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Ness Tech : PK Jump (Video Guide)

Conda

aka COBBS - Content Creator (Toronto region)
Joined
Mar 1, 2008
Messages
2,185
Location
Toronto
Hey all. I remember when I made the initial PK Jump video back in Brawl's heyday. Well here I am doing it again with Smash 4. This time, with a 'smaller' and more useful kind of PK Jump. It's more of a a Mini PK Jump, but I'm going to continue calling it a PK Jump because the original Brawl PK Jump (which is still in Smash 4) isn't really too useful.

I talk about it all in detail in this video, and show you what it's all about:



PK Jump's utilization is largely unchanged, but we get what I feel is a more useful way of doing it - short hopped DJ-cancelled PK Fire. The Brawl version is still here - where you pop yourself up and forward quickly - but still feels mostly useless in comparison to this. Doing it this new way feels different from what was possible in Brawl to me, and with Smash 4's physics and Ness's changes, this Mini PK Jump tech is actually pretty darn handy.

The chunk of this technique is about making Ness ascend high enough during Jump->Doublejump to shoot out a Pk Fire, but low enough to land almost immediately afterwards. Timed correctly, you can get a PK Fire bolt to leave Ness's hands right before he lands, but Ness himself barely rises into the air.

This removes a lot of air-to-ground lag normally associated with aerial PK Fire use, and leaves Ness with ONLY the landing lag to deal with. This puts you in the perfect position for followups - if you miss, you will be punished, but there's a much smaller window than when using normal aerial PK Fires or Brawl-style PK Jumps as you spend barely any time in the air, if timed right. This gives you a new mobile way to tag your enemy with PK Fire.

This is still DJ-cancelling into PK Fire, as the original PK Jump in Brawl was. You utilize PK Fire's unique momentum characteristics alongside DJ's momentum characteristics - combining the momentum of both to make Ness move in a unique way. It's not just melee-style DJ cancelling, as there is an element of momentum granted by activating PK Fire.
This is a close-range way of using PK Fire and is very aggressive, and thus has elements of risk associated with it. But we all know how risky sticking to grounded PK Fires can be - any other way to hit your opponent with it is valuable, and I feel Mini PK Jumps are a legitimate and useful tool that players should add to their repertoire of mindgame trickery.

I talk about it in the video, so I'll let you watch.

Thanks for watching! I hope you enjoyed, please leave a comment!

- Cobbs
 

SilverOne777

Smash Cadet
Joined
Nov 23, 2014
Messages
48
Location
US
NNID
SilverSlaughter
Very nice....put your video on and went to training mode while it was going, works great!
A lot easier if you are already good at short hopping, I did the DJ and PK fire so fast a lot of the time it was too low, so gotta make sure to definitely not do that lol. I love playing for glory 1v1 and if you master tricks like these with each character it really gives you an advantage, as it's not ordinarily seen and no one expects it.
 

MoHarp

Smashin' Bass Guitars
Joined
Aug 8, 2014
Messages
44
Location
Washington
NNID
MoHarp
Switch FC
SW 3796 8060 8415
Mmmm that's fancy... I definitely gotta try that trick out.
 
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