Nickelodeon All-Star Brawl 2 - Controls

Nickelodeon All-Star Brawl 2 Controls Guide for PlayStation Xbox and PC

Nickelodeon All-Star Brawl 2 looks immediately familiar if you have played another platform fighter, but its control system has a few ideas of its own. Light attacks, strong attacks and specials each have dedicated buttons, while blocking, dodging, grabbing and the Slime Meter add another layer once you move beyond the basics.

The most important mechanic to learn is Slime. Building the meter lets you enhance special moves, cancel attacks, escape dangerous combos and, with a full meter, unleash a cinematic Super. Learning when to spend Slime is just as important as learning your character's normal attacks.

The controls below use the standard gamepad layout. Nickelodeon All-Star Brawl 2 also supports custom profiles and extensive remapping, so your buttons may differ if you have changed the default setup.


Basic Controls

Action PlayStation Xbox
Move Left Stick Left Stick
Jump Triangle Y
Light Attack Cross A
Strong Attack Circle B
Special Attack Square X
Grab R1 RB
Block R2 RT
Dodge / Roll R2 + Direction RT + Direction
Air Dodge R2 in Air RT in Air
Directional Air Dodge R2 + Direction in Air RT + Direction in Air
Taunt L1 LB
Slime Modifier L2 LT

Movement

Use the left stick to walk, run and influence your movement in the air. Nickelodeon All-Star Brawl 2 uses analog movement, so small stick movements can produce more controlled positioning than immediately pushing the stick to its limit.

Do Not Rush Every Approach

Walking into attack range can be useful when you want to react to an opponent instead of committing to a full run.

Control Your Air Drift

Continue using the left stick after jumping. Small aerial adjustments can help you land on a platform, avoid an edge guard or position an aerial attack more accurately.


Jumping

Press Triangle on PlayStation or Y on Xbox to jump.

Your jump height depends on the character and the way you use the input. Short jumps are useful for quick aerial pressure, while full jumps give you more height for platform movement and recovery.

Do Not Jump Automatically

Being airborne removes some of your grounded options. Jump because you have a reason, such as avoiding an attack, beginning an aerial combo or reaching a platform.


Light Attacks

Press Cross on PlayStation or A on Xbox for a light attack. Combine the button with directional input to perform different light attacks.

Every fighter has grounded and aerial light attacks with different angles, ranges and combo purposes.

Use Lights to Start Combos

Light attacks generally come out quickly, making them useful for punishing missed moves and starting pressure.

Learn Neutral, Forward, Up and Down Variants

A character becomes much easier to understand once you know which light attack starts combos, which one catches jumps and which one controls space in front of you.


Strong Attacks

Press Circle on PlayStation or B on Xbox to perform a strong attack. Directional input changes the attack, and strong attacks can be charged for additional power.

Use Strong Attacks to Finish Stocks

Once an opponent has accumulated substantial damage, a well placed strong attack can launch them far enough to score a KO.

Do Not Charge in Front of an Active Opponent

Charging increases power but also makes your intention obvious. Create space or force a defensive reaction first.

Grounded Strong Attacks Matter

Later balance updates increased the value of grounded finishing options, so do not rely exclusively on aerial attacks when searching for a KO.


Special Attacks

Press Square on PlayStation or X on Xbox for a special attack. Use directional input for neutral, side, up and down specials where the character supports them.

Special attacks vary dramatically across the roster. They can function as projectiles, movement tools, recovery moves, traps, counters or powerful offensive attacks.

Learn Your Up Special First

For many characters, the up special is an important recovery tool. Knowing its distance and angle can save more stocks than learning an advanced combo during your first matches.


Blocking

Hold R2 on PlayStation or RT on Xbox to block.

Blocking creates a shield around your character. The shield has limited durability and weakens as it absorbs attacks or remains active.

Do Not Hold Shield Forever

A depleted shield can break and leave you stunned. Block the attack you expect, then move or respond.

