total Frames=31
|Safety=-8
|Max Landing Lag= 16
|description=
* A downward swipe that weakly spikes the opponent and can lead to possible tech chases or combo extensions.
}}
}} <br>
=== Strong Attacks ===
{{MoveData
|image= NASB spongebob 5s.png
|caption= Ol' Reliable
|name= Jellyfish Swing
|linkname= 5S
|input= 5S / Neutral Strong
|data=
{{AttackData-NASB
|Damage=14%
|Startup=17
|Active=17-20
|RPS Frames= 6-16
|Total Frames=40
|Safety=-6
|description=
* A wide net swing that is surprisingly safe on block. Great button to lead dash attacks into.
}}
}} <br>
{{MoveData
|image= NASB spongebob 8s.png
|caption= SHORYUKEN!
|name= Kah-Rah-Tay Uppercut
|linkname= 8S
|input= 8S / Up Strong
|data=
{{AttackData-NASB
|Damage=13%
|Startup=15
|Active=15-18
|RPS Frames= 6-14
|Total Frames=42
|Safety=-10
|description=
* An uppercut that is one of Spongebob's most reliable kill moves. Moves such as both dash attacks can lead to it.
}}
}} <br>
{{MoveData
|image= NASB spongebob 2s.png
|caption= Box not included
|name= Imaginaaation Clap
|linkname= 2S
|input= 2S / Down Strong
|data=
{{AttackData-NASB
|Damage=15%
|Startup=18
|Active=18-22
|RPS Frames= 6-17
|Total Frames=40
|Safety=-5
|description=
* An unusual attack for a down strong, having mostly upward hitboxes. Slow, but safe on block and can kill grounded opponents reliably.
}}
}} <br>
{{MoveData
|image= NASB spongebob 66s.png
|caption= Sponge à la Mode
|name= Running Slip
|linkname= 66S
|input= 66S / Run Strong
|data=
{{AttackData-NASB
|Damage=13%
|Startup=16
|Active=16-21
|RPS Frames= 6-15
|Total Frames=46
|Safety=-21
|description=
* A strong dash attack that is even better at leading into strong in exchange for being slower in startup.
}}
}} <br>
=== Jumping/Air Strong Attacks ===
{{MoveData
|image= NASB spongebob j5s.png
|caption=  You know the planet in the background almost looks like a jellyfish
|name= Aerial Jellyfish Swing
|linkname= j5S
|input= j5S / Jump Neutral Strong
|data=
{{AttackData-NASB
|Damage=14%
|Startup=17
|Active=17-20
|RPS Frames= 6-16
|Total Frames=42
|Safety=-7
|Max Landing Lag= 26
|description=
* A decent enough disjoint that can fan away opponents with proper utilization. Great combo finisher for kills and edgeguards.
}}
}} <br>
{{MoveData
|image= NASB spongebob j8s.png
|caption= And if you look up ''here'' you'll see the name of this attack
|name= Aerial Kah-Rah-Tay Uppercut
|linkname= j8S
|input= j8S / Jump Up Strong
|data=
{{AttackData-NASB
|Damage=13%
|Startup=15
|Active=15-18
|RPS Frames= 6-14
|Total Frames=42
|Safety=-8
|Max Landing Lag=27
|description=
* Another very reliable uppercut. Many moves like up tilt, up air, up throw, and both dash attacks can lead to it.
}}
}} <br>
{{MoveData
|image= NASB spongebob j2s.png
|caption= With imagination, you can pretend you '''didn't''' just get spiked!
|name= Imaginaaation Kick
|linkname= j2S
|input= j2S / Jump Down Strong
|data=
{{AttackData-NASB
|Damage=15%
|Startup=18
|Active=18-22
|RPS Frames= 6-17
|Total Frames=40
|Safety=-6
|Max Landing Lag= 25
|description=
* SpongeBob does an imagination powered axe kick that resembles a similar move belonging to a certain magic student from Primp Town that is a very strong spike and is good at punishing bad recoveries and finishing combos offstage. Very reminiscent of a certain poisonous frog from another platform fighter.
}}
}} <br>
=== Special Attacks ===
{{MoveData
|image= NASB spongebob 5p.png
|caption= Stop on your right foot! DON'T FORGET IT!
|name= Bubble Blow
|linkname= 5P
|input= 5P / Neutral Special
|data=
{{AttackData-NASB
|Damage=8%
|Startup=11
|Active=11-190
|Total Frames=32
|Safety=-11
|Max Landing Lag= 1
|description=
* A slow moving bubble that can be chased by Spongebob himself. Very versatile pressure and stage control tool, but end lag increases with constant use.
}}
}} <br>
{{MoveData
|image= NASB spongebob 8p.png
|caption= One hydro-dynamic spatula with port and starboard attachments and turbo drive, coming right up!
|name= Order Up
|linkname= 8P
|input= 8P / Up Special
|data=
{{AttackData-NASB
|Damage=5% per hit
|Startup=13
|Active=13-50
|Total Frames=60
|Safety=-88
|Max Landing Lag= 15
|description=
* An upward recovery move that can be hard to intercept due to its hitbox from above. However, its distance decreases if it hits an opponent.
}}
}} <br>
{{MoveData
|image= NASB spongebob 2p.png
|caption=  For when you gotta eat a Krabby Double Deluxe in one bite. Top data is for immediate release and bottom is for variable release window
|name= Chomp
|linkname= 2P
|input= 2P / Down Special
|data=
{{AttackData-NASB
|Damage=5%
|Startup=16
|Active=16-19
|Total Frames=50
|Safety=-27
}}
{{AttackData-NASB
|Damage=5% - 26%
|Startup=1
|Active=1-4
|Total Frames=35
|Safety=-27
|description=
* A chomp that can be charged for extra damage. Can be swerved during the charging frames.
}}
}} <br>
=== Taunt ===
{{MoveData
|image= NASB_spongebob_taunt.png
|caption= "TaUnTiNg Is UnSpOrTsMaNlIkE!"
|name= Taunt
|linkname= Weapon Activation
|input= Taunt Button
|data=
SpongeBob does his chicken impression from "Little Yellow Book". Mostly known for being a funny meme used to mock people, so it makes sense that it's his taunt in this game.
}}


