kennypu
Smash Journeyman
Hey guys, long time no see. With the release of SSB4, I will probably be active on the Ness boards again. I have a Japanese 3DS, and bought the game, so I will be listing below basic changes that has been made to ness and his moveset, as well as some tech's that are still in the game. Move names will be taken from the PK Cross thread.
General Movement/Mechanics Changes
Ness's ground moves are more or less the same, with different timings/lag. One thing to note is with up-smash, Ness does not leave the yoyo out anymore upon charging, he still has it in his hand.
Aerial Moves
Ness's aerials has gone through significant changes.
First thing you will notice when first playing, is that his dair is much slower, and much harder to land the spike. You must sweet spot and hit at the right timing now to land the spike, or else they go flying sideways.
Next is his bair. It is a good move as usual, and although it can be used as a kill move at high percentage, it lacks the impact and power it had in brawl.
Up air is still good, it may have a little more lag at the end.
Lastly, fair. This move will be what you will be using the most. Besides being a good spacing tool and multi-hitter, they seemed to have changed how it works a little. I still need to do more testing, but for some reason, when using fair on an enemy, the enemy's trajectory will be the same as ness's trajectory. For example, if you fast fall fair now off the stage, once it is finished the opponent will fall down, instead of flying back. You may find yourself using this to gimp opponents rather than dair.
Special Moves
PK Flash - no big change, still need to play around with it.
PK Fire - because of the weaker DI in the game, it seems to be stickier than it was in brawl. regardless, opponents can usually jump out, or spam a move while in it.
PK Thunder - The biggest change with PK Thunder: it will not die if the opponent runs into it right when you use it. In brawl, most opponents that know the Ness match up will follow ness off stage, and stay above his head to take the PK Thunder to gimp him. This will not work anymore. The PK Thunder will just hit the opponent, and go through them much like Lucas's PK Thunder, minus the knockback. This only occurs only at the start of PK Thunder, and they may run into it after its been out a little bit.
PSI Magnet - Not too many change here, except absorption animation. Absorbing doesn't happen right away like in brawl, the projectile will swirl around ness and you will absorb it after a little bit. This can be seen as a nerf, since your damage will not be reduced right away.
Advanced Techniques
Some confirmed AT's from Brawl:
Custom Movesets
Image source courtesy of http://www.reddit.com/r/smashbros/comments/2gi4cn/update_custom_move_compilation_thread/
There are 3 available moves per special, including the default one. As I'm sure most are familiar with Ness's default specials, I will only cover the 2 non-default moves.
Neutral B
Rising PK Flash
PK Flash will raise mostly up, thus going farther up than the default one, however, the power is weaker. You can move it sideways but only slightly.
PK Freeze
Ness will use PK Freeze instead of PK Flash, which will freeze the opponent on impact.
Side B
PK Fire Pillar
the PK Fire burns longer and stronger, dealing more damage with the down side that it doesn't travel as far.
Flying "Knockback" PK Fire
PK Fire travels farther, however doesn't raise a pillar but knocks the opponent back. Much like Lucas.
Up B
Piercing PK Thunder
PK Thunder will go through opponents, and PKT2 will become multi-hit instead of a huge knockback. Much like Lucas.
Big PK Thunder
PK Thunder becomes bigger, lasts shorter, and much harder to move around, however is much more powerful, and your PKT2 becomes stronger as well, however, much shorter. IMO, the PK Thunder was very slow, and would not recommend using this one as it can reduce your camp game with PKT. You will also sacrifice your ability to recover.
Down B
Attraction PSI Magnet
Your PSI Magnet does not absorb anymore, however, will pull in enemies, and has a hitbox.
Front PSI Magnet
Ness will use PSI Magnet in front of him instead of around him, and also can absorb as well as has a hitbox. Much like lucas.
I will add onto this list as I find/verify AT's. I will also add custom moveset changes, haven't gone around to those yet.
Thanks for reading!!
Let me know if there is anything from the game you'd like to know if still exists, etc.
General Movement/Mechanics Changes
- Dash dancing has been removed
- Foxtrot is still in the game
- Pivot grab, as well as True Pivot, is still in the game
- B-pivot, or Wavebouncing is also still in the game. much harder to do with anything except neutral B, but its do-able.
- Jab canceling has been removed (jab->crouch cancel->jab)
- Jab lock is possible up to 3 times, after the 4th jab, the opponent will automatically be in the stand position.
