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I don't know why this is either. It most certainly is NOT safe on shield, no matter where you hit with it. Bair is the safest one, and even that one I have doubts about at times.Why do people say Ness's Uair is safe on shield? Looking at the frames and the short range it has, I would assume they can easily shield grab or punish with a quick smash.
A well spaced uair against a shield will not have you get grabbed. I've managed to do this plenty of times. There are better options against shields such as fair, nair, or bair. Uair pretty much starts from the back to the front of Ness, making an upside down U shape. The tip of his head can poke shields. Doing it too close will get you grabbed. People don't typically go for a quick smash attack when an attack is coming at them because they assume that after you do your attack, you're going to block.Why do people say Ness's Uair is safe on shield? Looking at the frames and the short range it has, I would assume they can easily shield grab or punish with a quick smash.
It can work, but it's possible to shield between the 2 nairs out of a spot dodge. Nair is also pretty laggy on landing, so it's a bit risky.@ Earthbound360 I don't have a Wii U so I can't test this. Does SH nair beat spot dodges because the second nair in the SH will always hit them before they can punish? Also to Magnet cancel Luigi's fireball, do I jump the moment the fireball hits my field or when the swirling thing appears around my body?
So from your earlier post, you said to beat spot dodges I should use Nair. How does Nair beat spot dodges if they can easily spot dodge and shield? Thus, resulting in me getting grabbed.It can work, but it's possible to shield between the 2 nairs out of a spot dodge. Nair is also pretty laggy on landing, so it's a bit risky.
The thing is, when you run up to someone and they're anticipating a grab, a SH nair has a different timing on its hitbox (as well as a longer duration) that will more likely catch them than a grab. This is just with 1 SH nair. I'm just saying that the SH double nair commitment might be a bit more risky. After just 1 nair, you can DJ away, or fall away with the rest of the SH.So from your earlier post, you said to beat spot dodges I should use Nair. How does Nair beat spot dodges if they can easily spot dodge and shield? Thus, resulting in me getting grabbed.
Since you can't roll forwards, I just SH forwards and air dodge as a substitute.The good thing about magnet cancelling is you can spam a direction input whilst you're in it and you'll guaranteed get the magnet cancel should an energy projectile hit you. If you're struggling on the timing at all, then just do that until you get the timing down pat.
Although you can't cancel magnet with a forward roll, so it always has to be a backward roll, spotdodge or jump (I think magnet cancel SH Nair/Fair might be really nice against Luigi players that try to use fireball to cover their approaches)
nothing's really safe on a powershield, besides Fair, since you can't really PS it. as to what else you can try, FF Nair to hit the ground quickly or SH double Nair to fake him out.My Fair and Nair is not safe on shield, even if I drift away, he would perfect shield and dash up then grab.
don't roll towards him then. spotdodge, jump or magnet cancel Usmash.I can't magnet react his mid range fireballs, he would keep a distance where if I roll, I would end up in front of him. These mid range fireballs let him set up grabs 24/7. My magnet doesn't come out fast enough.
if he's spotdodging it then bait a spotdodge. if he rolls back that's also punishable too.Any of my dash attack/grab he would always spot dodge then punish with jabs or roll back into fireball then grab attempt. I can't empty jump grab because every time I SH towards him he would Upsmash. I Tried to empty jump fake out his upsmash (13 frames), but I can't punish because of landing lag and dash grab takes too long. Please advise.
If I FF nair his shield, won't I just get shield grabbed? Fair doesn't even need to be PS, he can wait it out and dash up and grab because of the long landing lag.nothing's really safe on a powershield, besides Fair, since you can't really PS it. as to what else you can try, FF Nair to hit the ground quickly or SH double Nair to fake him out.
I don't mean I'm rolling into him. I was trying to give you guys an idea of the range he keeps me at. The range where I can't magnet react. Fireballs are positive on shield for him. If I block, he can get a grab. I try to challenge it after blocking or dodging the FB with jabs since that's the only move that comes out fast enough. It worked at first but afterwards he would just dash upsmash behind a fireball. Throwing out jabs became risky. These are the difficulties I'm having: I can't get past the fireballs, on offense or defense I have no safe approaches against him. I can't punish anything he does. upsmash(window is small, blocking pushes me away unless I PS). Downsmash - the start up and end frame is ridiculous. His fireball dash up grab/upsmash/jab - such low risk, high reward approach for him. Everything he does seems super safe and high reward. Everything I do seems risky and if I make 1 bad read = grab. 3 grabs and I'm dead. My biggest punish against him is a grab downthrow up air. Can't chain fair because he always di towards me.don't roll towards him then. spotdodge, jump or magnet cancel Usmash.
generally only magnet what you can make. don't try to magnet a close up fireball, just PS it.
also fireballs don't have enough hitstun to combo into a grab.
