#PKT Barrier (#PKTB)**** or *****: A pretty tough one here. This basic ability of this maneuver is to cancel all knockback of any attack. Remember, this can only be done in early versions of the game. In these versions, if something is to happen to Ness that would disturb his PKT incantation (like getting hit, or KOed), he would lose control of the bolt, and it would be able to hurt himself. To do this, you would take an enemies blow while casting PKT, lose control of it, and let yourself get hit with your lost PKT. The PKT has very little knockback, so getting hit by it would actually SAVE you from high knockback attacks. But note that PKT does not come out as quickly as a shield, so you will have to PKT ahead of time with good reflex. Also, remember that you are taking damage from both your opponent’s attack, and your own, meaning you will sustain high damage, so only use this for recovery defense, blocking aerially, or if you know that you can land a finishing move or combo. There are reasons why you would want to use this:
In the air, your only other defense is airdodge, but that leaves you helpless afterwards making it bad for recovery, or if you are high up in the air in which the enemy can attack you again.
If you want to prevent shieldstun and knockback in the shield so you could land a grab or some other short ranged attack.
There are some attacks you shouldn’t PKTB. Multi-hitting attacks like drill kicks and tornadoes because PKTB only blocks one hit. Very weak moves like jabs and blasters because they have just about as little knockback as the PKT, and are not worth blocking with PKTB. Lag less, or very small lag attacks like the shine since they can attack you even after you have PKTBed. Finally, very close range moves like rest because your PKT will end up hitting the foe, causing little knockback upon them, and allowing them to punish your lag. There are many types of PKTB categorized in different ways:
______________________________________________
Based on Position of PKT
PKTB Static: This is one of the two versions of PKTB. Static PKTB is when you PKTB and the thunder is just coming out of Ness’ head. This is often done with reflex, and most often leads to a PKTB with the tail, but can lead to PKTB with the head.
PKTB Remote: This is another version of PKTB. To do this, have someone hit you while the thunderbolt is behind you. This is sometimes done by accident while one is trying to recover with Ness. They ring it around back and get hit into the thunder that they were originally trying to use for PKT2.
Based on Hitbox of PKT
PKTB Head: This is a type of PKTB categorized by where Ness hits the loose PKT. When you lose control of PKT, Ness can hit the head or the tail. This depends on when you are hit, and how you DI. When you hit the head, Ness will pop up. This is best used for recovery purposes.
PKTB Tail: This type of PKTB is most often used since it is the easiest. It consists of you getting hit with the tail of the PKT. This is also best used for PKTB Counter (see next section). This is used because it causes very little knockback, allowing another action.
______________________________________________
Reccomendations
Recovery: The only time you would really want to PKTB without countering is in recovery. During recovery, a PKTB with the head is best since it pops you up. Static is better too since it means no movement from the original position.
Samus: AUGH! Projectiles galore. You can’t always airdodge around these since you are offstage, so PKTB them instead.
Marth: Just like Samus except for his 10 mile long sword.
General: In recovery, use this on characters that edgeguard with strong edgeguarding game that you can’t airdodge around.