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=== Snap (Down Special) setups === | === Snap (Down Special) setups === | ||
Knowing how to land Nigel's down special is crucial to cheese damage and potentially take early stocks. They maybe precise but with practice, you'll get the hang of it. [NOTE: The clips shown are slowed down so you can analyze the set up] | Knowing how to land Nigel's down special is crucial to cheese damage and potentially take early stocks. They maybe precise but with practice, you'll get the hang of it. '''''[NOTE: The clips shown are slowed down so you can analyze the set up]''''' | ||
==== Non-Slime setups ==== | ==== Non-Slime setups ==== |
Revision as of 17:43, 7 July 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 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 7 | 8-13 | 33 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 7 | 8-11 | 31 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
8% | 8 | 9-16 | 38 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
11% | 10 | 11-26 | 49 | -0 | |
|
Air Light Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 5 | 6-30 | 42 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
2% | 6 | 7-24, 28-29 | 41 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
13% | 8 | 9-13 | 41 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
9% | 6 | 7-18 | 40 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 11 | 12-14, 17-18 | 45 | -0 | |
|
Ground Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
16% | 11 | 12-14,19-21 | 45 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
15% | 11 | 12-16 | 46 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 7 | 8-10 | 48 | -0 | |
|
Air Strong Attacks
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
10% | 10 | 11-12 | 42 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
14% | 9 | 10-11,18-20 | 46 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
12% | 13 | 14-36 | 60 | -0 | |
|
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
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
20% | 2 | 3-4 | 124 | -0 | |
EX VERSION
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
7% | 40 | Depends on airtime, 1-6 (when landing) | On average 84 | -0 | |
EX VERSION
|
Grab/Throws
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 | |
|
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 | |
|
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 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
00% | 0 | 0-0 | 0 | -0 | |
|
Super
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
40% | 23 | 24-25 | 124 | -0 | |
|
Taunts
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
- | - | - | 64 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
- | - | - | 98 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
- | - | - | 54 | -0 | |
|
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
Just because Nigel has an incredibly good air game doesn't mean he don't got tools on the ground. When you are grounded, you are mainly looking to either start a combo or use one his explosive ground moves to kill opponents.
- Nigel's light grounded moves:
- These attacks either start combos or serve as get off me tools.
- Jab (Neutral Light) sends opponents upwards and in front of Nigel with great amount of hit-stun, making it a very good move to start a combo (keep in mind that it doesn't have the best range though).
- These attacks either start combos or serve as get off me tools.
- Ftilt (Light Foward ground) creates a big hit box in front of Nigel that knocks away opponents and is spammable.
- Uptilt (Light Up ground) sends opponent's upwards making it a good combo starter.
- Dtilt (Light Down ground) almost same purpose as Ftilt, but the sweet spot makes it a potential burst of damage (has less range than Ftilt though).
- Nigel's Strong grounded moves:
- All of them server the purpose as finishers, but they do it in different directions:
- SFtilt (Strong Foward ground) deals high damage and knocks-back enemies to the side blast zones.
- All of them server the purpose as finishers, but they do it in different directions:
- SUptilt (Strong Up ground) uppercuts enemies to the ceiling blast zone.
- SDtilt (Strong Down ground) spikes opponents (or in case of hitting the sour spot, sends to the side blast zones).
- Nigel's Grab throws:
- Up Throw can chain into a lot of moves, but keep in mind that if opponents DI out of it, you'll need a Slime dash to catch them.
- Forward Throw launches the opponents away in a downward angle, however the knock-back isn't great so you should never use it over down throw unless the opponent is using a character with a bad or exploitable recovery (like Gertie for example)
- Back Throw is a kill throw, also deals the most damage out of any throw in the entire game.
- Down Throw is a kill throw as well.
Neutral Game
By far the hardest part about Nigel is learning how to start a combo chain, not because its mechanically intensive... more so 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
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Snap (Down Special) setups
Knowing how to land Nigel's down special is crucial to cheese damage and potentially take early stocks. They maybe precise but with practice, you'll get the hang of it. [NOTE: The clips shown are slowed down so you can analyze the set up]
Non-Slime setups
Up Throw
On early damage percents and if the opponent's character isn't floaty, you might be able to sneak in a Snap from Up Throw if you are quick enough to react where the opponent DI's (except if they DI Out of the throw).
Up Air
On early damage percents and if the opponent's character isn't floaty, you can Snap from Up Air if you can predict where the opponent DI's.
Jab
On Mid damage percents, you can confirm a Snap from Nigel's Jab if you react where the opponent DI's (except if they DI Out).
Side Special
The way you use this setup depends on how much damage percent the opponent has.
Early Percents
Side Special does not have a lot of base knockback, but you are still able to get a Snap if you perform the move on the ground, all you have to do is quickly run to where the opponent DI's and perform the Snap. Be careful as if you are not quick enough, they will touch the ground and you will miss the opportunity.
Mid-High Percents
At this point, Side Special will throw opponents high enough for you to jump and catch them in the air, this allows you to get a Snap if you jump high enough while chasing wherever the opponent DI's.
Combos
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Matchups
(Note: List is unordered)
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Other Resources
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Videos
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Costumes