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PK JUMP Technique Guide - by Cobbs

PK JUMP Technique Guide - by Cobbs

Game Versions
Smash 3DS, Smash Wii U
More Smash 4 Videos and Guides on CobbsGames:
https://www.youtube.com/user/CobbsGames/videos

Hey all. I remember when I made the initial PK Jump video back in Brawl's heyday. Well here I am doing it again with Smash 4. This time, with a 'smaller' and more useful kind of PK Jump. It's more of a a Mini PK Jump, but I'm going to continue calling it a PK Jump because the original Brawl PK Jump (which is still in Smash 4) isn't really too useful.

I talk about it all in detail in this video, and show you what it's all about!

If you like this video, let me know in the comments. If you found the video enjoyable, support the channel by sharing the video with others! The support means a lot and fuels me to continue making videos for you guys & gals. :)



PK Jump's utilization is largely unchanged, but we get what I feel is a more useful way of doing it - short hopped DJ-cancelled PK Fire. The Brawl version is still here - where you pop yourself up and forward quickly - but still feels mostly useless in comparison to this. Doing it this new way feels different from what was possible in Brawl to me, and with Smash 4's physics and Ness's changes, this Mini PK Jump tech is actually pretty darn handy.

The chunk of this technique is about making Ness ascend high enough during Jump->Doublejump to shoot out a Pk Fire, but low enough to land almost immediately afterwards. Timed correctly, you can get a PK Fire bolt to leave Ness's hands right before he lands, but Ness himself barely rises into the air.

This removes a lot of air-to-ground lag normally associated with aerial PK Fire use, and leaves Ness with ONLY the landing lag to deal with. This puts you in the perfect position for followups - if you miss, you will be punished, but there's a much smaller window than when using normal aerial PK Fires or Brawl-style PK Jumps as you spend barely any time in the air, if timed right. This gives you a new mobile way to tag your enemy with PK Fire.

This is still DJ-cancelling into PK Fire, as the original PK Jump in Brawl was. You utilize PK Fire's unique momentum characteristics alongside DJ's momentum characteristics - combining the momentum of both to make Ness move in a unique way. It's not just melee-style DJ cancelling, as there is an element of momentum granted by activating PK Fire.
This is a close-range way of using PK Fire and is very aggressive, and thus has elements of risk associated with it. But we all know how risky sticking to grounded PK Fires can be - any other way to hit your opponent with it is valuable, and I feel Mini PK Jumps are a legitimate and useful tool that players should add to their repertoire of mindgame trickery.

I talk about it in the video, so I'll let you watch.

If you enjoyed, let me know in the comments. If you want to check out my other guides, click this link: More Guides by Cobbs
Author
Conda
Views
890
First release
Last update
Rating
4.33 star(s) 6 ratings

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This is about as magical as autocanceling your Dair after an aerial PK Fire.
good stuff d00d
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