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Mechanics which you didn't know in Nickelodeon All-Star Brawl 2

Milky Milky 📅 07.09.2026 15:42 đŸ’Ŧ 0 Replies đŸ‘ī¸ 204 Views Last post: a month ago
Milky
07.09.2026 15:42
âœī¸ Edited
Introduction

So you have learned the basics. How to move, attack, and block. But if you want to actually compete, there's a whole layer of mechanics that the game never tells you about. This guide covers all of them: how to escape combos, survive kill moves, recover safely, and generally make your opponent's life miserable. Let's dive in.


Smash Directional Influence (SDI)

While you are in hitlag, that brief freeze frame when an attack connects, you can wiggle the analog stick to move your character a short distance. The most common use for this is escaping multihit moves. 

Here's how:

  1. Tilt the stick in the direction you want to go.
  2. Keep it fully extended in that direction, but wiggle it slightly.

You can SDI in any direction, but up and to the side is usually the fastest way out.

You can also SDI inward if you want to be silly and extend their multihit forever.


Out of Shield Options (OOS)

While you are in shield, your options are limited. A smart opponent will apply pressure to make it hard for you to escape.

 Here are all your options from shield:

  1. Spot Dodge, frame 1. Immediate intangibility, but easily punished if expected.
  2. Jump, frame 3. Fast universal option. Buffering a neutral air is great on many characters, Spongebob has a frame 3 nair.
  3. Roll, frame 3. Moves you, but has brief vulnerability at the start.
  4. Shield Drop, frame 6. Dropping shield takes 6 frames. You're vulnerable during this, but can do anything afterward. Keep the extra startup in mind.
  5. Grab, usually around frame 7. Quick, but only hits in front of you. Easily punished if you do it every time. Plankton's grab is frame 28+, if you land that, your opponent was probably asleep.
  6. Up Smash, character dependent. Typically slow, but many characters have good OOS up smashes that hit above them.
  7. Up Special, character dependent. Often slow and puts you into freefall, but some up specials are great for escaping shield pressure.


Teching & A-Cancelling

When you take enough knockback and hit the floor, you'll enter a knocked down state. Your options then are limited to roll back, roll forward, neutral getup, or getup attack. Your opponent can read these options and punish you, or reach you before you can act. That's why it's often better to avoid entering this state altogether.

Teching - Press the shield button right as you impact something. You can tech off walls and off the floor. You can choose a neutral tech or a rolling tech by inputting shield + a direction.

A-Cancelling - The other way to avoid the knocked down state is to do any action before you touch the ground. Performing an action takes you out of the tumbling state and into a normal aerial state. You can throw out a random aerial, use an up special, airdodge, anything works, as long as you're in an actionable state. Using certain aerials very close to the ground will interrupt them before they start, allowing you to land laglessly. This is called a-cancelling.


Wallkicking

If you jump away from a wall while next to it, you can kick off the wall without using or requiring a double jump. It is a great option for recoveries and movement mixups.


Ledge Hogging

Only one person can be on a ledge at a time. If you grab it, your opponent can't. This is called ledge hogging, and it's a powerful way to deny recoveries.

If their recovery has no hitboxes, it's easy, just grab the ledge.

If their recovery has active hitboxes, you need to time your ledge grab so that the brief intangibility from grabbing the ledge protects you from their attack.

This can kill certain characters exceptionally early. Just be aware that some players might get upset, it can feel a bit cheap.


B-Reversing

Most special moves can be b-reversed, including up specials and down specials. A b-reverse does two things, it turns the move around, and it converts your momentum in the new direction.

How to do it?

Perform a special move, then immediately flick the analog stick in the opposite direction.

This is easiest to practice with neutral specials. For example, jump forward with Spongebob and try to b-reverse a bubble:

  1. If you turn around and fly backwards with a lot of speed, congratulation you did it!
  2. If you do a side special, it means you moved the stick too early.
  3. If you don't turn around, you moved the stick too late.


Wavedashing

If you airdodge into the ground, you'll slide along it while staying in an actionable state. This game even has a shortcut, press Jump, then instantly press Shield. You'll wavedash either forward or in the direction you're tilting.

Wavedashing lets you move less predictably, close gaps quickly without sprinting, and do normal grounded moves out of a slide.


Directional Influence (DI)

Despite the similar name, DI is completely different from SDI. It's a mechanic that allows you to slightly influence the direction of your knockback while in hitstun.

How to do it?

Tilt the analog stick in a direction while you're in hitstun, before the knockback occurs. Tilting left adjusts the knockback counter clockwise. Tilting right adjusts it clockwise.

DI is easiest to practice with throws, since there's a long window between when you lose control and when the knockback actually happens.


Basic DI Rules:

  1. To survive vertical kills, DI to the side  to turn vertical knockback into horizontal knockback.
  2. To survive horizontal kills, DI up and into turn horizontal knockback into vertical knockback.
  3. To escape combos , DI away from your opponent to make it harder for them to follow up.


Examples with Aang

  1. Down Throw , sends you mostly up but slightly forward. To survive, DI left, this makes it more horizontal. To escape combos, this move isn't really used for that.
  2. Forward Smash, sends you mostly forward but slightly up. To survive, DI left, this makes it more vertical. To escape combos, this move isn't really used for that.
  3. Up Throw, sends you almost entirely up but slightly backward. To survive, DI left, this makes it more horizontal. To escape combos, DI right  to maximise distance.

Important nuance
DI is situational. For example, if you're closer to the top blast zone than the side one, you might want to DI differently than usual to survive. And if a move isn't a kill move but a combo starter, you might want to DI away to make followups harder, rather than DI in to survive.

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