== Colors ==
== Colors ==

Revision as of 12:46, 6 November 2022

Story

Once when I was seven years old I sat on a banana, and of course, that changed my life.

Hubert Beaumont "Hugh" Neutron is the father of Jimmy Neutron. He hails from the titular series Jimmy Neutron: Boy Genius. He's a very eccentric, goofy man with a fascination for pies and ducks. He's known to be quirky and absent-minded, but is always a good-natured father figure at the end of the day to his son Jimmy, and a loving husband to his wife Judy.
Hugh's inclusion in Nickelodeon All-Star Brawl originated from an internet campaign to add him to the game, backed by none other than his voice actor, Mark DeCarlo. He was later added as the Summer DLC for the Universe Pack.

Gameplay

Much like his personality, Hugh is a very quirky and unorthodox character in Nick All-Star Brawl. For example, he is extremely slow on the ground when just using his dash, but to make up for it, his wavedash is one of, if not the best in the game due to how slippery it is. He is also the only floaty character in the game, having a double jump that allows him to soar in the air higher than the rest of the cast. Perhaps most unique to Hugh, though, is the fact that he has a back air. By holding strafe and back when performing a neutral air, Hugh will instead do his back air move. This is extremely useful for edgeguarding and his combo game. He also has a great recovery, as both his up special and double jump help aid him when the time comes.

Hugh's full potential has yet to be explored in full detail as he is a rather new addition to the cast. However, from what is known thus far, he is most proficient at edgeguarding and anti-airing his opponents, while struggling if he gets stuck in a combo or his opponent lands on top of him offstage.

Oh, also, by doing 360.png+Taunt, he will do his own version of Chun-Li's Hoyokusen. No, I'm not kidding.

Hugh Neutron

NASB hugh character.png
Franchise

Jimmy Neutron: Boy Genius

Home Stage

Duck, Duck, Pie!

Strengths Weaknesses
  • One of if not the best wavedash in the game. Sends him very far forward and is useful for getting in on opponents as well as giving him tricky movement.
  • Double jump allows him to go higher than any other character in the game. This is useful for both edgeguarding and his combo game.
    • Only character in the game that can double jump cancel. Can carry momentum from his double jump into his aerials.
  • Strong anti-air game with his neutral air and back air. Back air in particular allows for very unique combos.
  • Taunt kick move does 30% and kills most light characters around 80%. It's also Frame 8.
  • Strong Up Air and Down Strong are both great kill moves.
  • His Light Down Air is very safe on block (+5), very disjointed, can be canceled on hit, and is very good against more linear recoveries such as Nigel and CatDog's.
  • Relatively decent pokes, in both Down Light (1 and 2) and Jab.
  • Okay projectiles.
  • Best voice acting in the game. Hugh Nation!
  • Hugh is abhorrently slow on the ground without his wavedash. He has the same run speed as Reptar.
  • Tall midweight, with a floaty double jump. This allows him to get comboed easily and combo-heavy characters like Garfield can be a real struggle.
  • Down Light 3-5 are pretty bad.
  • Both of his down aerials are "stall-n-falls", meaning he cannot cancel the move until he hits the ground or (in Light Down Air's case) the opponent. This makes breaking out of combos significantly harder for him to do, and edgeguarding with these moves can be an extreme risk.
  • Worst strong dash in the game. Can't be used to cancel into another move, its horrendously slow and its only real use is for a Hail Mary edgeguard situation.
  • As of the Rocko patch, his kick move is considerably harder to do due to a bug, hindering its usability in his kit.
  • Due to his double jump, he struggles to get out of Down Air chains compared to most of the cast.
  • Very unorthodox and input-heavy character with a lot of weaknesses, meaning he is hard to use at higher levels.

