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Ness Combos

Tehchase13

Smash Cadet
Joined
Apr 6, 2008
Messages
25
Location
Claremont, CA
Edit: This is officially the post your favorite combo thread.... go at it!

I have this fair-jump-fair-pk fire combo that seems to work pretty well.
Has anyone else found any decent combos?
 

Conda

aka COBBS - Content Creator (Toronto region)
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The fair - dj - fair combo is bread and butter. You can finish with anything, like a nair, uair (and then PK Thunder), dair. I haven't tried the PK Fire finisher yet.

Other combos:
PK Fire -> Dthrow -> fair (etc) (some call this firebuster, apparently. :S )
Usmash -> PKT -> PKT -> PKT -> aerial
off the edge -> fair -> DJ -> dair



Of course, these aren't always unescapable combos, but they work pretty well. Ness has unescapable combos that are 2 hits long, like other characters, but Ness's strength is the ability to chain attacks together and adapt to whatever their enemy does to try and escape. He can do this in the air VERY well when played well. His double jump is God.
However, PKT2 mindgames is where it's at. You can try to somewhat combo into it with Uair -> shockblast (looping PKT around you so the enemy falls into the tail and cannot escape, then PKT2ing for the kill). However, PKT2 kills are sometimes best done when the enemy is least expecting it. :p
 

NESSBOUNDER

Smash Master
Joined
Dec 19, 2002
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somewhere sunny
I got one: at around 50% or so, a shorthopped flubbed Bair will stun your opponent just enough for you to lead into a running grab, providing it doesn't knock them off the ground.
 

Tehchase13

Smash Cadet
Joined
Apr 6, 2008
Messages
25
Location
Claremont, CA
The fair - dj - fair combo is bread and butter. You can finish with anything, like a nair, uair (and then PK Thunder), dair. I haven't tried the PK Fire finisher yet.

Other combos:
PK Fire -> Dthrow -> fair (etc) (some call this firebuster, apparently. :S )
Usmash -> PKT -> PKT -> PKT -> aerial
off the edge -> fair -> DJ -> dair



Of course, these aren't always unescapable combos, but they work pretty well. Ness has unescapable combos that are 2 hits long, like other characters, but Ness's strength is the ability to chain attacks together and adapt to whatever their enemy does to try and escape. He can do this in the air VERY well when played well. His double jump is God.
However, PKT2 mindgames is where it's at. You can try to somewhat combo into it with Uair -> shockblast (looping PKT around you so the enemy falls into the tail and cannot escape, then PKT2ing for the kill). However, PKT2 kills are sometimes best done when the enemy is least expecting it. :p

ok cool, thanks. I am getting pretty good at the DJ-Uair suprise attack which is nice. also with his pkt is kind of tough for me to mind game them but i'll practive with that. once again thanks
 

Masky

Smash Master
Joined
Dec 16, 2007
Messages
3,665
Ness's greatest combo so far (imo):
Dthrow -> Fair -> AAA -> PK Thunder

You can lead into this with a PK Fire if you want, or just skip the Dthrow part and start it off with a fair. To follow this up you can PK Thunder some more, try for a PKT2, attempt an aerial, or whatever fits. This combo is easy to follow up with more hits since PK Thunder brings them back to you.
 

Conda

aka COBBS - Content Creator (Toronto region)
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Techchase, while this isn't a combo, using the DJ as a surprise attack is a pretty good thing to do.

If your enemy is above you, Jump and then DJ+attack. Even if your enemy is within reach by waiting for them to fall for a second, and then jumping once, don't. Just chase them right away with a dj+attack. It's like you're slingshotting yourself at them and has such an awkward acceleration that throws a lot of people off.
 

Earthbound360

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Mikman360
These arent combos, but semi-combos that are based on the opponents DI and reaction. Combos are inescapable once started and once the first hit starts, it goes to the end if excecuted properly. At least, this is what I've heard.

I'm too lazy to post all of Ness' semi combos. There are so many possibilities after a dthrow, fair, sourspotted bair, PKF, and dtilt that going through them all would take too long. Not to mention all of Ness' aerial combos and how you can link them with more aerials, the double jump, and PKT.

Anything that you can do a jab combo out of, a tilt or shuffled nair can do also. I dont use the jabbs much anymore.

Anyways, onto a REAL, INESCAPABLE combo.

Do a low ground spike. I mean really low ground so that you get to the floor about the same time they do. Now...

JAB LOCK!!!

Jab locking is inescapable semi-infinite (until really high percents until your jab does good knockback) that IS available to Ness. Search it.
Once you get a jab lock going, continue it until you reach the edge of the stage then follow it up with one of the folliwing moves.

The rest of the jab combo
Ftilt (probably the best option since you are on the edge of the stage)
Dtilt
Dash attack
Shuffled fair
Shuffled nair
Dashed usmash

Be sure to follow up the jab lock quickly. The shuffled moves are hard and so is the usmash. The continued jab is the easiest. Just remember to move a bit first before you use the tilts since not moving will just finish the jab. And if you wanna usmash or dash attack, make sure it is a true DASH, not walk.

People tend to mash buttons in a failed attempt to escape and as soon as the escape windo opens up, they do whatever the last button they mashed was (or direction they input). They will most likely roll or flex kick, so if you cannot follow it up fast enough, just read them.

BTW, if you dont know what jab locking is, search it in the advanced tactics forum.

