Nickelodeon All-Star Brawl/Zim: Difference between revisions

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{{NASB Character Intro|char= zim |full=Zim|short=Zim|content=
{{NASB Character Intro|char= zim |full=Zim|short=Zim
 
| franchise    = Invader Zim
| weight      = Light
| charactercord    = [https://discord.gg/HcMkR8ChNX Zim character discord]
| homestage      = Irken Armada Invasion
 
|content=
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
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Zim is an arrogant, overzealous, but incompetent Irken alien who has been sent to earth as an "Invader" by The Almighty tallest purely to keep him occupied from their plans. To the surprise of his higher ups Zim does end up making base on Earth and attempts to pursue his desire of conquering earth to prove superiority and gain respect, with his only foil being himself. Though not being able to rule earth you can bet he'll try to conquer the Brawl! With his nimble mechanical spider legs and his robot assistant GIR, you wont know what the Great Zim has in store!
Zim is an arrogant, overzealous, but incompetent Irken alien who has been sent to earth as an "Invader" by The Almighty tallest purely to keep him occupied from their plans. To the surprise of his higher ups Zim does end up making base on Earth and attempts to pursue his desire of conquering earth to prove superiority and gain respect, with his only foil being himself. Though not being able to rule earth you can bet he'll try to conquer the Brawl! With his nimble mechanical spider legs and his robot assistant GIR, you wont know what the Great Zim has in store!
== Gameplay ==
== Gameplay ==
Zim is a zoning trap character that has two strong projectiles that work extremely well for controlling the screen. With GIR, you can have him walk toward an opponent and explode when it hits them, or you can stop him and keep him in one spot essentially acting as a land mine. With the gnome, well its a floating hitbox, how can that ever be bad? Zim's normals are very strong as they cover a lot of the screen and have relatively quick startup. This all comes with the catch: he is one of the lightest characters in the game. Zim is killed very easily due to this, so you must either stay on the offensive or play a good keepaway game with your opponent. Overall, a good Zim player must overwhelm the opponent with his strong normals and projectiles, and try not to get hit.
Zim is a zoning trap character that has two strong projectiles that work extremely well for controlling the screen. With GIR, you can have him walk toward an opponent and explode when it hits them, or you can stop him and keep him in one spot essentially acting as a land mine. With the gnome, well its a floating hitbox, how can that ever be bad? Zim's normals are very strong as they cover a lot of the screen and have relatively quick startup. This all comes with the catch: he is the lightest character in the game. Zim is killed very easily due to this, so you must either stay on the offensive or play a good keepaway game with your opponent. Overall, a good Zim player must overwhelm the opponent with his strong normals and projectiles, and try not to get hit.
|content2=
|content2=
{{Content Box|content=
{{Content Box|content=
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{{ProConTable
{{ProConTable
|pros= *'''DO NOT LAY YOUR FILTHY HANDS ON ME, YOU DIRTY EARTHEN''': Zim excels at forcing opponents to stay out of his range. His normals also contain plenty of disjointed hit-boxes, so he can use his normal attacks pretty safely.  
|pros= *'''Hard To Combo''': Being light is generally more positive than negative as it makes you harder to combo and bounce more consistently. Being small also helps.
*'''Damage Output''': A single GIR explosion does 17% and can very easily confirm into other moves in his kit. It's possible to set up tech-trap loops with GIR that can do more than 50% in a single cycle.
*'''Setplay''': Zim is able to play around his gnome and GIR to suffocate his opponents while staying safe.
*'''Safe Aerials''': His light nair is one of the biggest disjoints in the game and is quite active. Most characters cannot challenge the move and it makes him very hard to approach especially when combined with the use of GIR and strong nair.


*'''HAHA! THE MIGHTY ZIM HAS EVADED YOUR ATTACK!''': Zim's small size allows him to dodge attacks and makes it harder for him to get hit.
|cons= *'''Extremely Light''': Zim is the lightest character in the game. While being light helps you avoid getting combo'd, it also means you'll die very early.
|cons= *'''Slow and steady conquers the Earth''': Zim’s down special takes a long time to start up, leaving him vulnerable to faster characters.  
*'''Bad Grounded Buttons''': It's difficult for Zim to apply pressure on the ground without GIR as none of his buttons are safe on block, his grab range is pretty poor, and his speed is very average. His grounded strongs are also all very lackluster.
*'''Poor Recovery''': His up-special has no rising hitbox. He is often forced to snap to ledge or land onstage, in which case he can immediately be punished.