Moves List

Light Attacks

Pie to the Face
5L / Neutral Light
NASBHUGHNL.png
"You can't beat the classics!"
Damage Startup Frames Active Frames Total Frames Safety
5% 5 5-6 32 -18 / -4
  • A quick jab with a pie, good for stunlocking.
  • This move can cancel into Light Neutral 2 on frames 16-17.
  • Block safety is -20 normally, but -6 when cancelled into Light Neutral 2.


The Osseus System Jam
8L / Up Light
NASBHUGHUL.png
"Ha! Get down! Bend the knee! Bend the knee and touch the sky! Ha!"
Damage Startup Frames Active Frames Total Frames Safety
6% 5 5-9 30 -16
  • Hugh points upwards, very good for juggling and transitioning grounded combos to aerial ones.
  • This move can be held, but the hitbox does not remain active. However, you can input left and right to scoot around. It's fun!


Ducks the Musical (1)
2L / Down Light
HUGHDL1.png
"When you're a duck you're a duck all the way!"
Damage Startup Frames Active Frames Total Frames Safety
7% 6 6-8 25 -10 / -6
  • A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.
  • This move cancels into Light Down 2 as early as frame 19.
  • Block safety is -10 normally, but -6 when cancelled into Light Down 2.


Ducks the Musical (2)
2L / Down Light
NASBHUGHDL.png
"From the first time you quack to the last egg you lay!"
Damage Startup Frames Active Frames Total Frames Safety
7% 4 4-7 25 -12 / -9
  • A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.
  • This move cancels into Light Down 3 as early as frame 19.
  • Block safety is -12 normally, but -9 when cancelled into Light Down 3.


Ducks the Musical (3)
2L / Down Light
HUGHDL3.png
"When you're a duck you live in a blind!"
Damage Startup Frames Active Frames Total Frames Safety
7% 5 5-7 25 -11 / -8
  • A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.
  • This move cancels into Light Down 4 as early as frame 19.
  • Block safety is -11 normally, but -8 when cancelled into Light Down 4.


Ducks the Musical (4)
2L / Down Light
HUGHDL4.png
"With a little orange and some fresh melon rind!"
Damage Startup Frames Active Frames Total Frames Safety
7% 5 5-9 25 -11 / -6
  • A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.
  • This move cancels into Light Down 5 as early as frame 19.
  • Block safety is -11 normally, but -6 when cancelled into Light Down 5.


Ducks the Musical (5)
2L / Down Light
HUGHDL5.png
"Du-u-u-u-u-ucks! The Musical."
Damage Startup Frames Active Frames Total Frames Safety
7% 3 3-8 35 -23
  • A low hitting move that knocks opponents into the air and spikes airborne opponents offstage.


Flower Trip
66L / Run Light
HUGHLDASH.png
"Hey, boys! Just going to get... woah!"
Damage Startup Frames Active Frames Total Frames Safety
5% 5 5-12 46 -37
  • Hugh trips on a flower, sending him forward with a little speed.
  • This move is very useful because it can be cancelled on hit. Try using it with Down Strong or jump and grab!


Jumping/Air Light Attacks

Side Kick
j5L / Jump Light
NASB spongebob j5l.png
"You wanna see me win neutral? You wanna see me do it AGAIN?"
Damage Startup Frames Active Frames Total Frames Safety
8% 5 5-6 21 -8
  • A double-sided kick with minimal knockback that can be a good combo starter and extender.


Aerial Up Kick
j8L / Jump Up Light
NASB spongebob j8l.png
"TECHNIQUE! TECHNIQUE!"
Damage Startup Frames Active Frames Total Frames Safety
8% 6 6-8 23 -8
  • An upward aerial kick that is great at extending combos and juggles.


Down Swing
j2L / Jump Down Light
NASB spongebob j2l.png
That sound you hear is the sound of millions of Mario mains salivating
Damage Startup Frames Active Frames Total Frames Safety
8% 6 6-7 31 -8
  • A downward swipe that weakly spikes the opponent and can lead to possible tech chases or combo extensions.


