_clinton
Smash Master
- Joined
- Dec 5, 2006
- Messages
- 3,189
So, I feel its no secret that Ness has a harder time touching the floor in this game and avoiding getting juggled compared to Brawl. In general Ness has always wanted people in the air, but he himself doesn't really want to be in the air at the mercy of someone on the ground as well.
-Dair is nerfed and still bad in general for keeping foes off him, granted, at least if you do connect with it you are given free pass back to the earth pretty much still like in Brawl (even if you trade most of the time). And now it does have a more disjointed hitbox it seems as well, which may help.
-nair itself is at least good for keeping some guys off him, but vs. some good uairs and you'll never trade/beat them as much as you want.
-Air dodge is hit and miss, you can turn the table and easily uair them if you get by them a good % of the time, but still, an air dodge isn't foul proof; being close to the ground can keep you open, and they could easily read the dodge and pop you back up again.
-The ledge isn't your friend as much as you want it to be compared to others, where as characters like Samus can at least head off the stage and go for the ledge to help with countering juggling, Ness doesn't like it as much.
-Platforms can get in your way if they aren't the nice moving one like on smashvile, this is why I hate stages like battlefield as well more than some others.
-PK Thunder can be used to cover your fall some, but again you are a sitting duck (and there are so many characters you want to be careful at doing this to/areas where you can do this).
-PK Fire requires a very picky angel, and a miss is very costly. But, at least you can really turn the table if you hit with it. Stuff like PK Jump/Firebound is helpful as well here IMO as well.
-Magnet stall is changed in general, so something that let you mix up your fall is limited now. Sure the rising magnet you have now is pretty nice for helping you off stage at absorbing certain projectiles (which is why I've changed my opinion on if I really want just the stall back recently), but if you are just trying to touch ground you can only use it once, and you have to give up your 2nd jump to use it as well. Still, this is one of your best options still IMO despite it being nerfed.
So, I ask Ness mains, how do you all get back to nice solid ground?
-Dair is nerfed and still bad in general for keeping foes off him, granted, at least if you do connect with it you are given free pass back to the earth pretty much still like in Brawl (even if you trade most of the time). And now it does have a more disjointed hitbox it seems as well, which may help.
-nair itself is at least good for keeping some guys off him, but vs. some good uairs and you'll never trade/beat them as much as you want.
-Air dodge is hit and miss, you can turn the table and easily uair them if you get by them a good % of the time, but still, an air dodge isn't foul proof; being close to the ground can keep you open, and they could easily read the dodge and pop you back up again.
-The ledge isn't your friend as much as you want it to be compared to others, where as characters like Samus can at least head off the stage and go for the ledge to help with countering juggling, Ness doesn't like it as much.
-Platforms can get in your way if they aren't the nice moving one like on smashvile, this is why I hate stages like battlefield as well more than some others.
-PK Thunder can be used to cover your fall some, but again you are a sitting duck (and there are so many characters you want to be careful at doing this to/areas where you can do this).
-PK Fire requires a very picky angel, and a miss is very costly. But, at least you can really turn the table if you hit with it. Stuff like PK Jump/Firebound is helpful as well here IMO as well.
-Magnet stall is changed in general, so something that let you mix up your fall is limited now. Sure the rising magnet you have now is pretty nice for helping you off stage at absorbing certain projectiles (which is why I've changed my opinion on if I really want just the stall back recently), but if you are just trying to touch ground you can only use it once, and you have to give up your 2nd jump to use it as well. Still, this is one of your best options still IMO despite it being nerfed.
So, I ask Ness mains, how do you all get back to nice solid ground?