ThatGeneric
Smash Rookie
- Joined
- Aug 13, 2017
- Messages
- 1
- NNID
- ThatGenericNess
Hey guys! I recently got to play Smash Ultimate. Once today, and once about a month ago. I played quite a lot of matches as Ness, and I just wanna share some of the changes I noticed
How the mechanics change Ness:
Starting with how they buff him, he can now easily do a running down-smash at ledge, as 2-framing is still in this game. The new air-dodge can benefit him. Opponents can no longer spam air-dodge when he tries to edgeguard with PK Thunder. This makes his edgeguarding game even better.
However, the air dodge change has it’s problems for Ness. His amazing air-dodge is now gone. It can be used to help recover though. As well as this, the decreases to landing-lag on aerials benefits him a lot.
Aerials:
Nair- Slightly bigger hitbox, which is great for edgeguarding.
Fair- Pretty great at drag-down combos now, especially into another grab. The reduced landing lag is extremely beneficial to this move in particular.
Bair- Pretty much same as before.
Dair- This move is pretty amazing now. The meteor hitbox has been increased, so now it’s easier to sweet-spot. It also kills much earlier, making it an actual viable option. And yes, it still a-cancels.
Uair- This move has been completely re-worked. It is now a multi-hit move. The main problem with this is that multi-hit and aerials don’t always work too well. I noticed that some opponents could escape from the move. However, it kills earlier than previously (for some reason), and it gives Ness another aerial for drag-down combos.
Normals:
Jab- I didn’t notice a change, but d-tilt benefits from being performed out of a dash.
Tilts- No change here either.
F-Smash- Same as before.
D-Smash- Again, seriously benefits from performing the move out of a dash.
U-Smash- It’s actually a good move now. It kills at an earlier percent and is still about as fast as before.
Throws- Yeah basically the same, down throw is a combo throw, back throw kills at the same ridiculous percents, forward throw is still for killing at 30% on smashville platforms, and up throw still sucks. However, his pummel has changed, it is now a slow, strong pummel.
Specials:
PK Flash- It’s an actual viable move now! It moves faster and further; a good edgeguarding option.
PK Fire- New animation, and I think it’s harder to SDI, but not too sure on that.
PK Thunder- The projectile is about the same, but PKT2 kills earlier. However, if you hit another player or a projectile with PKT2 off stage, you go a much shorter distance than before.
PK Magnet- You don’t lose horizontal momentum when you use it now, so it aids recoveries better.
And that’s about it as far as the Ness changes go. At least the ones I noticed. He’s a better character in Ultimate than a lot of the top players are saying in my opinion (but I’m not a top player, so...) In my opinion, he’s a solid high-tier, at least in the demo build.
How the mechanics change Ness:
Starting with how they buff him, he can now easily do a running down-smash at ledge, as 2-framing is still in this game. The new air-dodge can benefit him. Opponents can no longer spam air-dodge when he tries to edgeguard with PK Thunder. This makes his edgeguarding game even better.
However, the air dodge change has it’s problems for Ness. His amazing air-dodge is now gone. It can be used to help recover though. As well as this, the decreases to landing-lag on aerials benefits him a lot.
Aerials:
Nair- Slightly bigger hitbox, which is great for edgeguarding.
Fair- Pretty great at drag-down combos now, especially into another grab. The reduced landing lag is extremely beneficial to this move in particular.
Bair- Pretty much same as before.
Dair- This move is pretty amazing now. The meteor hitbox has been increased, so now it’s easier to sweet-spot. It also kills much earlier, making it an actual viable option. And yes, it still a-cancels.
Uair- This move has been completely re-worked. It is now a multi-hit move. The main problem with this is that multi-hit and aerials don’t always work too well. I noticed that some opponents could escape from the move. However, it kills earlier than previously (for some reason), and it gives Ness another aerial for drag-down combos.
Normals:
Jab- I didn’t notice a change, but d-tilt benefits from being performed out of a dash.
Tilts- No change here either.
F-Smash- Same as before.
D-Smash- Again, seriously benefits from performing the move out of a dash.
U-Smash- It’s actually a good move now. It kills at an earlier percent and is still about as fast as before.
Throws- Yeah basically the same, down throw is a combo throw, back throw kills at the same ridiculous percents, forward throw is still for killing at 30% on smashville platforms, and up throw still sucks. However, his pummel has changed, it is now a slow, strong pummel.
Specials:
PK Flash- It’s an actual viable move now! It moves faster and further; a good edgeguarding option.
PK Fire- New animation, and I think it’s harder to SDI, but not too sure on that.
PK Thunder- The projectile is about the same, but PKT2 kills earlier. However, if you hit another player or a projectile with PKT2 off stage, you go a much shorter distance than before.
PK Magnet- You don’t lose horizontal momentum when you use it now, so it aids recoveries better.
And that’s about it as far as the Ness changes go. At least the ones I noticed. He’s a better character in Ultimate than a lot of the top players are saying in my opinion (but I’m not a top player, so...) In my opinion, he’s a solid high-tier, at least in the demo build.