ilysm
sleepy
As far as dtilt goes, double dtilt is sometimes good because it isn't too big of a commitment, automatically makes your trip chance 60%, and the second hit doesn't reset the first one if it trips.
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I should clarify that the second part is true for most characters, but some characters' trip animation makes them hit the ground instantly, causing the second dtilt to reset them.As far as dtilt goes, double dtilt is sometimes good because it isn't too big of a commitment, automatically makes your trip chance 60%, and the second hit doesn't reset the first one if it trips.
Yeah, I do that on the heavier and/or taller characters if they're close to the centre of the stage. It does more damage and there are more ways to follow up after it.Does anyone do forward air then up air off of a down throw? I feel like it gives you a lot of options since Ness lands first, but obviously depends on where you are on the stage and who you're playing.
This is actually what you should be going for when you can. Fair into fair is the weakest combo you can get off of dthrow. Fair uair or fair nair are stronger, but dependent on the opponent's position. Land them when you can.Does anyone do forward air then up air off of a down throw? I feel like it gives you a lot of options since Ness lands first, but obviously depends on where you are on the stage and who you're playing.
PKT, nair, and fair are you most reliable options. Bair and angled ftilts can be useful too, but not as much as the aforementioned 3.Studying up on my Ness game so I have a counter for Sheik (From a series I love anyway). Anybody know how I edge guard with him?
most likely on the frame it visually appears, which is about 10.does anyone know at what frame psi magnet starts absorbing?
ohhmost likely on the frame it visually appears, which is about 10.
Keep pressure with short hop fairs and maintain proper spacing. Don't spam PK Fire, but against Fox, the reflector is laggy so you can actually heal off the reflected fire if you screw up. (Don't strive for that, because you still take net damage from the ordeal.) The standard Fox fare is to shorthop fair or fastfall nair at you, close to the ground. Either shield and hold until he lands and has to get up, so you can grab, or just wall him out with fair after fair. Ideally, you keep Fox above you. His recovery is also bad, so consider using a forward throw to send him offstage and rack up damage with a PKT or two as he tries to recover. This isn't to KO, but to get the 11% damage from the forward throw (+1 pummel if you're ahead), then 16-18% in PKT damage.Any tips against Fox?
Thanks a lot!Keep pressure with short hop fairs and maintain proper spacing. Don't spam PK Fire, but against Fox, the reflector is laggy so you can actually heal off the reflected fire if you screw up. (Don't strive for that, because you still take net damage from the ordeal.) The standard Fox fare is to shorthop fair or fastfall nair at you, close to the ground. Either shield and hold until he lands and has to get up, so you can grab, or just wall him out with fair after fair. Ideally, you keep Fox above you. His recovery is also bad, so consider using a forward throw to send him offstage and rack up damage with a PKT or two as he tries to recover. This isn't to KO, but to get the 11% damage from the forward throw (+1 pummel if you're ahead), then 16-18% in PKT damage.
In short:
"Personally, I prefer the air!"
—Falco Lombardi
Shield breaker is great for fighting shields.Marth can't do jack against shields other than shield breaker. Just play super turtley and punish things (Ness is REALLY good at punishing hard), and you win.
marth has a lot of lag on pretty much any attack he has so if ur good at spotdodging or powershielding you can punish easilyI really really need help against the Marth match up.