Strong Attacks

Jellyfish Swing
5S / Neutral Strong
NASB spongebob 5s.png
Ol' Reliable
Damage Startup Frames Active Frames Total Frames Safety
14% 17 17-20 40 -6
  • A wide net swing that is surprisingly safe on block. Great button to lead dash attacks into.


Kah-Rah-Tay Uppercut
8S / Up Strong
NASB spongebob 8s.png
SHORYUKEN!
Damage Startup Frames Active Frames Total Frames Safety
13% 15 15-18 42 -10
  • An uppercut that is one of Spongebob's most reliable kill moves. Moves such as both dash attacks can lead to it.


Imaginaaation Clap
2S / Down Strong
NASB spongebob 2s.png
Box not included
Damage Startup Frames Active Frames Total Frames Safety
15% 18 18-22 40 -5
  • An unusual attack for a down strong, having mostly upward hitboxes. Slow, but safe on block and can kill grounded opponents reliably.


Running Slip
66S / Run Strong
NASB spongebob 66s.png
Sponge à la Mode
Damage Startup Frames Active Frames Total Frames Safety
13% 16 16-21 46 -21
  • A strong dash attack that is even better at leading into strong in exchange for being slower in startup.


Jumping/Air Strong Attacks

Aerial Jellyfish Swing
j5S / Jump Neutral Strong
NASB spongebob j5s.png
You know the planet in the background almost looks like a jellyfish
Damage Startup Frames Active Frames Total Frames Safety
14% 17 17-20 42 -7
  • A decent enough disjoint that can fan away opponents with proper utilization. Great combo finisher for kills and edgeguards.


Aerial Kah-Rah-Tay Uppercut
j8S / Jump Up Strong
NASB spongebob j8s.png
And if you look up here you'll see the name of this attack
Damage Startup Frames Active Frames Total Frames Safety
13% 15 15-18 42 -8
  • Another very reliable uppercut. Many moves like up tilt, up air, up throw, and both dash attacks can lead to it.


Imaginaaation Kick
j2S / Jump Down Strong
NASB spongebob j2s.png
With imagination, you can pretend you didn't just get spiked!
Damage Startup Frames Active Frames Total Frames Safety
15% 18 18-22 40 -6
  • SpongeBob does an imagination powered axe kick that resembles a similar move belonging to a certain magic student from Primp Town that is a very strong spike and is good at punishing bad recoveries and finishing combos offstage. Very reminiscent of a certain poisonous frog from another platform fighter.


Special Attacks

Bubble Blow
5P / Neutral Special
NASB spongebob 5p.png
Stop on your right foot! DON'T FORGET IT!
Damage Startup Frames Active Frames Total Frames Safety
8% 11 11-190 32 -11
  • A slow moving bubble that can be chased by Spongebob himself. Very versatile pressure and stage control tool, but end lag increases with constant use.


Order Up
8P / Up Special
NASB spongebob 8p.png
One hydro-dynamic spatula with port and starboard attachments and turbo drive, coming right up!
Damage Startup Frames Active Frames Total Frames Safety
5% per hit 13 13-50 60 -88
  • An upward recovery move that can be hard to intercept due to its hitbox from above. However, its distance decreases if it hits an opponent.


Chomp
2P / Down Special
NASB spongebob 2p.png
For when you gotta eat a Krabby Double Deluxe in one bite. Top data is for immediate release and bottom is for variable release window
Damage Startup Frames Active Frames Total Frames Safety
5% 16 16-19 50 -27
Damage Startup Frames Active Frames Total Frames Safety
5% - 26% 1 1-4 35 -27
  • A chomp that can be charged for extra damage. Can be swerved during the charging frames.


Taunt

Taunt
Taunt Button
NASB spongebob taunt.png
"TaUnTiNg Is UnSpOrTsMaNlIkE!"
SpongeBob does his chicken impression from "Little Yellow Book". Mostly known for being a funny meme used to mock people, so it makes sense that it's his taunt in this game.

Colors

Nick Brawl Navigation

Gameplay
Controls
Universal Mechanics
Character Data
Stages
Modes
Items
Information
Community Resources
FAQ
Glossary
Modding
Patch Notes
Characters
Aang
April O'Neil
CatDog
Danny Phantom
Garfield
Helga Pataki
Hugh Neutron
Jenny Wakeman
Korra
Leonardo
Lincoln Loud
Lucy Loud
Michelangelo
Nigel Thornberry
Oblina
Patrick Star
Powdered Toast Man
Ren & Stimpy
Reptar
Rocko
Sandy Cheeks
Shredder
SpongeBob SquarePants
Toph Beifong
Zim