thesage
Smash Hero
Fair lasts too long.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
It's probably because his animations look weird. I was playing him trying to figure out what made him feel off, and it was never anything I inputted, only what I saw. The only exception would be WLing out of his DJ, which is weird because his landing detection is completely wack when he's flipping during his DJ.Honestly don't care for the p:m ness, if anything lucas is definitely a lot better than ness imo. Ness feels very weird to play in p:m which makes it very difficult for me to get into playing him.
lol Good one.do you have any basic tips for new ness players?
I don't know if HBox knows this, but I discovered a Ness AT recently.do you have any basic tips for new ness players?
I've heard you can do this with Roy tooI don't know if HBox knows this, but I discovered a Ness AT recently.
When you select him on the character select screen, BEFORE pressing start, you need to press B, move your cursor to the left a bit and then press A.
I've been doing this before every tourney match and its really improving my results.
fair is probably ness's best spacing tool.I think it's about that time again that someone momentarily revive this board, so...
Odin and I recently got some recording equipment, and we recorded a couple of friendlies, two with my Ness
http://www.youtube.com/watch?v=1MCseqJC6Og
http://www.youtube.com/watch?v=_F58tYvtjDA&feature=relmfu
I was playing a little less aggressive and spaced more than usual
I cringe every time I see all those missed techs in the first vid Dx
Any advice/criticism?
How is this different from other characters? Are people discovering new moves for them or something?Only real improvement I can see with him would be similar to what Armada did with Peach. Some creative uses for old moves and better movement.
any character can have its metagame improved. metagames change in accordance to players and strategiesi still believe that any relatively fast character can have itrs metagame improved.
That's one of the reasons I hate approaching with Ness, and where I can be demolished by characters with a good projectile game.He lacks a good, generic plan to get hits aside from the opponent basically running into his moves.
i can agree with that. i still think he's underdeveloped, seeing as there are very few committed, good ness mains, but i dont think he'll ever make it past low tier lolI'm open to the suggestion that some of these can be remedied with development. But not all of them.
I think you're going to have to accept that you're going to be playing footsie a lot. And the onus is likely going to be on you to maintain the spacings for footsie to be possible.That's one of the reasons I hate approaching with Ness, and where I can be demolished by characters with a good projectile game.
This is true for almost every character. Using mindgames to make up for character flaws is generally not a good answer. That's basically explicitly stating that you need to outplay them in order for it to work. There is a limit to how much you can 'outplay' someone (especially good players) before we dip into the realm of the unrealistic. This version of the game is imbalanced and PAL just straight up sucks.I guess that having really good mobility and using mindgames really comes into play with Ness. If you can make yourself slippery, you can wait for an opportunity, say a missed grab or smash attack, and then start a combo.
It's hard to have a good defense when you don't have immediately obviously good crouch and shield options like Sheik, Peach, Fox, Samus, Doc, etc. Fail safe options and resistance to death can make or break characters. The awkwardness of the space he can control is also troublesome (he has really weird blind spots) but can probably be worked around by good movement, patience, tighter DJCs, etc. But the on-hit defense and shield options might be irreparable (not sure myself).The defensive game is definitely a HUGE issue with Ness though, and it definitely needs development.
You said basically what I was going to say. It might work once on someone that's not expecting it if they commit heavily to punishing your free fall but it will probably never work again. I don't like it just because I expect people to be smart enough to do mostly bairs, u-tilts, uairs, dash dance grabs, and such when Ness is above them (because that's usually what works best for just about every character vs just about every character) and if they whiff any of those then there's still enough time to keep going (because Psi Magnet is terrible).I find that PSI magnet can be helpful as a stall to get out of a combo or avoid an edgeguard, for example, if you look at 1:04 in this video: http://www.youtube.com/watch?v=1MCseqJC6Og
I feel like it might be mega-punishable though, but it could be helpful as like a one-time use as an unexpected tactic in a set, but then if you use it again, they'll probably capitalize on it.
This, to my understanding, is a pretty common trick with characters like this. Yoshis do it all the time. Peaches do it all the time. I don't see why it wouldn't be applicable with Ness (although obviously nerfed because his nair isn't as good as Peach's and his DJ doesn't give him stun resistance like Yoshi's).Another thing for defensive game is that I think a DJC aerial can be helpful when you're being comboed, since you can just drop immediately and they won't be expecting the change in direction, and they'll try to read where you should have gone. I don't have an example for this one unfortunately.