ATTN EVERYONE: Don't run and upB-slide off the stage using slow PK Thunder custom. You will die.
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I don't think anyone's going to be upset with you for circle pad problems, heh. I'm glad you're playing Ness!I just dont like the cooldown on dair. By the way has anyone run into any specials in online play that are invisible?
EDIT: PK Thunder is still amazing, but I make mistakes with it so often; I'm not all that skilled with a circlepad.
This was actually one of my first thought when I heard about Ness's customs. Fooling with the training mode a bit, it seems that it'll be match-up dependent (Lighter characters won't have to deal with this at all), but it can work in theory. Of course, these are mere computer controlled characters, meaning I have no clue how quick one can DI out of PK Fire Omega. I'm unsure of the practicality until I can try it on a human opponent though (is the damage worth losing a free grab, especially at higher percents?).ok, i just had a (possibly) awesome idea regarding Ness
so there is this pk-fire omega, which lasts longer deals TONS of damage is realy huge, but won't hit them for it's entire duration and has more endlag
the endlag issue can be resolved by using it in the air since the landing lag there is the same (meaning less endlag after it)
well it's not worth it if enemies get out of it
--------> so one of Ness' custom down-b actually sucks them in and deals damage around him if you release it, so if you hit someone with pk-fire omega, can you just stay close to them and hold down-b (the custom one that sucks you in) to keep them in the pk-fire omega pillar, so it deals way more damage?
also, does the same down-b actually has a wind hitbox the entire time you hold it or just when you start it?
if it has this windhitbox only at the start, then you might be able to just stand near the fire pillar and spam it, without hitting them (since the damage hitbox at the end is small and you won't suck them through the pillar)
so you would need to stand close enough for the wind hitbox, but not close enough for the damage hitbox
-----> if the wind hitbox is just at the start of this down-b and not while you are holding it, can you spam the same down-b near them (near enough for the wind hitbox, not near enough for the damage hitbox) to hold them in the pk-fire omega pillar and deal way more damage?
as i don't got a 3ds, could somebody test that? (the second one only if there is no windhitbox while holding it)
would be nice if that's possible or just makes it harder to sdi out of it
Those properties are amazing vs Villager, feels easier to do overall.Can we take a moment and look at the reflecting properties of Ness' fsmash?
How so?The major problem with Ness is that he has to use his custom moves in certain matchups in order for him to be a good character.
So aerial PK Fire isn't useless after all? Nice! How strict is this to perform? Will it work by doing a DJC Pk Fire (I'm fairly certain Ness's specials will cancel aerial momentum, so that's what I mean by DJC)?Regular PK Fire is just fast enough that during a full jump you can auto-cancel an aerial or double jump after it.
Neither of the custom ones can do this. For both of those you're forced in the full landing lag.
You bait out their hitbox and then attack. Pkt is easier to manuever in this game, at least for me.Also @ thesage all the pk thunders can be attacked which hurts their offense power, but the tail is still nice and will stop anything short of super armor. Rolling PK Thunder is very slow and quite bad for recovery and offensively its still very slow, but it has very high knockback even on just the projectile so multiple shots are not that hard. Lucas' PK Thunder is pretty garbage on the offense. Something to watch out for is that in Brawl you could do nice pk thunder things by running off of platforms and using upB, but in Smash4 the hover you would get using pk thunder in the air doesnt occur when you use it on the ground and sliding off the stage and using upB counts as a ground use of the move....long story short: If you are using either of the custom PK Thunders while doing a running slide off the stage you will die.
Don't you dare forget about the dash attack combo after a PK Fire to punish roll-outs. I DOUBLE DARE YOU- Is it just me, or does Ness' upair have less KO potential than in Brawl?
- Ness' down throw is really good in this game.
- PKT feels much easier to control, especially when trying to direct it into Ness for recovery.
- Ness' increased speed from Brawl makes a hell of a lot of combos possible. It's now much easier to up tilt juggle into upair, dash attack + double fair, ext.
- KEEP NESS' ORIGINAL PK FIRE. The (most of the time) free grab is too good to pass up.
I am fully aware of the combo's existence, I'm just lazy to put it and just pretend it's in the "ext" part of my combos list, like I intended.Don't you dare forget about the dash attack combo after a PK Fire to punish roll-outs. I DOUBLE DARE YOU
Edit : I forgot to mention that Usmash has KO potential at higher percentages. It HAD to be said again.
I can't talk about the Rising one for I don't use it, but I KNOW taht people are scared by the regular. While it is punishable, people will try to avoid it while they ar offstage either by going over or below it, leading to easy punishes. Beware of the misses through.I am fully aware of the combo's existence, I'm just lazy to put it and just pretend it's in the "ext" part of my combos list, like I intended.
PK Flash is something I desperately want to talk about. I have Rising PK Flash, and the fact that it's really hard to actually direct sideways annoys me when ledgeguarding with the attack. I haven't played around with it much, though. Does it still KO at decently high percent? The original just has excellent power (you KO at around 70%) but it's got a smaller hitbox :[. I'm torn.