Also, if you ever get an opponent on the floor again (like with the spike as said above) Ness' ftilt can sorta jab lock at VERY low percents. Ftilt a grounded opponent and you can continue the jab lock like normal, or follow it up with whatever you want. Its cool landing 2 ftilts in a row sometimes :)
 

Gindler

Smash Champion
Joined
Feb 26, 2008
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Orlando (UCF)
The fair - dj - fair combo is bread and butter. You can finish with anything, like a nair, uair (and then PK Thunder), dair. I haven't tried the PK Fire finisher yet.

Other combos:
PK Fire -> Dthrow -> fair (etc) (some call this firebuster, apparently. :S )
Usmash -> PKT -> PKT -> PKT -> aerial
off the edge -> fair -> DJ -> dair



Of course, these aren't always unescapable combos, but they work pretty well. Ness has unescapable combos that are 2 hits long, like other characters, but Ness's strength is the ability to chain attacks together and adapt to whatever their enemy does to try and escape. He can do this in the air VERY well when played well. His double jump is God.
However, PKT2 mindgames is where it's at. You can try to somewhat combo into it with Uair -> shockblast (looping PKT around you so the enemy falls into the tail and cannot escape, then PKT2ing for the kill). However, PKT2 kills are sometimes best done when the enemy is least expecting it. :p
All of those are some of my favorite combos.

Ha, the firebuster's probably a fav and awesome name too.

I also recommend Ness's Chain throw that works on some characters.
Dthrow->Fair->Dthrow->Fair. By then you'll be accross the level and can't do it again, but I qualify 2 throws as a chain throw, and of course this works best at extremely low percentages. Ness's Double jump is indeed good, that's why i secondary him to yoshi (godliest double jump in game) I guess I like double jump abilities.
 

Earthbound360

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Okay, so... What exactly is a "shuffle" ???
Shuffle = SHFFL from Melee

SHFFL stands for "Short-Hop-Fast-Fall-Lcancel"
L-cancelling is out of Brawl, but the term shuffle is still used I think. Now its really just SHFF, but shuffle just sounds too good to leave behind.

Shuffling lets you do quick aerials low to the ground. You short hop, do your aerial, then fast fall it.
 

Dabble

Smash Cadet
Joined
Nov 20, 2007
Messages
70
Heres my favorite combo.

Upsmash, Uair, Uair, PKT trap into PKT2.

Works perfectly at 60-80%.

I call it knickknack.
 

LavisFiend

Smash Lord
Joined
May 10, 2007
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Alexandria, Louisiana
^Not all that bad Dabble. I do something similar, only I just use Fair where you thunder at.

I have a few up my sleeve. They require cunning precision.

First short hop low and do a Dair, they should bounce a little bit, but since you did it low, you have a second of lag, but if you are fast enough and short hop back and PKfire, the bolt should hit them perfectly RIGHT when their frames are vanishing. You have to be quick. Once you get them in the pillar, bat and dash over and pk fire them over the void. From there, spike them.

Formula: SH Dair, SH back, PKFire, Fsmash, PKFire, Dair.

If done properly it works wonders.

I call it Scavenger. :D
 

NESSBOUNDER

Smash Master
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Messages
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somewhere sunny
I have a real combo.

shorthopped, slightly delayed Nair to running grab at ground level.

Ness still has that thing from melee where you could do his aerials out of a shorthop and land with no lag if you time them right. If you hit with the weak part of Nair while your opponent is on the ground, then this combo hits the opponent before they can even put up their shields.
 

JSTN!

Smash Rookie
Joined
Apr 21, 2008
Messages
24
Location
Lynnwood WA,
PK Fire>Dthrow>Fair>Bair

i tried this a few times its kinda hard to pull off. i dunno if this is the right typing thingy considering this is my first post. lol

PK Fire>PK Thunder(third jump)
it k.o. at pretty decent damage if its done correectly.
 

Conda

aka COBBS - Content Creator (Toronto region)
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It'd probably be easier to do a nair at the end. That's just a cookie cutter combo for Ness anyways (PK Fire -> dthrow -> fair -> anything).

Interested in finding some real combos though. Like Lucario's A A Forcepalm Forcepalm fair combo whe he's below 50%.
 

Conda

aka COBBS - Content Creator (Toronto region)
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That guy is a dunce who posted it. Someone said that if you miss the PK Fire and try to PKT back onto the stage, someone can eat your pkt bolt and you'll die. The OP says "Nope! I hit them with PKT2 and survive".


A bit slow, he is.
 

Conda

aka COBBS - Content Creator (Toronto region)
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Alright, guys, no more combos that have PK Fire in them. We KNOW PK fire allows us to combo into stuff, it's obvious.
 

EdreesesPieces

Smash Bros Before Hos
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My favorite combo is F-air in the air, land, do another forward air, then use your double jump to set up a for a spike. Doesn't work often but when it does it's amazing.
 

PK-ow!

Smash Lord
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Alright, guys, no more combos that have PK Fire in them. We KNOW PK fire allows us to combo into stuff, it's obvious.
Milking an idea until it can be milked no more makes up half of all creative discoveries.
 

Conda

aka COBBS - Content Creator (Toronto region)
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PK Fire is hard enough to land, especially at close range. But that isn't the point.
Listing every possible follow up (fair, dair, dash, dtilt, uair, grab, etc) is a little pointless. We know PK fire can be followed up with any attack.
It'd me more constructive if we can share combos that are more reliable and not as obvious.
 
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