ilysm
sleepy
Hm. Ok. Seems reasonable, I suppose. Also, I was kidding in the first part of my post. No worries, dude.
Anyhow, both PKT2 and I'm pretty sure Fair are punishable on shield. Fair can net you a shield grab if they don't fade away, but a smart player will fade back if they hit shield. I'd look at your character's out-of-shield options other than grab. Maybe a short hop out of shield followed by an aerial (this is character dependent obviously) would net you a successful punish.
And airdodge is tricky to say 'it'll work all the time' or 'it won't work at all'. It's sort of a grey area. The meta of the neutral in your match really impacts your decision here. Airdodge will get out out of some dthrow-fair combos (depending again on character weight, percentage, and DI; sometimes it's guaranteed, but not all the time--maybe not even often). Assuming you're playing against a smart Ness (or at the very least someone who knows you pretty well), they might bait out an airdodge with an empty jump, and then punish you in the landing lag. So the best advice I can give in this sense is to make sure your DI is crispy, then get a feel for what followup they'll be going for and act accordingly. If they're going in, dodge away and cancel the dodge lag to come back swinging. If they're baiting the dodge, punish (or retreat, depending on which is more advantageous). It's a bit of prediction, a bit of reaction. Kinda difficult. Or, if your character has a very fast combo-breaker option, like Luigi's nair, you can utilize that. But, I mean, Fair is a good combo tool. Sometimes you won't be able to get out of it. The above might be your best bet, though some of my fellow Ness mains may have something to add. Idk.
Also, do not try to footsool Ness while the bolt is out. You will get blown up. I've seen many experienced players have tried to do this and it pretty much never ends well. The only time you want to jump on top of him is when you're trying to stunt the distance the rocket travels, since the curling tail hitbox will lock you in place long enough for him to blast you unless your SDI is beyond on-point (in which case you've basically accomplished nothing aside from damaging yourself and putting yourself off stage).
Anyhow, both PKT2 and I'm pretty sure Fair are punishable on shield. Fair can net you a shield grab if they don't fade away, but a smart player will fade back if they hit shield. I'd look at your character's out-of-shield options other than grab. Maybe a short hop out of shield followed by an aerial (this is character dependent obviously) would net you a successful punish.
And airdodge is tricky to say 'it'll work all the time' or 'it won't work at all'. It's sort of a grey area. The meta of the neutral in your match really impacts your decision here. Airdodge will get out out of some dthrow-fair combos (depending again on character weight, percentage, and DI; sometimes it's guaranteed, but not all the time--maybe not even often). Assuming you're playing against a smart Ness (or at the very least someone who knows you pretty well), they might bait out an airdodge with an empty jump, and then punish you in the landing lag. So the best advice I can give in this sense is to make sure your DI is crispy, then get a feel for what followup they'll be going for and act accordingly. If they're going in, dodge away and cancel the dodge lag to come back swinging. If they're baiting the dodge, punish (or retreat, depending on which is more advantageous). It's a bit of prediction, a bit of reaction. Kinda difficult. Or, if your character has a very fast combo-breaker option, like Luigi's nair, you can utilize that. But, I mean, Fair is a good combo tool. Sometimes you won't be able to get out of it. The above might be your best bet, though some of my fellow Ness mains may have something to add. Idk.
Also, do not try to footsool Ness while the bolt is out. You will get blown up. I've seen many experienced players have tried to do this and it pretty much never ends well. The only time you want to jump on top of him is when you're trying to stunt the distance the rocket travels, since the curling tail hitbox will lock you in place long enough for him to blast you unless your SDI is beyond on-point (in which case you've basically accomplished nothing aside from damaging yourself and putting yourself off stage).
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