Again...
...in the level
! by one level
!! by two levels
!!! by three levels
Your descriptions for Sheik, Lucario, Yoshi, and Wario are just plain
wrong.
Right it isn’t it is something else that has situation uses…kind of like Wall Clinging…fun fact…I was talking about how Lucario can curve his UP B for this ok…
Wall clinging is nowhere NEAR as situational as anything Ness can do with PKT. Lucario's curve is also not situational. It's sheer maneuverability and ability to completely avoid obstacles is something that many characters would kill to have.
3. A Recovery move that has the same horizontal and vertical distance as Ness’ overall…tries to make up for not having a hit box by being able to cling to a wall as the move is still going
Both moves can be easily edgehogged. What does it matter whether a move has a hitbox or not if you have invincibility frames, anyways? Lucario isn't missing out anything.
4. Maybe if you’re lucky and you use it right…Double Team can help his recovery…but you yourself said you wouldn’t recommend it…I feel I should point that out…
Actually, I do recommend using the move that way, but only very rarely should your opponent predict you. It may work once or twice in a match, but after that I would be very wary about using it.
5. His double jumps horizontal range is almost the same as Ness’ because of how floaty he is…however vertical range nothing at all special really…
Lucario has more horizontal resistance than vertical, and with proper DI it shouldn't be a problem. Also, vertical recovery issues are nullified by wall cling.
6. A great ledgesnap…it’s not like 90% of the cast doesn’t have one as well though…
Lucario's ledgesnap is not "good." It's good compared to everyone else. It's a **** good ledgesnap.
Oh my 2 of them I feel are in point…almost worthless…
Only two of them are not in point, and you've forgotten curving, as well as Lucario's floatiness.
1. Can stall his fall with PSI magnet…one of the best in the game…which isn’t saying much…because only a few characters can stall their falls as well as doing it well (I was able to do it 25 times with Fox on FD before dying…but 2nd place (Samus) was only able to get 15 moves in…and then 3rd place (Lucas) had 8 moves)…His stall is close to Lucario’s though…
So? What the hell is he going to need a stall for? Nobody starts edgehogging Ness until they hear "PEEKAY THUNDER" first.
2. A recovery move...distance wise it ties with Lucario…however the set up time needed to use it is actually around the same as Fox’s, and Falco’s…however the distance can be cut if it hits something and doesn’t stop from that thing…plus he is open as the bolt is moving…but to be fair…It’s not like Lucario isn’t safe from attacks as he is moving as well…
Curving makes him much harder to hit and allows him to either go for the stage or the wall if the ledge is taken.
4. A great ledgesnap as well…but again…
I don't believe it's as good as Lucario's, though.
And Lucas has more then Ness…in everything actually
Agreed.
Maybe cut the distance short on the move…which would be enough to grab the ledge most of the time…PK Thunder is a last resort move…
Actually, I was talking about the head of PKT, not Ness, though that would screw him over, too..
I’m glad you feel safe hovering around someone who can hit you with a 30% kill move…oh and It’s not like Ness’ air game isn’t safe ok…
A 30% kill move that takes 5 years to start up and is instant death for him if he tries it due to him being unable to recover AT ALL no matter how little he's knocked back after trying.
Climbing walls is actually pretty easy to do with Thunder actually…overall once you get pasted the learning curves with the PK Thunders…it is pretty easy…
Except in Wifi…
It's useful, but saying that Ness's "wall climbing" is anything nearly as good as Lucario's wall cling is foolhardy.
4 horizontal Blocks for a rope when using Magnet once isn’t saying much?
Lucario’s recovery move has 7 blocks just to let you know…
You can't rope snake out of the magnet, and Lucario gets 12 blocks if done at a more vertical angle instead of horizontal.
I said Pictochat and Green Greens…
PC and GGs….
Distanct Planet and Norfair have pass through platform…but I’ll take it…I’m pretty sure two blocks for Rainbow Cruise/Port Town doesn’t really help Lucario that much to make a magically difference…
Not sure about the others like PS1 and 2…but I’ll take your word for them…so…
1. FD
2. YI
3. YI
4. PC
5. GGs
6. Halberd
7. Castle Seige
8. FO
9. PS1
10. PS2
11. DP
12. NF
Not much still
Rainbow Cruise's walls when the stage becomes a giant platform near the end can be clung to as a last resort. I've been saved at least 3 times in tournament matches from those walls.
Actually, let's look at all the other legal stages that Lucario can die off the bottom boundary via gimping without walls (realistically)...
Battlefield (Luc ***** here, anyways)
Luigi's Mansion (Lucario's best stage)
Smashville
Skyworld (Banned in many places)
Brinstar
Jungle Japes (Arguably another of Lucario's best stages)
That's 13 good wall clingable stages vs. 5 stages that he can be gimped on. Two of them are among his best stages, another is simply a great stage for him, even if it isn't the best, and you'll never face a gimper on Brinstar, as only Snake and DK will ever pick it against you.
In other words, you shouldn't have recovery problems on anywhere but Smashville and MAYBE Battlefield, and possibly Skyworld provided it isn't banned.
So yeah, you can only cling to save yourself on 13 stages. However, when there are only 18 stages that you'll ever be able to reasonably die off the bottom boundary due to gimping, and 2 of those stages you can't cling two are the ones YOU'LL be counterpicking, I don't think that Lucario's wall cling is anything near as useless as you make it out to be.