Nickelodeon All-Star Brawl 2/Universal Mechanics

From SuperCombo Wiki

Basic

Charge Attacks (Strong Attacks)

You can charge these attacks for greater power and damage in exchange for taking a bigger risk landing it. Your character will start flashing yellow when you've reached the maximum level of charge. Unlike for light attacks, there are no Forward or Back inputs for Strongs, meaning you only have Up Strong, Neutral Strong, and Down Strong and the aerial variants of those.


Dash attacks

Input: Press Light Attack while your character is running.

Light Attacks done out of a run, usually for some sort of lunging strike.


Grabs

Every Brawler has four unique Throw Attacks they can perform on an opponent as well as a Pummel move done by mashing Grab or Light Attack while holding an opponent.


Light Attacks

These are your standard Jabs, Tilt Attacks, and Aerial Attacks(Forward Aerial and Back Aerial).


Parrying

The form of Parry you have is based on Shielding the moment an attack hits, which will make the Shield glow a different color for a moment and play a unique sound.


Reflecting

Strong/Charge Attacks bounce Projectiles away but only during the Active Frames of the move, and depending on the angle and launch direction of the attack it likely won't even send it back to the opponent.

Certain moves are uniquely capable of Reflecting, like Gerald's Table Tennis Paddle and Garfield's Shine.


Shielding (Blocking)

Blocking is done with a Shield Bubble which has Shield Health and Shield Breaks. You can press Down while Shielding to Spot Dodge in place for a few frames of invincibility, and press Left or Right while Shielding to Roll that way. You can also spend Slime to strengthen your Shield, see the Slime section below for more about Slime Blocking.

While the Shield Bubble visibly shrinks, there is no Shield Poking to let you hit a Blocking opponent who isn't fully covered.


Teeter

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Advanced

Wavedashing

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Canceling

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Learn about Slime Canceling by clicking here.


Directional Influence (DI)

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Hitstun Shuffling (SDI)

There is an SDI limiter on NASB2, meaning that doing it fast doesn't actually help. The more you SDI during hitstun the less your SDI will do. So after a bit you get diminishing returns. It still does something, just barely anything.


Landing (Hard/Soft)

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Slime

Slime is a special meter that every Brawler has access to, and mastery over this resource is vital to success in NASB2.

The Slime Meter appears beneath your Brawler's damage percent and stock count and has up to three bars that can be filled by dealing or taking damage(slower). Earlier bars fill up faster than later bars. Roughly 60%/90%/100% per bar. Starting from nothing and taking no damage.

While every character is going to have their own gameplan on how to use Slime, it is an integral part of the game and something you should be looking to weave into your strategy more often than not.

All Slime functions require pressing or holding the Slime Button (Default: ZL/L2/LT/Left Shift/L) at the correct time or with the correct additional input.


Slime Specials (EX Specials)

Input: Hold Slime while inputting a Special, Costs 1 bar of Slime.

Spends 1 Bar of Slime Meter to enhance one of your Specials in some way. Check individual character pages for details, as the effects can very dramatically. From more power, to travelling further/faster, sometimes effectively producing an entirely new move.


Slime Strongs/Charges (EX Strongs)

Input: Hold Slime while inputting a Strong/Charge Attack, costs 1 Bar of Slime Meter.

A Strong/Charge attack that deals extra damage compared to the uncharged form, without any of the charge time. Does not deal any additional knockback.


Slime Canceling

Input: Tap Slime during the frames of any move's animations, costs 1 Bar of Slime Meter.

Immediately places you back into a neutral, actionable state. The visual slime burst it produces is also a hitbox that stuns any character already caught in hitstun and holds them in place for about 50(?) frames. Allowing for further damage to be tacked on or allowing kill confirms.

Note that knockback is reduced from moves immediately following a Slime Cancel, though not to a dramatic degree.

You cannot Slime Cancel regular Throws, however certain Command Throws like Plankton's Chum Bucket Buster can be.

The Slime Cancel hitbox itself has zero Blockstun, meaning that if you cancel a move that was just Shielded you might just give an aware opponent a chance to strike back at you, due to the Slime Cancel hitbox overriding the normal move's Shieldstun.


Slime Dashing

Input: Hold Slime while inputting an Air Dodge, costs 1 Bar of Slime Meter.

Your Air Dodge will now travel further and be fully actionable throughout. Note that this move has no invincibility frames like a regular Air Dodge(citation needed).


Slime Blocking

Input: Hold Slime while holding Shield. Costs Slime Meter for as long as Slime is held, at a rate of about 2 seconds per full Slime Meter bar.

This essentially makes your Shield unbreakable and reduces/eliminates the amount you're pushed back while Shielding.

This is especially helpful at the ledge to prevent being put into Teeter.


Slime Momentum Canceling (Slime Burst)

Input: Slime + Shield while in hitstun, costs 2 Bars of Slime Meter.

Immediately cancels all knockback taken and produces a small hitbox around your character, knocking back the opponent if they aren't Shielding.

This is generally used to save stocks when being launched to a Blast Zone or escape combos.




Status Effects

Poison/Burn

  • Certain moves inflict Poison or Fire which inflicts damage over time for a few seconds before clearing up on it's own. How much damage depends on the move. Signified by a visual effect on your character and a fire or purple bubble icon next to your stocks.
  • Campaign: The brawler is dealt 3 damage per second.


Sauce

Sauce is a status that reduces movement speed and your ability to DI, making you easier to combo and to kill. Signified by your character being coated in orange gunk and a bottle icon next to your stocks.

Currently exclusive to moves by Plankton.


Super Size

The brawler becomes huge, deals +20% damage and knockback, and receives -20% damage and knockback.


Freeze

The brawler cannot move or attack for 4 seconds, but is dealt -50% less knockback.




Theoretical/Impractical

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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