Nickelodeon All-Star Brawl 2/SpongeBob

From SuperCombo Wiki

About

Everyone's favorite sea sponge is ready for the BEST. DAY. EVER!

The title character of the SpongeBob SquarePants series, SpongeBob is an optimistic, albeit immature, sea sponge from the underwater town of Bikini Bottom. This childish and hyper-energetic personality can sometimes end up annoying those who are close to him, but he still endears to them all the same thanks to his big heart. SpongeBob works at the Krusty Krab along with his coworker Squidward, and unlike his neighbor, he loves his job. Always enjoying flipping patties and making the folk of Bikini Bottom happy. He's been on many adventures (and misadventures) in the past. From delivering a pizza to saving the entire town from a robot army, SpongeBob's done it all! With several different skills at his disposal including bubble blowing, Krabby Patty flipping, karate, jellyfishing and even the power of imagination itself, SpongeBob is ready for anything!

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 Strike 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.

NASB2 SpongeBobStock.png SpongeBob

NASB2 SpongeBob Costume00.png
Franchise

SpongeBob SquarePants

Home Stage

Jellyfish Fields

Weight

1

Fall Speed

0.95

Gravity

1.075

Run Speed

1.05

Air Speed

1.3


Strengths Weaknesses
  • Tools for any scenario: While they may not be the best tools in the game, SpongeBob definitely is not lacking in the resources department. He has normals and specials to deal with any scenario.
  • Great normals and aerials: SpongeBob has extremely good normals and aerials, with all of them aiding in different aspects of his gameplay.
  • Easy combos: SpongeBob's combo routes are very easy to learn. Most of his combos revolve around simple aerial chains.
  • Fishbowl: Great horizontal recovery tool. The EX version is also good as a burst option and can catch opponents off-guard due to it's speed.
  • Beginner-friendly: SpongeBob's gameplay is easy and simple to understand, which makes him a fantastic beginner character.
  • Above average stats: SpongeBob has surprisingly good stats for his archetype, especially his weight, which allows him to live longer than some may expect.
  • Stubby: SpongeBob's biggest weakness is that he can get outranged fairly easily. While he's powerful up-close, he doesn't have a lot of amazing answers to zoners.
  • Average Recovery: SpongeBob's recovery is fairly linear. He can mix it up a bit with his fishbowl Side Special, but otherwise it's mostly just Up Special or your stock is gone.
  • Doesn't excel in any particular area: While SpongeBob has many great tools, they're far from the best. As such, he can struggle a bit against characters stronger than him.

Moveset

Ground Light Attacks

Congratulations!
Light
NASB2 Sponge LightNeutral-Congratulations.png
"At least he's cheering you on"
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.

  • SpongeBob's fastest grounded attack at frame 3.
  • Can be used as a combo starter up close.
  • Extremely safe, pressing it over and over on an opponents block is not a bad idea.


Horizontal Punch
Forward+Light
NASB2 Sponge LightForward-HorizontalPunch.png
"You're going down, TUBBY!"
Damage Startup Active Frames Total Frames Safety
10% 5 5-9 28 -15

SpongeBob punches in front of him.

  • Fast grounded attack, coming out on frame 5.
  • SpongeBob moves slightly forward, making it have good reach.
  • Solid poking tool on the ground and can even kill at late percents.


Woohoo!
Up+Light
NASB2 Sponge LightUp-Woohoo.png
"VICTORY SCREECH!!!"
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.

  • Fast grounded attack, coming out on frame 5.
  • SpongeBob's arms have invincibility during the attack, making this a great anti-air tool.
  • SpongeBob starts the animation from the front of his body, making it so that it can hit anyone in front of him.


Anchor Arm Slam
Down+Light
NASB2 Sponge LightDown-AnchorArmSlam.png
"I'm no wimp! I'm a JERK!"
Damage Startup Active Frames Total Frames Safety
8% 5 5-9 27 -15

SpongeBob slams the ground with a pair of Anchor Arms.

