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My PKT2 Mindgame for all the Ness players out there

ggPeteQ

Smash Journeyman
Joined
Jun 5, 2005
Messages
207
Location
Guam
I thought I'd share this KO technique with you guys that I'm sure many have already discovered, but no one has really talked about. This mindgame (which my friends have nicknamed "PK ****") basically involves "conditioning" your opponent to be afraid of the PK thunder by sporadically comboing and racking up damage with it through out the match. Then, when you feel that your opponent is sufficiently scared of the PK thunder, you fake him into DI'ing towards the ledge to dodge the thunder, then loop it around and him with PK thunder 2.

Here's an example: http://www.youtube.com/watch?v=HTQWv6eKjNs

I've done much better examples, but all the replays are on a friend's Wii.

Any comments, questions, or insults, please post here.
 

ggPeteQ

Smash Journeyman
Joined
Jun 5, 2005
Messages
207
Location
Guam
Oh yeah, I know Simna. He used to help my melee Ness a lot. I never found PKT in melee as a viable option for some reason, but in Brawl, it just feels more useful. This example in my video is only possible in Brawl though since we can now grab ledges while facing the other way, where as doing this in melee would've been a suicide (Unless you space it out just enough to where you don't go off the ledge).
 

Ademisk

Smash Champion
Joined
May 4, 2007
Messages
2,759
Location
Kirkland, Washington
Yeah, I know, I've done a LOT of PKT2ing by now. I'm simply showing you the video because it has some ways of manuevering the PKT which are useful. Specifically watch when he goes offstage and PKT2s himself into the ledge in order to edgehog the opponent, it still works in Brawl.
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
Isn't that just an aerial TSS?

EDIT: Thunder Swell Surprise
 

Simna ibn Sind

THIS IS unMODNESS!
BRoomer
Joined
Apr 20, 2002
Messages
4,534
Location
1108 R St. Sacramento, CA 95811
Slippi.gg
SIND#745
the way pk thunder is in brawl....there are too many things u can do with it to justify naming every single unique move....

how about whenever we hit sum1 with a PKT2 we just make sure to say "DESTROYED" ala Guilty Gear

also making people scared of you is very good for pk thunder use
 

Ademisk

Smash Champion
Joined
May 4, 2007
Messages
2,759
Location
Kirkland, Washington
You're the only one? Says who? If that's all you do, then that's not such a good thing. You stop being a risk taker and start being super freaking predictable.
 

ViceGrip

Smash Journeyman
Joined
Jan 18, 2008
Messages
390
Location
SoCal. Twitter is @ViceGripSSB4
using a PK Thunder without mindgames? That's one punished the eff up Ness. also i know this has probably been asked/adressed 5 hundred times by now but i've searched the threads and haven't found much info on how useful tailwhipping is in Brawl. I believe its usefulness has been pretty diminished since melee but is it still useful? wish there were sum vids out there w/ some good brawl tailwhipping examples. when it comes to the barrier id rather just air dodge my way back to the stage, i think barrier would only be good for mindgames or killing your oppenant if u manage to survive using barrier nad then proceed to recover and hit him back w/ an ariel or the pk missile or w/e its called. last question, why's it called PKT2? is there a difference between pk thunder and PKT2. why the 2? probably a newb question but what the hey, i've always wondered. **** this post is full of questions :)
 

Conda

aka COBBS - Content Creator (Toronto region)
Joined
Mar 1, 2008
Messages
2,185
Location
Toronto
You know what I hate? Ness' PKT turning radius. It's way harder to PKT2 straight forward with Ness than it is for Lucas, whose PKT can turn much tigher.
 

Conda

aka COBBS - Content Creator (Toronto region)
Joined
Mar 1, 2008
Messages
2,185
Location
Toronto
I've also had trouble 'tail whipping' with PKT. The fact that you have to rely on the enemy falling on the tail makes me wonder how you guys use it as a reliable attacking tactic.
 

Hardcorenesser

Smash Journeyman
Joined
Feb 18, 2008
Messages
440
Location
Visalia, California
i have started playing Lucas now along with Ness. With Ness i get that feeling of uberness and power that i love so much, but whenever i use his bat it feels so slow. and his pkt2 distance seems feeble. and i wish Ness had more disjointed hitboxes... i say if you are gonna main Ness then don't play as Lucas. you should keep your feel for him cuz when you play as Lucas, it all goes away. Ness doesn't feel so perfect anymore... now i have nothing to live for... *whimper* i think i am gonna give up on lucas for Ness's sake. i am still deciding... it is too hard to main both...
 

Zeke

Smash Apprentice
Joined
Jan 30, 2003
Messages
162
Location
California
Tailwhipping

using a PK Thunder without mindgames? That's one punished the eff up Ness. also i know this has probably been asked/adressed 5 hundred times by now but i've searched the threads and haven't found much info on how useful tailwhipping is in Brawl. I believe its usefulness has been pretty diminished since melee but is it still useful? wish there were sum vids out there w/ some good brawl tailwhipping examples. when it comes to the barrier id rather just air dodge my way back to the stage, i think barrier would only be good for mindgames or killing your oppenant if u manage to survive using barrier nad then proceed to recover and hit him back w/ an ariel or the pk missile or w/e its called. last question, why's it called PKT2? is there a difference between pk thunder and PKT2. why the 2? probably a newb question but what the hey, i've always wondered. **** this post is full of questions :)
You really think that tailwhipping is not longer useful? I am not 100% certain, but I believe the tail is even larger than Melee. Either that or it travels just slightly slower, which has the same effect that I am about to describe. Without a GameShark, I can not prove my conjecture about its size or speed, but I definitely think that PK Thunder is better than it was in Melee.

When I started playing Brawl online, I was messing around with Sandbag in the Waiting Room quite a lot, and discovered that tailwhipping was not only still in Smash, but apparently even better. Like I said, the tail is longer, and it is now much easier to get your opponent with two tailwhips before finishing off with the actual PK Thunder hit. This is useful not only for racking up damage, but for extended juggling (especially in Team Battles). If they are in the correct trajectory path it is even possible to finish the tailwhip juggle with a PKT2. I've actually done this as an edge guard against a very talented Zelda, and it caught him totally by surprise. In fact, if they are close enough to you, it is possible to perform an inescapable tailwhip to PKT2 combo.

Obviously a tactic like this shouldn't be the primary focus of your game. Things like: speed, knowing when to be aggressive, when to be defensive, predicting and knowing your opponent are more important, but its always interesting how pulling off something unexpected and flashy like the tailwihp to PKT2 combo can affect the "pace" of the game.

-Zeke-
 
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