Watch for Grabs

Blocking is not a universal answer. An opponent who notices that you shield constantly can simply grab you.


Perfect Blocking and Parries

Blocking immediately before an incoming attack connects can produce a much stronger defensive result than simply holding shield in advance.

React to Predictable Attacks

Large charged moves and repeated attack patterns are easier to perfect block than extremely fast pokes.

Do Not Fish for It Every Time

Missing the timing can leave you exposed. Use ordinary blocking and movement when the attack timing is uncertain.


Dodging and Rolling

Use the block input together with movement to perform defensive movement such as rolls and directional air dodges.

Roll through Pressure

A roll can help escape an opponent who is repeatedly attacking your shield, but predictable rolling can be punished.

Neutral Air Dodge

An air dodge without directional movement helps preserve your existing momentum while avoiding an attack.

Directional Air Dodge

Adding a direction moves your character during the dodge. This can help you reach the stage, escape a juggle or reposition around an aerial opponent.


Grabbing and Throwing

Press R1 on PlayStation or RB on Xbox to grab a nearby opponent while grounded.

After securing a grab, use directional input to choose a throw. Fighters have directional throw options that can start combos, move an opponent toward the edge or set up another attack.

Grab Players Who Shield Too Much

If an opponent repeatedly blocks whenever you approach, stop attacking the shield and grab them instead.

Throw toward the Dangerous Side

Near the edge, a throw toward the blast zone may create a much stronger situation than a higher damage option that sends the opponent back toward center stage.


Dash Grab

You can grab while approaching at speed, allowing you to threaten defensive opponents without stopping directly in front of them first.

Mix Dash Attacks and Dash Grabs

If the opponent expects an attack and shields, grab. Once they start expecting the grab, your normal attack becomes dangerous again.


Slime Meter Explained

The Slime Meter appears near your damage percentage and fills as you fight. It can hold up to three bars.

Slime is not merely a Super meter. Individual bars can be spent on several offensive and defensive mechanics, which makes meter management a major part of Nickelodeon All-Star Brawl 2.


Slime Enhanced Specials

Use the Slime modifier together with a special attack to perform the enhanced version when enough meter is available.

An enhanced special can gain additional damage, size, movement, recovery distance or another character specific property.

Use Enhanced Recovery When a Stock Is at Risk

Spending one bar to reach the stage is usually better than losing the stock while saving meter.

Learn What Your Character Actually Gains

The enhanced version is different for every special. Check your fighter's move list rather than assuming the Slime version simply deals more damage.


Slime Cancel

A Slime Cancel spends one meter bar to cancel recovery from an attack and let you perform another action much sooner.

This is one of the game's most important advanced mechanics because it can turn moves that normally end your turn into combo starters or pressure extensions.

Use It to Extend Combos

Cancel the recovery of an attack and immediately jump, attack or reposition before the opponent can escape.

Do Not Spend Every Bar on Cancels

A beautiful combo is not always worth emptying your meter when you may need Slime for recovery or defense moments later.


Slime Burst

Slime Burst costs two bars and provides an emergency escape from dangerous launch or combo situations.

It can halt your momentum and push nearby opponents away, potentially saving a stock that would otherwise be lost.

Save It for Meaningful Situations

Escaping a small low damage combo is rarely worth two bars. Burst becomes much more valuable when the alternative is losing a stock.


Slime Air Dash

Slime can also power a fast aerial dash. Unlike a standard defensive air dodge, this is an aggressive movement resource that can transition into attacks.

Use It for Unexpected Approaches

Changing your aerial position suddenly can catch an opponent who believed they were safely outside your range.

Remember the Meter Cost

Do not use Slime movement automatically when ordinary air drift or a normal jump would achieve the same result.


How to Use a Super

Fill all three Slime bars to gain access to your character's cinematic Super attack.

The Super must connect with its opening hit to trigger the full cinematic sequence, so activating it randomly from across the stage is unlikely to work.

