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Grizzlpaw
Grizzlpaw
1. I was watching how you approched, and you usually did one of two things, either you tried to PK thunder into Mewtwo, or you would full hop and fall with an areal. Both are great mixups. But they aren't Ness's bread and butter for approaching, and spamming them as options will eventually get you punished... a lot :(
Grizzlpaw
Grizzlpaw
As Ness, your general best appraoch tools are Nair and Fair. Fair has REDICULOUS priority, and great range. It's fast, it's safe on block if you space it, you can short hop it on someone's shield it's just such a free move. If you hit with it, it can combo into itself at low %'s.
Grizzlpaw
Grizzlpaw
Nair is another option, being extremely quick, having great priority, and you're free to DI away while doing it to avoid shield grabs. if you're confident nair will hit, Di'ing towards them can allow you to get off follow ups. Try doing it immediately out of a jump. It does wonders.
Grizzlpaw
Grizzlpaw
PK Thunder 2 is VEEEERY unsafe. And so are Areal PK thunders.

PK Thunder 2 should be used if you have a hard read, or if you're super far behind, and need to play ballsy to win.
Grizzlpaw
Grizzlpaw
PK thunder in the air should (almost) never be used unless you value the extra height to help you juggle someone, and even then, you should just wait for them to fall a bit, and toss it out on the ground. Using PK thunder to cover your landing is outclassed by PK Fire, Nair, Fair, Airdodge, or simply DJ'ing away.
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