Zero May Cry
Smash Cadet
I'm really liking Ness in P:M. He's the most powerful he's been in any Smash game, and I think he's got a lot of potential that has not been maximized yet. But you can say that for any character really, it takes time for players to really start optimizing their play with their character. I was playing friendlies with a friend one day (who is really good, much better than I) who mains Mewtwo and the only game I managed to put up against him was with my Ness. I'll post it later in the video thread I guess. After the match he made a comment about Ness' movement, saying that it was a very difficult type of movement to understand. I've been thinking about Ness' movement since he said that, and he's really pretty right about that. Ness has a LOT of movement options, and it's difficult to keep track of all of them. I'll try to list some.
1. DJC - Gives you aerial momentum very close to the ground, which isn't something you see from a lot of characters. You can also move back and forth duiring a lot of DJC aerials. Additionally, it automatically fast falls you. So if you L-cancel it then it's very difficult to see coming and Ness can almost instantly recover from his aerials when they're L-cancelled.
2. Wavedash - When done at the right angle, Ness' wavedash is actually very good. This extends his movement options like it does for any character with a good wavedash, so I shouldn't have to go into detail about this. Defensive spacing and mixups, blah blah blah.
3. Wavebounces (WB) /B-reversals (they're the same right?) - I think this is one of the most important things when considering Ness' movement options. Ness can do practical WBs on 3 of his B specials, so I'll go into detail about each below.
1. DJC - Gives you aerial momentum very close to the ground, which isn't something you see from a lot of characters. You can also move back and forth duiring a lot of DJC aerials. Additionally, it automatically fast falls you. So if you L-cancel it then it's very difficult to see coming and Ness can almost instantly recover from his aerials when they're L-cancelled.
2. Wavedash - When done at the right angle, Ness' wavedash is actually very good. This extends his movement options like it does for any character with a good wavedash, so I shouldn't have to go into detail about this. Defensive spacing and mixups, blah blah blah.
3. Wavebounces (WB) /B-reversals (they're the same right?) - I think this is one of the most important things when considering Ness' movement options. Ness can do practical WBs on 3 of his B specials, so I'll go into detail about each below.
a. PSI Magnet - WBing this move is great in faking an approach and baiting something out. Then you have a bunch of options with its jump cancellability. You could air dodge out of it and land in front of your opponent for a whiff punish or you could jump cancel and PK Fire. There are probably more options, but those are the ones that come to mind.
b. PK Flash - One of the lesser wavebounced moves, I could really only see this useful for edgeguarding and making the recover of flash safe. run toward the ledge, do a WB'd PK Flash out of a short hop, and still guide the flash offstage. Then, even if you miss, your recovery is still relatively safe.
c. PK Fire - Most people already know how good this is when WBed, but I'll talk about it some more. Wavebouncing this move pretty much creates a fadeaway effect with this special which is really good for creating space and making it harder to punish this move in the air. Ness tends to be punished pretty badly, so it's good to have ways to make his BnB attacks less punishable.
That's all I can think of for now. I really think that once players start to really utilize Ness' vast movement options and play mindgames with the opponent because of how confusing it can get for someone who doesn't know the character very well, Ness can become an even more powerful force than he is now. Post in the thread if you have any more ideas or things to correct/clarify me on!b. PK Flash - One of the lesser wavebounced moves, I could really only see this useful for edgeguarding and making the recover of flash safe. run toward the ledge, do a WB'd PK Flash out of a short hop, and still guide the flash offstage. Then, even if you miss, your recovery is still relatively safe.
c. PK Fire - Most people already know how good this is when WBed, but I'll talk about it some more. Wavebouncing this move pretty much creates a fadeaway effect with this special which is really good for creating space and making it harder to punish this move in the air. Ness tends to be punished pretty badly, so it's good to have ways to make his BnB attacks less punishable.