Confirm into the Super

The safest use is after creating a situation where the opponent has limited room to escape.

Do Not Assume Full Meter Must Be Spent Immediately

Three bars can also represent several enhanced specials, cancels or a valuable defensive Burst. The Super is powerful, but it is not automatically the best use of the meter.


Directional Influence

When you are launched, directional input can influence your trajectory.

Good Directional Influence can help you survive attacks that would KO a player who simply holds toward the stage without considering the launch angle.

React to the Direction of the Hit

Do not use one automatic stick direction after every attack. Your best survival input depends on where the move is sending you.


Recovering to the Stage

Recovery usually combines jumps, air movement, dodges and your character's special moves.

Do Not Spend Every Option Immediately

Saving a jump can make your route much harder for an edge guarding opponent to predict.

Change Your Recovery Height

Returning at exactly the same height every time lets an opponent prepare the same response repeatedly.

Use Slime When the Stock Matters More than the Meter

Enhanced recovery or another meter option can turn an impossible looking return into a survivable situation.


Ledge Options

Once you reach the edge, vary how you return to the stage. The game supports multiple ledge actions, and later updates also improved techniques such as wall jumping and ledge behavior.

Do Not Choose the Same Get Up Every Time

A patient opponent will quickly punish a predictable ledge habit.


Right Stick Attacks

Controller profiles allow you to configure the right stick for attack inputs. Later updates expanded options for assigning light or charge attacks separately on the ground and in the air.

This is particularly useful if you want directional attacks without changing your movement input at the same moment.


Custom Controls and Profiles

Open Options and create or edit a controller Profile to customize your inputs.

Actions can be remapped, and the game provides several control preferences for movement and attack behavior.

Put Defense Somewhere Comfortable

Block and dodge are used constantly. If R2 or RT feels awkward for your hands, remapping it may improve your consistency more than changing a rarely used action.

Try D Pad Movement if You Prefer Digital Inputs

A post launch update added the ability to assign movement to the D Pad on controllers.


Training Mode

Training Mode is one of the best places to learn a character because you can practice attacks, combos, recovery routes and Slime mechanics without losing a match.

Training options were expanded after launch with features for studying Directional Influence and hitstun, making it useful even after you understand the basics.


Frequently Asked Questions

How do you attack in Nickelodeon All-Star Brawl 2?

Press Cross or A for light attacks, Circle or B for strong attacks and Square or X for specials using the default controller layout.

How do you jump?

Press Triangle on PlayStation or Y on Xbox.

How do you block?

Use R2 on PlayStation or RT on Xbox.

How do you grab?

Press R1 on PlayStation or RB on Xbox while close to an opponent on the ground.

How do you dodge?

Use the block input with directional movement to roll or dodge. The same defensive system supports air dodges while airborne.

What does Slime do?

Slime can enhance special attacks, cancel attack recovery, power aerial movement, activate Slime Burst and unleash a Super when all three bars are available.

How many Slime bars can you hold?

Three.

How much does Slime Burst cost?

Two bars.

How much does a Super cost?

A Super consumes a full three bar Slime Meter.

Can you remap the controls?

Yes. Controller Profiles allow extensive input customization.

Can you use the D Pad for movement?

Yes. This option was added through a post launch controls update.

Can you grab opponents in the air?

No. The redesigned grab system is grounded, with directional throws available after a successful grab.


Start with Defense and Recovery

New players often spend all their practice time memorizing attacks, but surviving is more important. Learn how your character jumps, blocks, air dodges and recovers before worrying about long Slime Cancel combos.

Once you can reliably return to the stage, start experimenting with Slime. One well timed enhanced recovery or Slime Burst can be worth far more than spending every bar trying to create a flashy combo.

See our Nickelodeon All-Star Brawl 2 Tips and Tricks Guide for Slime management, combos, recovery, defense, character learning and online match advice.


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