(Added some frame data and basic descriptions. If information is subpar or mistaken, feel free to update, however at least the page is now presentable.) |
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*'''Combo Game''': '''What's Over There?''' is one of the best combo tools in the game, allowing Nigel to air juggle his opponent to kill %. | *'''Combo Game''': '''What's Over There?''' is one of the best combo tools in the game, allowing Nigel to air juggle his opponent to kill %. | ||
*'''Walling Capabilities''': Moves like '''Woodpecker''' and '''Falcon Five''' are great for keeping the opponent at bay, especially in tandem with strafe. | *'''Walling Capabilities''': Moves like '''Woodpecker''' and '''Falcon Five''' are great for keeping the opponent at bay, especially in tandem with strafe. | ||
*'''Vertical KO Power''': His j.8L is a great normal which combos into Flick at certain percents, this along with his above average j.8S make Nigel's Vertical power nothing to scoff at. | *'''Vertical KO Power''': His j.8L is a great normal which combos into Flick at certain percents, this along with his above average j.8S make Nigel's Vertical power nothing to scoff at. His j.6 throw and 4 throw provide an unreactable DI mix up that combos into a flick kill at very low percents. | ||
*'''Survivability''': Being a heavyweight with good mobility and above average horizontal recovery, Nigel will be living to very high percents and opponents will have a hard time K.O-ing him. | *'''Survivability''': Being a heavyweight with good mobility and above average horizontal recovery, Nigel will be living to very high percents and opponents will have a hard time K.O-ing him. | ||
|cons=*'''Struggles Against Disjoints''': Nigel likes to get in peoples face during offense and with no long ranged moves or disjoints of his own, He struggles against characters like Lincoln and Leo. | |cons=*'''Struggles Against Disjoints''': Nigel likes to get in peoples face during offense and with no long ranged moves or disjoints of his own, He struggles against characters like Lincoln and Leo. | ||
*'''Poor Vertical Recovery''': While Horizontally Nigel has no problem getting on stage, Vertically is where he falters. | *'''Poor Vertical Recovery''': While Horizontally Nigel has no problem getting on stage, Vertically is where he falters. Whale Crash is a lackluster recovery which doesn't go very high and requires previous momentum to go very far horizontally. It also completely lacks a rising hitbox and only has a falling hitbox by frame 31 onwards. Losing your jump or getting called out offstage is often a death sentence. | ||
*'''Struggles To Approach''': Nigel lacks safe ways to approach the opponent, as he is slow and all his burst options are incredibly unsafe on shield, especially on the ground. His tall hurtbox also means that projectiles can go over his grab and 66S while still hitting his head. | |||
}} | }} | ||
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|Active=6-7 | |Active=6-7 | ||
|Total Frames=30 | |Total Frames=30 | ||
| | |Safety=-15 | ||
|description= | |description= | ||
Nigel holds his hand out, presenting something. Your basic jab. | Nigel holds his hand out, presenting something. Your basic jab. Useful for jablocking into flick but certain prone animations low profile. Has niche combo applicabiltity but your other tilts are generally better at that. | ||
}} | }} | ||
}} | }} | ||
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|Active=6-8 | |Active=6-8 | ||
|Total Frames=30 | |Total Frames=30 | ||
| | |Safety=-15 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel claps his hands above his head. An important combo | Nigel claps his hands above his head. An enormous hitbox, fantastic anti-air, and important combo starter into to What's Over There? (light up air). However it can only reliably combo directly beside him. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= NASB Nigel 2L.png | |image= NASB Nigel 2L.png | ||
|caption= | |caption= "I'm a froggy, and i'm fogging!" | ||
|name= Frog Hop | |name= Frog Hop | ||
|linkname= 2L | |linkname= 2L | ||
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|Active=6-9 | |Active=6-9 | ||
|Total Frames=30 | |Total Frames=30 | ||
| | |Safety=-15 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
Line 106: | Line 102: | ||
|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel leaps forward quickly while low to the ground. Can start combos into moves such as Light Up attacks. | Nigel leaps forward quickly while low to the ground. Can start combos into moves such as Light Up Air attacks for a combo or flick for a kill confirm. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-NASB | {{AttackData-NASB | ||
|Damage= | |Damage=8% | ||
|Startup= | |Startup=6 | ||
|Active= | |Active=6-13 | ||
|Total Frames= | |Total Frames=33 | ||
| | |Safety=-23 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel charges forward and slams the opponent with his | Nigel charges forward and slams the opponent with his shoulder. Excellent whiff punish tool or surprise burst option. Like (Almost) all dash attacks it can be cancelled into anything but itself. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-NASB | {{AttackData-NASB | ||
