Nickelodeon All-Star Brawl 2/Glossary

From SuperCombo Wiki

Nick Brawl 2 Specific Terminology

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General Fighting Game Terminology

Active Frames

Duration of time measured in frames that the attack has a hitbox.


Angle

The angle measured in clockwise degrees which the defending character will travel along when the attack connects.


Damage

Base amount of damage done by the attack on hit. Measured in percentage.


DI

Directional influence, used to escape combos and survive for longer. DI is digital in Nick Brawl rather than analog like in most platform fighters.


DI Angle

The angle measured in degrees at which the defending character can manipulate their trajectory after being hit with an attack.


Double KO

When the attacker causes both the defender and themselves to KO at the same time, either intentionally or accidentally.


Down B/Neutral B/Up B

Specials. This is a carryover from other platform fighters, notably Super Smash Bros., where special moves are usually attributed to the B button. In Nick Brawl, the special button is mapped to X by default on most control schemes.


Frame advantage

Time difference measured in frames that the attacker must wait before being able to act relative to the opponent. If the number is positive the attacker can act first, if negative the defender can act first. Frame advantage will generally be provided for when the attack hits or is blocked.


Gimp

The action of KOing a recovering opponent by interrupting their recovery.


Jab

A character’s grounded neutral light attack.


Knockback

The distance the defending character will move when the attack connects on hit or block.


Mid

A neutral or forward move.


Punish

Attacking the opponent when they are vulnerable. Attacking the opponent when they leave themselves vulnerable after an attack is called a whiff punish.


Recovery

Attempting to get back to the stage by jumping, using a special move (most commonly up-special) or other means to avoid getting KO'd.


Recovery Frames

Duration of time measured in frames that the character must wait before performing another action, after the active frames have ended in the duration of the move.


Shield

Carryover name for blocking. This name may be confusing as blocking is wildly different from shielding in other platform fighters, but it is still used in some places by the competitive community.


Smashes/Smash Attacks

Strong attacks. Carryover from the Smash Bros. series.


Startup Frames

Duration of time measured in frames from when the attack begins until the first hitbox appears. In this context Startup is defined as the duration of the startup plus one active frame.


Tilts

Grounded light attacks.


Zero-to-death/ZTD/0TD

A combo that starts on an opponent at 0% damage, and ends with the eventual KO of the character being comboed.




Character Specific

SpongeBob

Sponge/SB: Common nicknames for SpongeBob within the competitive community.

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Patrick

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Squidward

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Plankton

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Aang

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Korra

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Lucy

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Donatello

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Raphael

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April O'Neil

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Ren & Stimpy

Rimpy/RnS: Shortened name for Ren & Stimpy

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Zim

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Reptar

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Nigel Thornberry

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Danny Phantom

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Garfield

Garf: Common nickname for Garfield within the competitive community.

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Jenny

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Jimmy Neutron

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Rocko

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Tournaments

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Other Community Terminology

Nick Brawl Grinders/Grinderscord/Grinders

The competitive community hub. Often where you will hear the latest news on the competitive community and the game in general.


Zim Up

Hyping up or being in strong support of a Zim player, or just the character himself. Still sees frequent use today whenever Zim is discussed or on screen.


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NASB2 Navigation

Gameplay
Controls
Universal Mechanics
Character Data
Stages
Modes
Campaign
Items
Information
Community Resources
FAQ
Glossary
Modding
Patch Notes
Characters
SpongeBob
Patrick
Squidward
Mecha Plankton
El Tigre
Rocko
Jimmy Neutron
Lucy Loud
Angry Beavers
Garfield
Aang
Korra
Azula
Raphael
Donatello
April
Danny Phantom
Ember
Grandma Gertie
Gerald
Nigel
Zim
Jenny Wakeman
Reptar
Ren & Stimpy
Mr. Krabs
Zuko