NASB2

Nickelodeon All-Star Brawl 2, also known as Nick All-Star Brawl 2 and NASB 2, is a crossover platform fighting game developed by Ludosity. It is a direct sequel to the 2021 game Nickelodeon All-Star Brawl, and features several Nickelodeon characters crossing over and fighting each other. Following the success and critical acclaim of the first game, Nickelodeon All-Star Brawl 2 was given a bigger budget, allowing for more characters, stages, and modes.
==Characters==
Every fighter from Nickelodeon All-Star Brawl returns in this game, including the ones that were added post-launch as free updates or paid DLC. Alongside them are a slew of newcomers, each with their own niches. In addition to ones that hail from Nickelodeon cartoons, characters from Dreamworks properties, specifically ones from shows that aired on the network, also appear.
SPONGEBOB	SpongeBob SquarePants is a quirky yellow sponge that lives in the undersea city of Bikini Bottom. He works as a fry cook for the Krusty Krab, and has various hobbies such as catching jellyfish in nets, blowing bubbles, and playing games with his best friend Patrick. While he is beloved for his talents, he is also somewhat reviled by the other Bikini Bottomites for his childlike and naive behavior. In Nickelodeon All-Star Brawl 2, SpongeBob is a beginner-friendly fighter with an all-arounder playstyle. He has a wide variety of attacks with versatility in various areas, making his skill curve very small like Mario in the Super Smash Bros. series. In addition, he has a very high recovery, allowing him to make it back to the stage quite easily. This also makes SpongeBob a very potent edgeguarder. He has no unique mechanics or abilities, but his fundamentals make him a force to be reckoned with.
Neutral SpecialBubble Blow 	SpongeBob pulls out a bubble wand and blows a bubble. It moves across the stage and pops when it touches an opponent to damage them. It moves slow enough to allow SpongBob to chase it, making it great for stage pressure. However, the move's endlag increases with repeated uses.
Up SpecialOrder Up 	SpongeBob pulls out the Hydro-Dynamic Spatula he used in the episode Help Wanted to propel himself high into the air. He will damage opponents above him and can drift left and right while flying upward. SpongeBob becomes helpless once he reaches the peak of his height. The distance will decrease if he hits someone.
Down SpecialBubble Bash / Bubble Stomp	SpongeBob's down special has two versions depending on if he uses it while grounded or airbone, both based on attacks he can use in Battle for Bikini Bottom. The grounded version, Bubble Bash has SpongeBob don a viking helmet made of bubbles and leap very quick upward, damaging opponents above. He won't become helpless, so he can combo it into other moves. He also has armor on his head while rising. The aerial version, Bubble Stomp, has him put on bubble shoes and fall downward, smashing opponents below. SpongeBob will keep falling until he lands on solid ground, resulting in a self-inflicted KO if used off-stage.
All-Star SpecialAbsorbant One 	A bathtub appears in front of SpongeBob, and he jumps inside it. Just as he does during the theme song, he absorbs all of the water inside, before squirting it out of his pores, sending the water out in beams in different directions around him. These damage opponents multiple times before launching them. The move isn't as damaging as other All-Star Specials, but is one of the hardest ones to avoid.
PATRICK	Patrick Star is a pink starfish and lives under a rock in the same neighborhood as SpongeBob. He's SpongeBob's best friend, and is typically as happy and playful as his sponge-y companion. However, Patrick has significantly less intelligence, and often accidentally causes more harm than good. Sometimes though, his genius will shine through his pointy head, and he can be a real asset to the situation. Patrick is a typical grappler character, who thrives when he gets up close to the opponent. His entire moveset has great damage potential, and he can take stocks way earlier than most other characters. However, he suffers the typical shortcomings of a heavyweight, that being his slow mobility and frame data making it hard for him to deal with very quick characters who can weave through his offense. Regardless, landing even a few attacks can put foes in danger of being KO'ed themselves.
Neutral SpecialStar Slam 	Patrick lunges forward to try and grab the opponent. If successful, he will slam them into the ground to damage them before throwing them away. Repeatedly tapping the special button can let Patrick slam them up to three times.
Up SpecialI'm Already a Star	Patrick holds his hands outward and flies in any direction the control stick is held. If he runs into an opponent while flying, he will grab and squeeze them, dealing high damage and having set knockback, allowing Patrick to combo off of it. He becomes helpless if he grabs no one by the time he stops flying.
Down SpecialHugdriver 	Patrick reaches out to grab the opponent, and if successful, he leaps forward or backward (depending on the inputted direction) and slams them headfirst into the ground. This is one of Patrick's most damaging attacks, and can be used as a cheap sacrificial KO if used at the ledge. The move has a stronger version if a circle input that starts and ends in the "3" position, which is slower, but is much stronger and has super armor throughout its duration. A successful input is signified by Patrick glowing a tint of purple, and yelling "FIRMLY GRASP IT!" upon grabbing someone.
All-Star SpecialSPIDERS!!! 	Patrick yawns and falls asleep on the ground, but almost immediately wakes up with nigh terrors, constantly yelling "SPIDERS!" He takes out his giant rock home and starts slamming it on the ground repeatedly like in the episode Home Sweet Pineapple. This damages opponents in front of him repeatedly with each smash, before launching them with the final one, which shatters the rock. Patrick then wakes up and resumes fighting.
SQUIDWARDNewcomer!</div>	Squidward Tentacles is the ever-grumpy next door neighbor of SpongeBob and Patrick. He often gets caught up in their antics, and he actively resents them. He works as a cashier at the Krusty Krab alongside SpongeBob, a career he also hates. He isn't always unhappy though, as Squidward has a passion for music and art, practicing his clarinet and decorating his house with self-portraits. He also won't admit it, but he does harbor an appreciation for SpongeBob bringing some joy to his otherwise boring life. Squidward is a fighter who excels at walling out opponents with disjoints, as many of his attacks are dance moves that makes his tentacles reach far out in different directions. He particularly shines in the air, with all of his aerial moves being quick and covering a ton of distance. His actual damage output is quite low however, and he needs to rely on his specials in order to secure the KO.
Neutral SpecialPainful Music 	Squidward plays his clarinet, causing music notes to appear in front of him. They travel across the stage, and once they reach their maximum distance, fall to the ground and disappear after. The notes can damage opponents they hit, and if Squidward is positioned right, he can make the notes fall off the ledge, potentially walling off opponents from recovering.
Up SpecialReef Blower 	Squidward puts on a reef blower and uses it to propel himself upward like in the episode Squidville. He has complete control over where he can go, being able to aim the blower in the opposite direction the control stick is held. Not only can he damage enemies he flies into, but the blower also pushes them away. Eventually, the reef blower will stop working and Squidward will become helpless. The move will need to be charged over time before using it again, otherwise he can't fly for nearly as long.
Down SpecialClay Model 	Squidward places a clay model of himself on the stage. The model can be used in various ways, such as striking it with an attack to send it forward and damage enemies, or hiding behind it as a wall, as the model blocks projectiles and needs to be jumped over. Opponents can destroy the clay model if they attack it enough times. Using it at the ledge will have Squidward drop the model below, which will spike opponents it lands on, making it an extremely dangerous edgeguarding tool. He may only have one model on stage at a time.
All-Star SpecialSweet Victory	Squidward puts on his marching band outfit from the episode Band Geeks as several Bikini Bottomites appear in the background and play several instruments to "Sweet Victory". As Squidward dances, colored smoke fumes blast from the floor at random places trying to target opponents, launching them upward. At the end, Squidward jumps as an explosion occurs around him, dealing high damage and knockback. The Bikini Bottomites vanish afterwards.
MR. KRABSNewcomer!</div>	Eugene H. Krabs is the owner of the Krusty Krab, and the employer of SpongeBob and Squidward. Due to the restaurant's popularity and how much money it makes, he has a borderline unhealthy obsession with it. He values money and profitability above all else, even at the expense of his employees. He also vigilantly protects the Krabby Patty secret recipe, and is always keeping it away from his arch-nemesis Plankton. Despite his greed, Mr. Krabs has a good heart, and cares for his workers, and especially his daughter Pearl. Mr. Krabs is a unique brawler whose playstyle revolves around collecting and spending money. He earns money for every attack he lands, which is shown by his icon. His down special can then be used to spend this money on various items, including stat buffs and new attacks he can use. In terms of fighting style, Krabs specializes in big damage output, but is sluggish in terms of movement and attack speed. He is also a heavyweight, which combined with his decent recovery lets him survive for pretty long.
Neutral SpecialPenny Pincher 	Mr. Krabs readies one of his claws before lunging forward to snap them at an opponent. The move can be charged to deal extra damage as well. It's a fast attack that can be used for combos, as well as disable projectiles, but it is also one of his most efficient ways to make money. Charging the move will increase how much money he makes should he land it. This comes at a risk though, as missing it causes him to lose some of the money he's earned. A version that travels farther can be performed by inputting two quarter-circle inputs before pressing the special, indicated by his claw glowing a gold aura.
Up SpecialFat Stacks o' Cash 	A large stack of dollar bills appears under Mr. Krabs, which bounces him upward, damaging opponents along the way. If used on the ground, the stack will tip over and damage opponents it lands on as well. The recovery is fast and sends him a good distance up.