|Damage= | |Damage=1-8% | ||
|Startup=5 | |Startup=5 | ||
|Active=5-14 | |Active=5-14 | ||
|Total Frames= | |Total Frames=25 | ||
| | |Safety=0 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel pecks at his opponent like a woodpecker, hitting multiple times. | Nigel pecks at his opponent like a woodpecker, hitting multiple times. Great poke and air-to-air option. Can combo into jump flick or jump strong Up Air if the opponent DIs in or no DIs. | ||
}} | }} | ||
}} | }} | ||
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|Startup=6 | |Startup=6 | ||
|Active=6-8 | |Active=6-8 | ||
|Total Frames= | |Total Frames=25 | ||
| | |Safety=-6 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel sticks his big head up looking for something with his binoculars. One of the best juggle tools in the game: | Nigel sticks his big head up looking for something with his binoculars. One of the best juggle tools in the game: Good hitbox and can combo into itself. Can confirm into Aerial Up Strong (fake combo) or Flick (real combo) for early kills depending on the opponents previous DI. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image= NASB Nigel j2L.png | |image= NASB Nigel j2L.png | ||
|caption= | |caption= Nigel did better than that captain. | ||
|name= Falcon Dive | |name= Falcon Dive | ||
|linkname= j2lL | |linkname= j2lL | ||
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|Startup=6 | |Startup=6 | ||
|Active=6-13 | |Active=6-13 | ||
|Total Frames= | |Total Frames=28 | ||
| | |Safety=-6 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Not to be confused with Captain Falcon's up special. Nigel does a bird-like dive onto his opponent. | Not to be confused with Captain Falcon's up special. Nigel does a bird-like dive onto his opponent. Good for crossing up on block, mobility tool, potential combo extender, and weak spike. Use the momentum boost it gives you to survive longer after a powerful hit or to turbocharge the horizontal distance your up special goes. | ||
}} | }} | ||
}} | }} | ||
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|Active=17-21 | |Active=17-21 | ||
|Total Frames=40 | |Total Frames=40 | ||
| | |Safety=-6 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Active=16-20 | |Active=16-20 | ||
|Total Frames=40 | |Total Frames=40 | ||
| | |Safety=-7 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel swings his arms | Nigel swings his head and arms upward, hitting above and in front of him. | ||
}} | }} | ||
}} | }} | ||
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|Active=18-22 | |Active=18-22 | ||
|Total Frames=40 | |Total Frames=40 | ||
| | |Safety=-5 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel "stings" with his foot low to the ground. | Nigel "stings" with his foot low to the ground. There is no reason to use this move outside of a grounded RPS option against strong dashes. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-NASB | {{AttackData-NASB | ||
|Damage= | |Damage=13% | ||
|Startup= | |Startup=10 | ||
|Active= | |Active=10-21 | ||
|Total Frames= | |Total Frames=45 | ||
| | |Safety=-26 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel wrestles a crocodile while hurtling forward. Cancel into | Nigel wrestles a crocodile while hurtling forward. Cancel into anything on hit. Be aware his head is completely vulnerable the whole time this move is out. | ||
}} | }} | ||
}} | }} | ||
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|Startup=17 | |Startup=17 | ||
|Active=17-21 | |Active=17-21 | ||
|Total Frames= | |Total Frames=40 | ||
| | |Safety=-7 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Startup=16 | |Startup=16 | ||
|Active=16-20 | |Active=16-20 | ||
|Total Frames= | |Total Frames=40 | ||
| | |Safety=-8 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel drinks some tea. Usually a combo ender when stringing together Light Up attacks. | Nigel drinks some tea. Usually a combo ender when stringing together Light Up attacks or a kill confirm out of grounded and aerial forward throw. | ||
}} | }} | ||
}} | }} | ||
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|Startup=14 | |Startup=14 | ||
|Active=14-18 | |Active=14-18 | ||
|Total Frames= | |Total Frames=42 | ||
| | |Safety=-6 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Aerial version of Nigels' Down Strong. | Aerial version of Nigels' Down Strong and better than it in every way. This is one of the fastest RPS options against mid strongs and snairs and the spike hitbox on this move is incredibly powerful. | ||
}} | }} | ||
}} | }} | ||
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|Damage= | |Damage= | ||
|Startup=4 frames until invincible | |Startup=4 frames until invincible | ||
|Active= | |Active=4-23 | ||
|Total Frames= | |Total Frames=30 | ||
|Frame Advantage= | |Frame Advantage= | ||
