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Nickelodeon All-Star Brawl/Zim

From SuperCombo Wiki

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.

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
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
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
NASB zim taunt.png
Placeholder


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