• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

[Nesu] It's so deserted here I could find Criminal Caterpillars. (Post here if you're cool)

Best Ness Outfit?


  • Total voters
    489

Yink

The Robo-PSIentist
Joined
Oct 6, 2009
Messages
7,419
Location
Osaka, Japan
NNID
SSBYink
Nope, I would just like to know what they all mean ._.
My gosh that'll take awhile. Let me ask this:

Do you know what "F-air/Fair" means? Or are you confused with terms more like "Firebounding" ? Basic vs. Advanced.
 

Dajayman

Banned via Administration
Joined
Feb 14, 2008
Messages
281
Location
Chicago, Illinois
Shhh...I'm right here. Are there any you've seen recently you want to point out?

Also: You guys better come to Brainshock in June...if you live in the Midwest anyways. AND DAJAY WHAT THE HELL MAN YOU BETTER COME TO THIS ONE.
I'll try my best, being broke sucks. :(
 

Yink

The Robo-PSIentist
Joined
Oct 6, 2009
Messages
7,419
Location
Osaka, Japan
NNID
SSBYink
...I do not now what fair is, I'm confused with both types of terms ._.
Okay just for you I'm going to type out what things mean:

jab1/2/3 - very self-explanatory. It's Ness' 3 jabs. 2 fists and a kick.
f-tilt/ftilt - Ness spins around and gives a kick. It can be directed up or down with the control stick.
u-tilt/utilt - Ness raises his hands in the air, puts them together and makes a triangle.
d-tilt/dtilt - Ness does some weirdo single kick on the ground, very quickly.
d-attack/dash attack - Ness rushes forward, making PSI shoot out of his hands in 3 strings.

n-air/nair - Ness spins around in the air, holding out both his hands.
f-air/fair - a very useful attack for spacing, Ness holds out his hands in the air and shoots out 5 shots of PSI.
u-air/uair - Using his godlike skull, Ness leaps up and uses his head to attack, doing a full flip.
b-air/bair - Ness concentrates his PSI to his feet, creating a high knockback electric move from the air.

f-smash/fsmash - Ness pulls out his bat, and cracks a "home run".
d-smash/dsmash - Ness takes his Yo-Yo and "walks the dog", hitting behind him first, then in front.
u-smash/usmash - Ness uses his Yo-Yo again, but instead does "around the world", hitting in front first, then goes up and around back to him ending behind him.

f-throw/fthrow - Ness concentrates PSI in the form of throwing, tossing you in front. This is his strongest throw damage-wise.
b-throw/bthrow - The mother of all throws. Ness' bthrow kills, and he uses his PSI to toss you backwards.
u-throw/uthrow - I think it's Ness' coolest throw, he points up, PSI moves you around then tosses you up.
d-throw/dthrow - Ness' weakest throw, he tosses you down and adds some fire to it.

PKFL/PK Flash/normalb - Ness' only REAL special move, PK Flash is a ball of pure electrical energy (green) and can be used for about 3 seconds at full length, or cancelled. It's very risky but high rewarding.
PKF/PK Fire/sideb - A move Ness doesn't actually own, this special move goes horizontally or diagonally depending if you're on the ground or in the air. It adds a wall of fire, damaging more than once.
PKT/PK Thunder/upb - Ness' recovery, a ball of lighting with a tail of lighting to match with it. Can be used for damaging, mixups, etc.
PKT2/PK Thunder/upb - This is different. PKT2 is when the ball CONNECTS with Ness, sending him flying. It's a great kill move if you can mindgame.
PSIM/PSI Magnet/downb - Ness' health recovering magnet. It's used to absorb tons of energy projectiles. For whatever is thrown at Ness' PSI Magnet, he recovers about x2 the percent the energy projectile would've done.

Taunts: "OK!", "Hup!" *bat out*, "Haaa!" *PSI is traced*

Does that help you Blue? Haha.
 

Raziek

Charging Limit All Day
Joined
Oct 14, 2008
Messages
9,626
Location
Halifax, Nova Scotia
NNID
Raziek
3DS FC
3866-8131-5247
It's a sprite I made for her, of Yink.

It's one of my hobbies, splicing together Fire Emblem sprites.

My avatar is the same deal.
 