Down SpecialKrusty Krab To Go 	Mr. Krabs lays out a miniature Krusty Krab replica. Using this move opens a menu where Mr. Krabs can spend the money he has earned throughout the match to purchase food items. Shielding or pressing down special again cancels the move instantly, allowing him to act against opponents trying to hit him while making a selection. The food Mr. Krabs can purchase is as follows:- Krabby Patty, which boosts his movement speed and attack power temporarily. Costs $20.- Kelp Fries, which increases his jump height temporarily. Costs $20.- Sequin Milkshake, which cuts the startup lag on Mr. Krabs' strong attacks by half. Costs $40.- Combo Platter, which combines the previous three items in one purchase. Costs $80.- Secret Formula, which allows Mr. Krabs to use one of three special input attacks. Cost $50 each and last for the entire match.
Secret Formula Special 1A Smelly Smell	The blue Secret Formula allows Mr. Krabs to use A Smelly Smell. By inputting a quarter circle, then the attack and special button at the same time, he will sniff the air. If an opponent is in range, he jumps at them and drives them into the ground with an elbow smash. The move is quick and powerful, but if an opponent reads him well, it is possible to dodge the elbow attack and punish him.
Secret Formula Special 2First Nickel 	The red Secret Formula allows Mr. Krabs to use First Dollar. By inputting a half circle, then the attack and special button at the same time, Mr. Krabs' first nickel from the episode Can You Spare a Dime? falls out of his pants. It crushes anyone it lands on, and the nickel remains on the ground for a bit, acting as a wall and platform. Mr. Krabs can also attack the nickel to send it rolling and damage anyone in the way.
Secret Formula Special 3Hard Shell 	The green Secret Formula allows Mr. Krabs to use Hard Shell. By inputting two quarter circles, then the attack and special button at the same time, Mr. Krabs' body starts to glow red. In this state, he is slightly slower, but has super armor on all of his attacks, allowing him to punch through opponents trying to attack him. The effect lasts for a few seconds, and he temporarily becomes much more vulnerable to knockback once it wears off. The speed debuff can be mitigated with Kelp Fries.
All-Star SpecialClam Calamity 	Mr. Krabs puts on a tuxedo and takes out a conducting baton, summoning a real-life orchestra from the episode Clams That play a 4 4 Ostinato in D Minor, which causes several large clams to jump across the stage and bite down on opponents, dealing extremely high damage and knockback if they're successful. At the end of the move, one of the clams eats the orchestra and leaves.
SANDY	Sandy Cheeks is a squirrel that lives in Bikini Bottom. While she's a land mammal that comes from Texas, she's able to live underwater thanks to her tree dome, as well as her white diver suit and helmet. Sandy is incredibly intelligent and is a prodigy in science and robotics, and can usually invent a solution to any problem Bikini Bottom has. If not, then she's more than willing to use her karate skills to punch the problem away. She can be brash, but loves hanging out with SpongeBob and friends, even if she can get annoyed by them sometimes. Sandy is an extremely aggressive rushdown, being quick on her feet and having fast attacks that are equally as powerful. Her specials are catered towards being able to close the distance between her and her foes quickly, as well as moving back if she's in a tight spot. Sandy does lack zoning options though, so it's possible to get ranged out by characters with projectiles and disjoints. She's also fairly tall for her weight class, making her easy to hit.
Neutral SpecialThe Sheriff	Sandy spins a lasso above herself before casting it in front of her, which can catch opponents and reel them in. This brings them close to her, allowing Sandy to get a very easy follow-up. If used off-stage, Sandy can lasso the stage's edge instead, allowing for an alternate means of recovery.
Up SpecialRocket Pack 	Sandy puts on a jetpack and either flies straight upward or forward, depending on the direction inputted. She damages opponents she flies into, and when she reaches the end of her flight, she can move in the other direction right after, similar to Pikachu's Quick Attack in the Super Smash Bros. series. The move is fast, and thus very difficult to punish.
Down SpecialExtend-O-Boots	Sandy uses her Extend-O-Boots from the episode Stuck on a Roof to propel herself upward quickly, striking with her upper body. Using the move halts all of her momentum, and pressing he special button again allows her to cancel the move at the peak of her height into an extra jump, as well as other options. This makes it a good mix-up tool and combo starter, especially at KO percents.
All-Star SpecialRodeo Girl	A mechanical bull appears in front of Sandy, which she hops on while donning a cowboy hat. She sways back and forth while hooting and hollering as the bull jerks around the stage, hitting opponents around her for high damage. At the end of the move, the bull explodes, dealing high damage and knockback to anyone in range, and Sandy lands on the ground in an action pose.
LEONARDO	Leonardo is the leader of a group of vigilante turtles, who were mutated by Mutagen. They live under the streets of New York City, and were raised and trained by their master Splinter in the art of ninjutsu. Identified by his blue mask, Leo is calm and level-headed, always pushing his teammates to do better while also trying to improve his own skills. His weapons of choice are twin katana blades, which grant him some of the most disjointed range in the entire game. This allows Leo to keep his enemies out of range while getting closer himself, and his high range and mobility lend him a rushdown-heavy playstyle. However, his main weakness is the lack of overall damage on his normals. As such, Leo seeks to chip away at his opponents' health with his assaults, while also walling them out with his blades. To mitigate his low damage output though, Leo's normals are unique in that they deal extra damage and knockback should he strike opponents with the tip of his swords, rewarding perfect spacing.
Neutral SpecialNiten-Ichi Ryu	Leo charges for a bit before lunging forward and striking with both swords. The special button can be held for him to delay the strike, but the damage won't increase. After this, the move can be performed again for Leo to perform one of four follow-ups depending on the control stick's direction, each with their own properties. Holding forward has him lunge even further to stab with both swords, covering the most range. This version can also be done backward, he he stabs the swords behind him. Holding down as Leo swing his swords at the ground from overhead, which can actually spike opponents with proper timing. Finally, holding up has him perform an upward slash, which launches foes upward and can potentially KO off the top.
Up SpecialEndless Screw 	Leo spins around with his katanas outward as he rises into the air. Unlike most up specials, Leo hits opponents on his sides rather than above or below him, which protects him even more.
Down SpecialBacklfip 	Leo performs a retreating backflip off of the ground. He is invincible from the time he jumps to when he reaches his peak, and he can act out immediately after, making an excellent mixup tool. Pressing the special button again while backflipping has Leo follow with a downward kick, which has spiking properties. Using the move while airborne simply has Leo do the kick.
All-Star SpecialPizza Time! 	Leo pulls out a box of pizza and throws it into the air. He then dashes forward with his swords, and if he hits an opponent, the pizza will fall down on them. Just before it lands, Leo dashes across the air in numerous directions, slicing both the enemy and the pizza, before launching them away with the final slash. Seven pizza slices are sent outward at the end that can damage other foes, with Leo taking one and eating it once the move is finished. If Leo fails to hit someone, the pizza falls on top of him instead.
MICHAELANGELO	Michaelangelo, while as skilled of a fighter as his brothers, is also way more of a party animal. He has a love of pizza, skateboarding, sports, and breakdancing. His fun-loving personality can get on his brothers' nerves sometimes, but it also provides the team with a much-needed escape from the harshness of reality when need be. For Mikey's weapons, he uses a pair of nunchucks. These give him a very unique playstyle, focusing on combos, reversals, and edgeguarding to overwhelm opponents and eventually KO them. Many of his moves are not only ranged, but also multihits, allowing him to deal high damage and set up combos easily. He's a powerful fighter in the right hands, but is also one of the hardest characters to learn, having a higher skill ceiling than most. Learning how his combos flow into each other is key to mastering him.
Neutral SpecialWanna Pizza This?	Mikey pulls out a slingshot and shoots a pizza with it, which can be sent straight ahead or at an upward or downward angle. If it hits an opponent, it damages them and sends a pizza slice flying in the way it came, which can hit someone else. This slice can also be caught by Mikey and thrown like an item.
Up SpecialTurtle Line 	Mikey sends one of his nunchucks at an upward angle like a grappling hook. It can launch opponents it hits, as well as latch onto ledges and allow him to recover. The move can be cancelled into any other action during its active frames, making it vital to his combo confirms.
Down SpecialParty Dude 	Mikey spins around on his shell, damaging anyone that touches him. He can move left and right while spinning, and he will reflect any projectiles sent his way. The move can be cancelled into a jump midway through the move.
All-Star SpecialPizza Truck 	Mikey whistles, calling a pizza truck which drives on-stage. He gets inside and rides it straight ahead, running over anyone in his way and dealing massive damage. Once he goes off-screen, he falls from above and returns where he was.
SHREDDER	The Shredder is the notorious arch-nemesis of the Teenage Mutant Ninja Turtles, and is the leader of the Foot Clan, a massive crime organization stationed in New York City. Donning a samurai suit armored with knives and tekko-kagi, and armed with incredibly powerful ninjutsu techniques, he is one not to be trifled with, and is a more than worthy adversary to the turtles. Shredder is a complete offensive powerhouse, specializing in rushing down opponents and overwhelming them with his quick and powerful moves. Complementing this is his fast ground speed, allowing him to quickly close in the gap. A lot of his attacks also have slight disjoints due to using the metal blades on his armor, making him even harder to approach. However, while Shredder's offensive prowess is impressive, he also suffers on defense, being very easy to combo due to being a large character, and a lot of his attacks being unsafe on block, meaning he needs to plan his offense accordingly so he doesn't get stuffed out.