|Knockback= | |Knockback= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel slithers forward like a worm. Becomes invincible after a few frames, allowing Nigel to escape combos, recover horizontally, or simple move around while avoiding attacks. | Nigel slithers forward like a worm. Becomes invincible after a few frames, allowing Nigel to escape combos, recover horizontally, partially cancel his momentum to survive strong hits longer, or simple move around while avoiding attacks. This move has endlag scaling similar to projectiles so don't use it too often in quick succesion. | ||
}} | }} | ||
}} | }} | ||
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|image= NASB Nigel 8P.png | |image= NASB Nigel 8P.png | ||
|caption= ''If nautical nonsense be something you wish! then drop on the deck and flop like a fish!'' | |caption= ''If nautical nonsense be something you wish! then drop on the deck and flop like a fish!'' | ||
|name= | |name= Whale Crash | ||
|linkname= 8P | |linkname= 8P | ||
|input= 8P / Up Special | |input= 8P / Up Special | ||
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|Active=31 until landing | |Active=31 until landing | ||
|Total Frames= | |Total Frames= | ||
| | |Safety= -26 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Nigel hops upward, then falls down and | Nigel hops upward, then falls down and beaches like a whale. Has no hitbox on the way up but becomes a powerful attack once Nigel starts falling, with a second landing hitbox as well. It travels a decent height, but it has poor air speed and drift. Its poor vertical distance combined with a lack of an upward hitbox makes it a pretty risky and exploitable recovery tool, but it does big damage and knockback if it hits. If Nigel lands on top of an opponent, you can cancel this move with a jump even if your double jump was already used, preventing you from simply plummeting to the bottom blast zone. This can allow for complete reversal where you spike you opponent into the bottom blast zone while recovering yourself, potentially even higher if they had never tried to intercept you. If the attack misses or is blocked, it's very unsafe, but ledge canceling and sliding off of platforms can make it safer. | ||
}} | }} | ||
}} | }} | ||
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|Active=3 | |Active=3 | ||
|Total Frames=80 | |Total Frames=80 | ||
| | |Safety=-67 | ||
|Knockback= | |Knockback= | ||
|Knockback on Block= | |Knockback on Block= | ||
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|Special Properties= | |Special Properties= | ||
|description= | |description= | ||
Tiny hitbox. Huge power. Flick is a high risk attack that can net kills even at lower percents. | Tiny hitbox. Huge power. Flick is a high risk attack that can net kills even at lower percents. Your number 1 kill option, hit it as often as you can and watch your opponents stocks evaporate. An incomplete list of moves that can true combo into it depending on DI and percent include : up tilt, down tilt, light dash attack, strong dash attack, nair, up air, dair, grounded forward throw, grounded up throw, and air forward throw. Also use it as an RPS win punish and an OOS punish for poorly spaced moves, or if the move is laggy enough (such as a dash attack) a forward wavedash into flick. | ||
}} | }} | ||
}} | }} | ||
=== Taunt === | === Taunt === | ||
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|caption= Smashing! | |caption= Smashing! | ||
|name= Taunt | |name= Taunt | ||
|linkname= | |linkname= Weapon Activation | ||
|input= | |input= Taunt Button | ||
|data= | |data= | ||
Nigel looks at his enemy, wiggling his head. | Nigel looks at his enemy, wiggling his head. | ||
}} | }} | ||
{{MoveData | |||
|image= NASB_nigel_strafe_taunt.png | |||
|caption= "Smashing day for a brawl!" | |||
|name= Strafe Taunt | |||
|linkname= Weapon Activation | |||
|input= Taunt Button + Strafe | |||
|data= | |||
Nigel wobbles about, then shakes his butt at the enemy | |||
}} | }} | ||
== Colors == | == Colors == | ||
[[File:NASB nigel character.png|200px]] | |||
[[File:NASB Nigel alt costume 1 .png|200px]] | |||
{{Navbox-NASB}} | {{Navbox-NASB}} | ||
[[Category:Nickelodeon All-Star Brawl]] | [[Category:Nickelodeon All-Star Brawl]] |
Latest revision as of 22:41, 8 November 2022
Story
I'll do this with my hands!
Nigel Archibald Thornberry is a husband, father, and incredibly devoted Zoologist who Spends his life creating Wildlife documentaries with his nomadic family. His itch for adventure doesn't limit him just to the wild, as now it has gotten him into the Brawl! Absolutely Smashing!
Gameplay
Nigel Thornberry is a heavyweight fighter that emphasizes footsies. A lot of his attacks are on the slower side but make up for it with high knockback; a cancelled dash attack can quickly rack up any damage deficit Nigel might be at. His Up Light and Aerial Neutral Light are combo tools any explorer would want to have in their backpack that allow him to pressure opponents before ending with one of his powerful Strong attacks.
His Down Special Flick can decisively end a match with it's insane power, but you'll have to be very precise as the hitbox is extremely small, and despite being a heavyweight The Worm gives him one of the only intangible movement options in the game that can let him easily reposition or dodge an attack.
If you want to hit hard and have a smashing good time doing it, Nigel's who you want on your safari!
