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{{NASB Character Intro|char= april |full=April O'Neil|short=April
== Ground Moves ==
 
===== <span class="invisible-header">Jab</span> =====
| franchise    = Teenage Mutant Ninja Turtles
{{MoveData
| weight      = Light
|name=Sand Attack
| charactercord    = [https://discord.gg/VfVqTNXeSj April character discord]
|input=Jab (5AAA)
| homestage      = Rooftop Rumble
|image=
 
|data=
|content=
{{AttackData-SSBM
 
|version=Jab 1
|content=
|factive=0
{{2 Column Flex|flex1=6|flex2=4
|active=0
|content1=
|recovery=0
== Story ==
|iasa=0
'''''This is April O'Neil reporting for Channel 6 News!'''''
|onshield=0
 
|landlag=0
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.
|autocancel=<0 0>
== Gameplay ==
|damage=Clean: 0 / Late: 0 (If a single hit of a move has multiple damage values, order them in order of ID.)
April is a glass-cannon type character with a unique meter that empowers her Neutral Special (5P), '''"Breaking News!"''' called '''"Ratings Meter."'''
|bkb=Clean: 0 / Late: 0
 
|kbg=0
'''''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.
|angle=0
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.
|effect=Normal
 
|description=  
'''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.
{{AttackData-SSBM
 
|version=Jab 2
If you want to hit 'em hard and hit 'em fast, then this reporter will give you the scoop on how to do it!
|factive=0
|content2=
|active=0
{{Content Box|content=
|recovery=0
<center><youtube>dW0mBzQONqA</youtube></center>
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=  
}}
{{AttackData-SSBM
|version=Jab 3
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
===== <span class="invisible-header">Dash Attack</span> =====
{{MoveData
|name=Sand Attack
|input=d.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
===== <span class="invisible-header">fTilt</span> =====
{{MoveData
|name=Sand Attack
|input=fTilt (t.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
}}
}}
===== <span class="invisible-header">uTilt</span> =====
{{MoveData
|name=Sand Attack
|input=uTilt (t.8A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
{{ProConTable
|pros=
* '''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.
|cons=
* '''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.
}}
}}
 
===== <span class="invisible-header">dTilt</span> =====
 
 
== Moves List ==
=== Light Attacks ===
{{MoveData
{{MoveData
|image= NASB april light mid.png
|name=Sand Attack
|caption= '''You will respect it, you will fear it'''
|input=dTilt (t.2A)
|name= Comment Please!
|subtitle=
|linkname= 5L
|image=
|input= 5L / Neutral Light
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage= 5%
|factive=0
|Startup= 5
|active=0
|Active=3
|recovery=0
|Recovery=17
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Will ALWAYS knock the opponent in front of her, even from behind
|angle=0
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).
|effect=Normal
|description=  
}}
}}
}}
}}
 
===== <span class="invisible-header">fSmash</span> =====
 
{{MoveData
{{MoveData
|image= NASB april light up.png
|name=Sand Attack
|caption= '''Combo Starter™'''
|input=fSmash (s.6A)
|name= Microphone Check
|subtitle=
|linkname= 8L
|image=
|input= 8L / Up Light
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage= 8%
|factive=0
|Startup= 5
|active=0
|Active=2
|recovery=0
|Recovery=16
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= Pretty standard up light. 8L -> j.8L is a true combo starter at 0%.
|angle=0
|effect=Normal
|description=  
}}
}}
}}
}}
 
===== <span class="invisible-header">uSmash</span> =====
 
{{MoveData
{{MoveData
|image= NASB april light down.png
|name=Sand Attack
|caption= '''2D from Guilty Gear'''
|input=uSmash (s.8A)
|name= Sliding Kick
|subtitle=
|linkname= 2L
|image=
|input= 2L / Down Light
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage= 9%
|factive=0
|Startup= 5
|active=0
|Active=3
|recovery=0
|Recovery=17
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|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.
|angle=0
|effect=Normal
|description=  
}}
}}
}}
}}
 
===== <span class="invisible-header">dSmash</span> =====
 
{{MoveData
{{MoveData
|image= NASB april dash light.png
|name=Sand Attack
|caption= '''Nice dash dance, nerd'''
|input=dSmash (s.2A)
|name= Close Up!
|subtitle=
|linkname= 66L
|image=
|input= 66L / Run Light
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage= 8%
|factive=0
|Startup= 5+7 Dash Startup
|active=0
|Active=9
|recovery=0
|Recovery=24
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Faster than her own dash and most other characters dashes
|angle=0
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.
|effect=Normal
|description=  
}}
}}
}}
}}
 
