Nickelodeon All-Star Brawl/Sandy Cheeks

From SuperCombo Wiki

Story

Ain't no way some dumb old sea worm's gonna make a meal of me. I'm too Texas tough!

It's the Texan Technician herself, Sandy Cheeks! From the Spongebob Squarepants series, Sandy is a squirrel who lives in an undersea dome down in Bikini Bottom and is always ready to build a solution to any problem. If she can't science her way out something, she'll let her fists do the talking!

Gameplay

Sandy is a character built around rushing down opponents and overall being very aggressive. As opposed to zoning, her special attacks are built around either closing distance or retreating if put into a tight spot. Her recovery travels horizontally and vertically at two angles, so those who are familiar with Pikachu's recovery from Super Smash Bros. will be right at home here.

This is a character for people who are well versed in platform fighters and know how to take advantage of strings and combos!

Sandy Cheeks

NASB sandy character.png
Franchise

SpongeBob SquarePants

Weight Class

Middle

Character Discord

Sandy character discord

Home Stage

Glove World

Strengths Weaknesses
  • Combos: Sandy has an unmatched combo game due to her lasso + jab working in tandem with each other. At any point in the match she can begin an oppressive string of jabs into one of her powerful strongs or lasso. This means that getting up close with Sandy can often be precarious for the opponent.
  • Don't you DARE take the name of Texas in vain!: Sandy's strong aerials hit like a truck. She can close out stocks early if the opponent gets too close or DI wrong.
  • Great Recovery: Sandy has a pretty good recovery, with Rocket Pack sending at two angles. She can also use Extend-o-Boots to mix up her recovery, and she still saves her jump.
  • Lasso: One of the most oppressive tools in the game. Sandy can confirm into it, convert off of it into her jab strings or one of her strong attacks, or use it as a way to control space on-stage due to it's deceptively good range.
  • Weight: While not her biggest weakness, Sandy is a rather tall middleweight, which means she is susceptible to combos more than heavyweights but doesn't have the advantage of living longer.



Moves List

Light Attacks

Double Jab
5L / Neutral Light
NASB sandy light mid.png
Tough enough to get into the Salty Spitoon
Damage Startup Frames Active Frames Total Frames Safety
3% + 4% 5 5-7, 13-15 20 +2

A two-hit jab that sends outward. Can be teched by DI down, but if they don't tech it can combo into itself and can lead into further combos and offstage play. Very fast out of shield option as well.


Uppercut
8L / Up Light
NASB sandy light up.png
"OKAY PINHEAD! NOW YOU GET YOURS!"
Damage Startup Frames Active Frames Total Frames Safety
10% 6 6-7 20 -5

Your basic NASB uppercut. Can be used as a combo starter and is a decent out of shield option.


Tail Sweep
2L / Down Light
NASB sandy light down.png
Can only be nerfed by being stolen by an Alaskan Bull Worm
Damage Startup Frames Active Frames Total Frames Safety
9% 4 4-9 30 -17

Sandy sweeps with her tail. A decent low-profile move.


Acorn Tackle
66L / Run Light
NASB sandy dash light.png
Wario Land fans will get a kick out of this one.
Damage Startup Frames Active Frames Total Frames Safety
3% 6 6-11 35 -20

A somewhat awkward dash attack because it barely send opponents anywhere. You probably want to use a fast attack (such as Jab) afterward, or if you position it right you can get offstage Down Air chains. Also jab locks for...some reason.


Jumping/Air Light Attacks

Two-Way Punch
j5L / Jump Light
NASB sandy aerial light mid.png
"Which one of you fellers is the REAL Dirty Dan??"
Damage Startup Frames Active Frames Total Frames Safety
11% 6 6-7 20 -6

Sandy extends her limbs outwards. Pretty standard Neutral Air. Nice to throw out in neutral. Can combo if the opponent DIs in. Can kill at high percents if the opponent DIs out.