  • Fast grounded attack, coming out on frame 5.
  • His anchor arms are disjointed, making it a solid poking tool, and can even anti-air.
  • Great move to start and continue combos.
  • Hitbox can go below the ledge, allowing him to set-up for edgeguards.


Running Slip
Light (Running)
NASB2 Sponge DashAttack-RunningSlip.png
"I slipped on an ice cube and got covered in boo boos"
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.

  • Fast grounded attack, coming out on frame 5.
  • Could kill opponents at higher percentages.


Air Light Attacks

Goofy Goober
Light (Airborne)
NASB2 Sponge LightNeutralAir-GoofyGoober.png
"ROCK!"
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.

  • Fast aerial that starts at frame 5, and is active for 8 frames.
  • Hitbox covers SpongeBob in a wide area around him.
  • Great aerial to start and extend combos.
  • Can be used defensively via shield dropping.


Kah-Rah-Tay Chop
Forward+Light (Airborne)
NASB2 Sponge LightForwardAir-Kah-Rah-TayChop.png
"Have you ever heard the one about the squirrel and the tin cans?"
Damage Startup Active Frames Total Frames Safety
16% / 1% 15 15-21 50 +2

SpongeBob does a big chop with his karate glove.

  • Solid approach option due to it's safety on shield and big size.
  • A powerful spike towards the palm of his karate glove.
  • Often used in conjunction with Up Throw to set-up regrabs or start tech-chases.


Back Kick
Back+Light (Airborne)
NASB2 Sponge LightBackAir-BackKick.png
"First, go like this..."
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.

  • Fast aerial that starts at frame 6.
  • Combos into itself at low percentages and kill at higher percentages.
  • Solid aerial for edge guarding.
  • Good poking tool in the air to stuff both aerial and grounded approaches.


Up Kick
Up+Light (Airborne)
NASB2 Sponge LightUpAir-UpKick.png
"I'm HYDRODYNAMICALLY DESIGNED!"
Damage Startup Active Frames Total Frames Safety
8% 5 5-9 29 -2

SpongeBob does a flip kick above himself.

  • Fast aerial that starts at frame 5.
  • Great tool for starting and extending combos into his other aerials or itself.
  • Compliments well with his up special to set-up into slime cancel confirms.


Loop-De-Loop
Down+Light (Airborne)
NASB2 Sponge LightDownAir-Loop-De-Loop.png
"Loop-de-loop and you pull 'em tight!"
Damage Startup Active Frames Total Frames Safety
8% / 4% 11 11-16 42 (+1) / (+0)

SpongeBob remembers Gary's lessons and pulls his shoelaces tight.

  • Despite the animation, the move is a powerful spike that can be used to end combos.
  • Late hit is a niche combo extender.
  • Compliments well with his side special to confirm into a spike.



Ground Strong Attacks

Jellyfish Swing
Strong
NASB2 Sponge ChargeForward-JellyfishSwing.png
"Nothing can beat Ol' Reliable"
Damage Startup Active Frames Total Frames Safety
18% 12 12-14 42 -22

SpongeBob swings his trusty jellyfish net in front of him.

  • Disjointed attack that could kill surprisingly early.
  • Excellent combo finisher off of moves such as neutral air.
  • Does a great amount of shield pushback, commonly causes teeters near the ledge.
  • When slime cancelled, the knockback angle sets up perfectly into one of SpongeBob's devastating spikes.


Imaginaaation Clap
Up+Strong
NASB2 Sponge ChargeUp-ImaginaaationClap.png
"With imagination, I can blast you off screen!"
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.

  • Covers a wide area above SpongeBob, making it a great anti-air.
  • Reliable kill move and finishing tool.
  • Starts combos at low percent.
  • SpongeBob arcs his hands while doing the move, covering both in front and behind him.


Bring It Around Town
Down+Strong
NASB2 Sponge ChargeDown-BringItAroundTown.png
"Then you do this!"
Damage Startup Active Frames Total Frames Safety
12% 7 7-28 45 -25

SpongeBob uses his bubble blowing technique, bringing him around town.