== Aerial Moves ==
=== Jumping/Air Light Attacks ===
===== <span class="invisible-header">nAir</span> =====
 
{{MoveData
{{MoveData
|image= NASB april aerial light mid.png
|name=Sand Attack
|caption= '''Shades of Sheik'''
|input=nAir (j.5A)
|name= Aerial Kick
|subtitle=
|linkname= j5L
|image=
|input= j5L / Jump Light
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage= 8%
|factive=0
|Startup= 5
|active=0
|Active=3
|recovery=0
|Recovery=17
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= Long reaching, fast neutral light. Good for reading your opponent DIing out on your j.8L chains.
|angle=0
|effect=Normal
|description=  
}}
}}
}}
}}
===== <span class="invisible-header">fAir</span> =====
 
 
{{MoveData
{{MoveData
|image= NASB april aerial light up.png
|name=Sand Attack
|caption= '''This move looks like that one guys move from that one game'''
|input=fAir (j.6A)
|name= Spin Kick
|subtitle=
|linkname= j8L
|image=
|input= j8L / Jump Up Light
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=8%
|factive=0
|Startup=5
|active=0
|Active=3
|recovery=0
|Recovery=15
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|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.
|angle=0
|effect=Normal
|description=  
}}
}}
}}
}}
 
===== <span class="invisible-header">bAir</span> =====
 
{{MoveData
{{MoveData
|image= NASB april aerial light down.png
|name=Sand Attack
|caption= '''And you though Leonardo's spike was annoying...'''
|input=bAir (j.4A)
|name= Heel Click
|subtitle=
|linkname= j2L
|image=
|input= j2L / Jump Down Light
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=10%
|factive=0
|Startup=5
|active=0
|Active=3
|recovery=0
|Recovery=17
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Hitbox extends up to her waist and can still spike
|angle=0
*Combos into itself
|effect=Normal
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. 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.
|description=
}}
}}
}}
}}
 
===== <span class="invisible-header">uAir</span> =====
 
=== Strong Attacks ===
 
{{MoveData
{{MoveData
|image= NASB april strong mid.png
|name=Sand Attack
|caption= '''The only things being recorded here are your tears and agony'''
|input=uAir (j.8A)
|name= Overhead Recording
|subtitle=
|linkname= 5S
|image=
|input= 5S / Neutral Strong
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage= 14%
|factive=0
|Startup= 12
|active=0
|Active=6
|recovery=0
|Recovery=29
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Will ALWAYS knock the opponent in front of her, even from behind
|angle=0
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.
|effect=Normal
|description=  
}}
}}
}}
}}
===== <span class="invisible-header">dAir</span> =====
 
 
{{MoveData
{{MoveData
|image= NASB april strong up.png
|name=Sand Attack
|caption= '''The worst move in her kit'''
|input=dAir (j.2A)
|name= Take Notes!
|subtitle=
|linkname= 8S
|image=
|input= 8S / Up Strong
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=13%
|factive=0
|Startup=13
|active=0
|Active=6
|recovery=0
|Recovery=29
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|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.
|angle=0
|effect=Normal
|description=  
}}
}}
}}
}}
== Special Moves ==
===== <span class="invisible-header">Sand Blast</span> =====
{{MoveData
{{MoveData
|image= NASB april strong down.png
|name=Sand Blast
|caption= '''Better up strong than her up strong'''
|input=nB (5B)
|name= Pose Pose Pose!
|subtitle=
|linkname= 2S
|image=
|input= 2S / Down Strong
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=15% (per hit)
|factive=0
|Startup=12, 21, 30
|active=0
|Active=2, 2, 2
|recovery=0
|Recovery=17
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Raises ratings level once per hit
|angle=0
High damage, disjointed down strong attack. 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.
|effect=Normal
|description=  
}}
}}
}}
}}
===== <span class="invisible-header">Sand Stinger</span> =====
 
