- Game Versions
- Smash 3DS, Smash Wii U
Ness Stats:
Walk speed - Average
Run speed - Average
Damage Output - Average
Combo Potential - High
This is a review on Ness' throw combos! I will cover his tilts in a later review!
Ness' grabs are the stuff of nightmares. Especially his down throw which, provided the circumstance, can combo into all aerials but D-air. You can even chain 3 F-airs into themselves. Ness' D-air only spikes if you sweet-spot it. The sweet spot is as close to them as possible, but still on top. This is very situation specific and hard to land so I don't recommend this unless you short hop it on stage into a U-air. Since I am talking about U-air. Ness can kill with this move and chain into F-airs after a down throw too. PK Fire > Down throw > F-air > F-air > F-air is a good combo to try, but you can also go with PK Fire > Down throw > F-air > F-air > U-air. For both of these combos, jump instantly after the Throw and F-air(s). His F-air has a long time-frame and takes the opponent in the direction you are going with you! Down throw > N-air is a good combo to make if you follow up with a dash attack or F-airs. Experiment with his down throw and find cool ways of using it!
Now we have down throw covered, let's move onto is back throw. This thing is a killer! Literally! At %120 it can kill from almost anywhere on-stage. Again, PK Fire > Back throw is a good way of setting up B-airs or to kill. It's uses are limited except killing, so bear in mind that this is not the safest option.
At low percents you can up throw > U-air. But you might have do double jump straight after the throw! And, at VERY low percents, you can Forward throw > Dash Attack > F-air > F-air > F-air.
And with that, those are all of Ness' BASIC throw combos! If you want a guide on Ness' tilts, just drop a comment! Or if you want more complicated throw combos, just comment that as well!
~Live A Comment for ways to improve!~
~Or leave a like!~
~Bye, Vampir3
Walk speed - Average
Run speed - Average
Damage Output - Average
Combo Potential - High
This is a review on Ness' throw combos! I will cover his tilts in a later review!
Ness' grabs are the stuff of nightmares. Especially his down throw which, provided the circumstance, can combo into all aerials but D-air. You can even chain 3 F-airs into themselves. Ness' D-air only spikes if you sweet-spot it. The sweet spot is as close to them as possible, but still on top. This is very situation specific and hard to land so I don't recommend this unless you short hop it on stage into a U-air. Since I am talking about U-air. Ness can kill with this move and chain into F-airs after a down throw too. PK Fire > Down throw > F-air > F-air > F-air is a good combo to try, but you can also go with PK Fire > Down throw > F-air > F-air > U-air. For both of these combos, jump instantly after the Throw and F-air(s). His F-air has a long time-frame and takes the opponent in the direction you are going with you! Down throw > N-air is a good combo to make if you follow up with a dash attack or F-airs. Experiment with his down throw and find cool ways of using it!
Now we have down throw covered, let's move onto is back throw. This thing is a killer! Literally! At %120 it can kill from almost anywhere on-stage. Again, PK Fire > Back throw is a good way of setting up B-airs or to kill. It's uses are limited except killing, so bear in mind that this is not the safest option.
At low percents you can up throw > U-air. But you might have do double jump straight after the throw! And, at VERY low percents, you can Forward throw > Dash Attack > F-air > F-air > F-air.
And with that, those are all of Ness' BASIC throw combos! If you want a guide on Ness' tilts, just drop a comment! Or if you want more complicated throw combos, just comment that as well!
~Live A Comment for ways to improve!~
~Or leave a like!~
~Bye, Vampir3