NESSBOUNDER...what are you talking about? lol.
PK Fire is good and sure some characters can get out of it very quickly but they still take the damage none the less...it's a freaking projectile. I didn't realize that dealing damage wasn't good.
Some characters have a very hard time getting out of PK Fire (fatties, as I like to call them) and you can take action before they can get out.
That post was nonsense.
Lolwhat, 6% from a projectile that leaves you wide open no matter what you do with it? One that doesn't even offer any kind of effective pressure or cover, and relies solely on your opponent's inexperience in order to have any kind of use? I don't think so.
The way PK fire works, even huge characters can usually escape it simply by using their double jump and applying some side DI. The windup time for this move is also huge. An opponent can smash DI as soon as they hear "PK FIRE" and they won't even be hit TWICE, since if you DI the very first hit, you will avoid the rest of the pillar completely.
The only thing I use it for is occasionally against opponents over the edge, and out of a pivot. And even then, there are better options.
PK fire's pillar isn't actually a continuous stream of hits. It's a group of small hits strung together, with about 1/3 of a second's pause between each one. There isn't much hitstun between each hit, and an opponent actually CAN move while trapped in PK fire. The only reason it SEEMS they can't guard is because of the lag of landing on the ground from a hit, which prevents you from immediately guarding on frame 1.
HOWEVER, air jumping activates on frame 1, and doesn't have the same startup time as a ground jump. Since PK fire's hits push the opponent slightly upwards, air jumping out of these hits is very easy. An opponent with half-decent reaction times WILL escape PK fire easily, and that includes King Dedede, who as we all know, is huge.
I can't believe people are still trying to use PK fire...It's better than it was in Melee, but it still isn't at all a good move unless your opponent is inexperienced on how to escape it.
Having said that, it can force a second jump off your opponent, but most of the time you won't be able to do much with it because of the after-lag.