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If PK Flash is weaker, then it's not worth using. It's like if they weakened PK Thunder 2. It would be high risk, low reward, and not worth using.It's always been a bit situational but it can be handy to pressure your opponents and make 'em sweat when they're coming back to the stage (as an alternative to PK Thunder chasing). I wouldn't mind a bit more speed/control to it though. Some early E3 reports say that it seems weaker than before though...?
True. I'm not sure how useful it was in Melee, but with the one airdodge only, PK Flash may actually be much more useful than it was in the last two games. If you can force someone to airdodge in the air, and PK Flash is actually fast, then that could be dangerous.It sounds like you guys are imagining Sm4sh PK Flash and using that as a basis for its use in SSBU. We need to remember that this is a new game and the move could easily be different. PK Flash is useful in Melee, for instance.
We also should remember that this game is made with balance solely around 1v1 play. Some moves are simply made to be more effective in free-for-alls with many players.
Seems situational but seems like a nice situational move to use to catch the foe off guard withPk Flash might be a good mix-up off stage. Can possibly punish characters who try to gimp Ness' recovery...maybe?
Ah, that’s where you're not quite right. The games are not designed around the "Fox only, no items, Final Destination" mentality, because that's only one way to play them. There's a wide variety of stages, gameplay modes, et cetera, so more likely than not, all the characters are considered balanced by the development team as long as they can do well in at least half of the modes in the game. Characters like Bowser and Ganondorf, considered terrible in 1v1 stock play, probably fare far better in KO-count-based free-for-alls, where everyone has to divide their attention between multiple threats, so their sluggishness doesn't make it too hard for them to land hits, and the heavyweights' sheer power can allow them to easily score KOs en masse. Jigglypuff, considered the worst character in Brawl, suddenly becomes one of the best on stages where aerial mobility, the ability to stay airborne for a long time, and strong aerial attacks become among the most critically important attributes for a character to have, such as Rumble Falls, custom stages made entirely of Drop Blocks, or the Meta Ridley fight. (Granted, Meta Knight is also really good in those circumstances because he makes up for the lack of Pound, lower air speed, and greater falling speed in comparison to Jigglypuff with the ability to glide, several specials that can extend airtime, generally faster attacks (not to mention transcendent priority), and somewhat higher weight.) In contrast, Little Mac in Smash 4 becomes far harder to deal with on walk-off stages where his terrible recovery is a complete non-issue. And much like, well, Ganondorf in general, Ness's PK Flash is best suited for free-for-all battles where players can't be paying complete attention and make optimal responses to what any single other player is up to without leaving themselves open to attack from the other players. (It's also like Jigglypuff's Wall of Pain in that it's best-suited for situations where players can’t deal with it without screwing themselves over some other way (the Wall of Pain was awesome in Melee, where air-dodging offstage guaranteed your death, and once Brawl enabled free-form air-dodging, that was the end of Jiggs' glory days).)We also should remember that this game is made with balance solely around 1v1 play. Some moves are simply made to be more effective in free-for-alls with many players.
they boosted its speed a lot, me and the people in the ness chord have discussed it a lot and the new pk flash can be good for covering some ledge optionsPK Flash should never be used, so I need to know what else it could be.
I did some testing, and for what you're thinking of doing, I found PKT worked much better. An uair string into PKT zap kills off the top pretty early if they're offscreen. Killed DK at 130% with uair, uair, (offscreen) PKT.I wonder around what % uncharged/lowcharged flash kills......i'll have to look into that
I'm sure upB/uair does kill earlier, but that wasnt really the point.I did some testing, and for what you're thinking of doing, I found PKT worked much better. An uair string into PKT zap kills off the top pretty early if they're offscreen. Killed DK at 130% with uair, uair, (offscreen) PKT.
Bowser dies at 275% to an uncharged flash on the ground of Final Destination. 300% on the ground of Battlefield.I'm sure upB/uair does kill earlier, but that wasn't really the point.
Never be used?? Biggest farce. Its the perfect scare tactic. You can control an opponents air landing by using PK Flash above you. Edgeguarding. Or you simply tab B to pop a quick PK Flash to do some quick, minor damage if the opponent is above you. It makes the opponent hesitant. Lots of players dont understand. Its intimidation and for reckless players who think they can challenge the hitbox. You have to use it wisely. Ill even drop PK on myself when an opponent thinks they can squeeze in a quick smash. They get ballsy and i might take significant damage but they'll be dead at 60-70%.
While we're testing....what has more endlag? PK Thunder or no-charge PK Flash?Bowser dies at 275% to an uncharged flash on the ground of Final Destination. 300% on the ground of Battlefield.
Pichu dies at 140% off the low platform of Battlefield.
Prognosis: not good.
Uncharged flash doesn't have much potential for kills.
It can do a sneaky bit of damage, once in a while.
1st. It gives people the big spookPK Flash should never be used, so I need to know what else it could be.