BluePSI

Smash Champion
Joined
Feb 20, 2010
Messages
2,204
Location
In the Meat Dimension
NNID
BluePSI
Okay just for you I'm going to type out what things mean:

jab1/2/3 - very self-explanatory. It's Ness' 3 jabs. 2 fists and a kick.
f-tilt/ftilt - Ness spins around and gives a kick. It can be directed up or down with the control stick.
u-tilt/utilt - Ness raises his hands in the air, puts them together and makes a triangle.
d-tilt/dtilt - Ness does some weirdo single kick on the ground, very quickly.
d-attack/dash attack - Ness rushes forward, making PSI shoot out of his hands in 3 strings.

n-air/nair - Ness spins around in the air, holding out both his hands.
f-air/fair - a very useful attack for spacing, Ness holds out his hands in the air and shoots out 5 shots of PSI.
u-air/uair - Using his godlike skull, Ness leaps up and uses his head to attack, doing a full flip.
b-air/bair - Ness concentrates his PSI to his feet, creating a high knockback electric move from the air.

f-smash/fsmash - Ness pulls out his bat, and cracks a "home run".
d-smash/dsmash - Ness takes his Yo-Yo and "walks the dog", hitting behind him first, then in front.
u-smash/usmash - Ness uses his Yo-Yo again, but instead does "around the world", hitting in front first, then goes up and around back to him ending behind him.

f-throw/fthrow - Ness concentrates PSI in the form of throwing, tossing you in front. This is his strongest throw damage-wise.
b-throw/bthrow - The mother of all throws. Ness' bthrow kills, and he uses his PSI to toss you backwards.
u-throw/uthrow - I think it's Ness' coolest throw, he points up, PSI moves you around then tosses you up.
d-throw/dthrow - Ness' weakest throw, he tosses you down and adds some fire to it.

PKFL/PK Flash/normalb - Ness' only REAL special move, PK Flash is a ball of pure electrical energy (green) and can be used for about 3 seconds at full length, or cancelled. It's very risky but high rewarding.
PKF/PK Fire/sideb - A move Ness doesn't actually own, this special move goes horizontally or diagonally depending if you're on the ground or in the air. It adds a wall of fire, damaging more than once.
PKT/PK Thunder/upb - Ness' recovery, a ball of lighting with a tail of lighting to match with it. Can be used for damaging, mixups, etc.
PKT2/PK Thunder/upb - This is different. PKT2 is when the ball CONNECTS with Ness, sending him flying. It's a great kill move if you can mindgame.
PSIM/PSI Magnet/downb - Ness' health recovering magnet. It's used to absorb tons of energy projectiles. For whatever is thrown at Ness' PSI Magnet, he recovers about x2 the percent the energy projectile would've done.

Taunts: "OK!", "Hup!" *bat out*, "Haaa!" *PSI is traced*

Does that help you Blue? Haha.
It does very much! thanks! :D
 

Eagleye893

Smash Champion
Joined
Mar 12, 2009
Messages
2,452
Location
Earth
NNID
isJolTz
3DS FC
1821-9332-2146
I saw the title and was like :)

This only works if the opponent jumps randomly and you just happen to dair them at the exact right time and they don't tech... But it is awesome when it works.


Better is dair > ftilt. I use SH FF dair to move close to but out of range of my opponents, or use shield pressure, and then follow with something that adds a little extra. Dair > dashgrab can also work...

Edit: I mean pivot grab... Dangit!!.
 

Eagleye893

Smash Champion
Joined
Mar 12, 2009
Messages
2,452
Location
Earth
NNID
isJolTz
3DS FC
1821-9332-2146
FH dair > uair works...

SH FF dair > SH/FH uair works sometimes.
 

Eagleye893

Smash Champion
Joined
Mar 12, 2009
Messages
2,452
Location
Earth
NNID
isJolTz
3DS FC
1821-9332-2146
I know... It catches lots of people though, especially if their character uses SH aerials a lot. And on BF or SV, you just move around so you land on a platform and end the lag.
 

Eagleye893

Smash Champion
Joined
Mar 12, 2009
Messages
2,452
Location
Earth
NNID
isJolTz
3DS FC
1821-9332-2146
Brawl = spam efficiently... Not really. Spam isn't right at high levels of play. EDIT: After watching some videos of upper lvl players, spam is right for basically any MK... Snake isn't... diddy depends... DDD also depends, but I see minor spam... Falco is a bit of spam.
Melee = spam technically well... Basically, know your **** so well that it LOOKS like you're spamming, but you aren't.
SSB64 = spam everything when your opponent is in the air.
Every other fighter = spam and shield(special guard stuffs too) until you get in or have a shot at getting in... Then spam more.
 

Dajayman

Banned via Administration
Joined
Feb 14, 2008
Messages
281
Location
Chicago, Illinois
People don't "spam" at high levels of play, they throw out moves for various reasons:

1) They expect an approach so they throw out a move that will hit if their opponent approaches, and they'll most likely be safe if their opponent didn't approach.

2) Bait. Throw out and wiff a move so opponent thinks you missed accidently and they'll think they'll be able to punish the wiff in time when instead they're simply being lured in.

Mindless spam will just get you punished at higher levels of play. It's like if you just randomly move around your chess pieces hoping your opponent will be stupid and put their pieces into spots where they'll be taken.
 

