Earthbound360
Smash Hero
I like your list Draconoa. There are a few things I'd switch up, but a lot of it seems pretty good to me.
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YEP. ITS BEEN FOREVER IM BACK. and so is ness. he is defintaly top 15 and i cant say anything elseConcerning the top and high tiers, who do you think differently on?
Doc's biggest weakness is his lack of mobility. He has a lot of trouble getting in on characters. However ness is also not mobile. Ness has pretty poor defensive tools and is not too good at keeping people out. Plus Ness usually relies on outpacing people in damage. Doc keeps up with us in that regard.I can't see Doc being a worse matchup than Mario, and I've used both extensively. They would/should arguably be about the same in terms of matchup difficulty, and that's not considering how FLUDD absolutely destroys our recovery.
@ Luco it's been awhile since I watched it so no questions, but congrats again on your win
edit oops wrong thread but blah
Sheik and Diddy join Sonic's tier, Rosalina is IMO (though I probably differ from others) not really a bad matchup.I like your list Draconoa. There are a few things I'd switch up, but a lot of it seems pretty good to me.
No offense, but why you asking about King Dedede vs Sonic on a Ness thread? I don't mean to come off as rude saying this, but shouldn't you be asking about King Dedede vs Sonic on Dedede's forum?Does anybody know how King Dedede fares against Sonic? The little blue menace won't sit still for a second and dances circles around me.
Since this is the Ness board, we won't know as much as The Dedede board (http://smashboards.com/forums/king-dedede.448/) or the Sonic board (http://smashboards.com/forums/sonic.413/). Feel free to stop by these boards and ask them!Does anybody know how King Dedede fares against Sonic? The little blue menace won't sit still for a second and dances circles around me.
Samus is a bit of a surprise to me. My roommate mains Samus, and while he may not be on the level of the guys you're playing, he doesn't seem that great in the air. His moves aren't bad, they just don't seem quick. I wouldn't want to be under him in the air, but otherwise I'd challenge him in the air all day.I'm having a lot of trouble with characters who are good in the air. It's even worse if they have projectiles and there good in the air. Recently mainly it's been Lucina, Marth, Yoshi's and Samus. Anyone got any tips? After over 600 wins and 300 losses, I know a lot about matchups, but I still come across some players who, when matched up with my playstyle, can utterly dominate me, usually with these 4 characters, and a predominant focus on an air game. Despite usually dominating much of the lesser players on For Glory like most people, and learning the intricacies of certain matchups so well the whole match is entirely predictable, I'm still faced with the odd competitor who flat out demolishes me. Instead of presuming that these people have 90% win ratio's and are practically pro's, I'd rather assume their playstyle and characters counter me completely.
Ahh yes, Samus is difficult for mainly two reasons. Her projectile game gives her an advantage on the ground, and her aerial moves have higher priority then Ness'. For example, let's say we've both launched each other in the air. When I approach her and Fair, I'm hurt because Samus' Fair has higher priority. From the ground she can juggle effectively with Uair in the air, and on the ground she can space with superior roll range and a mix up of projectiles that are hard to predict in order to counter effectively in split second situations. A good samus is strong against Ness because she outranges him and can juggle him effectively.Samus is a bit of a surprise to me. My roommate mains Samus, and while he may not be on the level of the guys you're playing, he doesn't seem that great in the air. His moves aren't bad, they just don't seem quick. I wouldn't want to be under him in the air, but otherwise I'd challenge him in the air all day.
It just feels like a timing issue to me. My general I-don't-know-if-this-will-work-or-not advice is to spam SH nairs. Spam those and be cognizant of spacing. Nairs come out so fast that you should be beating the characters mentioned with good spacing(except perhaps Yoshi, he's a different ballgame. He's a step up in the air from the other mentioned characters).
Air dodging good jugglers is easier said then done, especially when trying to land, but what you say is true and thank you for your input. You bring up an interesting idea with the ledge. Sometimes in the midst of a fight you forget to take a step back and analyze what's happening, and to do something different when what your currently doing isn't working. Next time I find myself in a position near the middle of the stage, in the air, against these troublemakers, I'll try going out of my toward the ledge. That brings it's own risks as well, like intentionally letting yourself be open to the possibly of a successful edge-gaurd, but it can also serve as a good mix-up tactic to catch someone off guard through positioning.Ness has issues dealing with good jugglers. It's a sad truth that we get juggled reasonably easily because our Dair just doesn't do it well enough and we can't magnet stall anymore to mix up our timings quite as well. When above these aerial-based characters, either go for an AD through them or reset to neutral by getting to the ledge and getting up from there.
Otherwise, F-air should beat most of them, otherwise perhaps try OoS Nairs when they approach? With characters that have projectiles like yoshi you'll pretty much have to powershield their projectiles until you can get close enough to space your aerials, then capitalise on them when they're in disadvantage. Those characters can be difficult
Ahh yes, Samus is difficult for mainly two reasons. Her projectile game gives her an advantage on the ground, and her aerial moves have higher priority then Ness'. For example, let's say we've both launched each other in the air. When I approach her and Fair, I'm hurt because Samus' Fair has higher priority. From the ground she can juggle effectively with Uair in the air, and on the ground she can space with superior roll range and a mix up of projectiles that are hard to predict in order to counter effectively in split second situations. A good samus is strong against Ness because she outranges him and can juggle him effectively.
