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 | |
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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 | |
|
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 | |
|
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 | |
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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 | |
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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 | |
|
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
|
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 | |
|
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 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
- | - | - | 98 | -0 | |
|
Damage | Startup | Active Frames | Total Frames | Safety | |
---|---|---|---|---|---|
- | - | - | 54 | -0 | |
|
Strategy
Air game
- something something about Nigel's air game.
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
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Snap (Down Special) setups
- PLACEHOLDER
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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