Eagleye893

Smash Champion
Joined
Mar 12, 2009
Messages
2,452
Location
Earth
NNID
isJolTz
3DS FC
1821-9332-2146
Spam can be senseless or Sensible... MK can effectively spam SENSIBLY at high lvls of play. This means that MK can effectively place an attack out during some point of the game and not get hit or feel under any pressure because of it being safe
Falco can sensibly spam lasers. It's safe on landing for the most part, and the opponent approaches because of it, so then they can switch to less spammy methods and actually play well.
Snake can semi-spam grenades, as snake lives to higher percents and has options revolving around them... But he needs to do other stuff to be effective.
DDD can't really sensibly spam; everything involves some thought beforehand.


Spam doesn't need to be mindless. I spam bair, psimag, dtilt, and dair sensibly.


Question: how long does airdodge last from start to finish and how long is FH from ground to ground without FF?
 

Dajayman

Banned via Administration
Joined
Feb 14, 2008
Messages
281
Location
Chicago, Illinois
I'm pretty sure the average airdodge lasts 51 frames, while some characters like Peach have longer and worse airdodge framedata.

Ness luckily has average airdodge and spotdodge frame data. :3
 

_clinton

Smash Master
Joined
Dec 5, 2006
Messages
3,189
People don't "spam" at high levels of play, they throw out moves for various reasons:

1) They expect an approach so they throw out a move that will hit if their opponent approaches, and they'll most likely be safe if their opponent didn't approach.

2) Bait. Throw out and wiff a move so opponent thinks you missed accidently and they'll think they'll be able to punish the wiff in time when instead they're simply being lured in.
You pretty much just showed that you got my game style down almost 100% by bringing up these two things to this board, especially with number 2.

I'm pretty sure the average airdodge lasts 51 frames, while some characters like Peach have longer and worse airdodge framedata.
http://super-smash-bros.wikia.com/wiki/Air_dodging#Air_dodge_invincibility_and_lag_in_Brawl

Oh man, Peach has the absolute worst airdodge in this game. I mean overall I'd rate the overall airdodges everyone has with a 3 scale and put 24 of those characters at "50/50 trade off pretty much" and 14 at "overall good I guess." Then I'd make a separate section and put 1 at "try not to do this thing if you can help it" and that 1 is Peach.

That is how bad her airdodge is.

Anyway 1st off please not that everyone in this game except Marth, and MK start their invincibility point of the airdodge at frame 4 ( and Marth is 5, MK is 3) according to that source I have.

So, lets look at it in some more detail:

Peach is invincible for 15 frames but open for attack after it for 30 frames. The characters in the 2 group are at least only open for 19-20 frames and have 25 frames of invincibility (and the people with good air dodges only have 10 frames of down time + the 25 frames of can't touch this time).

Thankfully Peach is a floating ***** though so having the absolute worst airdodge isn't so bad I guess when good play and other techniques that the character can have allow you to work around it to a point.

Also, it is facts like this (really, there are a ton of things like this out there, but just the fact that this is around and the fact that Yoshi's shield is more of a cage is enough to prove it to you I hope) that make me still think things like Ness and Lucas having 10 extra frames of ground release time was done on purpose by the people who made this game.

http://super-smash-bros.wikia.com/wiki/Spot_dodge
http://super-smash-bros.wikia.com/wiki/Roll#Rolling_Frames_.28SSBB.29

Ness luckily has average airdodge and spotdodge frame data. :3
And yet average is still pretty bad in the case of talking about airdodges overall sadly.

There really isn't much that I can say about his average airdodge that is overall nice as even his short hop works very bad with it. Unlike Lucas' overall where his low short hop and fast air speed works pretty well with his average air dodge that is the same as Ness' at least, which btw that is another thing Lucas has over Ness when talking about air games lol.

However at least Ness has above average air mobility last I checked (as well as Lucas), that helps make up for it somewhat. It is nothing like Wario or a certain tiny turtle though still.
 

Dajayman

Banned via Administration
Joined
Feb 14, 2008
Messages
281
Location
Chicago, Illinois
I'm satisfied with Ness' above average aerial mobility, it compliments his aerial game very nicely and definitely helps when recovering. Imagine how bad it would be if Ness had worse aerial mobility, especially after using a PKT2. How horrible would it be if Ness had zero aerial mobility after PKT2 like when Wolf or Zelda use their upbs...

I'm the type of person who is grateful for what I have, and I don't wish for anymore like Wario aerial mobility. Although I have to admit that it would be interesting to see what kind of aerial dominance would come from Ness with Wario aerial mobility, since Ness is already so amazing in the air with just above average aerial mobility.
 

Yink

The Robo-PSIentist
Joined
Oct 6, 2009
Messages
7,419
Location
Osaka, Japan
NNID
SSBYink
They made a new one a couple days ago, watch it it's hilarious. There's an EB reference!

...and Mischief Makers, which was weird.
 

Yink

The Robo-PSIentist
Joined
Oct 6, 2009
Messages
7,419
Location
Osaka, Japan
NNID
SSBYink
It's up to you what you pick. I'm biased because EarthBound is awesome. Just do whatever you want. :)
 
Top Bottom