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TheBeanary (talk | contribs) (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 +Taunt, he will do his own version of Chun-Li's Hoyokusen. No, I'm not kidding.
Strengths | Weaknesses |
---|---|
|
|
Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 5 | 5-6 | 32 | -18 / -4 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 5 | 5-9 | 30 | -16 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 6 | 6-8 | 25 | -10 / -6 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 4 | 4-7 | 25 | -12 / -9 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 5 | 5-7 | 25 | -11 / -8 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 5 | 5-9 | 25 | -11 / -6 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 3 | 3-8 | 35 | -23 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 5 | 5-12 | 46 | -37 | |
|
Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 5-6 | 21 | -8 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 6 | 6-8 | 23 | -8 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 6 | 6-7 | 31 | -8 | |
|
Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 17 | 17-20 | 40 | -6 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 15 | 15-18 | 42 | -10 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 18 | 18-22 | 40 | -5 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 16 | 16-21 | 46 | -21 | |
|
Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 17 | 17-20 | 42 | -7 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 15 | 15-18 | 42 | -8 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 18 | 18-22 | 40 | -6 | |
|
Special Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 11 | 11-190 | 32 | -11 | |
|
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% per hit | 13 | 13-50 | 60 | -88 | |
|
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 | |
|