Yeah...well guess what would happen then? They would just take the damage from Din's...
But it is not
bad for Zelda.
Charged Din's = Possible death
Charged Din's = A lot of damage
What will you do after the Din's Fire? If you still can't get back using DI alone,you guessed it, PKT1. It's not in
any way bad for Zelda. It's just
less good.
The same could be said for a lot of characters actually if you know...they are far from the ledge and only have a recovery move left...I mean...really
Yeah, but their recovery move can't get eaten up without them having a chance to really use them
and once that happens, they cannot use them again.
So who was the Ness?
It takes less then a second to fire off PKT2 for most of us...and we can stall it as well...and still hit it...
I started Din's Fire before he started PKT1 because I knew he had no choice but to eventually use PKT2. Either he airdodged my Din's Fire and was forced to recover from below the stage, he PKT1'd in an angle I could Din's Fire or he ate the Din's Fire and died.
If he had airdodged, I would've Din's Fire:d again while he recovered from the airdodge and then PKT1:ed.
Again on the fact of how much range Thunder2 has...
It does not have random range from all around Ness. If you're above me, I can Uair you anywhere inbetween when you start PKT1 and have directed it towards Ness' underside (since the tail will be behind the head while you direct it).
Unless you land right...in which case Ness' landing is lagless...
You cannot land on the stage if Pit is standing at the very edge Mirror Shielding you. You might be able to hug the ledge, though.
Yep...and so can PK Thunder...I wonder which one of them has more overall control though?
Yes, but all Pit has to do is Arrow Loop PKT1. Ness has to avoid getting PKT1 hit by an arrow. Maneuverability does not matter if Pit just manages to hit it. Arrows are fast, so even has up to two shots at it.
I'm not saying it's an auto-hit, I'm just saying that recovering from below the stage doesn't not magically mean safety from edgeguarding.
Well, PKT isn't even guaranteed in the first place (unless you have a low-trajectory attack).
It hits faster if it comes from the bottom. FYI Ness accelerates downward slowly during PKT so a thunder directed upward from beneath Ness will hit Ness faster than any other position.
I have nothing to say this. It's just stating facts which neither refutes me or strenghtens your position unless I'm missing something big here.
I believe you are assuming that Ness wil always use it slightly under the ledge. Try doing that directly under it.
No, I am not. I'm giving you scenarios where Ness' PKT can be gimped. If you're below the stage, Zelda has Dair or she could just jump down and eat it. I'ts not easy, it's not guaranteed, it's risky, but it's not really that hard or impossible.
Not sure by what you mean on the reverse PKT2 part.
Back-turned PKT2. Correct me if I'm wrong but if Ness is recovering and has the stage to the left, if he PKT1s to the left and then loops it around, he'll have to PKT2 upwards and only slightly to the left?
Really now? Do you know every direction PKT can/will go and expect to retaliate in time?
No, but I can guess. That's why it's called a
guessing game.
Assuming that I read you the same way you read me, I won't have to PKT2. Zelda's startup lag doesn't give you that chance if Ness is high enough.
What are you going to do after not PKT2? Keep not PKT2 'til you die? You have to recover
sometime. I play guessing game with when and how or just go for Ness himself and Din's Fire him into eternity (if possible)
If you arrow me before the attack, then what's your point?
I
start the arrow before PKT1 comes out and loop it so that it hits your PKT1 when
that one comes out. If it jus hits Ness, yay, extra damage and now I can try again.