THE ONLY SLIME GUIDE YOU NEED! | Nickelodeon All Star Brawl 2
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- čas přidán 18. 06. 2024
- The Slime Meter makes it's debut in Nickelodeon All Star Brawl 2, being a very important resource players NEED to learn how to use. Let's take a look at how it works and ways you can use it!
IMPORTANT: This was recorded using an Early Access build of the game granted to me by the lovely people at Sandbox Strategies!
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You should have mentioned that supers can't be slime bursted, so if their percent is high enough, its a 100% kill, making them the only 100% kill option if your opponent has slime meter.
Ah thank you for letting me know, didn’t realize that you couldn’t burst supers
Dang, had no idea about the slime mechanic. You can do a lot of cool stuff with it!
Thanks for the information, I really needed! I haven’t been using slime for my advantage much so this video can hopefully make me better at the game!
First good video I've found about this! Thanks and great job!
I didn't know about the slime air dodge. Nice video
You deserve a lot more subs than me, your editing is top notch and not overwhelming
Thanks so much! I’ve been working on my editing a lot more so it’s very appreciated
Great video! Didn't know slime + shield was a thing! Thank You!
Yeah I didn’t know either at first, it’s great near the ledge because it doesn’t push you back anymore from attacks
This is super helpful! Thanks!
how is this game so slept on man. it's ridiculous.
Fantastic guide, will be saving this for when I get the game
Thanks for this!! This is goated!
Thanks I needed this, I only knew how to use the super move for slime.
Glad i can help out!
To tell you the truth, I thought the slime guide would be orange because of the colour of the nickelodeon signature.
Thank you !
Great video. Thx
Fire video
very comprehensive
Oi I'm just checking the game out today so maybe I'm over looking something obvious but how do you save your slime? I'm in tutorial mode and no matter what I do it keeps adding slime to any move without me pressing the slime button.
I also stream on twitch! Make sure to follow me, it'd be very much appreciated :) twitch.tv/thestarmanx1
letz see some more tutorials
Genuinely didn't know slime airdodge was a thing at all. I'm surprised there's no tutorial in the game for this stuff
There actually is! If you got to single player > dojo > how to play, you can play the tutorial
@@Thestarmanx Just did it. Surprisingly it still doesn't mention slime air dodges.
@@TheBestPikachuFanmaybe there are different tutorials, it was in mine
Comment for the algorithm. Dope video btw
Thanks so much! Hopefully it helped out!
cool
1:29 weird how it doesnt turn patrjck around
Spark at home:
hahah
i did not know that the supers in this game can be blocked☠️
the supers seem so bad to use in this game
aside from that, thank you, i've been wondering what i need to press in what order to do what👍
no supers are actually good if you opponent has meter, because supers can't be slime bursted, so if you hit a super its a confirmed kill
How do people do a double command grab with plankton i don't know how they do it?
Usually you have to slime cancel the moment that you land from the command grab, then you usually have to jump right after and then do it
What is the song at 2:20?
Beavers Dam - Nickelodeon All Star Brawl 2
Ok, but, I need help understanding why I'm losing slime during a combo despite me not even using the slime button. What's up with that?
That sounds weird. The only character I know that can take slime from you atm is Lucy. You got a clip or so you can post? Might be helpful
@@Thestarmanx I notice it most in training mode whether I'm in campaign or not. I tested and made sure I wasn't hitting the slime button. It fills up to 1 while I use standard aerials or tilts and then drains. Why?
Oh, I think it might be a training mode bug. You should just set your slime meter to max and it should be good
@@Thestarmanx U were on to something. I just figured it out. It was cuz' my slime meter was set to 0 so when it was filling up to 1 bar, after it reaches that, it resets itself. 🤦 I feel so stupid.
Nah I felt the same way once I realized, think they’re gonna fix that so it starts you off with how much you set it to and not reset
what button is the slime button
It’s generally the left trigger on most controllers but you can change it
Slime burst is too cheap. It needs to cost 3 bars at least. It only makese sense for something like that where its a last ditch effort to survive a stock where you shouldve died
Time will tell but I gurantee its not going to be popular with spectators if it is happening more than, say, once or twice a match. It just slows down and resets the pace to 0, which strategically can be interesting but it also kills the moment to moment hype
The rest of it looks really cool. And i dont dislike the burst, I think its a neat idea as long as it has the apporpriate downsides which right now I dont really feel it has
The good thing is, I trust the NASB team to listen to the community and do whats right for competitive players. They'll closely monitor slimes usage and make the apporpirate adjustments, they were really good about this for NASB1 as well.