  • SpongeBob's fastest charge attack, coming out at frame 7, and is active for 21 frames.
  • SpongeBob covers a wide area around and above him while the move is active.
  • Great tool covering multiple options on the ground.
  • Strong kill move on its own and is a great finisher due to it's fast speed.



Air Strong Attacks

Horizontal Kah-Rah-Tay Chop
Strong (Airborne)
NASB2 Sponge ChargeForwardAir-HorizontalKah-Rah-TayChop.png
"Oh, wait, I forgot the punch line"
Damage Startup Active Frames Total Frames Safety
14% 13 13-14 40 -1

SpongeBob swings his arm with his karate glove.

  • SpongeBob's fastest charge aerial at frame 13.
  • Excellent finisher for most of SpongeBob's kill combos.
  • Commonly used after upthrow for kills near ledge.
  • Decent approaching tool for it's size, safety, and ability to redirect projectiles.


Sponge Absorption
Up+Strong (Airborne)
NASB2 Sponge ChargeUpAir-SpongeAbsorption.png
"The Amazing Mr. Absorbency!"
Damage Startup Active Frames Total Frames Safety
13% 15 15-21 -15 -15

SpongeBob absorbs the water around him, increasing his size.

  • Not particularly strong in killpower.
  • Decent combo finisher.
  • Compliments well with SpongeBob's up special for slime cancel kill confirms off the top.
  • Can be used as a niche combo extender into itself and other aerials.


Reef Landing
Down+Strong (Airborne)
NASB2 Sponge ChargeDownAir-ReefLanding.png
"He's just very protective of his lawn"
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.

  • During the beginning of the move, it is an extremely powerful spike.
  • Serves as a landing tool for SpongeBob.
  • Often used in conjunction with Up Throw to set-up regrabs or start tech-chases.
  • The late hit can potentially combo into other moves at lower percentages.


Special Attacks

Bubble Blow
Special
NASB2 Sponge SpecialNeutral-BubbleBlow.png
"It's all in the technique!"
Damage Startup Active Frames Total Frames Safety
7% 10 10-189 43 -27

SpongeBob blows a bubble that damages opponents.

  • An average projectile that SpongeBob could run behind or zone with in neutral.
  • Can be B-Reversed to approach directly behind bubble or used for landing mix-ups.
  • Bubble can easily trade with most moves in the game.
  • When hit, leaves opponent open for a short window to follow up on.
  • At higher percentages, will pop up opponents at a short height.
  • Can interact with charge attacks to change the trajectory of the bubble.
  • Shortly stalls SpongeBob once in the air.
  • EX: Blows three bigger more powerful bubbles.


Fishbowl Strike
Forward+Special
NASB2 Sponge SpecialForward-FishbowlStrike.png
"A super sneaky karate move"
Damage Startup Active Frames Total Frames Safety
8% 10 10-35 60 -45

SpongeBob gets inside a fish bowl and moves forward horizontally, dealing damage.

  • SpongeBob has armor versus weak attacks on the move during frames 10-31.
  • Aids SpongeBob's horizontal recovery offstage.
  • Can be shortened by holding the control stick backwards, giving SpongeBob a recovery mix-up.
  • Commonly used as a tech chase tool or a combo extension tool offensively.
  • EX: Goes further and faster, along with having increased armor strength, damage and knockback.


Chef Flip
Down+Special
NASB2 Sponge SpecialDown-ChefFlip.png
"They don't let just anybody be a fry cook"
Damage Startup Active Frames Total Frames Safety
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.

  • Jump Cancellable starting from frame 23. Allows SpongeBob to safely pressure a shield with it or potentially to follow up with it.
  • Grounded version can also be cancelled into grab, up strong or up special.
  • Has two hitboxes directly in-front of SpongeBob that allows easier follow-ups and another where the metal part of the spatula starts.
  • Chef Flip has a low amount of hit-stun, following up after the move is not very easy. Most often it is linked into Light Neutral Air or Light Up Air.
  • Allows SpongeBob the ability to reflect projectiles, sending the projectile in a 45° angle.
  • Can be B-Reversed in the air to give SpongeBob the opportunity to back air.
  • Disjointed, allowing SpongeBob to safely hit opponents in the air from a further distance than his other aerials.
  • EX: Applies a burn effect that in total deals 19%.


