VRun0
Smash Rookie
- Joined
- Jan 28, 2015
- Messages
- 7
Hey there,
I just made a Smashboards account pretty much to post this thread. Basically, I have been maining Ness since the game came out and I feel like no one has really talked about the PK Jump. If you don't know what that is, then here is a link to a video of it: youtube.com/watch?v=8QHePOJRNKE.
It is performed by hitting jump and PK Fire at the same time, but the timing is very strict; it is completely different from a DJC PK Fire as you carry your momentum very far when doing this. I'm pretty sure that this has quite a few applications, but I'd like to apologize in advance if this is useless
One, I've found it useful to mix up my landings. I think that many Ness mains would agree that not getting juggled can definitely be a challenge, so the PK Jump can be used as a mix up here along with falling Uair or Nair. Ironically, down air can actually be useful here: if you space yourself correctly from the ground, you can cancel all of your landing lag after a PK Jump by quickly inputting a Dair, leaving you free to roll away, jab if they are going to grab you, or do something like a retreating Nair to get some space. Landing with a PK Jump is especially useful considering that Ness can't B-Reverse effectively with PK Flash. The downside to this is that Ness can't PK Jump backwards, so it will get predictable since you can only go in one direction.
Now, this one is more exciting: I'm pretty sure that the PK Fire from a PK Jump can be comboed out of a down throw at certain percents. However, you must immediately input the PK Jump after short hopping (again, the timing is really hard to get down). This is obviously DI dependent, but I don't really have a way of testing this out on actual players, since I can't really do the PK Jump reliably online. So if anyone could see if this actually works, I would really appreciate it. If this actually can be a true combo, then Ness has so many more options after landing the PK Fire: regrab while they fall to the ground, use pretty much any aerial, etc. Again, Ness carries his momentum while doing the PK Jump, so you will end up right next to your opponent if it connects. If anyone could test this then that would be amazing. I would also like to point out that it may not work at 0%: for example, on a DI-less Captain Falcon, it won't connect at 0%, but it starts working at around 50ish%.
Finally, this can be used as a mix-up when approaching. Short hop into PK Jump can leave you lagless (AKA hard to punish on whiff) if you cancel it with DAir, so you can continue from there with some Nair/Fair approaches or whatever really. That's all I have to say about this, so I hope it was of use to someone. Yeah, so if anyone wants to do some follow-up testing feel free. If I didn't make something clear, then I can clarify. Thanks! (Again, I really hope this isn't just nothing, I really think that this technique is much more useful in this game than it was in Brawl)
Edit: Somehow I completely overlooked another thread in the Ness forum that talks about the PK Jump, but it seems to be mostly dead... Anyway, it seems like this technique isn't so useless after all according to what is written there so I hope that this can be utilized well.
Edit 2: Sorry I know this post is huge but I wanted to add some more thoughts....
I also found that PK Jump can be used as an unexpected ledge option: just hold back on the ledge and then input the PK Jump. However, you can't cancel the lag on it when you do that as you land on the stage very quickly, so it's risky.
Also, I think that, after playing around with it more, this could be a really important tech for Ness mains to practice. IMO, many Ness players can abuse a "flowchart" style, so incorporating this could go a long way. And I really would like to stress that this may be comboable out of a down throw, which would be pretty huge.
I just made a Smashboards account pretty much to post this thread. Basically, I have been maining Ness since the game came out and I feel like no one has really talked about the PK Jump. If you don't know what that is, then here is a link to a video of it: youtube.com/watch?v=8QHePOJRNKE.
It is performed by hitting jump and PK Fire at the same time, but the timing is very strict; it is completely different from a DJC PK Fire as you carry your momentum very far when doing this. I'm pretty sure that this has quite a few applications, but I'd like to apologize in advance if this is useless
One, I've found it useful to mix up my landings. I think that many Ness mains would agree that not getting juggled can definitely be a challenge, so the PK Jump can be used as a mix up here along with falling Uair or Nair. Ironically, down air can actually be useful here: if you space yourself correctly from the ground, you can cancel all of your landing lag after a PK Jump by quickly inputting a Dair, leaving you free to roll away, jab if they are going to grab you, or do something like a retreating Nair to get some space. Landing with a PK Jump is especially useful considering that Ness can't B-Reverse effectively with PK Flash. The downside to this is that Ness can't PK Jump backwards, so it will get predictable since you can only go in one direction.
Now, this one is more exciting: I'm pretty sure that the PK Fire from a PK Jump can be comboed out of a down throw at certain percents. However, you must immediately input the PK Jump after short hopping (again, the timing is really hard to get down). This is obviously DI dependent, but I don't really have a way of testing this out on actual players, since I can't really do the PK Jump reliably online. So if anyone could see if this actually works, I would really appreciate it. If this actually can be a true combo, then Ness has so many more options after landing the PK Fire: regrab while they fall to the ground, use pretty much any aerial, etc. Again, Ness carries his momentum while doing the PK Jump, so you will end up right next to your opponent if it connects. If anyone could test this then that would be amazing. I would also like to point out that it may not work at 0%: for example, on a DI-less Captain Falcon, it won't connect at 0%, but it starts working at around 50ish%.
Finally, this can be used as a mix-up when approaching. Short hop into PK Jump can leave you lagless (AKA hard to punish on whiff) if you cancel it with DAir, so you can continue from there with some Nair/Fair approaches or whatever really. That's all I have to say about this, so I hope it was of use to someone. Yeah, so if anyone wants to do some follow-up testing feel free. If I didn't make something clear, then I can clarify. Thanks! (Again, I really hope this isn't just nothing, I really think that this technique is much more useful in this game than it was in Brawl)
Edit: Somehow I completely overlooked another thread in the Ness forum that talks about the PK Jump, but it seems to be mostly dead... Anyway, it seems like this technique isn't so useless after all according to what is written there so I hope that this can be utilized well.
Edit 2: Sorry I know this post is huge but I wanted to add some more thoughts....
I also found that PK Jump can be used as an unexpected ledge option: just hold back on the ledge and then input the PK Jump. However, you can't cancel the lag on it when you do that as you land on the stage very quickly, so it's risky.
Also, I think that, after playing around with it more, this could be a really important tech for Ness mains to practice. IMO, many Ness players can abuse a "flowchart" style, so incorporating this could go a long way. And I really would like to stress that this may be comboable out of a down throw, which would be pretty huge.
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