I think the burst is perfectly fine honestly, usually bursts in traditional FGs are used to reset momentum and for the defender to take a breather. Maybe they can adjust its properties for the attacker to be able to bait it better and it can make for some great counterplay
@@Thestarmanx like I said, im not opposed to the idea outright, I just think it is too cheap from a resources perspective.
Based on what I'm seeing here with it only worth two, theres the potential for it to be used for surival multiple times a game by each player, and a difference between smash and more traditional fighters is that when characters use burst in a trad fighter they are still really limited by movement and much smaller, closed in arenas, so it gives the aggressor the chance to close the gap and quickly re-apply pressure after the burst occurs. In a movement-based platformer like Smash/NASB, i think you need to put a lot more limitations on burst as a killling-blow survival tool because it becomes too easy to be a way to go from a guaranteed death to a truly reset neutral or even a punishment to a hard commitment such as an offstage self-destructing spike. Just based on the movement and defensive capaiblities of your average character which in genrral greatly exceeds that which trad fighters are capable of, I dont think they can be treated the same.
Again, i like the concept, I think it has a place in Smash, but I do worry that its use will be over-centralized towards kill-move survival, momentum reversals and making matches last way longer, which could hurt the meta's enjoyment by spectators. I could also be totally wrong, which is the beauty of GameMill, they actually pay attention to whats happening in the competitive meta and react accordingly to promote healthy compeitition.
I really hope theres an upper limit, like I hope that theres a point where your total knockback is so high that bursts are disallowed. I have way less issues with it as a combo escape tool rather than a kill move survival too. In fact, for combo escape exclusively, I really have no issue. I just dont think its that interesting to force someone to land 2 kill moves on a guy running away with 150+% just because he has 2 bars of slim. It's like getting a free crouch cancel that works on anything at any percentage. 3 bars spent on the other hand is more difficult to work up to and would have more interesting strategic implications if you saved it all up for offense but were forced to use it to give yourself a second chance at life.
How about this? At a certain knockback threshold (combo moves), it only costs 2 bars, but when you get hit with an attack that has enough calculated KB to kill you, cancelling that costs 3? I think that would be a fair compromise, assuming I'm right about the overcentralization which i admit I could be wrong
A perfect example of a great burst system in a platform fighter is Rushdown Revolt. in that game you only get one burst per stock and can use it as long as you have it. When there’s a move that has enough KB to kill, it’ll do a zoom like effect where in that instance, bursting is unavailable. I wonder if they can implement something like that. Rivals has something similar with the galaxy effect that happens when you get a kill move. Would be a cool idea
@@Thestarmanx yeah i think I'm 100% with you in that case. I can get behind that from a meta theory perspective, whether it be preventing its use or increasing it's cost to 3 if you use it to cancel KB on a kill move, while allowing it freely in all other situations for only 2 bars. That makes perfect sense to me.
I actually really like the idea of kill-preventing bursts still being possible but costing an extra bar compared to a combo-survival burst. Depending on how hard it is to get and maintain level 3, it could potentially lead to some really interesting strategy implications and hype moments without becoming overly polarizing. Depending on how things shake out, of course. But either way I think we're in agreement that 2 bars seems fair for combo defense bursts
Just to play devils advocate to myself just a bit though, it does feel as though its a system theyll need to monitor and tweak constantly as the game goes on. In a game with a meta as developed as Melee, high level players are skilled enough to generally recognize whether a certain combo opener will just lead to a few bits of damage, or of it is most likely to result in their death, its somewhat predictable in that way that you can kinda just know what moves are coming next. Something like this would change the way the game is played IMMENSLY, even at a full 3 bar cost. So its important to consider where the meta will evolve towards.
Yeah for sure! Glad we can agree on something instead of being like other players and argue for like 3 hours on end lmao
This a copy of smash 😂😂😂😂😂😂
The prove
Is a different games
type more coherently, Roblox kid
@@enderdudebruh8270 !