*'''Short Irkens have terrible social hierarchy''': Zim's small size makes him one of the lightest characters in the game, allowing him to be killed very easily.
}}
}}


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|caption=  
|caption=  
|name= Spider Poke
|name= Spider Poke
|input= 5L / Neutral Light
|input=Neutral Light
|data=
|data=
{{AttackData-NASB
{{AttackData-NASB
|Damage=
|Damage=5%
|Startup=  
|Startup=7
|Active=
|Active=2
|Recovery=
|Total Frames=22
|Frame Advantage=
|Safety=-8
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description=
|description=
* Very fast disjointed move. It can set up tech situations at low percents and is the grounded move to make GIR jump.
}}
}}
}}
}}
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|caption=  
|caption=  
|name= Boosted Kick
|name= Boosted Kick
|linkname= 8L
|linkname=
|input= 8L / Up Light
|input=Up Light
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=8%
|Startup=7
|Active=3
|Total Frames=22
|Safety=-8
|description=
* An okay anti-air move with decent combo potential at low percents as it can lead into up air>dair>jab lock>GIR shenanigans. At mid-high percents, the move stops becoming very useful and are better off using other moves.
}}
  }}
  }}


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|caption=  
|caption=  
|name= Spider Spin
|name= Spider Spin
|linkname= 2L
|linkname=
|input= 2L / Down Light
|input=Down Light
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=8%
|Startup=6
|Active=3
|Total Frames=22
|Safety=-9
|description=
* Placeholder
}}
  }}
  }}


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|caption=  
|caption=  
|name= Spider Jab
|name= Spider Jab
|linkname= 66L
|linkname=
|input= 66L / Run Light
|input=Run Light
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=8%
|Startup=6, 19
|Active=8, 4
|Total Frames=35
|Safety=-14
|description=
* Placeholder
}}
  }}
  }}


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|caption=  
|caption=  
|name= Spider Windmill
|name= Spider Windmill
|linkname= j5L
|linkname=
|input= j5L / Jump Light
|input=Jump Light
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=8%
|Startup=7
|Active=6
|Total Frames=22
|Safety=-8
|description=
* Placeholder
}}
  }}
  }}


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|caption=  
|caption=  
|name= Aerial Spider Poke
|name= Aerial Spider Poke
|linkname= j8L
|linkname=
|input= j8L / Jump Up Light
|input=Jump Up Light
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=8%
|Startup=7
|Active=2
|Total Frames=22
|Safety=-8
|description=
* Placeholder
}}
  }}
  }}


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|caption=  
|caption=  
|name= Leg Stretch
|name= Leg Stretch
|linkname= j2lL
|linkname=
|input= j2L / Jump Down Light
|input=Jump Down Light
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=10%
|Startup=6
|Active=2
|Total Frames=30
|Safety=-8
|description=
* Placeholder
}}
}}
}}


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|caption=  
|caption=  
|name= Burning Lasers
|name= Burning Lasers
|linkname= 5S
|linkname=
|input= 5S / Neutral Strong
|input=Neutral Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=14%
|Startup=14
|Active=5
|Total Frames=48
|Safety=-15
|description=
* Placeholder
}}
  }}
  }}


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|caption=  
|caption=  
|name= Shock Spear
|name= Shock Spear
|linkname= 8S
|linkname=
|input= 8S / Up Strong
|input=Up Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=13%
|Startup=17
|Active=6
|Total Frames=45
|Safety=-11
|description=
* Placeholder
}}
  }}
  }}
   
   
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|caption=  
|caption=  
|name= Doom!
|name= Doom!
|linkname= 2S
|linkname=
|input= 2S / Down Strong
|input=Down Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=15%
|Startup=15
|Active=5
|Total Frames=45
|Safety=-12
|description=
* Placeholder
}}
  }}
  }}


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|caption=  
|caption=  
|name= Spider Saw
|name= Spider Saw
|linkname= 66S
|linkname=
|input= 66S / Run Strong
|input=Run Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=13%
|Startup=15
|Active=8
|Total Frames=50
|Safety=-27
|description=
* Placeholder
}}
  }}
  }}


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|caption=   
|caption=   
|name= Aerial Burning Lasers
|name= Aerial Burning Lasers
|linkname= j5S
|linkname=
|input= j5S / Jump Neutral Strong
|input=Jump Neutral Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=14%
|Startup=14
|Active=5
|Total Frames=48
|Safety=-7
|description=
* Placeholder
}}
  }}
  }}
   
   
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|caption=  
|caption=  
|name= Aerial Shock Spear
|name= Aerial Shock Spear
|linkname= j8S
|linkname=
|input= j8S / Jump Up Strong
|input=Jump Up Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=13%
|Startup=17
|Active=6
|Total Frames=45
|Safety=-8
|description=
* Placeholder
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB zim j2s.png
|image= NASB zim j2s.png
|caption=  
|caption= He is not ''moose''ing around!
|name= Mini Moose
|name= Mini Moose
|linkname= j2S
|linkname=
|input= j2S / Jump Down Strong
|input=Jump Down Strong
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=15%
|Startup=15
|Active=3
|Total Frames=48
|Safety=See Notes
|description=
* For some reason if you land sometime during when the hitbox is active the landing lag decreases drastically.
** If you land on frame 15 the landing lag is 7 frames, 16 and 17 are both 8 frames, and if you land on frame 18 the landing lag is 24 frames and decreases as the move goes on like usual. Can be up to +9 on block.
}}
  }}
  }}


