Sandbag is Melee's most selfless character, enduring immense pain and torment day in and day out for no clear end reward other than the betterment of their peers, who still fail to appreciate their great sacrifices. Kinda like a wiki editor.
If you're here that means you probably want to work on the Melee wiki - that's great! This page will help you out with that. Read through this page and its source to hopefully get a better idea on how to edit and use our templates. If you want to edit a character's introduction (like this one) though, you'll have to create a Character Name/Introduction page. Once you copy this page's source, there should be a link for that in this spot.
Also, you'll want to put the Pros & Cons section on the Introduction page as well. Y'know, this one:
Strengths
Weaknesses
No Losing Matchups - As a non-playable character, Sandbag has no losing matchups. I mean, unless you count eternally having the snot beaten out of you as not losing. Up to you I guess.
No Winning Matchups - As a non-playable character, Sandbag has no winning matchups either.
Sand Attack This is the caption field! Please try to prioritize useful information (e.g. slang move names such as Shine or quick descriptors of a move's use such as "Your go-to combo starter") here over low-effort jokes & memes. And please, don't just edit the wiki to add captions. Jab (5AAA)
Jab 1
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0 (If a single hit of a move has multiple damage values, order them in order of ID.)
Clean: 0 / Late: 0
0
0
Normal
0
This is the AttackData template! In the source, you'll see all the different fields. You can add or remove fields as is relevant for each move (ground moves don't need landing lag, etc.) Ideally, you'll want to include the move name from this page in the name field and input name (fTilt, nAir, etc.) in the input field. Use data from IKneeData and Smashboards frame data threads to fill out each field. Copy this section of the code as many times as is needed to fill out a page.
Jab 2
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
For moves with multiple versions, angles, or followups, you can nest multiple AttackData-SSBM templates inside one MoveData template like this! See code comments above for more info.
Jab 3
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
The move ever
Dash Attack
Sand Attack d.A
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Side Tilt
Sand Attack fTilt (t.6A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Up Tilt
Sand Attack uTilt (t.8A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Down Tilt
Sand Attack dTilt (t.2A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Forward Smash
Sand Attack fSmash (s.6A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Up Smash
Sand Attack uSmash (s.8A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Down Smash
Sand Attack dSmash (s.2A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Aerial Moves
Neutral Air
Sand Attack nAir (j.5A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Forward Air
Sand Attack fAir (j.6A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Back Air
Sand Attack bAir (j.4A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Up Air
Sand Attack uAir (j.8A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Down Air
Sand Attack dAir (j.2A)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Special Moves
Sand Blast
Sand Blast nB (5B)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Sand Stinger
Sand Stinger sideB (4/6B)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Rising Sand
Rising Sand upB (8B)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Sand Slam
Sand Slam downB (2B)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Grabs & Throws
Put a character's grab, zair, and throws here.
Grab
Sand Grapple Grab (Z)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Dash Grab
Sand Grapple d.Grab (d.Z)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Pummel
Sand Attack g.A
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
fThrow
Sand Attack fThrow (g.6)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
bThrow
Sand Attack bThrow (g.4)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
uThrow
Sand Attack uThrow (g.8)
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Down Throw
Sand Attack Grab > 2
First Active
Active
Recovery
IASA
Landing Lag
Autocancel
0
0
0
0
0
<0 0>
Damage
Base Knockback
Knockback Growth
Angle
Effect
On Shield
Clean: 0 / Late: 0
Clean: 0 / Late: 0
0
0
Normal
0
Placeholder
Universal Mechanics
In this section, you'll want to put things like tech rolls, getup attacks and the like.
Info for Editors
Don't copy this section onto your page! This has info for
Notation
On this wiki, we use both traditional Smash notation (with moves stylized as fTilt, uSmash nAir, etc.) and numpad notation (ex. t.6A, s.8A, j.5A). Dashing is notated with d. before the action in both. You can see usage examples for both above. We also use sp99's jump notation where relevant for particular combo & pressure sequences. Stay tuned for that.