I think that would work but I have to jump over the fireballs too. If I get hit by the fireball in the SH then it's a free grab for him. Luigi is just super frustrating to play against.if he's spotdodging it then bait a spotdodge. if he rolls back that's also punishable too.
when you do a tomahawk, try to SH while staying out of Usmash range. this way you can FF Nair or simply land and grab a whiffed Usmash.
Don't go recklessly attacking shields with nair OR fair. Neither of these are safe, and you'll learn this quickly with some other characters too. I'm actually convinced that fair is the worst aerial on shield (other than dair of course). I would refrain from using fair at all in this matchup outside of full hops actually. Nair ONLY if you plan to trade with Luigi, or have a read on his spot dodge. So in this case, you'd have to determine the moments he spot dodges (and I know he is, because you're saying he's spot dodging your grabs), or nair only when you see Luigi jump as well. Remember, you're not nairing to pressure his shield, you're nairing to beat things he does.If I FF nair his shield, won't I just get shield grabbed? Fair doesn't even need to be PS, he can wait it out and dash up and grab because of the long landing lag.
You have to get a feel for magnet's timing. Fireballs travel slowly, so it's very possible to magnet them, but you have to have it in mind already. Be prepared to magnet at any time. Then immediately magnet cancel it when Luigi moves in. Once you've really got the hang of this, it'll heavily discourage Luigi players from using fireballs since not only will they lose their positive frames, but they'll also be greatly diminishing the damage they deal to you even if they get you eventually.I don't mean I'm rolling into him. I was trying to give you guys an idea of the range he keeps me at. The range where I can't magnet react. Fireballs are positive on shield for him. If I block, he can get a grab. I try to challenge it after blocking or dodging the FB with jabs since that's the only move that comes out fast enough. It worked at first but afterwards he would just dash upsmash behind a fireball. Throwing out jabs became risky.
In situations in which moves have small end lag, you need to focus on punishing them during the move, not after. Pivot PKFs will work here if you can tell he's going to throw out these moves. Space yourself properly, then let him have it.These are the difficulties I'm having: I can't get past the fireballs, on offense or defense I have no safe approaches against him. I can't punish anything he does. upsmash(window is small, blocking pushes me away unless I PS). Downsmash - the start up and end frame is ridiculous. His fireball dash up grab/upsmash/jab - such low risk, high reward approach for him. Everything he does seems super safe and high reward. Everything I do seems risky and if I make 1 bad read = grab. 3 grabs and I'm dead. My biggest punish against him is a grab downthrow up air. Can't chain fair because he always di towards me.
I think that would work but I have to jump over the fireballs too. If I get hit by the fireball in the SH then it's a free grab for him. Luigi is just super frustrating to play against.
Im actually going to a tournament later today. Most likely have to play him again. I think I might just play my villager.
Ness is probably one of the best characters to pick against ZSS. He's definitely one of her harder matchups.Hey guys. So I have been playing around with Ness for a while and enjoy the character but mainly put my focus in Meta Knight. I have come to accept that there are just some MUs I am better off using a secondary for. In addition, I would like to be competitive for a customs format and MK is just not very good with customs.
The MUs I am struggling with are and mainly. I also fight a buttload of and (easier but still really stressful). Based off what I've posted here do you think it's worth it to develop my Ness further? I know the character to a playable level so I am not starting from scratch here.
Pivot grabs with ness imo have their time and place like if you've intentionally or unintentionally conditioned them, or exploiting a bad habit of theirs. My only advice would be to use them sparingly. Hes just too slow to use them as effectively as some of the other cast members. Maybe i need to implement it more into my play but i hardly ever use it. I feel charging at your opponent on the ground is usually already a mistake with ness.does anyone have advice on using pivot grabs? i've noticed that ness has a great pivot grab and obvious great follow ups after a grab so i'd like to know how to use them effectively in battle.