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{{MoveData
{{MoveData
|image= NASB zim 5p.png
|image= NASB zim 5p.png
|caption=  
|caption= "I'M GUNNA HUG YOU!!!" - GIR
|name= GIR
|name= GIR
|linkname= 5P
|linkname=
|input= 5P / Neutral Special
|input=Neutral Special
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=2%, 15%
|Startup=21, 13
|Active=
|Total Frames=30
|Safety=
|description=
* Placeholder
}}
  }}
  }}


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|caption=  
|caption=  
|name= Bombs Away
|name= Bombs Away
|linkname= 8P
|linkname=
|input= 8P / Up Special
|input=Up Special
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=10%, 12%
|Startup=13
|Active=
|Total Frames=60
|Safety=
|description=
* Placeholder
}}
  }}
  }}


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|caption=  
|caption=  
|name= Lawn Gnome
|name= Lawn Gnome
|linkname= 2P
|linkname=
|input= 2P / Down Special
|input=Down Special
|data=
|data=
Placeholder
{{AttackData-NASB
|Damage=13%
|Startup=35
|Active=206
|Total Frames=60
|Safety=
|description=
* Can hit multiple times
* Powerful ledgetrapping tool
}}
  }}
  }}


=== Universal Mechanics ===
=== Taunt ===


{{MoveData
{{MoveData
|image= NASB zim 2l.png
|image= NASB_zim_taunt.png
|caption= Placeholder
|caption=  
|name= Launcher
|name= Taunt
|linkname= Launcher
|linkname= Weapon Activation
|input= 3HK // {{df}}+{{hk}}
|input= Taunt Button
|data=
|data=
Placeholder
"Mwahahaha!"
  }}
  }}


=== Taunt ===


{{MoveData
{{MoveData
|image= NASB_zim_taunt.png
|image= NASB_zim_strafe_taunt.png
|caption=  
|caption= Swim-my, swim-my
|name= Weapon Activation
|name= Taunt
|linkname= Weapon Activation
|linkname= Weapon Activation
|input= 214 + P
|input= Taunt Button + Strafe
|data=
|data=
Placeholder
"Mwahahaha!"
  }}
  }}


 
== Colors ==
[[File:NASB zim character.png|200px]]
[[File:NASB Zim alt costume 1 .png|200px]]


{{Navbox-NASB}}
{{Navbox-NASB}}
[[Category:Nickelodeon All-Star Brawl]]
[[Category:Nickelodeon All-Star Brawl]]

Latest revision as of 22:46, 8 November 2022

Story

I'm an unstoppable death machine, you know.

Zim is an arrogant, overzealous, but incompetent Irken alien who has been sent to earth as an "Invader" by The Almighty tallest purely to keep him occupied from their plans. To the surprise of his higher ups Zim does end up making base on Earth and attempts to pursue his desire of conquering earth to prove superiority and gain respect, with his only foil being himself. Though not being able to rule earth you can bet he'll try to conquer the Brawl! With his nimble mechanical spider legs and his robot assistant GIR, you wont know what the Great Zim has in store!

Gameplay

Zim is a zoning trap character that has two strong projectiles that work extremely well for controlling the screen. With GIR, you can have him walk toward an opponent and explode when it hits them, or you can stop him and keep him in one spot essentially acting as a land mine. With the gnome, well its a floating hitbox, how can that ever be bad? Zim's normals are very strong as they cover a lot of the screen and have relatively quick startup. This all comes with the catch: he is the lightest character in the game. Zim is killed very easily due to this, so you must either stay on the offensive or play a good keepaway game with your opponent. Overall, a good Zim player must overwhelm the opponent with his strong normals and projectiles, and try not to get hit.

