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Cool Things and Combos: Ness

Geo1576

Smash Rookie
Joined
Sep 4, 2014
Messages
9
NNID
geo1576
3DS FC
1306-6256-8837
Her are somethings I picked up as a Ness main that are interesting and useful in battle. Feel free to add some other things, I will add them to the list with you're name next to the discovery

Cool Things:
  • Sliding up-smash- Sprinting and doing and up-smash will result in a moving up-smash, very useful for speedy custom Ness's.
  • PSI Magnet Nudge- Opponents who hurt boxes are within the bubble of the PSI magnet will be nudged slightly in the opposite direction. Works most notably on opponents who are standing still, but may also work less notably on falling or jumping opponents. Pushes items very far away, but won't trigger affects ex. gooey bombs won't stick May also work on allies as well. *needs more testing
  • PK fire physics: Can be good or bad, example: Ness hits an enemy caught an PK fire with his bat, but deals little or knock back. Does not happen all the time.
  • multi recovery slam:tested and proven, hitting a wall PERPENDICULARLY will result in a small window in which you can used PKT2 again,. You have to get a slamming animation (green shockwaves) in order to do it and requires good timing.
Combos:
  • From PK Fire: Getting hit by Ness's PK fire can be a game changer, but is best used going into a grab or, if you can manage, a bat or PK thunder 2. V
Grabs: Down throw: best early game option, deals a fair amount of damage and can be chained with an air attack or PK thunder. use other throws for late game finishers or combo into juggles. ~

Ground: Use a bat as a finisher or damage, has better range than a grab and can possibly cause more damage, but is sometimes harder to pull off and may not cause knockback due PK fires weird trapping ability. ~
Air: fair or dair are best in this case. fair can be used into a multiple juggle and even more combos, but is difficult to pull off. dair on the other hand is best used if you managed to hit and opponent in mid-air with pk fire and can meteor smash them even back into the fire or off the stage.~

Specials: often the best option for finishers or punishment
~Side: getting burned over and over and over again, and then being down throwed into a combo and killed is hell for opponents, no pun intended
~Down: least used option, only useful if you read your opponent into using an energy based attack. For gods sake, do NOT use this against little mac, EVER.
~Up: PK thunder can be used to juggle, but PK thunder 2 can be used for one of the third quickest KO moves and arguably the safest (under Little Mac and Jigglypuff respectively, cept jiggles is NOT safe.) It requires good timing and precision to pull off, but becomes easy under the effects of PK fire. PKT2's flaws are basically all about not hitting things. PKfire their standing still, Boom, dead.


I will be adding more in the future, and may even do things like this for other characters. Thank you for reading and I hope you submit good responses.
Keep Smashin!
 
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