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Fuzzy Pickles Guide

Fuzzy Pickles Guide

Game Versions
Smash 3DS, Smash Wii U
Pros:
- Good combo and aerial game
- Good amount of kill moves
- Fastest Spike in the game
- One of the best edge-guarders

Con:
- Cannot land safely due to his aerials being suitable only for combos and edge-guarding

Bleh, now that's out of the way it's time for Fuzzy Pickles.

Basic Information:

Neutral Combo:
It's 2 jabs then a kick, don't just punch once, either do 2 punches for a disturbance in the opponents actions ( i.e: Fox doing a ground combo then 2 punches out of the blue) and the kick's pretty good for pushing the opponent away, but I recommend his dash attack and Ftilt for that.

Ftilt:
It's a forward kick that you should throw out often if the match is going slow and is down to standing or walking. The main reason is because there's not that many draw-backs to this move other than the obligatory ending lag.

Dtilt:
It's another disturbance attack, this one can be thrown out rapidly, and trips your opponent. It can also be thrown out to shield stab. If your opponent falls over then follow up with a short hop Nair

Utilt:
Don't use this move, it has some mildly above average juggling potential but it just doesn't connect well.

Fsmash:
It's the bat, which has been nerfed in the weirdest way possible. See, even though it has more knockback and ensures a reflected projectile will connect with the opponent through it being thrown back at a 2.5x speed, it's slower, has less priority, and also isn't as long. It's a okay move, but don't throw it out too much.

Dsmash:
This is one of the best Dsmashes in the game, basically it punishes both rolling and spot dodging, it can also horizontally kill most characters at 100%

Usmash:
This is a move you should also use a lot at close range. It has instant priority so the opponent will be launched even before the thing is thrown upward, you can also follow up with Uair or Fair

Nair:
He does a little spin twirl, this move can be used to pressure, approach, or push the opponent away. It's only real draw back is how small it is, Ness' body doesn't expand (lol) anymore so there's no big hitboxes in any of his moves.

Uair:
Does a headbutt, kills middle weights at 90%, it's crazy how hard this thing hits. It also has the best combo potential.

Bair:
It''s a dropkick! It also kills at 100%. One thing you could do in past games was kill at 80% by short hop or DJC'ing this. But sadly, landing in this game is terrible for Ness, so use this to catch your opponent off guard when you're launched upward, then when they try to punish your landing Bair them.

Fair:
Ness' best edge-guarding tool, can kill horizontally at 130% ( that is, if they're at edge range) and hits multiple times. The last hit pushes your opponent back, if they're a fast faller you can still hit them if you're already used your double jump and throw this out often.

Dair:
Changed the description. Basically, this is one of Ness' better moves if you train to sweet spot with it.

PK Flash:
PK Flash is a decent move, it's a below-average edge-guarding tool though. The main reason is because it's so slow and almost everyone's recovery is fast enough to go through before you can blast them. Practice this move.

PK FREAKEN FIRE SJFHJKAFKFUBNo:
Pk fire is the weirdest move that Ness has. It's both his best edge guarding tool, and his best move. You throw fire and it turns into a pillar, eh here's a few tricks.
- Double Jump PK Fire -
Press up, then Y immediately after your first jump, then PK Fire, for whatever reason Ness stays lower in the air then his regular jump height, and it traps your opponent in the fire so they aren't able to jump or vector out. It does only have very close range though, and it can be easily punished, only use this at the start of a match where there's no real risk.

- Edge Guarding PK Fire -
This one is just Double Jump PK fire but you throw it at an opponent if they're at a 90 degree angle off the edge. You can follow with a Fair because PK Fire always traps them in the air.

PK Thunder -
This recovery is okay. It's just sorta awful if your opponent knows the matchup. It mainly has to do with it being both easy and hard to gimp. Don't worry about your opponent unless they jump into PKT2 (The 2nd part, the bullet one), because that makes his recovery stop, not allowing you to even recover. Make loops if they try this, but keep in mind that every projectile except for Fox's blaster still makes him stop.

PSI Magnet -
Why isn't this called PK Magnet? Idk but whatever.
http://smashboards.com/guides/psi-magnet-reference-guide.8/
Also it can push you upwards if you DJB Cancel. ( Double Jump Special Cancel) Good for re-positioning in the air without having to double jump, also can sweetspot the ledge easier.

Some tricks -
Stream Edging ( I found it on my own but I'm just gonna give credit to http://smashboards.com/members/supernintendokid.219399/ )
Basically, if you press up to jump then immediately press Y then use any of Ness' aerials he'll do them instantly like the DJCs in SSB64 and Melee, he'll still be pushed upwards though. Only use with Nair and Fair, Uair only connects on Bowser, DK, Ganondorf, and any character their height.

PK Thunder Hugs -
Hug 1 - Bounce off the wall on purpose to get better positioning, does not work on Battlefield or Mute City because they don't have normal walls.

Hug 2 - When using PK Thunder, aim yourself in a way that would make you go upward, you'll go diagonally up, but if you hold up you will go up once you hit a wall. Practice this one.

Mix Up -
Ness' nair and fair can be double jumped out of when short hopping before using them, so try to jump as fast as possible before an opponent can counteract.

Edge-guarding -
Ness' best edge guarding tools are his fair, PK Fire, and PK Flash.
The best way to get his PK Fire to connect is to force the opponent to either:
- Fall off the edge then get back on to lose their invincibility, then short hop PK Fire
- Ledge jump so they can be hit with a PK Fire, then Fsmash because when you ledge jump you can't get out of PK Fire.
These 2 methods are very good against opponents, especially on tall or big characters.

Edge guarding with PK Flash necessarily doesn't mean you wanna hit with it, Smash 4 is all about confusing the opponent and damaging them while doing so, so the best course of action is to make them veer off in a way that'll make them susceptible to his PK Fire or fair. It's pretty easy to do, just practice it on players, since there's no real risk involved.

This guide will be done later.
Author
SPoitter
Views
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First release
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Rating
4.54 star(s) 13 ratings

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Thanks man! This really helped me out a lot in becoming a better Ness!
Awesome guide! This is very informative for intermediate and advanced Ness mains alike! I can't wait for you to add more content. :)
I like it and its quite helpful to know at what % each move kills in and I never knew how good Ness edge guarding actually is.
I mostly used PK Fire to make combo set ups and cheap damage.
THANKS TIME TO PK TRAIN!
This is honestly well written. It doesn't quite cover everything and I'm not sure why you insist it's impossible to go straight up with PKT2 (I do it regularly), but otherwise this is a very good guide. Kudos.
SPoitter
SPoitter
It's near impossible to go straight up with my circle pad. I'm sorry, I should've checked that earlier. My 3DS is more of a collectible than a actual one to play on.
A few things missing but overall I learned stuff I didn't know
Very informative and helpful.
That was extremely helpful.
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