Order Up
Up+Special
NASB2 Sponge SpecialUp-OrderUp.png
"To the kitchen! Who's hungry?"
Damage Startup Active Frames Total Frames Safety
2% / 1% / 5% 5 5-32 62 -103

SpongeBob lunges himself upwards, hitting multiple times with his hydrodynamic spatula with port and starboard attachments.

  • SpongeBob's main tool for vertical recovery.
  • The spatula has hitboxes covering above SpongeBob, preventing enemies from attacking from above.
  • Sets-up for a slime-cancel combo follows up, including off-stage reversals with light down air and kills off the top with charged up air and charged neutral air.
  • Opponents tend to fall out if later parts of the move hits.
  • EX: Goes higher along with brief invincibility from frames 1 to 11.


Grab/Throws

Grab
Grab
NASB2 SpongeBob Grab.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0

SpongeBob reaches slightly forward to grab his opponent.

  • Pretty average for the most part, but is an important part of his kit due to what you get off of it.


Dash Grab
Grab (Running)
NASB2 SpongeBob DashGrab.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0

SpongeBob tries to grab his opponent while running forward.

  • Nothing very notable about it, just a very solid dash grab.


Grab Pummel
Light (Grabbing)
NASB2 SpongeBob Pummel.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0

SpongeBob slaps his opponent with one hand.

  • Just an average pummel, nothing really special.


Up Throw
Up (Grabbing)
NASB2 SpongeBob UpThrow.png
"And let's not forget the Turbo Drive!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0

SpongeBob throws his opponent on top of his hydrodynamic spatula as it spins.

  • Easily SpongeBob's best throw and a central part of his punish.
  • Can lead into chain grabs with either forward air or strong down air at earlier percents, or even kill confirms at later percents.
  • Opponents can either DI out which sends them up and forward, or DI in which sends them straight up.


Forward Throw
Forward (Grabbing)
NASB2 SpongeBob ForwardThrow.png
"Bowl O' Rama!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0

SpongeBob throws his opponent like a bowling ball.

  • It is used most often to get opponents off stage and set up for an edge guard.


Down Throw
Down (Grabbing)
NASB2 SpongeBob DownThrow.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0

SpongeBob slams his opponent with both arms

  • The most niche throw in SpongeBob's kit
  • Can possibly chain grab heavier characters, but it is very escapable.


Back Throw
Back (Grabbing)
NASB2 SpongeBob BackThrow.png
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0

SpongeBob tosses his opponent behind him.

  • Has a similar utility to Forward Throw, just this time if you're facing backwards.
  • Can link into EX Fishbowl at low percents for possible early spike kills, but is heavily dependant on the character and DI.


Super

Super
Slime+Light
NASB2 SpongeBob Super.png
"I can pass the test, Mrs. Puff! I can pass the test!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • SpongeBob hops into a boat with Mrs. Puff in the passenger seat. He then drives recklessly, damaging anyone caught.


Taunts

Taunt
Taunt
NASB2 SpongeBob TauntNeutral.png
"tHiS sHoUlD nOt bE a TaUnT!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • SpongeBob performs his chicken impression from the episode "Little Yellow Book", often used as a meme to mock people.


Down Taunt
Down+Taunt
NASB2 SpongeBob TauntDown.png
"Good one, Patrick"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • SpongeBob does his signature laugh.


Up Taunt
Up+Taunt
NASB2 SpongeBob TauntUp.png
"Gotta be in top physical condition for today, Gary!"
Damage Startup Active Frames Total Frames Safety
00% 0 0-0 0 -0
  • SpongeBob lifts a dumbbell with two stuffed animals attached to it, taken from the first ever episode "Help Wanted".



