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Welcome to a general guide on how to use Sans himself! In this page we will be going over the following
- Basic Overview of the Character
- Various Combos
- Strategies when using Sans and going against him
- Strengths and Weaknesses
Without further ADO let's begin!!!
This page doesnt have most strategies, it's mostly talking about the overview of Sans, if you want something more in depth see The Sans page
Contents
- 1 Basic Overview
- 1.1 Bones
- 1.2 Blasters
- 1.3 Telekinesis
- 1.4 Other
- 2 Strategies
- 2.1 When Using
- 2.2 When Against
- 3 Pros and Cons
- 3.1 Pros
- 3.2 Cons
- 4 Final Verdict
- 5 Guide for AB:A Characters
- 6 Guide for AB Characters
Basic Overview[]
For more info go here to the Sans page.
AB:A Sans is the fighter all about dodging, mix-ups, and a generally strong neutral. In order to know how to fight against and use sans you must know his attacks which are and not limited to:
Bones[]
- Bone Barrage, Sans summons a varying multitude of bones. (P R O J E C T I L E S)
- Good in combos
- Same thing but you get slightly pushed backwards (aerial)
- Serves the same purpose as the ground version
- Bone Snake, Sans summons multiple bones from the floor that snake around the opponent
- Use pretty much anytime, preferably when the opponent's blocking so you can take advantage of the damage boost
- Bone Walls, Sans summons a "bone wall" from the ground.
- Use in combos
- Able to be used between lmb's
- FOUR bone walls, also backflip (aerial)
- Use in combos
- Use when you have 1 wall left (preferably) so that you can take maximum value
- Bone zone, Sans summons a box of bones from the ground.
- Use in combos
- A bit difficult to put between lmb's but doable with low ping
- Same thing but you do a cool backflip (aerial)
- Don't use this variant, it does nothing different from grounded
- Launch and knock, Sans summons a single bone knocking the enemy upward, the another sending them forward. (get yeeted bozo)
- Extremely quick block-break
- Use in combos or in neutral
- Reference to unnamed animated series/free stun (aerial)
- Use as a pseudo-counter
- Use a ranged move to extend from this I.E blasters
Blasters[]
- Mini Blaster
- Use in neutral or in combos
- If you're close enough hit the opponent with LMB's while they're still caught in the beam for bonus damage
- Same thing but vertical (aerial)
- Use in neutral or to make hitting moves easier I.E Bo4
- Big blaster
- Use in combos
- If you're close enough hit the opponent with LMB's while they're still caught in the beam for bonus damage
- Same thing but tracking, more damage, and unpunishable by universal means
- Incredibly easy to avoid in neutral
- Can be used to stall for resources
- Use in combos
- Use when your opponent is too far away for you to hit with LMB's
- Triple blaster
- Use in combos
- B L A S T E R S/Free relmb
- Use in combos
- Extend off of via LMB's
Telekinesis[]
- Launch forward(W)
- Don't use this
- Slam (S)
- Don't use this
- Sky High (yeeted) (SpaceBar)
- Only use this
- Away! (A)
- Don't use this
- Away! 2.0 (D)
- Don't use this
Other[]
- Blaster ram (BL utility)
- Use in neutral
- Don't use in combos
- Does literally 0 dmg
- Knockdown extender/annoyance that predicts your movement (Bo utility)
- Use in neutral or in combos
- In combos use when your opponent's knockdown is about to end to extend it
- TP (Tele utility)
- Use in neutral or combos
Strategies[]
When Using[]
- Make sure you hit high damage combos as Sans relies on them
- You don't die from stamina loss, don't be scared for going for your combo if you're close to death
- Block a lot
- Dash through literally everything
- Aerial bo5 has no punishable endlag so you can just throw it out
When Against[]
- Always watch for the blue borders that Telekinesis gives your screen so you can dash through it
- Always pressure Sans when they're at low mana, there's no easy way for them to gain it back
- Be wary of their fast LMB's
- Either dash or block against their TP as soon as your screen turns black
- Do not get hit by Bl utility
- Try not to get hit by Bo utility in the first place, but if you are hit by it in neutral you have a couple options: if they use tele from long range you have to buffer dash, if they lmb, you have to block, and if they use a block break you have to lmb.
Pros and Cons[]
Pros[]
- True damage
- Not all that reliant on landing each part of your combo
- Large amount of passives
- Practically no endlag on any moves
- Low cds
- Really good neutral game
- Ton of passives
- Fire damage does almost nothing to him
- Can absolutely chip away opponents in neutral
Cons[]
- Pretty squishy
- Karma is practically just a nerf
- Low stamina and mana
- Asgore utility shuts him down
Final Verdict[]
This guy just came out and there's 2 characters, can't give too much of a review on this one
Guide for AB:A Characters[]
Sans
Asgore
Guide for AB Characters[]
Sans
Asgore
SSChara
X!Event
X!Frisk
GT!Frisk
GT!Gaster
The Fun Gang
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