Neutral SpecialSlash Burst 	Shredder charges forward with the blades on his fist, damaging opponents he hits. The move's speed and power, as well as its ability to destroy any projectile in his way, makes it one of his primary approach options. Hitting toward the end of the dash also allows Shredder to combo into his aerials. However, the move stops when blocked, and getting blocked earlier on in the dash causes Shredder to stop longer.
Up SpecialSlashing Whirlwind 	Shredder slashes around himself three times as he rises upward. The slashes provide good protection around him, but the recovery is pretty linear. He can grab ledges after the second and third slash.
Down SpecialSuper Charge 	Shredder powers himself with purple aura, which increases the damage and launch power of all of his strong attacks. This effect will last for three strong attacks, regardless of if they hit or not. Using the move while the effect is active refreshes it. When powered up, Shredder's already strong attacks are made even more dangerous, but strengthening them does leave him vulnerable for a bit.
All-Star SpecialShredding Shockwave	The blades on Shredder's arms start glowing with purple energy. He scrapes them along the ground, causing a large purple shockwave to appear that covers in front of, and then above him, carrying opponents along and launching them upward. The move is a powerful finisher, but the specific range it covers makes it difficult to hit.
AANG	Aang is the reincarnation of the Avatar, the master of all four elements - water, earth, air, and fire. He was awoken from a deep, frozen sleep by Sokka and Katara, and now his mission is to save the world from the Fire Nation, who started invading the other three nations. Being from the air tribe, Aang is a master at airbending, but eventually learns to utilize the other four elements on his quest. Despite his childlike and goofy nature, he's a warrior and a force to be reckoned with. Aang boasts some of the best mobility in the roster, and can suit a rushdown or hit-and-run playstyle. He specializes in bombarding his enemies with quick attacks that don't have much damage output, but can quickly build up as he lands combo after combo. He particularly excels at aerial strings and keeping opponents off of the ground. Unfortunately, Aang is also very light, and can get smacked around hard if he isn't careful with how he pressures openings. Even if he can outrun most of the cast, a devastating blow can launch him super far.
Neutral SpecialSpinning Staff / Avatar State	Aang spins his staff around in front of him, damaging and launching opponents close by. Holding the special button lets Aang continue spinning the staff indefinitely, allowing it to become a trapping hazard for recovering opponents.If Aang reaches 100% or higher, his neutral special will become Avatar State. He surrounds himself in a bubble with all four elements, dealing massive damage and knockback to anyone in range. While the move is powerful and can bring back a match if Aang is behind, it is rather risky as he suffers high endlag. Thus, it's quite punishable on whiff, so it's best used in a pinch.
Up SpecialAir Glide 	Aang launches himself high into the air and opens his glider, slowly floating down. While floating, he can move left and right. Pressing the special button again has Aang stop gliding and perform an incredibly quick diagonal dive attack, which can get him to the ground immediately and damages anyone he hits. He won't stop until he hits the ground though, so using it off-stage results in a self-destruct.
Down SpecialAir Ball 	Aang generates a ball of air underneath him, and can ride it around the stage. He is much faster while on the ball, allowing him to zoom around the stage to dodge enemies or chase them down. The ball also damages opponents it touches, and while it vanishes immediately after, the low endlag allows Aang to get an easy follow-up, making it a great combo starter. Pressing the special button again has Aang despawn the air ball on his own.
All-Star SpecialElemental Master 	Aang enters the Avatar State and attacks with each of the four elements. First, he lifts several boulders from the ground and throws them at the opponents. Then, he throws splashes of water all over the place. Then Aang creates a whirlwind on the stage that catches opponents and deals multiple hits. And finally, he causes several pillar of fire to erupt from the floor, which launch opponents away with high knockback.
KORRA	Korra is the current incarnation of the Avatar, and the direct successor of Aang. Born a waterbender at the Southern Water Temple, she moves to Republic City in order to learn mastering the other three elements. Guiding her on her journey is Tenzin, who is Aang as an adult, as well as her previous lives that she makes contact with. Korra is a close-range brawler who specializes in grabs, which can dish out enormous damage if she gets close enough to get one off. She also has really good out-of-shield options, allowing her to play really defensive. Korra's strong attacks are unique in that they have different variations depending on how long the button is held; tapping the button has her strongs do more hitstun but less knockback, while holding the button has them do less hitstun but more knockback, giving her mixup potential. However, Korra's size and weight lend her to being combo'ed easily, and while her playstyle is variable, it can also be inconsistent.
Neutral SpecialBending Leap 	Korra forms a fist of rock, and leaps forward to punch opponents. Holding the special button lets Korra charge the move, letting her deal more damage and fly further. Not only is it one of her strongest attacks, making it a solid finisher, but when charged, the rock on her fist gives her super armor on her arm, and also blocks out projectiles.
Up SpecialAvatar Sore 	Korra throws a water-powered uppercut, damaging foes she hits. Holding the special button allows her to charge the uppercut and let her travel higher and do more damage.
Down SpecialLandslide / Fire Kick	On the ground, Korra's down special is Landslide, where she slides across the ground while forming a landslide. She damages opponents she runs into, and she can continue sliding until she reaches a ledge if the button is held. In midair, Korra's down special becomes Fire Kick, where she throws a diagonal kick that burns opponents, which also lets her land quickly.
All-Star SpecialAvatar Blast 	Korra enters the Avatar state and rises into the air. She then creates several explosions of fire, water, earth, and air around the stage at random, damaging opponents and sometimes comboing into more explosions. Towards the end she makes four final, larger explosions of each of the four elements, which deal even more damage and knockback. Afterwards, she lands back on the ground and turns back into her normal state.
REPTAR	Reptar is a gigantic green dinosaur who is an extremely popular fictional character. He can be portrayed as a hero or a villain depending on his mood, though Tommy Pickles and his friends all look up to him no matter what. With super strength and the ability to breathe fire, Reptar is incredibly powerful. He also has a massive marketing presence, appearing in several movies and TV shows, sold as action figures, and most predominantly, as the mascot for his own cereal brand. Reptar is a character of extremes; while he was shrunken down to compete, he is still one of the largest fighters in the game, and boasts incredibly high kill power. His special moves can also be charged to become even more powerful. However, his large size and slow speed means he can be easily overwhelmed by smaller, quicker characters, making him one of the easiest characters to combo in the game. While this means Reptar can only get a few hits in, most of the time that's all he needs to secure a KO.
Neutral SpecialFireball / Volcanic Beam	Reptar breathes a fireball, which travels horizontally and burns foes. Holding the special button lets Reptar spit a massive beam of fire instead, which covers a far distance in front of him. The longer the charge, the more range and power the beam has. The beam ends in an explosion at maximum distance which deals extra damage.
Up SpecialJurassic Slam 	Reptar leaps into the air while spinning around, before slamming down at high velocity. He will spike anyone he lands on, and launch them away when he hits the ground. For his weight class, Reptar travels very high and the move is very difficult to stuff out, but aside from slightly influencing his initial jump's trajectory, the move is very predictable and punishable.
Down SpecialFire Breath 	Reptar breathes fire onto the ground, coating the surrounding area in flames that launch opponents upward. Holding the special button can charge the move, which increases the strength and range of the fire. Reptar also has super armor while charging. Using this move in the air has Reptar throw a fire-powered headbutt instead, which deals massive damage, especially when charged.
All-Star SpecialReptar's Rage! 	Reptar grows about twice his normal size, then takes a deep breath and shoots a large, screen-wide beam of fire from his mouth. It continually scorches opponents caught in it before launching them with a final blast. Reptar then shrinks back to his regular size.
REN & STIMPY	Ren & Stimpy are a cat-and-dog duo who are constantly finding themselves in bizarre and gross situations. Stimpy is the large red one, being jolly, dim-witted, and always going along with what is best friend says. Ren, meanwhile, is small and scrawny, and while he considers himself to be the brains of the duo, he is actually a lot more dumb and psychotic on a deeper level. In spite of their differences, they are an inseparable duo. Ren & Stimpy fight as one character, being a mixup-based heavyweight brawler. They're overall slower than other fighters, but make up for it with the ability to cover both sides of themselves; Ren attacks quicker and deals less damage, while Stimpy's attacks are delayed but more damaging. This gives them a lot of range on their attacks, and makes them especially good at crossing up opponents. However, in addition to being slow, their big size also means they can be combo food against rushdown characters.
Neutral SpecialLog from Blammo!	Ren & Stimpy throw a log from the in-universe show Blammo!, which bounces across the ground and damages opponents it hits. The log can be sent back at the duo if the opponent uses a strong enough attack, but they can hit it back themselves as well. Otherwise, the log's movement pattern means opponents either need to weave between its bounces or commit to a double jump to avoid it.
Up SpecialHistory Eraser 	Stimpy pushes the History Eraser Button from the episode Space Madness, which causes an explosion to occur right below the duo and launch them into the air, dealing high damage and knockback to opponents caught in it. Ren & Stimpy move upward fast, but won't actually damage opponents themselves. They also don't gain as much distance vertically as other recovery moves.
