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Are ANY of Ness's customs worth using?

Link24a

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Normal pk flash: next to useless
Rising pk flash: absolutely useless
Pk freeze: like pk flash but less damage and less consistent

Normal pk fire: great
Strong pk fire: less range so it's bad
Pk fire burst: takes away everything good about normal pk fire. Laggy and Ness doesn't need to space

Pk thunder: good
Lasting pk thunder: slightly better recovery, but useless for chasing offstage.
Rolling pk thunder: just dumb

Psi magnet: alright
Lucas edition: just flat-out bad
Damaging edition: why is this a thing?

It seems like really all of his customs are useless. Anyone wanna enlighten me?
 

Meccs

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I think if opponents suiciding into PKT2 becomes too common, a switch to lasting PKT might be necessary, but other than that I don't think any of his other stuff is notable. Honestly though PK Bonfire could be good if you don't use PK Fire much anyways, at least from what I think it's like. Haven't really used it so it might be way worse than I remember.
 
Last edited:

Earthbound360

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This should probably be in the customs discussion thread.

Just 3:

PSI Vacuum (you're underestimating this one)
Lucas Thunder
Lucas Fire
 

Link24a

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This should probably be in the customs discussion thread.

Just 3:

PSI Vacuum (you're underestimating this one)
Lucas Thunder
Lucas Fire
Could you explain the vacuum one to me? Because I just tried once at was just like "lol this sucks"
Lucas thunder is rarely useful tbh. Chasing offstage with pk thunder is great
Lucas fire has its purpose but just isn't worth the tradeoff of a grab setup
 

Funen1

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Could you explain the vacuum one to me? Because I just tried once at was just like "lol this sucks"
Lucas thunder is rarely useful tbh. Chasing offstage with pk thunder is great
Lucas fire has its purpose but just isn't worth the tradeoff of a grab setup
PSI Vacuum hasn't really been explored that much yet, but the initial idea going in is that if the opponent does not have any projectiles that can be absorbed with PSI Magnet, then PSI Vacuum's hitbox and ability to mess with the opponent's spacing is objectively better than PSI Magnet, which will do absolutely nothing at all.

You don't give the fact that the head has transcendent priority as well enough credit. In some situations being able to hit with the head and keep the attacking going, unlike default PKT, is useful. Pikachu's Quick Attack and Yoshi's eggs are supposedly good examples, though that's second-hand info on my part, so take it with a grain of salt.

If the opponent is either skilled enough to quickly DI out of PK Fire or is playing a character that can more easily do so, then getting the guaranteed damage from PK Fire Burst would be better than trying to rush in for a grab against a character who's already gotten back into a neutral state. All variants of PK Fire are risky to just throw out there anyway, so in situations where you're reading the opponent, the extra start-up time may (I stress "may") not be as much of a factor.
 

Noa.

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Could you explain the vacuum one to me? Because I just tried once at was just like "lol this sucks"
Lucas thunder is rarely useful tbh. Chasing offstage with pk thunder is great
Lucas fire has its purpose but just isn't worth the tradeoff of a grab setup
 

Earthbound360

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Could you explain the vacuum one to me? Because I just tried once at was just like "lol this sucks"
Lucas thunder is rarely useful tbh. Chasing offstage with pk thunder is great
Lucas fire has its purpose but just isn't worth the tradeoff of a grab setup
First off, if you can't use regular Magnet at all (Mac, DK, Villager, etc.) then you might as well have vacuum. No point in not having it. Second, the attraction windbox is rather large, outranging basically anything Ness has in his immediate range that isn't a laggy projectile. The wind pull can be used to catch rolls and air dodges with it's large range, and ability to be released at any time of your choosing. Ness players are still exploring this one, but it's one of his best customs from what we currently know.

Lucas thunder simply put is for fighting people who gimp hard and are nigh impossible to juggle with PKT. Characters like Sonic and Sheik come to mind. Have you ever tried recovering against a good Sheik that knows how to gimp perfectly? It's not fun.

I'd use PKF against characters that escape PKF for free. Yoshi and Zelda come to mind. Yoshi can just DJ out whenever he wants, and Zelda has Nayru's Love, which frees her from the fire and turns in into her projectile. Normally, the best follow up you can get there is a tippered dash attack, which isn't much.
 

Meccs

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I would use Lucas's PK Fire if it had the same momentum tricks as Brawl. B-stick PKF was wonderful for spacing
 

Earthbound360

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I'd use Lucas' mvoes if they acted more similar to their Brawl versions period. Let's face it, Ness is doing a bad job of impersonating Lucas.
 