I agree with this. You do it in training mode and think "oh this is awesome!" But when you bring it to a realistic setting, you notice that it can be practical, but isn't revolutionary. I mostly catch obvious rolls, REALLY aggressive approaches, or opponents landing when they have no more mobility options with pivot grabs.Pivot grabs with ness imo have their time and place like if you've intentionally or unintentionally conditioned them, or exploiting a bad habit of theirs. My only advice would be to use them sparingly. Hes just too slow to use them as effectively as some of the other cast members. Maybe i need to implement it more into my play but i hardly ever use it. I feel charging at your opponent on the ground is usually already a mistake with ness.
Well you most certainly shouldn't be using projectiles to land. All of Ness' projectiles are all fairly laggy or have startup.I was playing a really good Roy this afternoon. He got me, and I didn't know what to do as a landing option, since he could read every projectile I used. What can I use as a landing option to keep opponents distant?
I wasn't using projectiles to land, I just did not know what to do. Thanks for the help!Well you most certainly shouldn't be using projectiles to land. All of Ness' projectiles are all fairly laggy or have startup.
Mixing up fast falling and shielding, air dodging, and aerials (bair is the safest) are your best bet. I'm not sure if Roy is one of the characters that bair is safe on shield for though. Grabbing the ledge to reset can be a good option too.
The way you worded your question made it sound like you were landing with projectiles haha. But it's all good. I'm happy that these boards were able to help you.I wasn't using projectiles to land, I just did not know what to do. Thanks for the help!
I, too, am having trouble with the ZSS and Yoshi matchups, despite both supposedly being even-ish or even slightly in our favor.
: I'm constantly getting outspaced. With her zairs, aerials, paralyzer, and plasma whip, dash grabs I can never approach safely. Aerials usually result in a trade. I'm constantly getting forced into a defensive position and can never apply pressure of my own; all the damage I inflict comes from punishes. Edgeguarding off stage is too risky since her down B can spike. She's too good at outmaneuvering my PK Thunder harassment. I'm constantly getting grabbed, which is usually followed by a d-throw to u-air chain and finished off at 60% by Boost Kick. Or she'll use it following a d-smash read, or as an out of shield option. I lost all three of my stocks in one game at my last tourney thanks to that stupid Up B. =__=
For what it's worth, I'm usually able to take a game by counterpicking Duck Hunt as a stage thanks to its higher(?) ceiling. What other stages are good for this matchup?
Here's a set I played against a ZSS. A lot of the mistakes the commentators critiqued were actually mis-inputs. Definitely should lay off the PK Thunder though :|
http://www.twitch.tv/stlbarwarz/b/671604940?t=92m11s
: Pretty much having the same issues as the ZSS matchup, the only saving grace being that I don't get killed stupid early. On the other hand, it's even harder to play defensively since Yoshi can apply a ton of shield pressure. All of his aerials seem to out-range and out-prioritize mine. My aerial and ground approaches are always halted by the egg throws. I have a hard time going in for the optimal punish since none of Yoshi's moves seem to have any end lag. I'm also afraid of challenging his f-air spike off-stage. PK Thunder sniping doesn't work well since Yoshi has super armor on his double jump. It's hard to follow up on a good PK Fire read since he's always able to escape somehow by jumping out.
Of course I also have trouble against the obvious Sheiks and Sonics but we don't have any of those at our locals.
For your main, I'd imagine an up B would benefit you as an escape. But that leaves you open afterwards. Still, it might do some good, otherwise just block and try to roll or jump out.Can someone please tell me how to escape PK Fire. I can't just shield because I'll get grabbed
Important ones to know are Magnet cancelling, PKF lag cancelling, pivot grabs/PKFs, and tomahawking.I'm new to Ness, but I want him as my Secondary.
What are some Ness ATs I should know, and what are his best and worse matchups?
Can't go wrong with Sheik. Zamus is a solid choice, and Mario supposedly covers most of Ness' bad matchups. I recommend the plumber.Is sonic a good secondary for ness? I like them both but can't decide on who to main. If he isn't, then who would be a good secondary for ness?
I can't seem to get PKF lag cancel to work. I'm not able to get the dair out in time. Any tips for that?Important ones to know are Magnet cancelling, PKF lag cancelling, pivot grabs/PKFs, and tomahawking.
As of late, I've been getting a LOT of mileage out of PK jumps, so I've gotta recommend that too.
Worst matchups are Sonic, Sheik, and Rosalina.
Use the PKF sooner in the jump.I can't seem to get PKF lag cancel to work. I'm not able to get the dair out in time. Any tips for that?
Alright, I'll try it out some moreUse the PKF sooner in the jump.
I played against my friend's Lucas a ton tonight, I'm tempted to say it's in our favor actually.anyone else struggle with lucas quite a lot?