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About Ness's second PK Thunder...

pkrocking

Smash Rookie
Joined
Apr 21, 2015
Messages
2
Location
Onett
NNID
princeself
3DS FC
4141-3478-5397
I don't know if this happens to anyone else, (or on the Wii U version for that matter, since I only own the 3ds version) but does Ness's second PK Thunder after hitting a wall go higher than usual after start-up?

If I miss PK Thunder and hit a wall, then try to recover using his second one, it always ends up going way higher than it normally should, and it always ends up either not reaching me in time, or I thunder crash myself down and die.

Is it only me, or...?
 

TreeFire80

Smash Cadet
Joined
Nov 10, 2014
Messages
45
I think this is due to the perceived displacement of ness vs. pkt2 as you typically bounce from a wall. Usually using pk thunder more or less cancels any momentum you are carrying and this is what you "feel" is normal. However, when using pk thunder the second time after bouncing off the wall, this momentum canceling doesn't happen as effectively/quickly. Therefore as you pk thunder while you are still drifting away from the stage, the distance between the two increases quicker and what you get is the feel that it goes higher. As a result you have to anticipate that and compensate by changing your typical pkt2 path. It's certainly harder to do, but at least you get the option!
 

Earthbound360

Smash Hero
Joined
Jul 3, 2006
Messages
5,725
Location
Bowie, MD
NNID
Mikman360
I think this is due to the perceived displacement of ness vs. pkt2 as you typically bounce from a wall. Usually using pk thunder more or less cancels any momentum you are carrying and this is what you "feel" is normal. However, when using pk thunder the second time after bouncing off the wall, this momentum canceling doesn't happen as effectively/quickly. Therefore as you pk thunder while you are still drifting away from the stage, the distance between the two increases quicker and what you get is the feel that it goes higher. As a result you have to anticipate that and compensate by changing your typical pkt2 path. It's certainly harder to do, but at least you get the option!
This is probably what you're experiencing. Ness slides a bit after a bounce.
 
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