 
{{MoveData
{{MoveData
|image= NASB april dash strong.png
|name=Sand Stinger
|caption= '''"Dread it. Run from it. Destiny arrives all the same."'''
|input=sideB (4/6B)
|name= Studio Close Up!
|subtitle=
|linkname= 66S
|image=
|input= 66S / Run Strong
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=13%
|factive=0
|Startup=7+7 Dash Startup
|active=0
|Active=12
|recovery=0
|Recovery=27
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Faster than her own dash and most other characters dashes
|angle=0
*If blocked near the end of the active frames, additional pushback is added making it safe
|effect=Normal
Very fast, very active, high reward, and '''VERY''' hard to avoid on reaction at optimal spacing. 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.
|description=
}}
}}
}}
}}
 
===== <span class="invisible-header">Rising Sand</span> =====
=== Jumping/Air Strong Attacks ===
{{MoveData
{{MoveData
|image= NASB april aerial strong mid.png
|name=Rising Sand
|caption= '''The wall'''
|input=upB (8B)
|name= Aerial Overhead Recording
|subtitle=
|linkname= j5S
|image=
|input= j5S / Jump Neutral Strong
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=14%
|factive=0
|Startup=13
|active=0
|Active=5
|recovery=0
|Recovery=29
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Will ALWAYS knock the opponent in front of her, even from behind
|angle=0
*Slows aerial momentum
|effect=Normal
Extremely good air strong when used in tandem with a downwards airdash.
|description=  
}}
}}
}}
}}
===== <span class="invisible-header">Sand Slam</span> =====
{{MoveData
{{MoveData
|image= NASB april aerial strong up.png
|name=Sand Slam
|caption= '''No jump, no airdash, bad DI, prepare to DIE'''
|input=downB (2B)
|name= Aerial Take Notes!
|subtitle=
|linkname= j8S
|image=
|input= j8S / Jump Up Strong
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=13%
|factive=0
|Startup=13
|active=0
|Active=6
|recovery=0
|Recovery=29
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Slows aerial momentum
|angle=0
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.
|effect=Normal
|description=  
}}
}}
}}
}}


== Grabs & Throws ==
Put a character's grab, zair, and throws here.
===== <span class="invisible-header">Grab</span> =====
{{MoveData
|name=Sand Grapple
|input=Grab (Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}


===== <span class="invisible-header">Dash Grab</span> =====
{{MoveData
{{MoveData
|image= NASB april aerial strong down.png
|name=Sand Grapple
|caption= '''"I'm gonna land now, k thx <3."'''
|input=d.Grab (d.Z)
|name= Aerial Pose Pose Pose!
|subtitle=
|linkname= j2S
|image=
|input= j2S / Jump Down Strong
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=15%
|factive=0
|Startup=12, 22, 31
|active=0
|Active=2, 2, 2
|recovery=0
|Recovery=16
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Raises ratings level once per hit
|angle=0
*Slows aerial momentum
|effect=Normal
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.
|description=
}}
}}
}}
}}
 
===== <span class="invisible-header">Pummel</span> =====
=== Special Attacks ===
{{MoveData
{{MoveData
|image= NASB april special mid.png
|name=Sand Attack
|caption= '''Should've teched that jab that covered 90% of your ledge options, bud.'''
|input=g.A
|name= Breaking News!
|subtitle=
|linkname= 5P
|image=
|input= 5P / Neutral Special
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=0%/35%/40%/60%
|factive=0
|Startup=22
|active=0
|Active=5
|recovery=0
|Recovery=24
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=Frame 1-6 Super Armor at levels 1-3
|kbg=0
|description= *Deals increased damage and knockback for every ratings level
|angle=0
*Will ALWAYS kill at 0% at the ledge
|effect=Normal
*Loses one ratings level on whiff
|description=
The character defining move. 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. One of her best kill confirms comes from jab reset -> 5P [max ratings] anywhere on the stage. Because it has super armor and not invincibility, you can actually grab April out of this move if read it.
}}
}}
}}
}}
 
===== <span class="invisible-header">fThrow</span> =====
 
{{MoveData
{{MoveData
|image= NASB april special up.png
|name=Sand Attack
|caption= '''Spike me once, shame on you, spike me twice, shame on me!'''
|input=fThrow (g.6)
|name= Blimp
|subtitle=
|linkname= 8P
|image=
|input= 8P / Up Special
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=N/A
|factive=0
|Startup=N/A
|active=0
|Active=N/A
|recovery=0
|Recovery=(16) [15]
|iasa=0
|Frame Advantage=N/A
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Value in () is the minimum number of frames you must wait after first using 8P to cancel into an air action.
|angle=0
*Value in [] is the minimum number of frames you must wait after running out of 8P to perform any air actions.
|effect=Normal
*Does not lose air actions after use, unlike other 8Ps
|description=
*Capable of going in any direction with decent air mobility
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.
}}
}}
}}
}}
 
