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==Block NIL (No-Impact Landing)==
==Block NIL (No-Impact Landing)==
A NIL refers to an [[advanced technique]] in which certain characters are able to bypass landing lag through precisely double jumping just below platforms. This allows characters to be immediately actionable once on the platform, which allows for utility in general movement and combos. Despite having niche use for some characters, particularly in Melee, Steve is able to utilize NILs extremely well due to his ability to NIL on blocks which he creates.  
A NIL refers to an [[advanced technique]] in which certain characters are able to bypass landing lag through precisely double jumping just below platforms. This allows characters to be immediately actionable once on the platform, which allows for utility in general movement and combos. Despite having niche use for some characters, particularly in Melee, Steve is able to utilize NILs extremely well due to his ability to NIL via blocks which he creates.  


There are multiple subvariants of NIL, each with a varying difficulty of performance and utility. NIL1, or a 1-block high NIL, is easy to perform as it is simply a shorthop followed by a block place. NIL1's utility is generally limited to low/mid-percent combos. NIL2, a 2-block high NIL, is by far the most useful variant of NIL, yet is also extremely difficult to perform. It requires a shorthop immediately followed by a double-jump block place; however, the window for a successful NIL2 is only two frames, making it one of the hardest inputs to consistently achieve in Ultimate as none of the inputs may be buffered. NIL2 has extensive utility in terms of kill-combos, as it allows for Steve to ladder the opponent upwards for very early up-smash kills.
There are multiple subvariants of NIL, each with a varying difficulty of performance and utility. NIL1, or a 1-block high NIL, is easy to perform as it is simply a shorthop followed by a block place. NIL1's utility is generally limited to low/mid-percent combos. NIL2, a 2-block high NIL, is by far the most useful variant of NIL, yet is also extremely difficult to perform. It requires a shorthop immediately followed by a double-jump block place; however, the window for a successful NIL2 is only two frames, making it one of the hardest inputs to consistently achieve in Ultimate as none of the inputs may be buffered. NIL2 has extensive utility in terms of kill-combos, as it allows for Steve to ladder the opponent upwards for very early up-smash kills. Additionally, at medium-high percents, up-tilt can true combo into NIL2 up-smash for a consistent kill setup. NIL3, a 3-block NIL, is fairly easy to pull off consistently as it can be achieved by inputting a fullhop up-air followed by a buffered double jump up-air and block place. NIL3 is not as versatile as NIL2, yet the aforementioned consistent setup makes it useful when carrying out up-air ladders. Finally, NIL4 is likely the least applicable of the four variants, yet it can be used at high percents in very niche up-air combos.
 
However, combos are not the only area in which NILs are useful. Steve can rapidly chain multiple NILs in order to elevate quickly to cover opponents, and can use NILs to quickly place blocks used for various setups. Steve can instantly sheild after a NIL in anticipation of an opponent's aerial approach, opening the door for counterattacks. In addition, NILs can be used in tandem with [[Mine-Block cancels]] to significantly elevate Steve's options in any given situation. Overall, mastery of Steve's NILs is crucial to optimal gameplay as it significantly expands Steve's options in any given situation.


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