Down SpecialFirst Fart 	Ren uses Stimpy as a human shield, who will tank any attacks thrown at him with no knockback. Getting hit with an attack adds a star that circles around the duo, and they can have up to three stars. Inputting down special twice lets the duo use the stars, which causes Stimpy to let out a massive fart in a progressively bigger area depending on how many stars they have. While the duo are forced to tank damage in order to make use of this ability, the fart has KO potential with even one star, and all three stars make it especially deadly.
All-Star SpecialRen Snaps 	In an identical fashion to the episode Stimpy's Fan Club, Ren talks to someone on the phone, then screams "What do you mean you don't agree with me!? DO YOU KNOW WHO YOU'RE DEALING WITH!?" He then pushes a giant red button that appears in front of him in spite of Stimpy trying to convince him otherwise, which causes a massive explosion around them that deals massive damage and knockback to anyone close by. The move deals more damage the closer they are to the duo. Ren & Stimpy are black and covered in soot, but shake it off and continue fighting.
POWDERED TOAST MAN	Powdered Toast Man is an extremely dramatic and oblivious superhero who serves as the spokesperson for powdered toast, the breakfast treat that "tastes like sawdust". In addition to fighting crime, he has also appeared in various commercials for powdered toast. Powdered toast also doesn't taste right unless he farts on it immediately before consumption. He combines speed and power for a very devastating rushdown playstyle, having excellent air control, great neutral and scrapping ability, and some of the wackiest attacks in the entire game. However, Powdered Toast Man also suffers from a very poor disadvantage state and recovery, and his large size also means he can get combo'ed easily. Essentially, his game plan is to get the advantage and never lose it, as one slip-up could cost him a stock.
Neutral SpecialHyper-Corrosive Croutons	Powdered Toast Man builds up to five croutons before firing them from his armpit in a random spread, damaging opponents they hit. Pressing the special button again lets him fire off the croutons early, but inputting another action while charging lets him store the croutons for later.
Up SpecialToast is Done 	Powdered Toast Man launches himself out of a toaster, making him fly in a high arc and damage anyone in the way. While the move has great vertical distance, he is helpless until he lands and is vulnerable while flying, as he will always travel in the exact same path every time, making it very predictable. Because of the angle, Powdered Toast Man also can't recover when he's directly below the stage.
Down SpecialArmored Crust 	A golden toast-shaped aura surrounds Powdered Toast Man as he holds his hand out. The move is incredibly fast and damages opponents in close proximity to him, making it a great get-off-me tool. Holding the button keeps the aura up indefinitely, but it can only damage opponents on startup. The aura also has the ability to reflect projectiles.
All-Star SpecialBreakfast of Champions 	Powdered Toast Man farts sugar, causing him to fly off-screen. He will then zoom across the stage in random directions that can be slightly controlled with the control stick, damaging anyone he flies into. After awhile, he lands back onto the stage with a toast-shaped explosion, dealing high damage and knockback.
ROCKO	Rocko Rama is an Australian wallaby who immigrated to America. While he's normally calm, caring, hygienic, and practical, he has anger management issues and has a tendency to lose his temper. Rocko also sometimes neglects his living space, causing it to become super dirty. In spite of these flaws though, he does care for his friends, and always tries to put their needs before his own. Rocko is a solid all-arounder who specializes in set-ups and using his projectiles to get in. His great aerials also allow him a strong combo game, as well a lot of edgeguarding potential. Rocko also benefits from his small size and speed, allowing him to easily evade attacks coming at him. This does mean he's a lightweight though, so he can get sent away easily. Rocko also somewhat struggles to close out a KO, as a lot of his finishing moves are stubby up-close and can lose to disjoints.
Neutral SpecialGo Spunky! 	Rocko summons his dog Spunky, and commands him to attack the opponent. He runs in a straight line until he either attacks an opponent, gets defeated by a strong attack, or falls off-stage. Rocko can also attack Spunky to make him change directions. When in range, Spunky will pounce at the opponent and damage them. Spunky is excellent for stage control and making opponents give up advantage.
Up SpecialFlying High 	Rocko grabs a red rocket ship and uses it to fly upward, damaging enemies in the way. Upon reaching his peak though, the rocket malfunctions and starts spiraling downward, exploding upon hitting the ground. Afterwards, Rocko becomes a melted blob for a few seconds before returning to his normal state. Rocko cannot grab the ledge with this move until he reaches his peak, so he mainly prefers to recover from above.
Down SpecialJack the Hammer 	Rocko summons a blue jackhammer, which activates and moves and jumps around randomly. It will damage anyone that touches it, including Rocko himself. It stays on-stage for a few seconds before disappearing. Summoning Spunky near the jackhammer will have him put on a yellow helmet and ride it; this makes the jackhammer faster, as well as always target the nearest opponent instead of moving randomly. Rocko can still be damaged though.
All-Star SpecialCrazy Vacuum	A large vacuum appears and runs into Rocko, causing him to ride it. It will then ride around the stage, its direction being influenced with the control stick, and swing its nozzle around, sucking in anyone and anything nearby. After a few seconds, the vacuum will swell up before exploding, launching any opponents that were caught in it and dealing high damage and knockback. Any items the vacuum sucked up will also appear right next to Rocko upon the move ending.
OBLINA	Oblina is a monster resembling an upside-down candy cane, and attends the Monster Academy with her friends and roommates Icks and Krumm. She is the smartest of the group and is considered to be the academy's best student. As such, she's very studious, hardworking, and is the voice of reason. Her favorite method of scaring humans is reaching into her mouth and pulling out her internal organs. As a fighter, Oblina is a speedy character who excels in range and zoning tools. Quick and nimble, she can be very difficult to hit, though her low weight means she can get sent far after just a few attacks. Oblina also has a really good recovery, allowing her to get back to stage easily and safely. For how fast she is though, all of Oblina's Strong attacks are weaker compared to the rest of the roster, meaning she can have trouble landing the finishing blow. She mainly needs to rely on edgeguarding to get the KO.
Neutral SpecialGarbage Breath	Oblina coughs up a glob of purple sludge that travels in an arc, and stays on the ground until it evaporates. Any opponents that step into the sludge will be damaged and launched, making it a great stage control tool. While the sludge is active, using the move again has Oblina cough up a random piece of trash, which acts more like a standard projectile, travelling forward and damaging enemies it hits.
Up SpecialEye Lift 	Oblina spins her eye stalks around like a propeller, causing her to lift into the air. She will damage anyone in the way and can drift forward or backward while flying. She becomes helpless after.
Down SpecialSpinout 	Oblina curls into a wheel and rolls forward, damaging opponents in her way. Upon hitting an opponent, she can cancel it into any of her other moves.
All-Star SpecialSuper-Scare! 	Oblina reaches into her mouth and pulls out her internal organs, screaming as she does so. Any opponents in range will take very high damage and knockback, and its quick startup makes it difficult to dodge. However, opponents must face Oblina for the move to connect, otherwise they won't see her and can't be damaged.
HELGA	Helga Pataki is the local bully of Arnold and friends around Hillwood. She's a tomboy and has a fondness for playing contact sports, and doesn't like stereotypically girly things. She's very cynical, sarcastic, and even violent at times, making her a selfish brat. However, she does harbor a softer side, and despite her constant picking on Arnold, ends up developing a crush on him. Helga is a glass cannon-type character, who hits hard at the cost of mobility. Helga's attacks boast a ton of knockback, making her very dangerous to approach as one hit can steal away the advantage. She's also armed with a lot of useful abilities, such as a projectile that sends enemies toward her on hit, and a counter. However, Helga's low speed means she can be outrun, and due to being a lightweight, she has low survivability overall.
Neutral SpecialGolden Magic Slingshot	Helga pulls out her Magic Golden Slingshot from the episode What's Opera, Arnold?, firing a rock from it when the special button is released. This projectile, uniquely, will send opponents toward Helga instead of away, allowing her to very easily follow up and keep opponents in range for her to land more power hits. Additionally, before firing, the slingshot can be angled anywhere between straight ahead and straight upward with the control stick.
Up SpecialApproaching Uppercut 	Helga wilds up her fist before throwing a jumping uppercut, damaging enemies she hits. Holding the special button lets Helga charge the move, increasing the distance she travels and the damage she deals. While she stops falling while charging, she becomes a sitting duck and can be hit out of the move if opponents are near.
Down SpecialHomerun 	Helga pulls out a baseball bat and assumes a defensive stance. Getting hit while in this stance will make her swing the bat, the direction of which can be angled with the control stick. Helga takes all the intended damage from the attack, but in return the swing deals 2.3x the damage she took and can deal massive knockback. The move isn't spammable though, as it has noticeable startup lag, and the swing doesn't have armor, meaning she can still lose to multi-hits. She also can still get grabbed.
All-Star SpecialOl' Betsy 	Helga kisses her fist, then winds up for a quick and powerful punch. If an opponent is struck by it, they are stunned for a short time before being launched incredibly far. The move is fast and powerful, but Helga needs to be right in front of an enemy for it to connect.
