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::::** '''Side Special''' works similarly to SDown Air on it having a fixed path and same speed always, but its a lot slower and covers less distance. This however is compensated by the fact that its one the major combo tools Nigel has, making it a High risk high reward move. '''''EX VERSION | ::::** '''Side Special''' works similarly to SDown Air on it having a fixed path and same speed always, but its a lot slower and covers less distance. This however is compensated by the fact that its one the major combo tools Nigel has, making it a High risk high reward move. '''''EX VERSION ''''' makes the move less risky because it gains more speed and covers more range. | ||
Revision as of 22:01, 30 May 2024
About
A smashing nature narrator with an appetite for adventure!
Playstyle
Due to his lightweight yet high damage potential, Nigel falls under the glass cannon archetype (particularly in bursting). He excels at hitting opponents in the air while at the same time being good at moving in it. Nigel also has a lot of moves that can either be spammed (Nair, Bair, etc.) or kill opponents early with the proper setups (Supair, Down special, etc).
Strengths | Weaknesses |
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Moveset
Ground Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 5 | 6-8 | 31 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 7 | 8-13 | 33 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 7 | 8-11 | 31 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 8 | 9-16 | 38 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
11% | 10 | 11-26 | 49 | -0 | |
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Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 5 | 6-30 | 42 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
2% | 6 | 7-24, 28-29 | 41 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 8 | 9-13 | 41 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 6 | 7-18 | 40 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 11 | 12-14, 17-18 | 45 | -0 | |
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Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 11 | 12-14,19-21 | 45 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 11 | 12-16 | 46 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 7 | 8-10 | 48 | -0 | |
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Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 10 | 11-12 | 42 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 9 | 10-11,18-20 | 46 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 13 | 14-36 | 60 | -0 | |
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Special Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12%-26% (depending on charge) | 20 | 21-45 | 76 | -0 | |
EX VERSION
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 14 | 15-30 | 46 | -0 | |
EX VERSION
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
20% | 2 | 3-4 | 124 | -0 | |
EX VERSION
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 40 | Depends on airtime, 1-6 (when landing) | On average 84 | -0 | |
EX VERSION
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Grab/Throws
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
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Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
40% | 23 | 24-25 | 124 | -0 | |
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Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
- | - | - | 64 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
- | - | - | 98 | -0 | |
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Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
- | - | - | 54 | -0 | |
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Strategy
Air game
As previously stated, this is Nigel's bread and butter. Your goal here is taking advantage of your air mobility being as slippery as you can, while also hitting your opponent to rack up damage for the finishing blow. There's plenty of ways to do this with Nigel's kit that we need to analyze on more detail:
- Neutral Air and Forward Air
- Both moves have the main purpose of catching opponents on the air while being able to chain with other moves.
- Back Air, SUp Air and SNeutral Air
- These are all valid options to end combos or to catch opponents but do have some differences; like Back Air being the more spammable move, SUp Air being more of a kill move and SNeutral air dealing the most damage
- SDown Air, Neutral Special and Side Special
- They are your main mobility moves as Nigel, they all fulfill a different purpose though:
- SDown Air has takes the same path with the same speed regardless of how much you charge it, plus it being somewhat quick makes it a good mix up to go into your opponents.
- They are your main mobility moves as Nigel, they all fulfill a different purpose though:
- Neutral Special might not be great to use when you are trying to attack the opponent, but when you are away from them in the air, it becomes a very good and safe horizontal recovery tool as it gives you enough time to fully charge it and glide through the stage (bonus points if you hit the opponent). However, if the opponent catches on and tries to shield it, you can always cancel it early by pressing Special button again and land safely onto the stage. (Its worth noting that the EX VERSION OF THIS MOVE should not be used, the charge time is really not an issue with the normal version and the other attributes just straight up nerf the move)'
- Side Special works similarly to SDown Air on it having a fixed path and same speed always, but its a lot slower and covers less distance. This however is compensated by the fact that its one the major combo tools Nigel has, making it a High risk high reward move. EX VERSION makes the move less risky because it gains more speed and covers more range.
- Up Air
- Arguably Nigel's best move, Up Air is a spammable juggle that chains into itself or other attacks while covering a huge arc above Nigel's head. AND on top of that it can also take stocks.
- Down Air
- On the flip side, Down Air is without a doubt Nigel's worst move, but that's not to say it doesn't have it's uses. It can be a combo extension move but the timing and positioning is precise and the sweet spot that spikes is there (keep in mind that there has never been a documented ranked/tournament game of this hitbox hitting someone due to how hard it is to actually land it.)
- Slime Dash
- Another universal NASB 2 mechanic but its worth saying that if you ever need the extra distance to catch someone, do not be afraid to use this.
Ground game
- something something about Nigel's ground game.
Kill Confirms
- something something about kill confirms.
Neutral Game
By far the hardest part about Nigel is learning how to start a combo chain, not because its mechanically intensive... more so as his lack of approaching tools and shield pressure make him vulnerable to punishes when trying to do so, plus his light-weightiness leaves no room for mistakes. This factor means good neutral skills are required to perform on Nigel. Some tips to overcome this weakness are the following:
- USE NIGEL'S MULTI-JUMPS:
- A common tactic used in neutral is to not immediately approach an opponent when going into them, normally done by jumping. This acts as a bait to make the opponent whiff a punish move, which gives you a window to punish/start a combo. Nigel can do 5 jumps before having to touch the ground, giving him an edge with the mind games.
- USE NIGEL'S MOBILITY TOOLS:
- These moves can catch opponents off-guard when mixed in with your approaches, just be careful not to spam them or you'll become predictable.
- HIDE NIGEL'S GRAB:
- Some moves like Back Air can have their end-lag cancelled just by touching the ground, this is helpful against opponents who like to spam shield as you could use those moves to pretend you'll hit the opponent when shielding, but instead, you land on the ground just barely not touching the shield and run for a grab. This is not only a quick setup, but also can confuse the enemy into keeping their shield on.
- USE NAIR/GRAB OOS (Out of Shield):
- Nigel's Nair and grab are very quick and can defeat a lot of move's. Ideally you would just grab after your shield gets touched but in the case of them not being in grab range, you can short-hop Nair for the punish (and Nair is a very good tool to start combo's with Nigel as well).
- SPACE YOUR OPPONENTS:
- Even though this is a universal thing within NASB 2, its pretty mandatory on Nigel to be able to punish opponents. The good news is that he also has an edge with his good air mobility, allowing you to dodge moves easily on the air and not being reliant only on wave-dashing/running behind.
Techniques
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Snap (Down Special) setups
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Combos
- PLACEHOLDER
- PLACEHOLDER
- PLACEHOLDER
Matchups
(Note: List is unordered)
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Other Resources
- PLACEHOLDER
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Videos
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Costumes