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| Title =
| Title = NIL
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| Oneliner = difficulty: easy-hard
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| content = <b> No Impact Landing </b> or <b>NIL</b> for short, is a general tech in smash ultimate referring to situations where characters become grounded without experiencing any soft landing or hard landing lag.
| content =
</br>{{StockIcon|SSBU|Steve}} Can {{clr|special|Place a Block}} in order to <b>NIL</b> on command and in various positions.
</br>This makes <b>NIL</b> a very strong and flexible tool and movement option in the kit of {{StockIcon|SSBU|Steve}} which allows for very creative and varied uses, from extending combos to setups to platform pressure.
</br></br><b>NIL1</b> to <b>NIL4</b> refer to the height gained after using <b>NIL</b> from a grounded position, measured in blocks.
</br><b>NIL1:</b> {{StockIcon|SSBU|Steve}} gains an elevation of 1 block. It's relatively easy to execute and can be done by doing a shorthop and then {{clr|special|Placing a Block}}.
</br><b>NIL2:</b> {{StockIcon|SSBU|Steve}} gains an elevation of 2 block. This is the most famous NIL variation and probably what someone means if they say <b>NIL</b> without specifying the type. It's relatively hard to execute, having a 2-frame window, and can be done by doing a fullhop and then double jumping and {{clr|special|Placing a Block}} together on the 7-8 frame of being airborne. <b>NIL2</b> can also be done out of a shorthop but it's considered bad since it's slower and as hard as the fullhop variant.
</br><b>NIL3:</b> {{StockIcon|SSBU|Steve}} gains an elevation of 3 block. It's medium on the difficulty scale to execute and can be done by either doing the NIL2 input and delaying the {{clr|special|Block Placement}} a bit or by delaying both the double jump and the {{clr|special|Block Placement}}.
</br><b>NIL4:</b> {{StockIcon|SSBU|Steve}} gains an elevation of 4 block. It's the easiest by far to execute and the most common version, appearing in most of {{StockIcon|SSBU|Steve}}'s bread-and-butter combo ladders. <b>NIL4</b> can be done by doing a jump -> delayed double jump -> {{clr|special|Place Block}} and it's very easily timed out of {{StockIcon|SSBU|Steve}}'s {{clr|aerial|Up Aerial}}.
</br></br>There also exist a variety of ways to <b>NIL</b> with {{StockIcon|SSBU|Steve}} that are less easily categorizable to one of the 4 aforementioned categories, such as <b>NIL</b> out of <b>MBC</b> {{clr|tilt|Down Tilt}} which doesn't change {{StockIcon|SSBU|Steve}}'s elevation, sometimes called <b>NIL0</b>.
[[File:NIL2 Guide.gif|thumb|NIL2 guide made by Tytaneum]]
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Revision as of 16:10, 26 April 2023

Steve


Steve is a complicated character with deep moves and mechanics.
As such he has a lot of tech, some very useful while others not so much.
In the following sections, we will try to list Steve's techs in order of importance for each section.

General Techs




Block Techs

NILdifficulty: easy-hard


No Impact Landing or NIL for short, is a general tech in smash ultimate referring to situations where characters become grounded without experiencing any soft landing or hard landing lag.
Steve Can Place a Block in order to NIL on command and in various positions.
This makes NIL a very strong and flexible tool and movement option in the kit of Steve which allows for very creative and varied uses, from extending combos to setups to platform pressure.

NIL1 to NIL4 refer to the height gained after using NIL from a grounded position, measured in blocks.
NIL1: Steve gains an elevation of 1 block. It's relatively easy to execute and can be done by doing a shorthop and then Placing a Block.
NIL2: Steve gains an elevation of 2 block. This is the most famous NIL variation and probably what someone means if they say NIL without specifying the type. It's relatively hard to execute, having a 2-frame window, and can be done by doing a fullhop and then double jumping and Placing a Block together on the 7-8 frame of being airborne. NIL2 can also be done out of a shorthop but it's considered bad since it's slower and as hard as the fullhop variant.
NIL3: Steve gains an elevation of 3 block. It's medium on the difficulty scale to execute and can be done by either doing the NIL2 input and delaying the Block Placement a bit or by delaying both the double jump and the Block Placement.
NIL4: Steve gains an elevation of 4 block. It's the easiest by far to execute and the most common version, appearing in most of Steve's bread-and-butter combo ladders. NIL4 can be done by doing a jump -> delayed double jump -> Place Block and it's very easily timed out of Steve's Up Aerial.

There also exist a variety of ways to NIL with Steve that are less easily categorizable to one of the 4 aforementioned categories, such as NIL out of MBC Down Tilt which doesn't change Steve's elevation, sometimes called NIL0.

NIL2 guide made by Tytaneum


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