Ness's ground moves are more or less the same, with different timings/lag. One thing to note is with up-smash, Ness does not leave the yoyo out anymore upon charging, he still has it in his hand.
Aerial Moves
Ness's aerials has gone through significant changes.
First thing you will notice when first playing, is that his dair is much slower, and much harder to land the spike. You must sweet spot and hit at the right timing now to land the spike, or else they go flying sideways.
Next is his bair. It is a good move as usual, and although it can be used as a kill move at high percentage, it lacks the impact and power it had in brawl.
Up air is still good, it may have a little more lag at the end.
Lastly, fair. This move will be what you will be using the most. Besides being a good spacing tool and multi-hitter, they seemed to have changed how it works a little. I still need to do more testing, but for some reason, when using fair on an enemy, the enemy's trajectory will be the same as ness's trajectory. For example, if you fast fall fair now off the stage, once it is finished the opponent will fall down, instead of flying back. You may find yourself using this to gimp opponents rather than dair.
Special Moves
PK Flash - no big change, still need to play around with it.
PK Fire - because of the weaker DI in the game, it seems to be stickier than it was in brawl. regardless, opponents can usually jump out, or spam a move while in it.
PK Thunder - The biggest change with PK Thunder: it will not die if the opponent runs into it right when you use it. In brawl, most opponents that know the Ness match up will follow ness off stage, and stay above his head to take the PK Thunder to gimp him. This will not work anymore. The PK Thunder will just hit the opponent, and go through them much like Lucas's PK Thunder, minus the knockback. This only occurs only at the start of PK Thunder, and they may run into it after its been out a little bit.
PSI Magnet - Not too many change here, except absorption animation. Absorbing doesn't happen right away like in brawl, the projectile will swirl around ness and you will absorb it after a little bit. This can be seen as a nerf, since your damage will not be reduced right away.
Advanced Techniques
Some confirmed AT's from Brawl:
- wavebounce
- PK Jump/Firebound (although much harder unless you use tap jump)
- PK Pivot
- PK Fire Cancel
- Boost grabbing/ Pivot Boost grabbing (aka, Dash Attack Cancel Grab). Input is Dash attack, on first few frames of dash attack, grab, or initiate a pivot grab. It is easy to see the difference when using a boost pivot grab, because you will slide backwards while attempting to grab.
- Slide off edge of platform/stage with PKT for instant PKT2 thing. Still works, however, because of difference in distance of ness flying off the stage/platform, and difference of PKT trajectory, This will send you flying under the stage, so do not use off the stage. It will however be appropriate from a platform, as it will allow you to attack behind you onto the stage.
- Item DJC (Double Jump Cancel)
Custom Movesets
Image source courtesy of http://www.reddit.com/r/smashbros/comments/2gi4cn/update_custom_move_compilation_thread/
There are 3 available moves per special, including the default one. As I'm sure most are familiar with Ness's default specials, I will only cover the 2 non-default moves.
Neutral B
Rising PK Flash
PK Flash will raise mostly up, thus going farther up than the default one, however, the power is weaker. You can move it sideways but only slightly.
PK Freeze
Ness will use PK Freeze instead of PK Flash, which will freeze the opponent on impact.
Side B
PK Fire Pillar
the PK Fire burns longer and stronger, dealing more damage with the down side that it doesn't travel as far.
Flying "Knockback" PK Fire
PK Fire travels farther, however doesn't raise a pillar but knocks the opponent back. Much like Lucas.
Up B
Piercing PK Thunder
PK Thunder will go through opponents, and PKT2 will become multi-hit instead of a huge knockback. Much like Lucas.
Big PK Thunder
PK Thunder becomes bigger, lasts shorter, and much harder to move around, however is much more powerful, and your PKT2 becomes stronger as well, however, much shorter. IMO, the PK Thunder was very slow, and would not recommend using this one as it can reduce your camp game with PKT. You will also sacrifice your ability to recover.
Down B
Attraction PSI Magnet
Your PSI Magnet does not absorb anymore, however, will pull in enemies, and has a hitbox.
Front PSI Magnet
Ness will use PSI Magnet in front of him instead of around him, and also can absorb as well as has a hitbox. Much like lucas.
I will add onto this list as I find/verify AT's. I will also add custom moveset changes, haven't gone around to those yet.
Thanks for reading!!
Let me know if there is anything from the game you'd like to know if still exists, etc.
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