CATDOG	CatDog are conjoined siblings attached to the waist. Cat is the smarter and more devious of the two, whereas Dog is a lot more gullible and happy-go-lucky. In spite of their differences, their condition makes them stay together, usually forcing them to make a compromise. Cat sometimes tries to trick Dog into getting what he wants, which often works thanks to Dog's gullible nature. CatDog are an extremely unique stance fighter; with their down special move, they can change which one is in control, indicated by if Cat or Dog are facing forward. This causes some attacks to change, such as Dogs having attacks where he grows buff and strong, while Cat can't and is often flung around by Dog. In terms of stats, CatDog are a middleweight who have a balanced moveset, including combo starters, ranged aerials, projectiles, and strong KO moves. They do have a poor defense though, as their long body means they have a large hurtbox, and can be hit by stray attacks quite easily.
Neutral SpecialHairball / Bone Boomerang	CatDog's neutral special fires a different projectile depending on who is in control. Cat spits up a Hairball, which bounces across the ground and damages opponents. It can also fall of ledges to hit foes recovering below. Meanwhile, Dog spits a Boomerang Bone, which flies in a circle in front of him before going backward at an upwards angle. The awkward trajectory makes this move difficult to avoid, and CatDog can also hit the bone to send it in a straight line at foes.
Up SpecialThe Mighty 	CatDog assume their superhero personas as Dog performs a flying uppercut, dragging Cat with him. Dog will punch away anyone in their way as they travel diagonally upward, and become helpless after. A straightforward recovery move that's fast, but lacks distance.
Down SpecialTag Team 	CatDog quickly swap positions while throwing a swipe at either side. This move changes which of the two is being controlled, which can alter certain attacks.
All-Star SpecialStretchy Whiplash 	CatDog begin running as fast as they can in opposite directions, zooming away and making their body stretch. As they run, the control stick can be held up or down for them to move vertically. After going off-screen (or a set distance if the stage is very large), the body will begin shaking, and CatDog rocket back toward each other, bonking their heads. Anybody near the body when they reappear will be sandwiched between the two, dealing extremely high damage and knockback. CatDog become dizzy for a bit, but quickly return to fighting.
NIGEL THORNBERRY	Nigel Archibald Thornberry is a dedicated zoologist who has devoted his life to making nature documentaries, so much so that he and his entire family went to live with the animals in the wild. With a love of animals, an itch for adventure, and several strange habits and mannerisms, Nigel is almost always up to something weird. He's a large heavyweight who relies on good footsies. He has exceptionally good mobility for his weight class, and while his attacks are on the slow side, make up for it with their wide range and power. He also has an excellent combo game, and his aerials are great for netting KOs off the top of the stage. Unfortunately, Nigel lacks a safe way to approach opponents, and he loses hard to disjoints, so he can sometimes have a hard time getting in. His recovery also has poor vertical distance, but his weight can usually let him survive long enough anyway.
Neutral SpecialThe Worm 	Nigel glows white as he slithers forward like a worm. He is completely invincible while doing so, enabling him to dodge attacks, escape combo strings, recover horizontally, or just getting into the fray quickly. While the move has little endlag, it will increase with repeated uses of the move, which can leave him vulnerable after.
Up SpecialWhale Crash 	Nigel leaps into the air before crashing down and creating a splash upon landing. The move has no hitbox while travelling up, but Nigel deals massive damage to anyone he lands on. Landing directly on an airborne foe will spike them, and successfully pulling this off allows him to cancel the move into a midair jump. While the move has poor vertical distance, the control stick can influence how close or far away he lands.
Down SpecialThe Flick 	Nigel holds out his hand and flicks his finger, which creates a tiny hitbox that deals incredibly high damage and knockback to anyone caught in it. The move has high startup lag and the small hitbox makes the move hard to connect with, but a successful hit can KO opponents at even the lowest of percents, with some lighter characters being KO'ed in one hit. While this makes the move very dangerous, Nigel also leaves himself vulnerable during the move's startup, making it very high-risk, high-reward.
All-Star SpecialCall of the Wild	Nigel whistles and starts dancing around. As he dances, several wild animals will spawn on the stage and start attacking the opponents. This can include birds that fly and peck foes, monkeys that hop around and smack enemies, tigers that lunge forward and bite enemies, and elephants that stomp around the stage and swing their trunks around. This turns the entire stage into a danger zone for a short time, though the animals will despawn when Nigel's dance ends.
ZIM	Zim is an overconfident, overzealous, but incompetent alien who was sent to Earth to conquer it by his superiors, though he was only sent there so he could stay out of meddling with their greater plans. To impress them, Zim actually does make a base on earth and pursues conquering the planet over, with his only foil being himself. Zim is a zoning trap character with strong projectiles that work extremely well for controlling the stage. He fights on mechanical spider legs, which give him a ton of disjointed attacks and let him fight from a safe distance. They're also decently powerful, especially for his weight class. However, Zim is extremely light, which means he can get KO'ed pretty early from strong attacks. Also, he struggles to apply pressure on the ground, as none of his grounded options are safe on block.
Neutral SpecialGIR 	Zim summons GIR, who starts running forward and falling off ledges. He will self-destruct upon touching an opponent or wall. GIR can be controlled in various ways by Zim; pressing the special button again commands GIR to stop in place, and he can move again with another press. Using Zim's light neutral attack will command GIR to jump, allowing him to reach platforms. Finally, attacking GIR will have him change directions.
Up SpecialBombs Away 	Zim jumps into the air and drops a bomb below himself, which explodes and damages opponents in range. Zim moves fast, but the distance he covers isn't impressive.
Down SpecialLawn Gnome 	Zim deploys a robotic lawn gnome that stays in place in their air for a few seconds. It continually emits electric pulses, which shock nearby opponents and launch them away. Zim can attack the lawn gnome to shift its position, and summoning another gnome causes the first one to disappear.
All-Star SpecialGreat Irken Laser	A spaceship flies by Zim, which he hitches a ride on. The spaceship then appears in the foreground from Zim's perspective, and a rheticle appears on the stage that can be moved around. Zim can fire two kinds of lasers; pressing the attack button has him fire a quick laser that deals high damage and knockback, while the special button has him fire a slower laser that deals multiple hits and can be moved while firing, but has less KO power. After a few seconds have passed, the spaceship flies back to the stage and drops Zim off.
SNAPNewcomer!	Snap is a character drawn by Rudy Tabootie on his teacher's chalkboard. When he was erased, he was sent to the ChalkZone, where all chalk drawings go when they get erased. He often helps Rudy on his adventures through the ChalkZone, such as finding a scientific formula that was erased, or fighting Snap-lookalikes drawn by fans of the comic he was based on. Snap, being made completely of chalk, is one of the lighter characters in the game, but makes up for it with his nimbleness and being difficult to hit. This is most evident in his unique crouch; instead of ducking down, Snap will instead completely merge himself with the ground, as if he were drawn on it. This effectively makes him invincible to all damage, and he can move left and right in this state too. Upon resurfacing though, he cannot crouch again for another five or 10 seconds depending on how long it was. Other than that, Snap also has helpful tools and projectiles at his disposal, though his light weight makes him prone to being launched if he makes one wrong move.
Neutral SpecialChalk Dust 	Snap throws a cloud of chalk dust forward. It stays on-screen for a few seconds and acts as a stage control tool. Opponents that are caught in it will take constant damage and are slowed down, allowing Snap to capitalize off of it. He can also attack the cloud to move it around, although only one can be active at a time.
Up SpecialWings of Heroism 	Snap draws himself wings that allow him to fly in the direction the control stick is held. At the end of his flight, the wings come off and he becomes helpless. He won't damage anyone in the way, but he flies very fast and far.
Down SpecialEraser 	Snap takes out an eraser, and if an opponent is close by, he rubs it on them. This shrinks the opponent for a short time, lowering their attack power and making them much lighter. This can really cripple opponents and give Snap the chance to finish them off, but the move's high startup lag and low range make it difficult to use properly outside of reads.
All-Star SpecialSuperhero Snap Slaps!	Snap's hand gets erased, and replaced with a much larger one. He then throws a slap, and if successful, he throws a flurry of more slaps before finishing off with an uppercut that launches enemies upward. The move fails of he misses the initial slap.
HUGH NEUTRON	Hubert Beaumont "Hugh" Neutron is the goofy and eccentric father of Jimmy Neutron. He has a fascination of many things, from pies, to ducks, to bananas. He's often portrayed as silly in contrast to Jimmy being super smart, but he is no less helpful and more often than not means well. He may be quirky and absent-minded, but he's still good-natured and brings a sense of joy to those around him. Hugh's moveset, much like Hugh himself, is really quirky and unorthodox. He has really poor ground speed, but his wavedash is one of the best in the game due to how slippery it is. His double jump is also much higher than his initial jump at the cost of having a bit of startup lag when inputted. Hugh also has some relatively good attacks, with a mix of solid range, solid damage, and good poking. While all of this makes Hugh a unique character, he is much harder to use at higher levels of play, and all of his quirks must be mastered in order to use him well.
Neutral SpecialFly, Duck! Fly! 	Hugh pulls out a rubber duck and throws it. The duck will travel in a straight line and damage opponents it hits. Holding the special button lets Hugh change the angle he can throw it, with a max charge letting him throw it directly behind him. A solid projectile that also makes a good stunlock tool.
Up SpecialBanana Dream 	Hugh hops on top of a large banana and bounces into the air. Pressing the special button lets him jump again, with a maximum of eight jumps after the initial one. Upon landing, Hugh's banana creates a shockwave that launches nearby foes, which increases in power with each additional jump. One of the best recovery tools in the game in terms of speed and distance, as Hugh can recover from basically anywhere off-stage. However, it's very committal, and Hugh cannot cancel the move until he lands.