Link24a

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I'd use Lucas' mvoes if they acted more similar to their Brawl versions period. Let's face it, Ness is doing a bad job of impersonating Lucas.
Yeah. If pk freeze had its high forward speed and he could do those momentum shenanigans with using magnet after fire in the air, I'd probably give those specials the time of day

His pk thunder is nice though because it doesn't stop on shields
 

Today

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I personally think Ness' customs are not really that good.
I think at custom tournaments, Ness would definitely be lower on the tier list unfortunately because other characters get a decent buff.
The only ones that might be useful is the down b vacuum, but it doesn't absorb so meh. Absorbing really helps against certain MUs.
Maybe PK Freeze? Idk, really. =/
 

_clinton

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Love Lucas' thunder and fire, fire more than Ness' even.

Fire:
+The number of people who can get out of PK fire easily/turn it on you is a pretty big number actually (really almost anyone who isn't a fatty, and even they can get out most of the time).
+Like 360 said, base damage being higher can be worth it. Sure you won't be doing any 30+ % combos but 9% for a single move for something like this is pretty good (compare damage of it vs other projectiles)
+Keep in mind that even if it doesn't trap them, they are put in the air/sent off stage easier.
+Buffed range, and a better air option make it worth while IMO as well.
-You just have to be careful of things like cape more because Mario can use it to KO you at a fair %, and man does that suck.

Thunder:
+Thunder eating low power projectiles and going on still is just great. Even stuff it won't eat it still will go through funny enough.
+The amount of space needed to turn is lower so you don't get stuck between certain stages as much.
+Timing and spacing being easier to use makes some tricks like wall jumping/climbing easier IMO.
+Buffed range is nice. It can actually let you go under FD w/o having to wall jump unlike the other 2 Thunder's
+Thing still can stack up insane damage as seen in a video on here.
+harder to punish multihit hitbox also helps
-Someone getting around this can be worse than normal due to it moving slower than normal.
-You do lose some options with thunder, it not vanishing easily can make spacing issues even more of a challenge, and vs some characters that out range you I find you are losing something by not having an easy poke option
-It never killing til later is a downer. Killing some poor soul at 40% can easily break some matches sometimes. Sure people still don't want to get hit by this but it won't ruin someone's day if you do hit them.

PSI Vacuum:
+wind has more range than down smash
+can kill at pretty high %s, which considering how its main use is to punish air dodges/rolls can be pretty useful in a high defensive game like this.
+hitbox is pretty big for what it is.
-Does no shield damage (or maybe CPUs just keep perfect shielding this)
-Has no armor, you'd think that the thing could at least be used for that. I mean this could have been very well used to rep a power shield from EB IMO.
-Won't absorb projectiles and won't kill them as well if hit by blast.
 

Earthbound360

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The biggest tradeoff that Lucas thunder has is the lack of juggle potential. It's so much smaller than normal thunder and moves so much slower. You can try it, but if you miss with it, you're beyond screwed.

It also trades off the ability to have one of the easiest yet suprisingly effective edgeguard tools in the game. Normal PKT IMO is a better edgeguard tool than Lucas thunder because it's easier to hit with and much bigger and obstructive. However, in return for PKT itself not being as great to edgeguard with, it allows Ness to go deeper with his aerial edgeguards since you don't have as much to worry about when it comes to making it back or getting countergimped.

I could be just a playstyle preference. I'd rather stick with normal thunder for the most part though.
 

Noa.

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Whoa in no way is default Thunder better for edge guarding than lasting thunder. The potential to gimp with default thunder is almost non existent. If you land lasting Pk thinder on them while they're recovering, they're probably dead if they can't reach the ledge with only their upB. Default thunder props them up, lasting thunder pushes them away.

Learning how to use lasting thunder effectively is quite difficult. Even learning what the optimal timing and stage position for using default thunder is hard enough, and it's far harder to use lasting thunder optimally. This makes it hard to switch between the two. But even though lasting thunder has a steeper learning curve, it's definitelty worth it.

Lasting Pk thunder is also an incredible tool in neutral. Against characters who have low mobility, it's very potent. You send pk thunder after them, and because they have low mobility they can't manuver around it easily. They're projectiles get eaten up and destroyed by the thunder while it's on its way. And if they shield the thunder, you can continue encircling their shield to get a free shield poke.
 

Link24a

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Whoa in no way is default Thunder better for edge guarding than lasting thunder. The potential to gimp with default thunder is almost non existent. If you land lasting Pk thinder on them while they're recovering, they're probably dead if they can't reach the ledge with only their upB. Default thunder props them up, lasting thunder pushes them away.
yeah, the head is bad but the tail is amazing for gimps
 

Noa.

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yeah, the head is bad but the tail is amazing for gimps
The tail actually has pretty limited gimping potential.

