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I've been trying to learn how to combo into a PKT1 tail then PKT2, I haven't had much success but hopefully some consistent strats will come up.
Dthrow all day every day. It leads into a ton of excellent combos. Gmaster was just talking about going dthrow short hop magnet double jump cancel nair. You can also do some other cool stuff with the magnet, just check out the thread entitled "How are you using Magnet?" You also have to abuse his dair. It combos into a lot of stuff, and it can set up some nasty gimps and tech chases. Fair sets up lots of grabs. His throw game is excellent, so you can use those regrabs to set up uthrow chains on fast-fallers or dthrow stuff on midweights and floaties. Pk fire should also be abused, as it's an excellent projectile. You can set up throws, smashes, and aerials out of it. If somebody better than me (Gmaster? Spiffy? NZA?) decides to chime in, they will probably be able to help you some more.
^Pretty much nailed it lol.
The fantastic part about Ness' combo game is that the damage you get from any give combo grows with your own skill. I remember when I began I used to just use fair out of grab to regrab/combo. As my skill grew, I incorporated DJC fair into it to make it more reliable. Next came magnet DJC fair and now to DJC nair (which is the max damage you can get from a grab while still almost guaranteeing a regrab to my knowledge). This whole point is rather obvious, but imo it stands true for Ness more than most.
A good "reset" sorta thing to do after any combo that ends with DJC, is instead of cancelling the DJ, do a rising aerial, fade back and PKF. Its extremely safe, and it works well on all except the most patient or ones who know when you're going to do it.
really the hardest to combo are the floaties (Zelda, Peach, Puff, even Mario) because on DI out you cant get a magnet in, meaning you have to fair which lets them float away from the rest of a combo. a sorta saving grace is usmash. Floaties have nothing to beat it, even if they have a jump sometimes, so its safe, damaging and it kills at decent %s due to the opponents nature.
Other class id call harder to combo directly out of a grab are the psuedo FFers, namely Lucas, Diddy and MK. DI out causes them to hit the ground before Magnet can connect, so again you must fair to do damage. It is nice that they fall faster so you can regrab, its just you get less damage overall.
Edit: speaking of skype, if you want to all add me/post Skype names I could create a room for Ness discussion. I know other characters have such a think, and its kinda fun imo
Yeah, no needJust went and watched a bunch of his videos, and I think I have someone of a grasp on how he plays. From what I saw, a large part of his success is just hes a smart player. he uses simple but effective setups when he sees an opening. however, another large part is that nobody seems to know how to fight Ness yet lol. His opponents constantly run into silly things and fall into false setups (such as low% dair->dair out of d-throw, its not actually a combo, they can shield on landing) because they don't seem to know what Ness can do yet. This isnt Awestin specific, it happens to me, and others from what I'v seen. But when people die while edgeguarding PKT2, take 60 damage because they don't SDI PKF or generally don''t respect Ness options as they should (like they are still playing Melee or something :/), it makes me cringe lol.
I love watching Awestin play tho, he kinda shows that Ness doesn't absolutely NEED complex tech to do well.
I never like trying to analyzing others play, it always seems like I'm putting them down
Edit: no need to feel pressured to post videos if you cant, its all cool