_clinton
Smash Master
- Joined
- Dec 5, 2006
- Messages
- 3,189
It is sort of a work in process ok
Considering that is how I have been getting a lot of my KOs...so really quick...just to label what Ness has for gimping and so on...or at least screwing with people well so that you can catch them when they come back again
PK Fire
-can lead to Pillar Spikes/Caz Combo
-sets off when a foe is hanging from the ledge at ground level because of the low traveling arc, making it so Ness doesn't have to get close to the ledge if he doesn't want to
-breaks through every recovery move out there really, if you can hit them
PK Thunder
-the fact that you have free range to use it pretty much is fun
-can control certain recoveries (Zelda's for example) and cause gimps well for an ok number really when you look at the cast
-stage spiking if you are able to get them hit with it right
PK Flash
-the move works really well for recoveries that are pretty predictable (as in a lot of them) chances are if you are going to hit with it, you are going to do it when they must recover
-the fact that this move is something you don't want to trully get hit by really lets you control what your foe will do, the move was made for ledge guarding ok (well and anti-air stuff as well but whatever) ^_^ mind games people
Nair
-Ness' 4 frame move that can push them back out there ok, it kind of sucks that it isn't a low path push though
Fair
-More of an annoyer IMO for trying to set up for something better when you are out there
Bair
-If you can actually land it...chances are it will finish them at least, I'd rather go for the Uair though when trying to intercept someone's recovery though
-it is pretty good at stage spiking for the most part
Uair
-8 frames of start up, it is my favorite thing to use with flash overall
Dair
-the strongest spike at 0% in the game
-works well with the double jump ok ^_^
The Yo-yo
-another thing to use when they are hanging from the ledge, if you get it out when they start hanging, they get hit by it most of the time
-another move that causes stage spikes
-makes sure again that if Ness doesn't want to get near the ledge he doesn't really have to
PSI Magnet
-not really for gimping (good job if you do), just more of a preventive tool, nothing says suck it like knowing characters like Mario, and Pit can't throw their projectiles at you without you becoming stronger ^_^
So to start the list
The Higher the score the harder they are to gimp IMO
Mario-3/5
Luigi-2/5
Peach-3/5
Bowser-1/5
DK-1/5
Diddy-1/5
Yoshi-4/5
Wario-5/5
Link-1/5
Zelda-2/5
Shiek-2/5
Ganondorf-1/5
Tink-2/5
Samus-4/5
Zamus-3.5/5
Pit-4/5
Ice Climbers-1/5
ROB-4/5
Kirby-4/5
Meta Knight-5/5
King D3-3/5
Olimar-1/5
Fox-4/5
Falco-3/5
Wolf-3/5
Captain Falcon-3/5
Pikachu-5/5
Squirtle-2/5
Ivysaur-1/5
Charizard-2/5
Lucario-3/-5
Jigglypuff-5/5
Marth-3/5
Ike-2/5
Ness' Nightmare-3/5
Lucas-4/5
G&W-5/5
Snake-3/5
Sonic-5/5
So...lets talk ^_^
Considering that is how I have been getting a lot of my KOs...so really quick...just to label what Ness has for gimping and so on...or at least screwing with people well so that you can catch them when they come back again
PK Fire
-can lead to Pillar Spikes/Caz Combo
-sets off when a foe is hanging from the ledge at ground level because of the low traveling arc, making it so Ness doesn't have to get close to the ledge if he doesn't want to
-breaks through every recovery move out there really, if you can hit them
PK Thunder
-the fact that you have free range to use it pretty much is fun
-can control certain recoveries (Zelda's for example) and cause gimps well for an ok number really when you look at the cast
-stage spiking if you are able to get them hit with it right
PK Flash
-the move works really well for recoveries that are pretty predictable (as in a lot of them) chances are if you are going to hit with it, you are going to do it when they must recover
-the fact that this move is something you don't want to trully get hit by really lets you control what your foe will do, the move was made for ledge guarding ok (well and anti-air stuff as well but whatever) ^_^ mind games people
Nair
-Ness' 4 frame move that can push them back out there ok, it kind of sucks that it isn't a low path push though
Fair
-More of an annoyer IMO for trying to set up for something better when you are out there
Bair
-If you can actually land it...chances are it will finish them at least, I'd rather go for the Uair though when trying to intercept someone's recovery though
-it is pretty good at stage spiking for the most part
Uair
-8 frames of start up, it is my favorite thing to use with flash overall
Dair
-the strongest spike at 0% in the game
-works well with the double jump ok ^_^
The Yo-yo
-another thing to use when they are hanging from the ledge, if you get it out when they start hanging, they get hit by it most of the time
-another move that causes stage spikes
-makes sure again that if Ness doesn't want to get near the ledge he doesn't really have to
PSI Magnet
-not really for gimping (good job if you do), just more of a preventive tool, nothing says suck it like knowing characters like Mario, and Pit can't throw their projectiles at you without you becoming stronger ^_^
So to start the list
The Higher the score the harder they are to gimp IMO
Mario-3/5
Luigi-2/5
Peach-3/5
Bowser-1/5
DK-1/5
Diddy-1/5
Yoshi-4/5
Wario-5/5
Link-1/5
Zelda-2/5
Shiek-2/5
Ganondorf-1/5
Tink-2/5
Samus-4/5
Zamus-3.5/5
Pit-4/5
Ice Climbers-1/5
ROB-4/5
Kirby-4/5
Meta Knight-5/5
King D3-3/5
Olimar-1/5
Fox-4/5
Falco-3/5
Wolf-3/5
Captain Falcon-3/5
Pikachu-5/5
Squirtle-2/5
Ivysaur-1/5
Charizard-2/5
Lucario-3/-5
Jigglypuff-5/5
Marth-3/5
Ike-2/5
Ness' Nightmare-3/5
Lucas-4/5
G&W-5/5
Snake-3/5
Sonic-5/5
So...lets talk ^_^