Franchise |
The Wild Thornberrys |
---|---|
Weight Class |
Heavy |
Character Discord | |
Home Stage |
Wild Waterfall |
Strengths | Weaknesses |
---|---|
|
|
Moves List
Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
5% | 6 | 6-7 | 30 | -15 | |
Nigel holds his hand out, presenting something. Your basic jab. Useful for jablocking into flick but certain prone animations low profile. Has niche combo applicabiltity but your other tilts are generally better at that. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 6 | 6-8 | 30 | -15 | |
Nigel claps his hands above his head. An enormous hitbox, fantastic anti-air, and important combo starter into to What's Over There? (light up air). However it can only reliably combo directly beside him. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 6 | 6-9 | 30 | -15 | |
Nigel leaps forward quickly while low to the ground. Can start combos into moves such as Light Up Air attacks for a combo or flick for a kill confirm. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 6 | 6-13 | 33 | -23 | |
Nigel charges forward and slams the opponent with his shoulder. Excellent whiff punish tool or surprise burst option. Like (Almost) all dash attacks it can be cancelled into anything but itself. |
Jumping/Air Light Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
1-8% | 5 | 5-14 | 25 | 0 | |
Nigel pecks at his opponent like a woodpecker, hitting multiple times. Great poke and air-to-air option. Can combo into jump flick or jump strong Up Air if the opponent DIs in or no DIs. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 6 | 6-8 | 25 | -6 | |
Nigel sticks his big head up looking for something with his binoculars. One of the best juggle tools in the game: Good hitbox and can combo into itself. Can confirm into Aerial Up Strong (fake combo) or Flick (real combo) for early kills depending on the opponents previous DI. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 6 | 6-13 | 28 | -6 | |
Not to be confused with Captain Falcon's up special. Nigel does a bird-like dive onto his opponent. Good for crossing up on block, mobility tool, potential combo extender, and weak spike. Use the momentum boost it gives you to survive longer after a powerful hit or to turbocharge the horizontal distance your up special goes. |
Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 17 | 17-21 | 40 | -6 | |
Nigel hits the opponent with a big punch. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 16 | 16-20 | 40 | -7 | |
Nigel swings his head and arms upward, hitting above and in front of him. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 18 | 18-22 | 40 | -5 | |
Nigel "stings" with his foot low to the ground. There is no reason to use this move outside of a grounded RPS option against strong dashes. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 10 | 10-21 | 45 | -26 | |
Nigel wrestles a crocodile while hurtling forward. Cancel into anything on hit. Be aware his head is completely vulnerable the whole time this move is out. |
Jumping/Air Strong Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 17 | 17-21 | 40 | -7 | |
Aerial version of Nigels's Mid Strong. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 16 | 16-20 | 40 | -8 | |
Nigel drinks some tea. Usually a combo ender when stringing together Light Up attacks or a kill confirm out of grounded and aerial forward throw. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 14 | 14-18 | 42 | -6 | |
Aerial version of Nigels' Down Strong and better than it in every way. This is one of the fastest RPS options against mid strongs and snairs and the spike hitbox on this move is incredibly powerful. |
Special Attacks
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
- | 4 frames until invincible | 4-23 | 30 | - | |
Nigel slithers forward like a worm. Becomes invincible after a few frames, allowing Nigel to escape combos, recover horizontally, partially cancel his momentum to survive strong hits longer, or simple move around while avoiding attacks. This move has endlag scaling similar to projectiles so don't use it too often in quick succesion. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
18% (air hit) 14% (landing) | 31 | 31 until landing | - | -26 | |
Nigel hops upward, then falls down and beaches like a whale. Has no hitbox on the way up but becomes a powerful attack once Nigel starts falling, with a second landing hitbox as well. It travels a decent height, but it has poor air speed and drift. Its poor vertical distance combined with a lack of an upward hitbox makes it a pretty risky and exploitable recovery tool, but it does big damage and knockback if it hits. If Nigel lands on top of an opponent, you can cancel this move with a jump even if your double jump was already used, preventing you from simply plummeting to the bottom blast zone. This can allow for complete reversal where you spike you opponent into the bottom blast zone while recovering yourself, potentially even higher if they had never tried to intercept you. If the attack misses or is blocked, it's very unsafe, but ledge canceling and sliding off of platforms can make it safer. |
Damage | Startup Frames | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
28% | 3 | 3 | 80 | -67 | |
Tiny hitbox. Huge power. Flick is a high risk attack that can net kills even at lower percents. Your number 1 kill option, hit it as often as you can and watch your opponents stocks evaporate. An incomplete list of moves that can true combo into it depending on DI and percent include : up tilt, down tilt, light dash attack, strong dash attack, nair, up air, dair, grounded forward throw, grounded up throw, and air forward throw. Also use it as an RPS win punish and an OOS punish for poorly spaced moves, or if the move is laggy enough (such as a dash attack) a forward wavedash into flick. |
Taunt