TheEnderFriend
Smash Cadet
- Joined
- Jul 25, 2014
- Messages
- 59
- Location
- Saskatoon, SK, CA
- NNID
- TheEnderFriend3D
- 3DS FC
- 0404-7873-6714
==== Ness Tech Encyclopedia ====
Collection of All Ness Techniques
Every Smash Bros. player should agree that techniques are a big part of competitive play. That's why I'm organizing them all right here for you!
Difficulty will be ranked by color. Green = Easy, Orange = Moderate and Red = Hard.
Techniques will be removed if they have been taken out of the game via patches.
Collection of All Ness Techniques
Every Smash Bros. player should agree that techniques are a big part of competitive play. That's why I'm organizing them all right here for you!
Difficulty will be ranked by color. Green = Easy, Orange = Moderate and Red = Hard.
Techniques will be removed if they have been taken out of the game via patches.
PSI Magnet Cancel - Input left, right or jump right when you absorb something to automatically roll or jump. Good for avoiding pressure when magnetizing.
Pivot Inputs - Run in a direction, then quickly change directions and press attack shortly after to pivot and preform a tilt attack. Also works with side special, grabs and smash attacks(You just need to pivot and press attack at the same time).
Double Jump Cancel - Ness can cancel his double jump with his special moves, but the timing is pretty precise, and it's not very useful, since almost all of his specials stop his momentum.
DAir Cancel - Use a BAir just as you are about to land to cancel PK Fire or air dodge landing lag. It might seem tricky at first, but after a few tries, it gets easier.
PK Wallbounce - If you bump into a wall at a certain angle, you will bounce off the wall. If you time it right, you can use PK Thunder a second time.The window is very precise, but mashing Up B will almost always work.
Egg Hitbox - Most of the time, PKT will launch you at the angle it hits, rather than the location of the thunder its self. However, there are two spots exactly on Ness' head and feet that PKT will influence based on the location, not the direction. If the PKT was coming in sideways and it hits the weird hitbox by the feet, it will launch you straight up.
Reverse PKT2 - This tech is similar to the Egg Hitbox. On Ness' side, by his neck, hitting a PKT will shoot you down diagonally. This is different to how PKT2 works, because, again, instead of the PKT influencing based on direction, it influences based on location. You can trigger this by looping a PKT around the bottom of Ness and then hitting this sweet spot. == Video ==
Floating Spike - This tech is really easy to preform, but hard to land. after double jumping, quickly do a DAir, and you will have a spike flying upwards. Use this to surprise opponents recovering horizontally. This tech can be used by all characters, but I find it especially useful with Ness since his DAir has a lot of delay.
DJ Shenanigans - Ness' DJ is very janky in this game, if you input certain actions immediately after you double jump, you can change Ness' movement. Doing an air dodge will boost you upwards even farther (PK Hi-Jump), while using an attack will stall Ness slightly (PK Stalljump). The timing is very precice, but easy to pull off.
Last edited: