Nickelodeon All-Star Brawl/April O'Neil: Difference between revisions

From SuperCombo Wiki
(Changed April's pros and cons, feel free to change anything if you feel something is missing or is flat-out wrong.)
(Added frame data and descriptions to April's page. Removed the "Placeholder" section at the bottom of the page.)
Line 52: Line 52:
{{MoveData
{{MoveData
|image= NASB april light mid.png
|image= NASB april light mid.png
|caption=  
|caption= '''You will respect it, you will fear it'''
|name= Comment Please!
|name= Comment Please!
|linkname= 5L
|linkname= 5L
Line 68: Line 68:
|DI Angle=
|DI Angle=
|Special Properties=
|Special Properties=
|description= Amazing jab.
|description= Fast, amazing jab with massive reward on hit. Will always lead into a tech-chase scenario up to mid percents (40-60 range depending on weight). Because the hitbox encompasses her entire body, she can cover both roll, neutral get up, and most characters get up attacks at the ledge all at once (given the proper spacing) and still tech-chase off it. The hitbox is slightly disjointed around her entire body too, making it hard to challenge without trading in her favor. Even if the opponent gets hit behind her, they still get sent in front of her as if they got hit from the front.
}}
}}
}}
}}
Line 75: Line 75:
{{MoveData
{{MoveData
|image= NASB april light up.png
|image= NASB april light up.png
|caption=  
|caption= '''Combo Starter™'''
|name= Microphone Check
|name= Microphone Check
|linkname= 8L
|linkname= 8L
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{{AttackData-NASB
{{AttackData-NASB
|Damage= 8%
|Damage= 8%
|Startup= 4
|Startup= 5
|Active=2
|Active=2
|Recovery=16
|Recovery=16
Line 91: Line 91:
|DI Angle=
|DI Angle=
|Special Properties=
|Special Properties=
|description=
|description= Pretty standard up light. 8L -> j.8L is a true combo starter at 0%.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image= NASB april light down.png
|image= NASB april light down.png
|caption= Reporter Girl Sweep
|caption= '''2D from Guilty Gear'''
|name= Sliding Kick
|name= Sliding Kick
|linkname= 2L
|linkname= 2L
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{{AttackData-NASB
{{AttackData-NASB
|Damage= 9%
|Damage= 9%
|Startup= 4
|Startup= 5
|Active=3
|Active=3
|Recovery=17
|Recovery=17
Line 114: Line 114:
|DI Angle=
|DI Angle=
|Special Properties=
|Special Properties=
|description=
|description= Fast, forward advancing sweep. Will put the opponent in a techable state in front of you up to higher percents (75+). When spaced on shield, this move is practically unpunishable.
}}
}}
}}
}}
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{{MoveData
{{MoveData
|image= NASB april dash light.png
|image= NASB april dash light.png
|caption=  
|caption= '''Nice dash dance, nerd'''
|name= Close Up!
|name= Close Up!
|linkname= 66L
|linkname= 66L
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{{AttackData-NASB
{{AttackData-NASB
|Damage= 8%
|Damage= 8%
|Startup= 4
|Startup= 5+7 Dash Startup
|Active=9
|Active=9
|Recovery=24
|Recovery=24
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|DI Angle=
|DI Angle=
|Special Properties=
|Special Properties=
|description=
|description= Very fast, very active dash light. Faster than most characters' dashes making it extremely hard to outspace on reaction. Although amazing by itself, it's actually just a worse version of her own dash strong. It also shares the property of sending the opponent at an awkward-downwards angle to recover from.
}}
}}
  }}
  }}
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{{MoveData
{{MoveData
|image= NASB april aerial light mid.png
|image= NASB april aerial light mid.png
|caption=  
|caption= '''Shades of Sheik'''
|name= Aerial Kick
|name= Aerial Kick
|linkname= j5L
|linkname= j5L
|input= j5L / Jump Light
|input= j5L / Jump Light
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage= 8%
|Startup= 5
|Active=3
|Recovery=17
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= Long reaching, fast neutral light. Good for reading your opponent DIing out on your j.8L chains.
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB april aerial light up.png
|image= NASB april aerial light up.png
|caption=  
|caption= '''This move looks like that one guys move from that one game'''
|name= Spin Kick
|name= Spin Kick
|linkname= j8L
|linkname= j8L
|input= j8L / Jump Up Light
|input= j8L / Jump Up Light
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=8%
|Startup=5
|Active=3
|Recovery=15
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= Another one of many fast moves April has. This one excels at racking up damage on opponents who have lost their double jump and/or airdash. As long as you keep reading your opponent's DI you can chain these until death.
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB april aerial light down.png
|image= NASB april aerial light down.png
|caption=  
|caption= '''And you though Leonardo's spike was annoying...'''
|name= Heel Click
|name= Heel Click
|linkname= j2lL
|linkname= j2L
|input= j2L / Jump Down Light
|input= j2L / Jump Down Light
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=10%
|Startup=5
|Active=3
|Recovery=17
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= A traditional spike that just so happens to also hit on both sides of her. Great when used in tandem with an airdash on opponents trying to shark you thanks to the fast startup and immediate knockdown. All hitboxes of this move will spike as well, meaning the opponent can be above you, but as long as a pixel of their hurtbox is in your waist they'll be spiked. Like Leonardo's, it combos into itself, guaranteeing death on contact. Fun fact: because '''Blimp''' doesn't lose too much recoverability on use, you can go for at least 5 j.2Ls off stage and still recover safely without using your airdash.
}}
}}
}}