Strategy

Movement

Fitting of his archetype, SpongeBob's movement is pretty average for the most part. His run speed is a bit above average, but still slow relative to some of the other members of the cast. However, his wavedash is pretty decent, giving him another tool for movement. Good fundamentals are key to allowing SpongeBob to succeeding with his movement.

  • Use wavedash in tandem with your regular movement options
    • SpongeBob's wavedash is generally solid, mixing in your wavedash with your normal run is key to helping SpongeBob get over the hurdle of his middling stats.
    • Wavelanding on platforms is a faster way of landing on platforms than landing from a jump. Input the same way as you would complete a normal wavedash.
  • B-Reverses allow SpongeBob to completely shift his air momentum
    • B-Reversing is described as reversing your air momentum by using special moves. SpongeBob can do this with his Bubble Blow, while it isn't an extremely important part of his kit, it can still be beneficial in certain situations. For example, you can use this turn around to set up a bubble and then run in.

Neutral

The game has started and you now have to attempt to win neutral. As mentioned before, SpongeBob has pretty average stats which can make winning neutral a bit harder. However, SpongeBob has plenty of other tools and strategies that can assist in winning neutral.

  • Use Bubble Blow!
    • In situations where you are further away from your opponent, Bubble is a good option to go for. Even if you don't hit your opponent with the bubble, you can still interrupt their attempt to dodge or block it with an aerial or grab. In the air, Bubble has slightly more start up, which can also let you drift backwards. Be wary however of characters with higher speed, as they may be able to run to you before you can finish blowing your bubble.
  • Use your normals!
    • Despite being a generally stubby character, SpongeBob still has some good pokes and disjoints that benefit his neutral game. Light Forward is a poking tool that slightly moves SpongeBob forward, slightly assisting its range, it can either be slime cancelled into a grab if hit, or even kill at later percents. Down Light is another extremely important tool in SpongeBob's neutral, being massively disjointed and being an extremely good tool for starting combos or kill confirms. SpongeBob's other lights can also be beneficial in his neutral even if they don't have as much reach thanks to their extremely good frame data. Light Neutral is an extremely fast jab that is easily SpongeBob's safest grounded option, being able to pressed repeatedly on an opponents block without too much worry. Light Neutral Air is a body covering, fast aerial that thanks to its size can also assist in neutral, and is also one of SpongeBob's primary combo tools.
  • Use Chef Flip!
    • Chef Flip is a disjointed, jump cancellable special move that has a variety of benefits. On the ground, Chef Flip can be cancelled into a grab, Strong Up, or Up Special, most commonly a grab thanks to being a string that can only be escaped by rolling or spot dodging. In the air, Chef Flip's disjoint can serve as SpongeBob's answer to Down Light in the air, and thanks to being jump cancellable on Frame 23, it can serve as a safe tool for shield pressure or starting combos when combined with Light Neutral Air. While niche, Chef Flip can also reflect projectiles at a 45 degree angle, which can be useful against slower projectiles.
  • Use shield drops!
    • Shield dropping (or Plat dropping) is when you drop through a platform while shielding, done by pressing the special button while in shield. SpongeBob massively benefits from this, thanks to his Light Neutral Air's extremely strong frame data. It can either be used defensively as a "get off me" tool, or as an aggressive tool by running then shield dropping.
  • Catch them by surprise!
    • EX Fishbowl Strike is an extremely strong burst option that can catch opponents off guard thanks to its speed, distance and even slight super armor. It is important to remember that the move is unsafe on block however, and also can be interrupted by a strong enough move.