1. They have to be recovering low.
2. They can't have their double jump or have to be low enough where they have to double jump immediately to not die.
3. They can't reach the ledge with only their upB.

Conversely, Lasting Thunder only has to worry about the last two conditions. And it's a lot easier to hit someone with lasting thunder than just the tail of default.
 

Earthbound360

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Whoa in no way is default Thunder better for edge guarding than lasting thunder. The potential to gimp with default thunder is almost non existent. If you land lasting Pk thinder on them while they're recovering, they're probably dead if they can't reach the ledge with only their upB. Default thunder props them up, lasting thunder pushes them away.

Learning how to use lasting thunder effectively is quite difficult. Even learning what the optimal timing and stage position for using default thunder is hard enough, and it's far harder to use lasting thunder optimally. This makes it hard to switch between the two. But even though lasting thunder has a steeper learning curve, it's definitelty worth it.

Lasting Pk thunder is also an incredible tool in neutral. Against characters who have low mobility, it's very potent. You send pk thunder after them, and because they have low mobility they can't manuver around it easily. They're projectiles get eaten up and destroyed by the thunder while it's on its way. And if they shield the thunder, you can continue encircling their shield to get a free shield poke.
Mmm I think I have to disagree with you there (for now), but I don't mind debating it.

PKT is larger than Lucas' thunder. If your opponents vary their recovery patterns (for example, Fox prematurely using his Fire Fox when you expect an Illusion), PKT is more likely to catch both options due to its size. PKT might not be able to get kills as easily on its own, but it darn well sets them up for it. PKT pulling them onto the stage just to eat an uair is pretty amazing, or tailwhipping them to the point that they're forced to use an incredibly linear vertical recovery move that you can easily hit with an aerial.

There's another little mechanic I need to experiment with for edgeguarding too. Apparently if you take hitstun too close to a ledge, your UpB won't auto sweetspot. PKT does that REALLY often to opponents. I'm thinking there's potential to land something really nasty there.

On top of just PKT alone, PKT's fast and large hitbox forces people to recover high sometimes, allowing you to PKT2 them to the heavens. You can sorta emulate that with Lucas thunder, but it's just not as easy OR rewarding.

PKT is just such free damage off stage too. It's really hard to get around it. You could argue that Lucas' thunder is better for that since it will actually gimp and KO, but from my experiences, it's not like it's a 100% gimp chance there. There are plenty of ways around it if your opponent recovers carefully.

I haven't tried it in neutral yet, but it's so small and slow that I feel like people can get around it just by jumping and air dodging. I don't even feel brave enough to toss out PKT in neutral, and it's faster and larger.
 

Therealwaldo

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Normal pk flash: next to useless
Rising pk flash: absolutely useless
I'll have to disagree on rising PK Flash, I personally find it better for catching people on battle field and other stages with tall platforms, It's better than regular anyway. Also, if you hit with the head of Rising PK Thunder you get hella knockback, making gimping much easier. Also Rising PK thunder is more difiicult to gimp, since the opponent can't get hit by it to gimp you
 

_clinton

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There's another little mechanic I need to experiment with for edgeguarding too. Apparently if you take hitstun too close to a ledge, your UpB won't auto sweetspot. PKT does that REALLY often to opponents. I'm thinking there's potential to land something really nasty there.
I really love causing some poor sap to get staged spiked because of this trait of thunder. Granted, lasting PKT can do the whole stage spike thing as well.
 

epic11

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I think the lucas down b is just the better version since you cover more range and it deals damage if the enemy tries to punish you.
Other then that i think you shouldn't use other customs maybe the rising pk flash or the dark pk thunder but thats all.
 

Noa.

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I think the lucas down b is just the better version since you cover more range and it deals damage if the enemy tries to punish you.
Other then that i think you shouldn't use other customs maybe the rising pk flash or the dark pk thunder but thats all.
Lucas PSI Magnet has an inferior healing ratio attached to it. Also you can cancel the lag on default psi magnet when you absorb energy. Idk if you can cancel the lag on lucas magnet, but if you can then it makes the hitbox insignificant.
 

_clinton

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Lucas' magnet also no longer protects you from the front and you can't turn around w/o turning the magnet off 1st.
 

TheConfuZzledDude

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Don't know if this has been mentioned, but the Lasting PK Thunder also prevents you being gimped by your opponent purposely jumping into your thunder ball to make you fall, which doesn't happen very often, but is quite easy to do
 

Link24a

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Don't know if this has been mentioned, but the Lasting PK Thunder also prevents you being gimped by your opponent purposely jumping into your thunder ball to make you fall, which doesn't happen very often, but is quite easy to do
mentioned quite a few times
 
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