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{{MoveData
{{MoveData
|image= NASB april strong mid.png
|image= NASB april strong mid.png
|caption=  
|caption= '''The only things being recorded here are your tears and agony'''
|name= Overhead Recording
|name= Overhead Recording
|linkname= 5S
|linkname= 5S
|input= 5S / Neutral Strong
|input= 5S / Neutral Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage= 14%
|Startup= 12
|Active=6
|Recovery=29
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= Long reaching, disjointed, fast, and very active neutral strong. Fairly weak knockback even at high percents and good for commanding space in neutral thanks to the disjoint. She also has a hitbox from her back foot to her head too for some reason. Even if the opponent gets hit behind her, they still get sent in front of her as if they got hit from the front.
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB april strong up.png
|image= NASB april strong up.png
|caption=  
|caption= '''The worst move in her kit'''
|name= Take Notes!
|name= Take Notes!
|linkname= 8S
|linkname= 8S
|input= 8S / Up Strong
|input= 8S / Up Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=13%
|Startup=13
|Active=6
|Recovery=29
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= High knockback up strong attack. Very lackluster when compared to every other strong she has in both range and speed, making this situationally good in calling out an opponent doing j.2S.
}}
  }}
  }}
   
   
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  {{MoveData
  {{MoveData
|image= NASB april strong down.png
|image= NASB april strong down.png
|caption=  
|caption= '''Better up strong than her up strong'''
|name= Pose Pose Pose!
|name= Pose Pose Pose!
|linkname= 2S
|linkname= 2S
|input= 2S / Down Strong
|input= 2S / Down Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=15% (per hit)
|Startup=12, 21, 30
|Active=2, 2, 2
|Recovery=17
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= High damage, disjointed down strong attack. Similar in usage to her 5S, but this one hits harder and raises April's ratings by 1 level per hit. At low percents or against bigger characters 2S(1) can combo into 2S(2) leading to 30% damage instead of 15% and 2 levels gained instead of 1.
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB april dash strong.png
|image= NASB april dash strong.png
|caption=  
|caption= '''"Dread it. Run from it. Destiny arrives all the same."'''
|name= Studio Close Up!
|name= Studio Close Up!
|linkname= 66S
|linkname= 66S
|input= 66S / Run Strong
|input= 66S / Run Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=13%
|Startup=7+7 Dash Startup
|Active=12
|Recovery=27
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= Very fast, very active, high reward, and '''VERY''' hard to avoid on reaction at optimal spacing. Like her dash light attack, this move is also faster than most characters dashes, making closing the gap much easier, and with a very active disjoint to boot. When hitting a blocking opponent towards the end of the move, the pushback makes April extremely safe on block, even making Leonardo's fastest normals whiff on her. The pushback by itself is pretty good too, and can force an unsuspecting opponent to teeter at the ledge at distances they wouldn't expect. With any ratings level 66S -> 5P is a true combo at low percents.
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB april aerial strong mid.png
|image= NASB april aerial strong mid.png
|caption=
|caption= '''The wall'''
|name= Aerial Overhead Recording
|name= Aerial Overhead Recording
|linkname= j5S
|linkname= j5S
|input= j5S / Jump Neutral Strong
|input= j5S / Jump Neutral Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=14%
|Startup=13
|Active=5
|Recovery=29
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= Extremely good air strong when used in tandem with a downwards airdash. Because it also has the hitbox on her back leg up to her head, it can also catch opponents trying to run underneath her while still knocking them in front of her.
}}
  }}
  }}
   