Advantage

Congrats! You won neutral! Now what do you do from here? Thankfully, SpongeBob has a generally strong punish game with tons of potential, here is what that punish looks like:

  • Combos
    • SpongeBob's has loads of tools for his combo games, and their simplistic nature means they are very easy to get the hang of.
    • All of SpongeBob's light aerials, particularly Light Neutral Air and Light Up Air are great tools for SpongeBob's combo game and can lead into themselves for aerial chains.
    • Light Down, Light Up, Light Neutral and even Strong Up Air are also great tools for SpongeBob's combo game and go very well with it.
  • You got a stray hit with a move that doesn’t start combos
    • Forward light is generally the only move that truly fits this bill.
    • Worst case, you gain stage control.
    • Best case, you can follow up into a combo.
    • In certain cases, you can use slime cancels to convert that stray hit into a full combo or grab that would have otherwise been just to gain stage control.
  • You got a meaty hit with a good combo starter
    • The moves that fit this bill are generally Light Neutral, Light Neutral Air, Down Light, Up Light, Light Back Air and Light Up Air.
    • Chef Flip can also start combos, but it must be done into either Light Neutral Air or Light Up Air to guarantee it.
    • With a good combo starter, this is where SpongeBob shines and can combo for massive damage that could potentially lead into taking a stock.
  • You got a grab
    • If you’re trying to combo someone after a grab, you will almost always go for Up Throw. It is an extremely strong throw that does a lot for SpongeBob's punish.
    • You will typically follow Up Throw with either Light Neutral Air or Light Up Air, where then you can lead that into any other aerials you want. You can also use up throw as a tool for setting up kill confirms at higher percentages.
    • SpongeBob has a throw loop that involves using up throw, then landing the spike of either Strong Down Air or Light Forward Air, then regrabbing and repeating. This does substantial damage and is integral to SpongeBob's punish. Keep in mind that different characters will start bouncing rather than relanding at varying percents depending on their stats. Along with this, opponents can try DI'ing towards platforms to escape the loop. In these situations where you see your opponent going towards a platform, try to follow up with a Light Neutral Air or Light Up Air to keep them in disadvantage.
    • Down Throw can also be used as a chain grab, however this is not as potent as the Up Throw loop and only is beneficial either against heavier, bigger characters or on stages such as Pariah's Keep where Up Throw is harder to follow up on thanks to the platform layout.
    • Back and Forward Throw are overall niche, and mostly just useful for setting up edgeguards. However, Back Throw can set up kills into EX Fishbowl Strike, however this varies heavily on the character you are fighting and can also be DI'd.
  • You got your opponent offstage
    • SpongeBob generally has three options he can use for edgeguarding, Bubble can set up a space that opponents cannot go to, Light Back Air is extremely useful against characters with more vulnerable recoveries, and most important of all, Light Down can hit below ledge which punishes characters who cannot snap to ledge.


Disadvantage

SpongeBob's average stats mean that SpongeBob has to be more careful while in disadvantage, however SpongeBob is also slightly more floaty than one might expect, this and his weight being deceptively strong can sometimes aid in his survival.

  • The pains of above average stats
    • It can be hard to land during juggles as SpongeBob due to his slightly below average air speed. SpongeBob may have to drift to a better position to not get juggled.
    • Slime Dash can be used to send yourself further into a specific direction with the ability to do an option afterwards much sooner. Keep in mind that you don’t have any invincibility during Slime Dash like you would with a regular air dodge.
    • Bubble's air stall can occasionally be useful to keep yourself suspended for a bit longer and mix up your opponents juggle if you are high enough.
    • Strong Down Air can be sometimes used as a landing option, but be careful to not use this often so that your opponent does not anticipate and intercept it.
    • Fishbowl Strike can sometimes be used as a way to move to a more comfortable position, it can be.
  • Getting back to stage
    • Fishbowl Strike is extremely important for getting back on stage as SpongeBob, thanks to it refreshing when hit.
    • It's important to remember that Fishbowl Strike supplements SpongeBob's recovery by giving him additional options. He still has access to all of his other recovery tools such as Order Up or Slime Dash.
    • It is also important to conserve these resources when you can, as Order Up does not have the greatest height, making recovering vertically more of a challenge. You can use Slime Cancels to air dodge or Fishbowl Strike to assist.
  • Getting off ledge
    • SpongeBob has the universal four ledge options of regular getup, roll, jump, and drop.
    • His getup attack is generally stubby, but can be useful as a mix-up thanks to its slower speed.
    • SpongeBob is able to drop, jump, and wavedash on to stage, and thanks to his strong ledgedash, he can get a light attack in while invincible.
    • SpongeBob is able to drop from the ledge and use EX Fishbowl Strike towards the stage which can catch opponents off guard due to how fast the move is. Just be careful not to have your EX Fishbowl Strike interrupted by a strong enough move.