Zim

NASB zim character.png
Franchise

Invader Zim

Weight Class

Light

Character Discord

Zim character discord

Home Stage

Irken Armada Invasion

Strengths Weaknesses
  • Hard To Combo: Being light is generally more positive than negative as it makes you harder to combo and bounce more consistently. Being small also helps.
  • Damage Output: A single GIR explosion does 17% and can very easily confirm into other moves in his kit. It's possible to set up tech-trap loops with GIR that can do more than 50% in a single cycle.
  • Setplay: Zim is able to play around his gnome and GIR to suffocate his opponents while staying safe.
  • Safe Aerials: His light nair is one of the biggest disjoints in the game and is quite active. Most characters cannot challenge the move and it makes him very hard to approach especially when combined with the use of GIR and strong nair.
  • Extremely Light: Zim is the lightest character in the game. While being light helps you avoid getting combo'd, it also means you'll die very early.
  • Bad Grounded Buttons: It's difficult for Zim to apply pressure on the ground without GIR as none of his buttons are safe on block, his grab range is pretty poor, and his speed is very average. His grounded strongs are also all very lackluster.
  • Poor Recovery: His up-special has no rising hitbox. He is often forced to snap to ledge or land onstage, in which case he can immediately be punished.


Moves List

Light Attacks

Spider Poke
Neutral Light
NASB zim 5l.png
Damage Startup Frames Active Frames Total Frames Safety
5% 7 2 22 -8
  • Very fast disjointed move. It can set up tech situations at low percents and is the grounded move to make GIR jump.


Boosted Kick
Up Light
NASB zim 8l.png
Damage Startup Frames Active Frames Total Frames Safety
8% 7 3 22 -8
  • An okay anti-air move with decent combo potential at low percents as it can lead into up air>dair>jab lock>GIR shenanigans. At mid-high percents, the move stops becoming very useful and are better off using other moves.


Spider Spin
Down Light
NASB zim 2l.png
Damage Startup Frames Active Frames Total Frames Safety
8% 6 3 22 -9
  • Placeholder


Spider Jab
Run Light
NASB zim dl.png
Damage Startup Frames Active Frames Total Frames Safety
8% 6, 19 8, 4 35 -14
  • Placeholder

Jumping/Air Light Attacks

Spider Windmill
Jump Light
NASB zim j5l.png
Damage Startup Frames Active Frames Total Frames Safety
8% 7 6 22 -8
  • Placeholder


Aerial Spider Poke
Jump Up Light
NASB zim j8l.png
Damage Startup Frames Active Frames Total Frames Safety
8% 7 2 22 -8
  • Placeholder


Leg Stretch
Jump Down Light
NASB zim j2l.png
Damage Startup Frames Active Frames Total Frames Safety
10% 6 2 30 -8
  • Placeholder

Strong Attacks

Burning Lasers
Neutral Strong
NASB zim 5s.png
Damage Startup Frames Active Frames Total Frames Safety
14% 14 5 48 -15
  • Placeholder


Shock Spear
Up Strong
NASB zim 8s.png
Damage Startup Frames Active Frames Total Frames Safety
13% 17 6 45 -11
  • Placeholder


Doom!
Down Strong
NASB zim 2s.png
Damage Startup Frames Active Frames Total Frames Safety
15% 15 5 45 -12
  • Placeholder


Spider Saw
Run Strong
NASB zim ds.png
Damage Startup Frames Active Frames Total Frames Safety
13% 15 8 50 -27
  • Placeholder

Jumping/Air Strong Attacks

Aerial Burning Lasers
Jump Neutral Strong
NASB zim j5s.png
Damage Startup Frames Active Frames Total Frames Safety
14% 14 5 48 -7
  • Placeholder


Aerial Shock Spear
Jump Up Strong
NASB zim j8s.png
Damage Startup Frames Active Frames Total Frames Safety
13% 17 6 45 -8
  • Placeholder


Mini Moose
Jump Down Strong
NASB zim j2s.png
He is not mooseing around!
Damage Startup Frames Active Frames Total Frames Safety
15% 15 3 48 See Notes
  • For some reason if you land sometime during when the hitbox is active the landing lag decreases drastically.
    • If you land on frame 15 the landing lag is 7 frames, 16 and 17 are both 8 frames, and if you land on frame 18 the landing lag is 24 frames and decreases as the move goes on like usual. Can be up to +9 on block.

Special Attacks

GIR
Neutral Special
NASB zim 5p.png
"I'M GUNNA HUG YOU!!!" - GIR
Damage Startup Frames Active Frames Total Frames Safety
2%, 15% 21, 13 - 30 -
  • Placeholder


Bombs Away
Up Special
NASB zim 8p.png
Damage Startup Frames Active Frames Total Frames Safety
10%, 12% 13 - 60 -
  • Placeholder


Lawn Gnome
Down Special
NASB zim 2p.png
Damage Startup Frames Active Frames Total Frames Safety
13% 35 206 60 -
  • Can hit multiple times
  • Powerful ledgetrapping tool

Taunt

Taunt
Taunt Button
NASB zim taunt.png
"Mwahahaha!"


Taunt
Taunt Button + Strafe
NASB zim strafe taunt.png
Swim-my, swim-my
"Mwahahaha!"

Colors

NASB zim character.png NASB Zim alt costume 1 .png

Nick Brawl Navigation

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