   
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{{MoveData
{{MoveData
|image= NASB april aerial strong up.png
|image= NASB april aerial strong up.png
|caption=  
|caption= '''No jump, no airdash, bad DI, prepare to DIE'''
|name= Aerial Take Notes!
|name= Aerial Take Notes!
|linkname= j8S
|linkname= j8S
|input= j8S / Jump Up Strong
|input= j8S / Jump Up Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=13%
|Startup=13
|Active=6
|Recovery=29
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= High knockback aerial up strong. Great when you know you caught the opponents jump and airdash during j.8L chains, as this kills quite early off the top.
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB april aerial strong down.png
|image= NASB april aerial strong down.png
|caption=  
|caption= '''"I'm gonna land now, k thx <3."'''
|name= Aerial Pose Pose Pose!
|name= Aerial Pose Pose Pose!
|linkname= j2S
|linkname= j2S
|input= j2S / Jump Down Strong
|input= j2S / Jump Down Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=14%
|Startup=13
|Active=5
|Recovery=29
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= All around good aerial down strong. Pretty hard to time a punish thanks to the separated active frames on each hit, but loses badly to 8S on reaction even if the opponent doesn't airdash.
}}
  }}
  }}
   
   
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{{MoveData
{{MoveData
|image= NASB april special mid.png
|image= NASB april special mid.png
|caption=  
|caption= '''Should've teched that jab that covered 90% of your ledge options, bud.'''
|name= Breaking News!
|name= Breaking News!
|linkname= 5P
|linkname= 5P
|input= 5P / Neutral Special
|input= 5P / Neutral Special
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=0%/35%/40%/60%
|Startup=22
|Active=5
|Recovery=24
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Frame 1-6 Super Armor at levels 1-3
|description= The character defining move. Absurd damage and knockback at max ratings, killing everybody at 0% at the ledge, no matter the stage. Also has frame 1 super armor at levels 1-3, making this a move you can use on reaction to other slow moves, or even as a real out of shield option. On top of it's amazing killing power, whiffing '''Breaking News!''' isn't even that bad as you only lose 1 level which can be easily regained via '''On the Air!'''. One of her best kill confirms comes from jab reset -> 5P [max ratings] anywhere on the stage.
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB april special up.png
|image= NASB april special up.png
|caption=  
|caption= '''Spike me once, shame on you, spike me twice, shame on me!'''
|name= Blimp
|name= Blimp
|linkname= 8P
|linkname= 8P
|input= 8P / Up Special
|input= 8P / Up Special
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=N/A
|Startup=N/A
|Active=N/A
|Recovery=(16) [15]
|Frame Advantage=N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Value in () is the minimum number of frames you must wait after first using 8P to cancel into an air action.
*Value in [] is the minimum number of frames you must wait after running out of 8P to perform any air actions.
Pretty good recovery move thanks to large amount of time you can stay attached to the blimp. Where this move really shines is when used offensively. When edgeguarding, you can cover all your opponents recovery options and use '''Blimp''' to react to their low option with j.2L. As a high recovery, this is one of the best, thanks to being actionable as soon as frame 16 after pressing 8P. As a low option, it's good because you can literally get spiked, use j.8P out of the blast zone and under the stage where you can't get spiked, double jump, and airdash to the ledge, thanks to keeping your air actions.
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB april special down.png
|image= NASB april special down.png
|caption=  
|caption= '''The wall 2'''
|name= On The Air!
|name= On The Air!
|linkname= 2P
|linkname= 2P
|input= 2P / Down Special
|input= 2P / Down Special
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=N/A (3%) [1% per tick, 18% max]
|Startup=N/A (21)
|Active=N/A (11 or 180 when used airborne) [180]
|Recovery=60
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Values in () are for the actual camera
*Values in [] are for the hitbox coming out of the camera
Amazing and non committal "wall" type projectile that uniquely cannot be grabbed or reflected. If the actual camera portion of the move hits the opponent, it puts them into a techable state. Ticks from the light coming out of the camera give April ratings, making this move worth respecting at all times. It can also be freely replaced anywhere, anytime at no penalty to April. When falling from the top, not only does this move stall her momentum like an air strong attack, but it also falls at the same time as her with a hitbox that forces a knockdown, making it hard to reach her if the April player plays around the camera. As for the downsides, this move is treated as if hitting an actual player when hit by dash attacks, meaning the opponent can cancel the dash into anything, like a grab, jump, or another attack.
}}
  }}
  }}