I will definitely take your advice to heart, it is always good to hear other angles, hear a fresh take on some issue I can get mired into and tunnel vision. A lot of the fun during hard matchups is finding out what works. It felt so good to discover that although dash attacks are usually a horrible strategy and easily punished, that they specifically counter roll spammers. I had a huge difficulty with roll spammers before discovering that, and afterwards it became an afterthought. I'm just looking for the tactic that would allow me to overcome this specific strategy, Nairs just might do that.
Air dodging good jugglers is easier said then done, especially when trying to land, but what you say is true and thank you for your input. You bring up an interesting idea with the ledge. Sometimes in the midst of a fight you forget to take a step back and analyze what's happening, and to do something different when what your currently doing isn't working. Next time I find myself in a position near the middle of the stage, in the air, against these troublemakers, I'll try going out of my toward the ledge. That brings it's
You can actually force Samus to approach you, because you can reflect her projectiles with the bat. They're slow enough where you'll have the time, and depending on distance she may have too much end lag to react. Charge shot is the only projectile too fast to rely on reflecting, but you can if you telegraph it, or absorb it.I'm having a lot of trouble with characters who are good in the air. It's even worse if they have projectiles and there good in the air. Recently mainly it's been Lucina, Marth, Yoshi's and Samus. Anyone got any tips? After over 600 wins and 300 losses, I know a lot about matchups, but I still come across some players who, when matched up with my playstyle, can utterly dominate me, usually with these 4 characters, and a predominant focus on an air game. Despite usually dominating much of the lesser players on For Glory like most people, and learning the intricacies of certain matchups so well the whole match is entirely predictable, I'm still faced with the odd competitor who flat out demolishes me. Instead of presuming that these people have 90% win ratio's and are practically pro's, I'd rather assume their playstyle and characters counter me completely.
Little Mac, Sheik, Diddy Kong are my main issues. All Little mac players do is Dsmash and dash attacks, Sheik is just too fast for me to handel plus the needles and aerial game is strong and my problem with Diddy is that everyone is the exact same. Throw bananas get it throw it the uair all day. How can I counter these problems?I have decent problems against Little Mac as Ness. I can beat him with almost every other character, but I can't beat him with Ness somehow. :/
Actually PKT then turns into Rosalina's own hitbox, meaning that Ness can get hit and then get knocked out of free fall, therefore giving him another chance to recover. In short, that makes it hard to gimp Ness with that move.Rosalina is one of the worst matchups against Ness if you ask me, go off ledge, use the gravitational pull to eat Ness's PKT, auto KO.
I think you should try to be on top of your aerial game against Falcon. Fair gives good coverage, but if you get too predictable Falcon will be able to juggle you. PK Fire combos can rack damage quickly, but you will have to use them wisely to not be punished. Good Falcon's can also get in on you easily if you stay too immobile.I'm realy having some difficulties vs cf as ness
Captain Falcon has a lot of trouble dealing with fair and dash attack in neutral. He doesn't have the disjointed hitboxes to deal with it.I'm realy having some difficulties vs cf as ness, just because of his pure speed and dashgrab
cf is a character who needs to be in your face, so in order to beat him you need to stop, but ness has no reliable projectile, no great range and no speed to match cf, so how do i stop that?.
i can't realy stay in shield, because he will just run over the entire stage and dashgrab me in 0.5s with the slide at the end and his grabrange.
but just approaching him seems so hard for me, he is just so fast to punish you, then gets a grab and juggles you (a position realy bad for ness), grabing him is also hard because he outranges us and has an insane grabrange.
it's not just the speed, i don't have any huge problems vs sheik, and this MU should actually be worse, so I'm just clueless vs cf
Howso? Doesn't that guy drop like a rock? I feel like characters with poor horizontal aerial mobility and floatiness struggle with PKT juggles more (like Luigi).Captain Falcon has a lot of trouble dealing with fair and dash attack in neutral. He doesn't have the disjointed hitboxes to deal with it.
The matchup is very even in neutral. To beat Captain Falcon you have to land a strong read in neutral. However Falcon handles pk thunder juggling really poorly. So poorly that I do get the impression that the matchup might be in our favor.
It is true that Falcon has a fast fall speed and high air speed. Those help him deal with the pk thunder. However there are four things that contribute positively to us juggling him. He has a large frame. He has poor aerial acceleration and deceleration to he can't mix up easily on his way down. He doesn't have a burst mobility option to quickly escape from the situation like Sheik and bouncing fish or ZSS and her down b. And Falcon's aerials have small hitboxes, apart from uair, so he has trouble hitting the head of pk thunder.Howso? Doesn't that guy drop like a rock? I feel like characters with poor horizontal aerial mobility and floatiness struggle with PKT juggles more (like Luigi).