Aerial Uppercut
j8L / Jump Up Light
NASB sandy aerial light up.png
Damage Startup Frames Active Frames Total Frames Safety
10% 7 7-8 20 -6

An upwards uppercut. Really good at laddering. Can't combo into any strongs, but it can combo into down special if you read DI. Also kills at high percents.


j2L / Jump Down Light
NASB sandy aerial light down.png
Damage Startup Frames Active Frames Total Frames Safety
10% 6 6-8 32 -6

A downward kick. One of Sandy's best moves in her kit. It has slow knockback so it's really good in combos. You can even true Down Air chain with it!


Strong Attacks

Kick Punch Combo
5S / Neutral Strong
NASB sandy strong mid.png
"That's for yesterday SquarePants!"
Damage Startup Frames Active Frames Total Frames Safety
17% + 14% 15 15-16, 21-22 40 -2

Sandy does a kick and then two punches. Very strong move, but the slow startup doesn't make it as effective as you'd think.


Punch-Kick-Tail Combo
8S / Up Strong
NASB sandy strong up.png
Flip n dip
Damage Startup Frames Active Frames Total Frames Safety
16% + 13% 15 15-20 40 -8

Sandy uses all of her limbs for a strong upwards attack. While this move has decent killpower, you're better off using the aerial version.


Kah-Rah-Tay Chop
2S / Down Strong
NASB sandy strong down.png
"Hi-Yah!"
Damage Startup Frames Active Frames Total Frames Safety
17% 18 18-22 40 -5

Sandy uses her Kah-Rah-Tay glove to perform a downwards chop. Does good damage, but is pretty slow.


Shell Sandboard Slide
66S / Run Strong
NASB sandy dash strong.png
"That's why you must always pay attention to the fighters."
Damage Startup Frames Active Frames Total Frames Safety
15% 18 18-21 45 -17

Sandy surfs on a clam. This move isn't really good: Not an effective combo starter and is abysmally unsafe on block. You're better off using Light Dash Attack or Jab.


Jumping/Air Strong Attacks

Bicycle Kick
j5S / Jump Neutral Strong
NASB sandy aerial strong mid.png
Just like Sandy's home, the reach on this attack is 20 acres!
Damage Startup Frames Active Frames Total Frames Safety
17% - 8% 16 16-26 40 -7

An extremely powerful forward kick. One of Sandy's best kill moves. Damage decreases as the move goes on.


Upward Stomp
j8S / Jump Up Strong
NASB sandy aerial strong up.png
Damage Startup Frames Active Frames Total Frames Safety
16% 16 16-21 40 -8

An upwards kick. Can kill very early if you are close to the top of the stage. Can confirm into Down Special at times, but is DI dependent.


Tail Spin
j2S / Jump Down Strong
NASB sandy aerial strong down.png
Crack!
Damage Startup Frames Active Frames Total Frames Safety
17% 18 18-22 48 -6

A stronger downward kick. A good edgeguarding tool, albeit a little bit of a slow one.


Special Attacks

The Sherrif
5P / Neutral Special
NASB sandy special mid.png
POV: You took the name of Texas in vain
Damage Startup Frames Active Frames Total Frames Safety
0% 22 22-26 40 -16

Sandy uses her trusty lasso to reel the opponent in. Essentially a command grab. This move can be used as a combo starter as well as an answer to zoning.


Rocket Pack
8P / Up Special
NASB sandy special up.png
Goin' to the moon~! Moon ride! Moon ride!"
Damage Startup Frames Active Frames Total Frames Safety
12% 13 13-50 50 -16

Sandy's recovery move. Using it the first time will cause her to ascend upwards, while pressing it a second time will cause her to fly forwards. Both variations have a hitbox.


Extend-O-Boots
2P / Down Special
NASB sandy special down.png
She finally worked out all the kinks!
Damage Startup Frames Active Frames Total Frames Safety
5% 9 9-13 30 -12

Sandy uses her boots to extend into the sky. This move stops her in place and makes her extend upward, with her upper body hitting the opponent. This is an interesting move, as it can be used offstage as a mix-up, but it can also be used as a combo tool with deadly early kill percents.

Note: You can press B again before the move ends to cancel it into a third jump and other options.


Taunt

Taunt
Taunt Button
NASB sandy taunt.png
No I am not making that joke
nut

Colors

NASB sandy character.png Sandy alt costume 1.png

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