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  }}
  }}


=== Placeholder ===


{{MoveData
|image= NASB april special mid.png
|caption=
|name= Weapon Activation
|linkname= Weapon Activation
|input= 214 + P
|data=
Placeholder
}}
== Colors ==
== Colors ==


{{Navbox-NASB}}
{{Navbox-NASB}}
[[Category:Nickelodeon All-Star Brawl]]
[[Category:Nickelodeon All-Star Brawl]]

Revision as of 07:28, 7 November 2021

Story

This is April O'Neil reporting for Channel 6 News!

A Passionate and Spunky News Reporter working for Channel 6 news, April O'Neil will be the damsel in distress to turtles no longer! She'll pummel the competition with her trusty Microphone and a variety of studio equipment in the Brawl! Good thing for her she can catch the latest scoop on the characters after her beatdown.

Gameplay

April is a glass-cannon type character with a unique meter that empowers her Neutral Special (5P), "Breaking News!" called "Ratings Meter."

Ratings Meter: When April strikes opponents with an attack that has a camera flash, her Ratings Meter increases. She can spend her Ratings Meter to deal increased damage. Her Ratings Meter can be checked by looking at the stars that circle her microphone. When they are purple the ratings meter is fully charged.

Pose Pose Pose! Down Strong (2S), Aerial Pose Pose Pose! Jump Down Strong (j2S), and On The Air! Down Special (2P) increase Ratings Meter. Her Neutral Special (5P), "Breaking News!" uses all her Ratings Meter to deal spectacular damage.

If you want to hit 'em hard and hit 'em fast, then this reporter will give you the scoop on how to do it!

April O'Neil

NASB april character.png
Franchise

Teenage Mutant Ninja Turtles

Weight Class

Light

Character Discord

April character discord

Home Stage

Rooftop Rumble

Strengths Weaknesses
  • Aggressive Journalism: While not classified as a rushdown character, April can easily overwhelm her opponent with her deceptive reach and On The Air! placed strategically to force a reaction from anyone who doesn't want to feed your meter. She also has a multitude of fast and active moves to choose from to harass her opponents.
  • Reporter Girl Sweep: Her Down Light attack can be comboed into itself to rack up a lot of early damage
  • Explosive Comebacks: Because of the extreme damage of Breaking News! and amazing combo potential, she can turn a 3-to-1 stock game to a 1-to-1 stock game with the right reads.
  • Edgeguarding: Although defensively Blimp can seem a tad weaker due to the lack of a hitbox unlike other characters, it really shines when used offensively. April can easily go off stage and cover several different options then use Blimp to react to/reposition herself to secure a kill, all while still having plenty of Blimp left for her to recover herself.
  • Outzone the Zoners: Max ratings April is the scariest character in the game, which will lead most opponents to avoid her On the Air! or Pose Pose Pose! moves. On the Air! alone immediately forces her opponent to either feed April ratings, or predictably jump over the camera to reach her. She is also free to repeatedly refresh On the Air! too without fear of the opponent reflecting it back with strong attacks or throws, as it goes away on hit with no penalty to April and cannot be grabbed.
  • Watch Your Ratings: Despite being spammable due to having super armor, try not to whiff Breaking News! as you will lose 1 level for whiffing.
  • Read-Based Combos: Many of April's air combos can be DI'd in or out to escape, leading to her having to read the opponents DI to do any significant damage in the air. On the ground, most of her combos rely on the opponent missing their tech, and many of her moves put the opponent in a techable state, forcing her to guess whether they will roll outwards or inwards if the opponent hits their techs.
  • On the Air: Despite being amazing at everything else, if the opponent is willing to feed April ratings and dash attack her camera, they can then cancel the dash attack into anything as if they hit an actual opponent; if April isn't prepared, the opponent can simply dash attack -> grab through her cameras, or even jump cancel the dash attack to air-to-air her for trying to jump out of the way.


