Admittedly, it took a while for me to adjust to them, but once I got the hang of it, it’s a lot of fun. Overall, I’d say the gameplay mechanics are very solid. These dash attacks can quickly be interrupted and followed up with another attack. That being said, your character will perform a dash attack if they’ve been walking for a few seconds, and the dash attack is dependent on whether you pressed the regular attack button or the strong attack one. The blocker can immediately follow up with a counter-attack.Ĭharacters can only walk. Blocking in the direction of the attack in congruence with the right timing will create a perfect block hitstun is reduced drastically and no friction is created. However, if the blocker times his block at the right moment of the attack, it will reduce the friction created and cause less hitstun. If they’re attacked during this state, they can get knocked off the stage. Blocking an attack will push the blocker backward, and if they reach the edge of the stage, they’ll enter into a tumbling state for a few seconds. Guarding is a little different than in Smash Bros. I love the fact that there’s no air dodging in this game after you’ve launched your opponent into the air, you can follow up with a meteor attack (attack that slams your opponent to the ground or the bottom of the stage) for a quick knockout, without having to worry about him dodging the attack, unless he counter-attacks. While this might sound like a bad thing, it also means opponents can’t predict your attacks either. Most attacks, including strong attacks, have barely any startup frames, making opponent’s moves difficult to predict. Wavedashing (sliding across the ground while standing still) is possible by air dashing immediately after a jump. Thaddeus Crews, one of the developers of the game, does a great job explaining these mechanics in a video: There’s no dashing in this game, although there are two different types of dash attacks while walking.Projectiles can not only be deflected with strong attacks, they can also be grabbed and re-used.Every character is like Donkey Kong as far as grabs and throws are concerned: opponents can be grabbed, even while in the air, and the thrower can move them anywhere they want.Instead of using a shield, attacks can be guarded infinitely unless the character is at the ledge, at which point the guard can be punished.Air dodges are replaced with air dashes.Characters don’t have a side-tilt attack, neither do they have a forward or back air attack, or side special.Strong attacks can’t be charged, but they can be used in the air.In NASB, it carries a similar vein, albeit there are several differences: The more damage they have, the farther they’ll fly off stage. series, the idea is to build enough damage to your opponent to the point where you can knock them off the stage. In case you’re not familiar with the Super Smash Bros. Duke it out as one of your favorite Nickelodeon characters, ranging from shows you may have watched in the 90s to some of the modern day shows - Spongebob and Patrick from Spongebob Squarepants, Ren & Stimpy from the somewhat controversial show bearing the same name, Helga from Hey Arnold!, Reptar from Rugrats, Zim from Invader Zim, Aang from Avatar: The Last Airbender, CatDog from said show, among many others. It’s developed in collaboration with Ludosity - the folks behind Slap City - and Fair Play Labs, published by GameMill Entertainment. Nickelodeon All-Star Brawl (NASB) is a Super Smash Bros.-style platform fighter for Steam, Xbox, PlayStation, and Nintendo Switch.