Down SpecialLet's Ride, Jimbo 	Hugh hops on a black motorcycle and rides on it across the stage, running over anyone in the way. He can drift and change directions by holding the opposite direction on the control stick, and pressing the special button has Hugh dismount the motorcycle. It will continue moving until it falls off a ledge or hits a wall, allowing it to act as a pseudo-projectile. Hugh moves fast, but it is possible to ride off the ledge if he isn't careful.
Kick Out the Jam! 	Hugh has a hidden attack based on Chun-Li's super, Hoyokusen, from the Street Fighter series. By performing a 360-degree motion with the control stick and pressing the taunt button, he will throw a flurry of kicks in front of himself that hits foes repeatedly before launching them. It's one of the best KO moves in the game as it deals high damage and knockback, but it's hard to perform and leaves Hugh wide open if he misses.
All-Star SpecialHugh Neutron: The Musical!	Hugh puts on a top hat and tuxedo and pulls out a cane, with several ducks in top hats flying next to him. They all dance at the same time while Hugh sings the the theme song to his opponent's original series (he picks a random one if he's facing multiple). This causes an odd field of energy to emit around Hugh and the ducks, which nearby foes will be trapped in and cannot escape. Not only do they take gradual damage from the singing, but at the end, High sings a high note that "breaks" the field like glass and launches anyone inside it.
DANNY PHANTOM	Danny Fenton, or known by his superhero alter-ego as Danny Phantom, was a normal 14-year-old boy when his parents built a strange machine. After messing with it, he suddenly had the ability to turn into a ghost, giving him special powers such as flight and invisibility. With these newfound abilities, he spends his time protecting the world from supernatural threats from the ghost zone. Danny is a mixup-based brawler who excels at stage control and being able to reposition himself. He has high jump height and noticeably low falling speed, which makes him rather floaty and allows him to stay in the air for longer. This not only makes his aerial moves tricky to deal with, but also makes him one of the best edgeguarders in the game, as he can go super deep and return to the stage reliably. Danny is held back by his size though, as while he's a lightweight, he has the size of a middleweight, and thus gets hit easier than others in his weight class. His recovery is also very vulnerable despite its distance being great, meaning he can be susceptible to edgeguards himself.
Neutral SpecialPhantasmal Bolt 	Danny shoots a green-colored bolt of ghostly energy that travels in a straight line, which can hit multiple opponents, passing through them. The damage is low, but the move is fast and spammable, making it a difficult projectile to avoid.
Up SpecialGhostly Leap 	Danny opens a green portal and enters it, appearing in the desired direction out of another portal. He will damage any opponents around either portal, and he becomes helpless if he ends up in midair.
Down SpecialGhostly Wail 	Danny emits a ghostly scream around him, which deals very high damage and knockback. Holding the special button lets the move charge, increasing the power and range of the scream in exchange for more startup lag.
All-Star SpecialGhostly Assault	Danny becomes invisible as a flash of green energy appears around him. If an opponent is caught in this flash, he will reappear behind them and start hitting them with a flurry of ghost-powered punches and kicks. If multiple opponents are caught, he will teleport around and alternate which opponents he hits. He launches all of his victims with a green blast of energy at the end of the move. If no one is around, the move will fail and Danny becomes visible again.
OTISNewcomer!	Otis is the leader of the animals living on Farmer Buyer's farm. Having the role passed onto him by his late adoptive father Ben, Otis is extremely unfit for the role, being immature, rarely taking things seriously, and only acting out of his own interest. He also leads himself and his friends into situations where they often have to disguise as humans to hide the fact they're talking animals. Despite these selfish tendencies, Otis has a good heart and genuinely wants the best for the barnyard. Otis ostensibly fits the mold of a heavyweight character, with heavy weight, slow speed, and hard-hitting attacks. However, he has some odd quirks that separate himself from the rest of the archetype, such has having a very potent projectile, and having some quick offensive maneuvers that can catch opponents off-guard. However, he does suffer from overall slow frame data and one of the worst recoveries in the game.
Neutral SpecialParty Animal	Otis breaks out in dance, inadvertently hitting opponents around him. He can move to the left and right while dancing, and he has three different finishing poses depending on what direction is held. Holding forward or backward has him slide across the ground on his knees while strumming a guitar, which is fast, travels far, and can catch enemies off guard. Holding up has him strike a pose with his hand pointing up, which launches upward. Finally, holding down has Otis perform the splits with a humorously pained expression, which sends opponents laterally. Otis has hitboxes around him the entire time he's dancing, and the dance may be cancelled into one of his other attacks for a quick combo starter.
Up SpecialBarnyard Bash 	Otis leaps into the air, and falls back to the ground with an elbow strike. The move deals very high damage to opponents he lands on, and holding the button lets Otis stall in the air for a little bit to let him cover a bit more distance. Even with this though, Otis doesn't gain much height, thus making his recovery distance weak.
Down SpecialUdder Terror 	Otis leans back as his udders start pulsating, firing purple lasers that travel in a spread formation in front of him. Holding the button charges the move and allows him to fire more lasers. Each laser does little damage and knockback, but the damage can pile up if he hits enemies with multiple.
All-Star SpecialCowman! 	Otis enters a telephone booth and comes out in his super hero alter-ego, Cowman. In this state, he is completely invincible, is much faster, and has infinite jumps. Many of his moves are stronger and have additional properties, such as the lasers from Udder Terror temporarily stunning opponents, and Barnyard Bash giving Otis a ridiculous amount of forward momentum when he jumps. After a few seconds, Otis reverts back to his normal state.
TUFFLIPSNewcomer!	Remington Tufflips is a washed-up Hollywood actor who starred in hundreds of action movies from the 80's. Despite his has-been status, he remains incredibly popular, especially in the eyes of Sanjay and Craig, who idol him as their hero. His ego and arrogance has swelled up over the years, and he's out of shape, but he still does make occasional appearances in television, video games, and commercials. Tufflips is a wacky brawler with some odd properties. For one, while special moves do tend to be more utility focused than normals across the cast, his specials have some very awkward attributes that at first seem unfitting for a fighter like him. They're difficult to use properly, but help Tufflips in several ways. Also, since he uses food like hamburgers and pizza for a lot of his attacks, his normals have slightly more range than they would otherwise, allowing him to fight at mid-range. Tufflips is a character that can be solid if played on a basic level, but mastery of his strange attacks make can make him way more powerful.
Neutral SpecialSoda Belch 	Tufflips cracks open a soda and drinks it before burping, causing a gas cloud to appear in front of him. Holding the button lets him drink more for a bigger gas cloud at the cost of more startup. Opponents caught in the cloud take gradual damage and are slowed down, making it a good zone control tool. It dissipates after a short time, depending on how large the cloud is.
Up SpecialGrand Exit 	A rope ladder drops from a helicopter off-screen, which Tufflips holds onto as he is dragged straight upward. He then falls back down on the center of the stage on his face, dealing high damage and creating a shockwave around him that can hit enemies just out of reach. Holding left or right can influence where on the stage Tufflips lands, similar to the Warp Star from the Super Smash Bros. series. Since he will always fall back on stage, this move is the easiest to recover with in the game. However, if he is hit at all while on the ladder before he goes off-screen, he will fall off until he lands or gets KO'ed, making him very vulnerable to jumping. He also can't recover if he is below the stage, bonking his head on the ceiling and falling down to the blast zone.
Down SpecialBeefshield 	Tufflips creates an armor made of hamburgers like the in-universe arcade fighter Tufflips Thumbs-Up Karate!, flying across the stage with a dropkick. He can deal high damage, and the burgers give him a layer of armor that allows him to tank through attacks. If used in the air, it can help Tufflips recover back to the stage, and hitting an opponent allows him to act out of it instead of just falling down.
All-Star SpecialLights, Camera, Action!	Tufflips faces the screen and gives a thumbs up. This signals several planes dropping colored smoke to fly across the stage and hit enemies. After this, several cars fly onto the stage and crash into the ground. Finally, an explosion happens behind Tufflips that deals massive damage and knockback while a tiger jumps in front of him and roars.
LINCOLN LOUD	Lincoln Loud is the middle child and only son in the Loud family, having to live with 10 sisters. While they can all get on each other's nerves from time to time, like all siblings, they love each other all the same. While Lincoln has interests that most boys his age do, such as cartoons and comic books, he's willing to help his sisters with their interests as well. Lincoln is a midweight all-arounder, who has several disjoint attacks that allow him to fight from a safe distance. This makes him really tricky to approach, and his reach gives him an amazing punish game, letting him capitalize on any mistake opponents make. His main weakness is his overall low damage output, meaning he can have trouble sending opponents off-stage and KOing them. Lincoln also has a somewhat vulnerable recovery, as his up special doesn't have a hitbox while rising.
Neutral SpecialThe Splasher	Lincoln pulls out his water gun, the Splasher, and squirts water from it. The special button can be held for him to squirt more water at the cost of higher endlag. On hit, Lincoln is able to cancel it into another move, making it a great combo starter. He can also aim the water up or down to cover more range.