Moves List

Light Attacks

Comment Please!
5L / Neutral Light
NASB april light mid.png
You will respect it, you will fear it
Damage Startup Frames Active Frames Total Frames Safety
5% 5 3 - -

Fast, amazing jab with massive reward on hit. Will always lead into a tech-chase scenario up to mid percents (40-60 range depending on weight). Because the hitbox encompasses her entire body, she can cover both roll, neutral get up, and most characters get up attacks at the ledge all at once (given the proper spacing) and still tech-chase off it. The hitbox is slightly disjointed around her entire body too, making it hard to challenge without trading in her favor. Even if the opponent gets hit behind her, they still get sent in front of her as if they got hit from the front.


Microphone Check
8L / Up Light
NASB april light up.png
Combo Starter™
Damage Startup Frames Active Frames Total Frames Safety
8% 5 2 - -

Pretty standard up light. 8L -> j.8L is a true combo starter at 0%.


Sliding Kick
2L / Down Light
NASB april light down.png
2D from Guilty Gear
Damage Startup Frames Active Frames Total Frames Safety
9% 5 3 - -

Fast, forward advancing sweep. Will put the opponent in a techable state in front of you up to higher percents (75+). When spaced on shield, this move is practically unpunishable.


Close Up!
66L / Run Light
NASB april dash light.png
Nice dash dance, nerd
Damage Startup Frames Active Frames Total Frames Safety
8% 5+7 Dash Startup 9 - -

Very fast, very active dash light. Faster than most characters' dashes making it extremely hard to outspace on reaction. Although amazing by itself, it's actually just a worse version of her own dash strong. It also shares the property of sending the opponent at an awkward-downwards angle to recover from.

Jumping/Air Light Attacks

Aerial Kick
j5L / Jump Light
NASB april aerial light mid.png
Shades of Sheik
Damage Startup Frames Active Frames Total Frames Safety
8% 5 3 - -

Long reaching, fast neutral light. Good for reading your opponent DIing out on your j.8L chains.


Spin Kick
j8L / Jump Up Light
NASB april aerial light up.png
This move looks like that one guys move from that one game
Damage Startup Frames Active Frames Total Frames Safety
8% 5 3 - -

Another one of many fast moves April has. This one excels at racking up damage on opponents who have lost their double jump and/or airdash. As long as you keep reading your opponent's DI you can chain these until death.


Heel Click
j2L / Jump Down Light
NASB april aerial light down.png
And you though Leonardo's spike was annoying...
Damage Startup Frames Active Frames Total Frames Safety
10% 5 3 - -

A traditional spike that just so happens to also hit on both sides of her. Great when used in tandem with an airdash on opponents trying to shark you thanks to the fast startup and immediate knockdown. All hitboxes of this move will spike as well, meaning the opponent can be above you, but as long as a pixel of their hurtbox is in your waist they'll be spiked. Like Leonardo's, it combos into itself, guaranteeing death on contact. Fun fact: because Blimp doesn't lose too much recoverability on use, you can go for at least 5 j.2Ls off stage and still recover safely without using your airdash.


Strong Attacks

Overhead Recording
5S / Neutral Strong
NASB april strong mid.png
The only things being recorded here are your tears and agony
Damage Startup Frames Active Frames Total Frames Safety
14% 12 6 - -

Long reaching, disjointed, fast, and very active neutral strong. Fairly weak knockback even at high percents and good for commanding space in neutral thanks to the disjoint. She also has a hitbox from her back foot to her head too for some reason. Even if the opponent gets hit behind her, they still get sent in front of her as if they got hit from the front.


Take Notes!
8S / Up Strong
NASB april strong up.png
The worst move in her kit
Damage Startup Frames Active Frames Total Frames Safety
13% 13 6 - -

High knockback up strong attack. Very lackluster when compared to every other strong she has in both range and speed, making this situationally good in calling out an opponent doing j.2S.


Pose Pose Pose!
2S / Down Strong
NASB april strong down.png
Better up strong than her up strong
Damage Startup Frames Active Frames Total Frames Safety
15% (per hit) 12, 21, 30 2, 2, 2 - -

High damage, disjointed down strong attack. Similar in usage to her 5S, but this one hits harder and raises April's ratings by 1 level per hit. At low percents or against bigger characters 2S(1) can combo into 2S(2) leading to 30% damage instead of 15% and 2 levels gained instead of 1.


