About
Everyone's favorite sea sponge is ready for the BEST. DAY. EVER!
Playstyle
Similar to the first game, SpongeBob sticks with his gameplan of being an all-rounder. He has several tools for any scenario, from his great ground normals and aerials to his special attacks. SpongeBob has all-around good tools and is a very good character to learn the game with.
If you like keeping it simple, or are new to the game, SpongeBob might be for you!
Metagame
SpongeBob is ranked 21st out of 29 on the current tier list, in the B tier. This is a slight drop from his 13th out of 25 placement in the first Nickelodeon All-Star Brawl.
SpongeBob possesses a very all-rounded moveset, with most of his best attacks being his fast and combo-chaining light attacks. SpongeBob also possesses a very strong ground game, in particular thanks to his Down Light and Forward Light. Lastly, SpongeBob possesses good burst options, with Fishbowl and its Slime enhanced counterpart aiding him in approaching.
However, while his moves are very solid, SpongeBob does not excel in any particular area of his toolkit, which makes him more limited than stronger characters in the game. He is also a rather stubby character, which means he is much less threatening at far or mid-range. This means he has to get up-close to make the most of his toolkit.
Despite this, SpongeBob has received solid tournament representation, and is generally a very solid pick for beginner players.
Strengths | Weaknesses |
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Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 3 | 0-0 | 0 | -0 | |
SpongeBob applauds in front of him. Can be turned into a rapid jab after 2 button presses.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 5 | 5-9 | 28 | -15 | |
SpongeBob punches in front of him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
6% | 5 | 5-13 | 26 | -15 | |
SpongeBob cheers with both hands raised in the air. Can be used as a juggle tool and combo starter.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 5 | 5-9 | 27 | -15 | |
SpongeBob slams the ground with a pair of Anchor Arms.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 5 | 5-12 | 35 | -21 | |
SpongeBob slips and hits opponents in the way. Not a very remarkable attack.
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Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% / 8% | 5 | 5-13 | 34 | -3 | |
SpongeBob embraces the kid inside of him and strikes a pose.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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16% / 1% | 15 | 15-21 | 50 | +2 | |
SpongeBob does a big chop with his karate glove.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% / 7% | 6 | 6-15 | 30 | +0 | |
SpongeBob does the first step of the bubble blowing technique behind him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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8% | 5 | 5-9 | 29 | -2 | |
SpongeBob does a flip kick above himself.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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8% / 4% | 11 | 11-16 | 42 | (+1) / (+0) | |
SpongeBob remembers Gary's lessons and pulls his shoelaces tight.
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Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
18% | 12 | 12-14 | 42 | -22 | |
SpongeBob swings his trusty jellyfish net in front of him.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 11 | 11-25 | 55 | -30 | |
SpongeBob raises his hand in the air to show off his imaaagination.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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12% | 7 | 7-28 | 45 | -25 | |
SpongeBob uses his bubble blowing technique, bringing him around town.
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Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
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14% | 13 | 13-14 | 40 | -1 | |
SpongeBob swings his arm with his karate glove.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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13% | 15 | 15-21 | -15 | -15 | |
SpongeBob absorbs the water around him, increasing his size.
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% / 12% | 15 | 15-52 | 52 | -15 | |
SpongeBob uses his reef blower to bring him down to the ground.
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Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 10 | 10-189 | 43 | -27 | |
SpongeBob blows a bubble that damages opponents.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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8% | 10 | 10-35 | 60 | -45 | |
SpongeBob gets inside a fish bowl and moves forward horizontally, dealing damage.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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5% | 10 | 10-12 | 44 | (+3) -19 | |
SpongeBob uses a spatula to flip opponents in front of him, making them vulnerable to follow-up attack.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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2% / 1% / 5% | 5 | 5-32 | 62 | -103 | |
SpongeBob lunges himself upwards, hitting multiple times with his hydrodynamic spatula with port and starboard attachments.
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Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
SpongeBob reaches slightly forward to grab his opponent.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
SpongeBob tries to grab his opponent while running forward.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
SpongeBob slaps his opponent with one hand.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
SpongeBob throws his opponent on top of his hydrodynamic spatula as it spins.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
SpongeBob throws his opponent like a bowling ball.
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
SpongeBob slams his opponent with both arms
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
SpongeBob tosses his opponent behind him.
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Super
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
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00% | 0 | 0-0 | 0 | -0 | |
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Strategy
- In neutral, throwing out Bubble is good for more far off distances, as SpongeBob can chase it and force opponents to either retreat or run into one of his own attacks. As for SpongeBob himself all of his best moves to throw out all depend on the distance. Up close, the best moves are either Jab when on the ground or Light Neutral Air in the air due to them being his fastest options in both scenarios. From a slightly further distance while this is where SpongeBob more often struggles in neutral, he still has tools for these scenarios. On the ground Down Light and Light Forward are the best, Light Forward is slightly safer than Down Light however does not work as good as a combo starter unless you slime cancel. In the air, Light Back Air and Chef Flip are your best bets, Light Back Air has more hitstun and lends it itself to be easier to start combos, but Chef Flip's disjoint makes it a safer option to throw out. In these scenarios as well EX Side Special can be used as a surprise burst option to catch opponents off guard, be careful not to be too predictable due to the move's massive unsafety on block In situations where SpongeBob must hold shield, Light Neutral Air is your go to option if an opponent decides to hit. This is especially effective on platforms where shield dropping is an option.
- In advantage, SpongeBob has good ways to both rack up damage and take stocks. If you get a grab, Up Throw is your best friend forever. It can lead into either your chain grabs, a combo, or whatever else you need. SpongeBob's combo game is relatively simple to get the grasp of, he is generally using his assortment of fast normals and aerials to string them into themselves, using Slime Dash can assist in extending combos if your opponent DIs further away from you. Along with this, SpongeBob also has a chaingrab that consists of using Up Throw into either Light Forward Air or Strong Down Air then regrabbing your opponent. Due to it being easier to land the spike hitbox, Strong Down Air is usually favored for these chaingrabs. For kill confirms, there are a couple important ones. The most common one is Up Special and then Slime Cancelling it into Strong Up Air near the top of the stage, this can be assisted by using an extra bar to enhance your Up Special making it more likely to kill. If you only use one bar for the Slime Cancel, try to either drift slightly or turn around before using Strong Up Air in order to mix up your opponent's DI. Another common kill confirm is going for Strong Neutral Air after any of other attacks such as your lights, EX Side Special, and Slime Bowl.
- In disadvantage, SpongeBob generally needs to be careful about what resources he uses as without them he can be left extremely vulnerable. When above the opponent, SpongeBob can either use his double jump, air dodge, or Side Special to possibly move to safer location. Sometimes however it is better to wait before using any of them right away and instead react to what your opponent does next. Off stage, while both Up Special and Side Special refresh when hit, some characters can still mercilessly bully SpongeBob off stage if he is out of resources. The most important thing to do is save and mix up your resources. EX Up Special, EX Side Special, and Slime Bowl are all good ways to quickly back on stage, although all of these cost a bar of meter. You can also Slime Cancel your Up and Side specials into an aerial as a mix up option.
Techniques
Slime Dash Bowl
If you use Side Special right after doing a Slime Dash in any direction, the momentum from the Slime Dash will carry over into the Side Special. This can be used either as an alternative recovery option, or even help with combos and kill confirms.
Matchups
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