Up SpecialAce of Spades 	Lincoln dons a costume based on his favorite superhero, Ace Savvy. He flies straight upward, and at the peak of his jump, creates a burst of cards around him that damage opponents nearby before becoming helpless. He flies high, but Lincoln is vulnerable while rising.
Down SpecialSpintop 	Lincoln places a spinning top on the ground and spins it, causing it to move forward. It will damage opponents it touches, as well as fall off ledges and bounce off of walls. Can serve as a projectile and stage control tool.
All-Star SpecialFull House 	Lincoln puts on his Ace Savvy costume and throws a flurry of playing cards in a spread in front of himself, which damages opponents repeatedly. The control stick can also be tilted for him to aim the cards up or down to catch more enemies. At the end, he throws a larger playing card that explodes, launching opponents who were caught in the smaller cards.
LUCY LOUD	Lucy Loud is the fifth youngest of the Loud siblings, and is immediately distinguishable from her black hair that always covers her eyes. She's a goth and has a fascination of all things creepy and gloomy, a contrast to the rest of her sisters. She also has the uncanny ability to appear anywhere, which often startles her siblings. She's mysterious and stoic, but Lucy still cares about her family. Lucy has a unique stance mechanic, where using her neutral special on opponents can activate her Vampire Mode or Ghost Mode, which provide different buffs to her special moves. This grants her a ton of versatility, and she's extremely mobile on top of that. However, the fact she has to hit opponents with the attack to switch modes makes her gameplan predictable. Lucy is also very light and fragile, and can be sent flying in just a few hits.
Neutral SpecialDark Bite / Bats / Invisibility	Lucy gets on all fours and bites. If she successfully hits an opponent with this move, she will enter one of her two unique states, Vampire Mode and Ghost Mode, indicated by her glowing red and glowing blue respectively. She can switch modes by biting opponents again.If the special button is held, Lucy can use another attack exclusive to whichever mode she's in. In Vampire Mode, she uses Bats, summoning four bats that fly outward and damage opponents they hit. In Ghost Mode, she uses Invisibility, which causes her to completely vanish, making her impossible to see with the exception of her shadow and particle effects on some of her attacks. This makes it much harder to attack her, which Lucy can take advantage of, although the effect only lasts a few seconds. Using either of these attacks will make Lucy return to her standard mode.
Up SpecialFlight of the Bats 	Lucy summons a bat and grabs onto its legs, being carried into the air. In standard mode, she flies high straight upward, giving her a great recovery in terms of distance. However, she is left vulnerable as the move has no hitbox. In Vampire Mode, the bat will fly diagonally upward, and Lucy will damage opponents she touches. In Ghost Mode, she won't fly as high, but upon letting go of the bat, performs a falling stomp attack that damages foes below.
Down SpecialJump Scare 	Lucy vanishes in a cloud of purple smoke, and reappears a short distance forward or backward to scare opponents around her, dealing damage. The move is incredibly quick and can move Lucy around the stage fast. In Vampire Mode, she comes out of a coffin when she reappears, which deals much more damage and knockback. In Ghost Mode, she gains a few frames of invincibility upon reappearing, making the move incredibly safe and making it much easier to combo off of.
All-Star SpecialDirt Nap 	Lucy summons a large coffin in front of her that opens and tries to suck opponents in. If successful, the coffin closes and rises into the air before slamming into the ground and breaking, launching any opponents that were trapped in it. If the coffin doesn't catch anyone, the move fails. The coffin has additional effects if Lucy is in Vampire or Ghost Mode; in Vampire Mode, the range for sucking opponents is a lot larger, making it harder to escape, and in Ghost Mode, opponents are slowed down for a few seconds when they come out of the coffin.
GARFIELD	Garfield is a plump orange cat who lives a healthy life under his owner Jon Arbuckle. Fatigued, lazy, and with an unyielding hatred for Mondays, he often gets on his owner's nerves with his antics. While he can't speak, he is much smarter than he initially lets on. He's also developed a love for lasagna, which almost matches his hate for Monday. When not eating or irritating Jon, he's often found sleeping in his favorite bed. Garfield, as a fighter, is a jack-of-all-trades who can fit many different playstyles. His normals allow him to be oppressive and break from combos, many of his moves are safe on block and have a ton of mixup potential, and he has some unique specials that keep opponents on their toes. While his raw kill power is low, the sheer versatility of his kit more than makes up for it. He also has really good survivability thanks to his great recovery.
Neutral SpecialPie Party! 	Garfield takes out a pie and throws it, which travels in a straight line and damages opponents it its. He can throw one of three pies, which are always thrown in the following order: Cream pies are multi-hits that can carry opponents along the stage, which can confirm into some of his other moves. Raspberry pies will spike opponents, making it a deadly projectile against recovering opponents. It can also be used to set up tech chase situations. Finally, blueberry pies have the most launch power of the three pies, as well as the most hitstun, making it a good combo starter at low percents.
Up SpecialFeral Cat 	Garfield leaps into the air, then pounces down at a diagonal angle and slashes anyone in the way with his claws, similar to Incineroar's Cross Chop in the Super Smash Bros. series. The move is quick and lets him travel high. He won't stop until he lands however, so if he goes off-stage he will self-destruct. Also, while the distance is good, Garfield's recovery is limited as he cannot recover from below stage.
Down SpecialPooky 	Garfield places his stuffed bear Pooky on the stage. He will remain where he is indefinitely, unless Garfield is KO'ed. Using the move again has Pooky fly toward Garfield's current location, smacking anyone in the way. This can be used as a stage control and trapping tool, and it's also a good combo starter due to how fast the move is. Pooky can be destroyed if he's hit with any attack though, no matter the damage.
All-Star SpecialHeavy Sleeper	Garfield yawns and crawls into his bed. Soothing music will begin playing in the background, causing every opponent in range to fall asleep as well. When the music ends, Garfield can wake up and get a free attack on anyone. Sleeping opponents not only take more damage, but also replenish his health.
SKIPPERNewcomer!	Skipper is the leader of an undercover commando unit of penguins. They live in the Central Park Zoo, and are constantly devising plans to escape and return to their home in Antarctica. Despite being a penguin, Skipper is incredibly talented in martial arts, being nimble, powerful, and always seeming to be one step ahead. However, sometimes he can get a swelled ego, and his role as the penguins' leader will sometimes get to his head. In the end, he always wants what's best for his team and the rest of the zoo. Skipper is a character who specializes in mobility and combos, having a nice balance of weak attacks that send at great launch angles for follow-ups, as well as equally-quick KO moves that can finish foes off. His slippery speed also makes him really hard to catch up to. Unfortunately, being a flightless bird, Skipper is also held back by his less-than-stellar recovery, with both low jump height and a pitiful recovery move. He can suffer a lot of he ends up losing advantage and opponents know how to deal with his speedy attacks.
Neutral SpecialPenguin Unit, Assemble!	Skipper's neutral special has him summon one of his three teammates to help him out. If he summons Kowalski, he will use two electric plugs to shock opponents directly in front of him, which can both deal high damage and trap them long enough for Skipper to get off a finisher. The move is powerful, but lacks range, as Kowalski can't hit anyone not directly in front of him. Summoning Rico has Skipper hold him like a rocket launcher, making him cough up a bomb that bounces across the stage. The bomb explodes after three bounces or hitting an opponent, dealing high damage and knockback. Finally, summoning Private has him strike a pose with a rainbow appearing around him, damaging fighters nearby in a wide radius. Skipper summons the three in a random order, the next of which will always be shown by his icon.
Up SpecialLet's Fly! 	Skipper puts on goggles and straps a bottle of soda to his back. He shakes his tail for a bit to charge the move before the cap comes off and the soda spills out, shooting him into the air. The high delay means, in spite of the move's high distance, Skipper doesn't gain much height overall if used in the air. His direction can be aimed with the control stick, and he will damage anyone he runs into. He becomes helpless at the end of his flight.
Down SpecialMove Out 	Skipper slides along the ground quickly, hitting anyone in his way. He can cancel the slide into any attack, which carries his momentum and allows him to launch himself forward with a jump. Using it in the air causes Skipper to fall straight down very quickly and slide upon landing. This allows him to land instantly, and if he lands on someone, he spikes them, which can be used as a quick sacrificial KO off-stage.
All-Star SpecialOperation: Whiteout 	Skipper summons Kowalski, Rico, and Private to his side. Kowalski pulls out a giant mechanical fan that starts blowing, causing the stage to begin snowing violently. All opponents will take gradual damage from it, and Private will start aiming the fan around to target opponents, dealing even more damage. Meanwhile, Rico upchucks several icicles that blow around in the wind and fly in different directions, freezing enemies they hit. All the while, Skipper is free to move around and attack on his own. After a short time, the fan starts malfunctioning and explodes, sending the penguins flying off stage and causing the environment to return to normal.
KING JULIENNewcomer!	King Julien XIII is the king of the lemurs that live in the jungles of Madagascar. He's very unfit for the role, being fun-loving, naive, and very self-centered and arrogant. He also has an obsession with showing off his dance moves. In spite of this, his subjects go along with whatever he says. In the Central Park Zoo, he resides in the lemur habitat and appoints himself as king of the zoo, and often gets in the way of the Penguins' operations. King Julien is a unique puppet fighter, and whenever he's in battle, Mort and Maurice will follow him in the background. Several of his attacks involve Mort and Maurice acting separately from him, allowing him to keep his distance and open setup opportunities. Julien is also a capable fighter at close range, having high damage and range on his normals. Being a lemur though, Julien is very light and can be sent flying easily. His lemur minions can also be put out of commission for a bit if they're hit with a hard enough attack while active, limiting his options for a bit.
