Basic
Strong Attacks
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Blocking
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Dash attacks
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Grabs
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Reflecting
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Landing
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Advanced
Wavedashing
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Regular Canceling
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DI (Directional Influence)
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SDI (Hitstun Shuffling)
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Slime
Slime is a special meter that every character has access to, and mastery over this resource is vital to success in NASB2.
The Slime Meter appears beneath your character's damage percent and stock count and has up to three bars that can be filled by dealing or (to a lesser degree) taking damage, earlier bars filling up faster than later bars. Roughly 60%/90%/100% per bar, starting from nothing and taking no damage.
While every character is going to have their own gameplan on how to use slime, it is an integral part of the game and something you should be looking to weave into your strategy more often than not.
All Slime functions require pressing or holding the Slime button (default Left Trigger/ZL/Left Shift) at the correct time or with the correct additional input.
Slime Specials (AKA "EX Specials")
~Input: Hold Slime while inputting a Special, Costs 1 bar of Slime.~
Spends a bar of meter to enhance one of your specials in some way. Check individual character pages for details, as the effects can very dramatically from more power, to travelling further/faster, sometimes effectively producing an entirely new move.
Slime Strongs/Charges (AKA "EX Strongs")
~Input: Hold Slime while inputting a Strong/Charge move, costs 1 bar of Slime~
A Strong/Charge attack that deals extra damage compared to the uncharged form, without any of the charge time. Does not deal any additional knockback.
(Note: as of this writing EX Strongs are still in flux due to patches, 1.3 claiming it will remove the DI restriction on them.)
Slime Canceling
~Input: Tap Slime during the frames of any move's animations, costs 1 bar of Slime~
Immediately places you back into a neutral, actionable state. The visual slime burst it produces is also a hitbox that stuns any character already caught in hitstun and holds them in place for about 50(?) frames, allowing for further damage to be tacked on, or allowing kill confirms. Comparable to Roman Cancels and it's not the only mechanic this game is taking from Guilty Gear.
Note that knockback is reduced from moves immediately following a Slime Cancel, though not to a dramatic degree.
You cannot Slime Cancel regular throws, however certain command throws like Plankton's Chum Bucket Buster can be.
Word of warning: the Slime Cancel hitbox itself has zero blockstun, meaning that if you cancel a move that was just shielded you might just give an aware opponent a chance to strike back at you, due to the cancel hitbox overriding the normal move's shieldstun.
Slime Dashing
~Input: Hold Slime while inputting an Air Dodge, costs 1 bar of Slime~
Your air dodge will now travel further and be fully actionable throughout, not unlike how they worked in NASB1. Note that this move has no invincibility frames like the regular one (citation needed) so don't be reckless with this.
Slime Blocking
~Input: Hold Slime while holding Shield. Costs meter for as long as Slime is held, at a rate of about 2 seconds per full bar~
Comparable to Guilty Gear's "Faultless Defense", this essentially makes your shield unbreakable and reduces/eliminates the amount you're pushed back while shielding. This is especially helpful at the ledge to prevent being put into Teeter.
Slime Momentum Canceling AKA "Slime Burst"
~Input: Slime + Shield while in hitstun, costs 2 bars of Slime~
Immediately cancels all knockback taken and produces a small hitbox around your character knocking back the opponent if they aren't blocking.
This is generally used to save stocks from certain death and give you one more chance to recover. If your character already doesn't need a lot of slime to operate, Slime Burst will just make it that much harder for your opponent to keep up.
Status Effects
Poison
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Fire
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Theoretical/Impractical
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