Studio Close Up!
66S / Run Strong
NASB april dash strong.png
"Dread it. Run from it. Destiny arrives all the same."
Damage Startup Frames Active Frames Total Frames Safety
13% 7+7 Dash Startup 12 - -

Very fast, very active, high reward, and VERY hard to avoid on reaction at optimal spacing. Like her dash light attack, this move is also faster than most characters dashes, making closing the gap much easier, and with a very active disjoint to boot. When hitting a blocking opponent towards the end of the move, the pushback makes April extremely safe on block, even making Leonardo's fastest normals whiff on her. The pushback by itself is pretty good too, and can force an unsuspecting opponent to teeter at the ledge at distances they wouldn't expect. With any ratings level 66S -> 5P is a true combo at low percents.


Jumping/Air Strong Attacks

Aerial Overhead Recording
j5S / Jump Neutral Strong
NASB april aerial strong mid.png
The wall
Damage Startup Frames Active Frames Total Frames Safety
14% 13 5 - -

Extremely good air strong when used in tandem with a downwards airdash. Because it also has the hitbox on her back leg up to her head, it can also catch opponents trying to run underneath her while still knocking them in front of her.


Aerial Take Notes!
j8S / Jump Up Strong
NASB april aerial strong up.png
No jump, no airdash, bad DI, prepare to DIE
Damage Startup Frames Active Frames Total Frames Safety
13% 13 6 - -

High knockback aerial up strong. Great when you know you caught the opponents jump and airdash during j.8L chains, as this kills quite early off the top.


Aerial Pose Pose Pose!
j2S / Jump Down Strong
NASB april aerial strong down.png
"I'm gonna land now, k thx <3."
Damage Startup Frames Active Frames Total Frames Safety
14% 13 5 - -

All around good aerial down strong. Pretty hard to time a punish thanks to the separated active frames on each hit, but loses badly to 8S on reaction even if the opponent doesn't airdash.


Special Attacks

Breaking News!
5P / Neutral Special
NASB april special mid.png
Should've teched that jab that covered 90% of your ledge options, bud.
Damage Startup Frames Active Frames Total Frames Safety
0%/35%/40%/60% 22 5 - -

The character defining move. Absurd damage and knockback at max ratings, killing everybody at 0% at the ledge, no matter the stage. Also has frame 1 super armor at levels 1-3, making this a move you can use on reaction to other slow moves, or even as a real out of shield option. On top of it's amazing killing power, whiffing Breaking News! isn't even that bad as you only lose 1 level which can be easily regained via On the Air!. One of her best kill confirms comes from jab reset -> 5P [max ratings] anywhere on the stage.


Blimp
8P / Up Special
NASB april special up.png
Spike me once, shame on you, spike me twice, shame on me!
Damage Startup Frames Active Frames Total Frames Safety
N/A N/A N/A - -
  • Value in () is the minimum number of frames you must wait after first using 8P to cancel into an air action.
  • Value in [] is the minimum number of frames you must wait after running out of 8P to perform any air actions.

Pretty good recovery move thanks to large amount of time you can stay attached to the blimp. Where this move really shines is when used offensively. When edgeguarding, you can cover all your opponents recovery options and use Blimp to react to their low option with j.2L. As a high recovery, this is one of the best, thanks to being actionable as soon as frame 16 after pressing 8P. As a low option, it's good because you can literally get spiked, use j.8P out of the blast zone and under the stage where you can't get spiked, double jump, and airdash to the ledge, thanks to keeping your air actions.


On The Air!
2P / Down Special
NASB april special down.png
The wall 2
Damage Startup Frames Active Frames Total Frames Safety
N/A (3%) [1% per tick, 18% max] N/A (21) N/A (11 or 180 when used airborne) [180] - -
  • Values in () are for the actual camera
  • Values in [] are for the hitbox coming out of the camera

Amazing and non committal "wall" type projectile that uniquely cannot be grabbed or reflected. If the actual camera portion of the move hits the opponent, it puts them into a techable state. Ticks from the light coming out of the camera give April ratings, making this move worth respecting at all times. It can also be freely replaced anywhere, anytime at no penalty to April. When falling from the top, not only does this move stall her momentum like an air strong attack, but it also falls at the same time as her with a hitbox that forces a knockdown, making it hard to reach her if the April player plays around the camera. As for the downsides, this move is treated as if hitting an actual player when hit by dash attacks, meaning the opponent can cancel the dash into anything, like a grab, jump, or another attack.


Universal Mechanics

Launcher
3HK // Df.png+Hk.png
NASB april special mid.png
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Taunt

Weapon Activation
214 + P
NASB april taunt.png
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