Neutral SpecialDon't Touch the Royal Feet!	Mort jumps onto King Julien's feet and hugs them, causing him to have a disgusted expression and kick Mort away. He can fly in a high arc or roll across the ground if the control stick is held up or down respectively. Mort can damage anyone he hits, and using any attack involving him allows Mort to cancel it into his other actions. The initial kick can also damage close opponents. The move cannot be used if Mort is dizzy.
Up SpecialHoist Your King! 	King Julien jumps off of Mort, and then Maurice if the move is inputted again. This move essentially gives him two extra jumps, as he can act out of them with any option and doesn't become helpless. This also means King Julien has an extremely flexible recovery. However, repeated uses of the move will decrease the height Julien can gain. Also, if Mort or Maurice are dizzy, he can only use the move once, and if both are dizzy, he can't use it at all.
Down SpecialAll Hail Me 	King Julien sits atop his throne as Mort and Maurice run around him in circles, praising him. They damage anyone nearby, and with every praise they give, they increase King Julien's attack power, with a maximum of three praises. The move can be cancelled, but Julien sitting so high leaves him vulnerable to being attacked, which cancels any power increase. It takes longer for the lemurs to praise if only one is active, and it cannot be used at all if both are dizzy.
All-Star SpecialBoombox Booty Boogie 	A gigantic boombox falls behind King Julien, and he, Mort, and Maurice begin dancing to "I Like to Move It!" This sends sound waves around them that can damage opponents. Pressing the buttons to the beat makes the sound waves bigger and stronger. Eventually, the boombox breaks and King Julien kicks it away, resuming the battle.
PONewcomer!	Po (named Lotus at birth) is a panda who, through circumstances that seemed accidental, was chosen by Master Oogway to become the Dragon Warrior, and protect the Valley of Peace. He is a huge kung fu fan, and is ecstatic to train with his idols, the Furious Five. At first, he appears to be extremely incompetent, but thanks to the training of Shifu, he was able to become a kung fu master, and even developed and mastered his own panda style of fighting. Po is a heavyweight, but has elements that are unbefitting of one. For one, despite his size and weight, Po is actually quite fast. Many of his attacks also consist of kung fu techniques, which blend speed with power. He has an easy time comboing, racking up damage, and finishing off opponents with his strong attacks. Po's strengths, however, are held back by his awful recovery. While his weight can keep him on-stage most of the time, if he gets launched far, it usually means he gets KO'ed. This also means he's prone to being combo food a lot of the time.
Neutral SpecialDumplings 	Po takes out a bowl of dumplings, and uses chopsticks to pick one up. He then throws it in the direction the control stick is held, damaging opponents they hit. The dumplings also bounce off of the floor and walls they hit, enabling trickshots. Po can throw up to five dumplings until his bowl becomes empty. Once empty, the move needs to be used again for him to fill the bowl with more dumplings to throw, which leaves him open.
Up SpecialLeaping Kick 	Po leaps into the air and, at the peak of his jump, throws a kick that deals high damage and knockback. He can't jump very high, which doesn't make it a good recovery move, but it can be a great aerial finisher. If Po lands the move, he isn't put in a helpless state and regains his midair jump.
Down SpecialPanda Belly Pound 	Po leaps forward and crashes onto the ground with his stomach. He deals high damage to opponents he lands on, and also creates a shockwave upon landing that can damage those just out of his range. If used by the ledge or in the air, Po will keep falling until he hits the ground. He will spike airborne opponents, and if he lands the move in midair, he can cancel it. This combined with its speed makes it a deadly edgeguarding move.
All-Star SpecialSuper-Awesome Dragon Warrior Rush!	Po assumes a meditating pose as he becomes surrounded by light in the shape of a dragon, similar to the climax in Kung Fu Panda 3. Po will fly around the stage at lightning speed and and damage opponents he hits. Anyone who is hit at least once will be carried to the middle of the stage, where he will fly by them and say "Skadoosh!" before launching a beam of golden chi, which launches them. If a player manage to dodge Po's rush attacks, they won't be locked into the chi beam, but they can still be hit by it.
==Stages==
JELLYFISH FIELDS	Jellyfish Fields is a lush, green landscape on the outskirts of Bikini Bottom. As the name suggests, it is inhabited by many kinds of jellyfish, and SpongeBob and Patrick visit here often to partake in Jellyfishing, where they catch jellyfish in nets. The stage's appearance is based on how it appears in the show, as well as SpongeBob SquarePants: Battle for Bikini Bottom. Gary, SpongeBob's pet snail, can be seen crawling on the underside of the stage sometimes, and King Jellyfish can also be seen floating in the background. The layout is similar to Smashville in Super Smash Bros., consisting of one platform, and a smaller one that moves left and right. This stage returns from the first game.
GLOVE WORLD	Glove World is a popular glove-themed amusement park in Bikini Bottom that SpongeBob and Patrick regularly visit. Glove World sells various glove-themed products, such as glove hats, glove balloons, "Glovcicles", glove candies, and glove action figures. Most of the rides, such as ferris wheels and roller coasters, are also themed after gloves. The stage has a small, main platform in the center, and four other platforms attached to a ferris wheel that constantly rotate. Either side of the stage has the tracks of a roller coaster that can be stood on, and extend to their blast zones. Sometimes, a cart will ride through either side of the stage and deal high damage if it hits opponents on the track. The cart appearing on the tracks in the background will indicate when it will appear. Glovey Glove, the park's mascot, also appears in the background sometimes, riding a glove-shaped hot-air balloon. This stage returns from the first game.
CHUM BUCKET	The Chum Bucket is Plankton's restaurant, located right across the street from the Krusty Krab. Due to the Krusty Krab's popularity, specifically the Krabby Patty, as well as the chum he serves being disgusting, Plankton gets no customers. The Chum Bucket also serves as his residence and lab, where he creates various experiments and machines, usually in attempts to steal the Krabby Patty's recipe. The stage takes place on top of the Chum Bucket, with the building being a flat platform with walls that extend downward, and the fist holding the bucket also being a platform, wall, and ceiling. The hand can be attacked, and if it takes enough damage, it falls and crashes through the roof, instantly KOing anyone below and creating a crater in the center of the stage. Eventually, some of Plankton's robots from Battle for Bikini Bottom repair the hole and return the hand to its original spot.
SHELL CITY	Shell City is a gift shop by the beach that appears in The SpongeBob SquarePants Movie. Plankton steals Neptune's crown and sells it to Shell City, and SpongeBob and Patrick need to go on an adventure to reclaim it. The store's owner, the Cyclops, kidnaps them, and attempts to dry them up and turn them into knick-knacks like he has done with several other fish. Eventually, due to the sprinklers activating, SpongeBob, Patrick, and the rest of the fish are revived, and start attacking the Cyclops. The stage mainly takes place on two platforms made of shelves, which have models and figurines of fish and other sea creatures in the background. Above the shelf is a swordfish hanging from the ceiling, which is another platform. It sways from side to side, and it can tilt of one or more fighters are on one side. The swordfish's bill will damage players that touch it though, so they must be careful. The Cyclops can also be seen outside a window in the background.
DUCK, DUCK, PIE!	Duck, Duck, Pie! is a completely original stage based on Hugh Neutron's two fascinations, pie and ducks. While technically categorized as a Jimmy Neutron stage, no such location has ever appeared in the show. The stage takes place on a giant pie floating in the sky, with plastic ducks floating in the background. The pie is completely flat, and above it are two smaller platforms, made of pie boxes, both of which extend over the stage's edges. The stage is based off of Kalos Pokémon League from the Super Smash Bros. series. This stage returns from the first game.
SLIME TIME	Slime Time is a stage based on the game show Double Dare. The game consisted of two teams of two children each, who would compete against each other in trivia questions and physical challenges. During questions, a team is awarded money for each correct answer, but they can dare the opposing team to answer, doubling the money they get should they answer wrong. In return, the opponent may also double dare, quadrupling the value. The stage consists of four platforms, with the two on either side having a triangular shape that bounces players downward when they're launched into their sides. The bottom of the stage is covered in green slime, which will slowly pull players towards the blast zone. This can be escaped by jumping repeatedly though. When a KO happens, an unseen crowd cheers, and the screens in the background will display "KO!" This stage returns from the first game.
ROCQUÉ RECORDS	Rocqué Records is a record company owned by Gustavo Rocqué. It has held several record deals with performers, although few have been successful. It wasn't until he found Kendell Knight, along with his friends James Diamond, Carlos Garcia, and Logan Mitchell, that he started finding fame and success. The boys formed a pop-rock band called Big Time Rush, and are often found in the studio producing songs for their albums. The stage takes place outside a recording booth, taking place on a table with various buttons and knobs, which add walls and elevations to an otherwise completely flat walk-off. The stage's main mechanic is the music, being the only one to have multiple tracks, all of which being songs that Big Time Rush perform. The boys can be seen behind a window inside the recording booth singing.