Slime Meter Management

Slime is an important and useful resource for every character in the game. What sets everyone apart is how they use their slime to supplement their game plan. Here is how SpongeBob uses it:

  • Safety
    • SpongeBob generally does not need to cancel any of his moves to make them safer, but he can sometimes slime cancel his strongs incase they are blocked. This is generally not advisable however as SpongeBob's meter is better spent else where. Keep in mind that the act of slime canceling near an opponent will not put your opponent into hitstun or blockstun so you could still be punished if you aren’t careful.
  • Hit and kill confirms
    • Slime canceling near an opponent that you put into hitstun while freeze them in place for a brief amount of time. This freeze can be enough for SpongeBob to setup into one of his combo starters or a kill move.
    • For hit confirms, slime canceling from Light Forward into a grab can be the difference between doing a low amount of damage and doing a high amount of damage.
    • For kill confirms, SpongeBob generally has to use Slime Dash into a strong aerial to land his confirms. The most common example being Strong Neutral Air, which is generally a good finisher with Slime Dash, and can be done after several aerials, including itself. You can also use Order Up as as a tool for kill confirms by Slime Cancelling into Strong Up Air near the top of the stage, remember to drift slightly forward to mix up your opponent's DI before using Strong Up Air. Starting this kill confirm with Strong Up Air is also good for getting extra damage in before Order Up. You can also use EX Order Up or for extra height to better guarantee a kill if you have the slime to back it up.
  • Slime Dash
    • With the ability to do whatever you want out of Slime Dash, it’s a good burst option for getting back to the stage and chasing opponents in advantage.
  • EX Special Moves
    • SpongeBob's EX Special Moves are generally mixed, and while they all have utility it will usually vary.
    • EX Bubble Blow can be used to set up space or edgeguard, but some characters can destroy them without worry. They are however strong on and can lead into strong aerials at higher percents.
    • EX Fishbowl Strike is a strong burst option and even has some kill confirms of its own into Strong Neutral Air.
    • EX Order Up's only difference from the regular version is that it goes higher than normal and has brief invincibility at the start, so spending a bar of meter could be just enough to get you to the ledge.
    • EX Chef Flip is niche and the extra burn damage is generally not worth it unless you are against lighter characters such as Lucy or Aang where combos and kill confirms are harder and you need stray hits to land said kills.



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.

An example of using Slime Dash Bowl as a recovery option.
An example of using Slime Dash Bowl as a tool for kill confirms. (DI set to random, Damage set to 105%)



Matchups

+2
+1 NASB2 Patrick Icon.png NASB2 Reptar Icon.png NASB2 Nigel Icon.png NASB2 Beavers-Daggett Icon.png NASB2 Rocksteady Icon.png NASB2 Garfield Icon.png NASB2 Donatello Icon.png NASB2 Raphael Icon.png NASB2 Iroh Icon.png
0 NASB2 Sponge Icon.png NASB2 Squidward Icon.png NASB2 ElTigre Icon.png NASB2 Ember Icon.png NASB2 Krabs Icon.png NASB2 Plankton Icon.png NASB2 Jenny Icon.png NASB2 RenStimpy Icon.png NASB2 Gertie Icon.png NASB2 Zuko Icon.png NASB2 Azula Icon.png NASB2 Zim Icon.png
-1 NASB2 Korra Icon.png NASB2 Gerald Icon.png NASB2 Aang Icon.png NASB2 Jimmy Icon.png NASB2 Lucy Icon.png NASB2 Rocko Icon.png NASB2 Beavers-Norbert Icon.png NASB2 April Icon.png
-2 NASB2 Danny Icon.png

Costumes

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