===== <span class="invisible-header">bThrow</span> =====
 
{{MoveData
{{MoveData
|image= NASB april special down.png
|name=Sand Attack
|caption= '''The wall 2'''
|input=bThrow (g.4)
|name= On The Air!
|subtitle=
|linkname= 2P
|image=
|input= 2P / Down Special
|data=
|data=
{{AttackData-NASB
{{AttackData-SSBM
|Damage=N/A (3%) [1% per tick, 18% max]
|factive=0
|Startup=N/A (21)
|active=0
|Active=N/A (11 or 180 when used airborne) [180]
|recovery=0
|Recovery=60
|iasa=0
|Frame Advantage=
|onshield=0
|Knockback=
|landlag=0
|Knockback on Block=
|autocancel=<0 0>
|Angle=
|damage=Clean: 0 / Late: 0
|DI Angle=
|bkb=Clean: 0 / Late: 0
|Special Properties=
|kbg=0
|description= *Values in () are for the actual camera
|angle=0
*Values in [] are for the hitbox coming out of the camera
|effect=Normal
*Raises rating levels once every two(?) ticks of damage
|description=
*Can be refreshed at any point, anywhere on the screen
*Treated as hitting an opponent if hit by dash attacks
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. 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.
}}
}}
}}
}}
 
===== <span class="invisible-header">uThrow</span> =====
=== Universal Mechanics ===
 
{{MoveData
{{MoveData
|image= NASB april special mid.png
|name=Sand Attack
|caption= placeholder
|input=uThrow (g.8)
|name= Launcher
|subtitle=
|linkname= Launcher
|image=
|input= 3HK // {{df}}+{{hk}}
|data=
|data=
Placeholder
{{AttackData-SSBM
}}
|factive=0
|active=0
|recovery=0
=== Taunt ===
|iasa=0
 
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}
===== <span class="invisible-header">dThrow</span> =====
{{MoveData
{{MoveData
|image= NASB april taunt.png
|name=Sand Attack
|caption= placeholder
|input=dThrow (g.2)
|name= Weapon Activation
|subtitle=
|linkname= Weapon Activation
|image=
|input= 214 + P
|data=
|data=
Placeholder
{{AttackData-SSBM
}}
|factive=0
 
|active=0
== Colors ==
|recovery=0
 
|iasa=0
{{Navbox-NASB}}
|onshield=0
[[Category:Nickelodeon All-Star Brawl]]
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=
}}
}}

Latest revision as of 23:59, 26 July 2022

Ground Moves

Jab
Sand Attack
Jab (5AAA)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 (If a single hit of a move has multiple damage values, order them in order of ID.) Clean: 0 / Late: 0 0 0 Normal 0
Jab 2 First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
Jab 3 First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
Dash Attack
Sand Attack
d.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
fTilt
Sand Attack
fTilt (t.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
uTilt
Sand Attack
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
dTilt
Sand Attack
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
fSmash
Sand Attack
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
uSmash
Sand Attack
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
dSmash
Sand Attack
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Aerial Moves

nAir
Sand Attack
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
fAir
Sand Attack
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
bAir
Sand Attack
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
uAir
Sand Attack
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
dAir
Sand Attack
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Special Moves

Sand Blast
Sand Blast
nB (5B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
Sand Stinger
Sand Stinger
sideB (4/6B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
Rising Sand
Rising Sand
upB (8B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
Sand Slam
Sand Slam
downB (2B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0

Grabs & Throws

Put a character's grab, zair, and throws here.

Grab
Sand Grapple
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
Dash Grab
Sand Grapple
d.Grab (d.Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
Pummel
Sand Attack
g.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
fThrow
Sand Attack
fThrow (g.6)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
bThrow
Sand Attack
bThrow (g.4)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
uThrow
Sand Attack
uThrow (g.8)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
dThrow
Sand Attack
dThrow (g.2)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0