Thank you, Colin. For all the times I haven't been on your side, thank you for posting that. Ness's PKT2, except for near the end of the move, will go right through Ivy's bair and hit Ivy if he's in the way.
If any character has a fairly clear answer around those two attacks, it sucks a lot for Ness.
Oh, you mean, "Do your best to not get hit by it or just hope that you can always outrange it" and "Don't get grabbed"? lol, that's still pretty dumb. How can you "get around" a throw? If you're doing your best to not get grabbed, you're probably airborne, where Ness wants to be. If you're on the ground, you're not in the safest position to not get b-thrown. What terrible logic.
Well quite frankly, B-air comes out frame 4 IIRC, and I'm pretty sure it DOES outprioritize PKT2 since aerial priority is all about disjointed hitboxes.
Considering the range Ivysaur has on the B-air, and the fact that it takes considerable time for PKT2 to start up, it's really not hard to limit Ness's recovery options a lot. He can't aim for the ledge the slightest bit if it is going to be hogged.
Already addressed and refuted.
Did I ever say it was oh-so-difficult to edgeguard Ness? For some reason, you seem to enjoy putting thoughts into my posts that never existed. I just said that it's not as easy as you and every other person who tries to talk like they know something but really don't think it is. Ness can recover from a very good distance away from the stage from pretty much any point on the map except for the lower areas. He doesn't need to use PK Thunder if his double jump gets him back, since you know, airdodging + aerials help him big time.
Also, unless that Ivysaur has impeccable timing, it's either edgehog, go out to Ness, or wait on the stage. Rarely will you be in a position where you can edgehog Ness, realize he's gonna make it, and punish in time, because you know, you want to tether the edge just in case. You're also not goind to be getting off a lot of bairs unless you put Ness down there yourself. If Ness puts himself down there, this would mean that Ness screwed up and decided to try and recover from point-blank range. Ivysaur has fairly poor aerial mobility. Ness has more than enough time to judge whether or not he can PK Thunder back to the stage. Don't say, "Well Ivysaur can just leave the stage a bit earlier and edgeguard" or something like that - if he somehow gets enough time to go out far enough to edgeguard Ness, then Ness will be ABOVE Ivy and will be safe because there's nothing Ivy can do without risking death. Ivysaur has to wait for Ness, not the other way around.
By the time Ivysaur is in a good enough distance to reliably edgeguard Ness... uh oh, look, Ness has already started PK Thunder for recovery! Chances are you won't smack Ness in time (assuming he started his recovery from a safe distance). You can't bair him out of PKT2 safely, because, as we've already told you, it'll do Ivy far more harm than it could ever do good.
This is why Ivysaur is supposed to wait on the stage. He chunks Razor Leaves at Ness, hopes one hits so Ness falls down, and THEN goes out to gimp him. The mere fact that you suggested what you did to "easily" take out Ness's recovery proves, yet again, that you really do not need to be talking in this match-up.
Now here is something important you need to realize. Ness benefits way more from absorbing Flamethrower than he gets hurt by getting hit by it. Flamethrower is extremely easy to SDI, and IN FACT can be punished by intelligent use of SDI. if you quarterstick it, you won't take much damage at all, or you can use this as an opportunity to get closer and punish.
Really, Flamethrower sucks so whatever.
Do I have to pound this in your head?
I think anyone who can tell when they're hungry and when they're tired could tell us that it's better to absorb something for health than it is to be scorched. Who
cares about PSI Magnet? For the one time in a three-hour friendly fest you're having with someone and they're goofing off and you manage to absorb Flamethrower, you'll be burned another 40 times. You're not going to predict it unless you're playing someone who spams it, and that said, they both come out at roughly the same time, if Flamethrower is at max length. You're not going to be absorbing anything because a Charizard who likes his Flamethrower a lot will use that to stop Ness's ground approach COMPLETELY and to stop his SH approaches completely. This means that Ness is probably trying to attack Charizard, NOT setting up a stupid magnet. Charizard doesn't need to spam Flamethrower (because it diminishes), so unless you really know your opponent, you're not absorbing anything. Ever.
Flamethrower is easy to DI - that's why Charizard angles it for more damage. The main purpose of the move is to rack damage. It can also be used to edgeguard and to pretty much stop all other approaches that aren't named Egg Roll or something like that. Yes, you can DI towards Charizard and smack him with an aerial (and take around 25% on average, too) or you can DI away and complete Charizard's mission with Flamethrower... which was to keep you away. OR, you can try to DI towards Charizard and he can just stop it, watch you hit the ground, and slash your face off. Flamethrower doesn't suck. What sucks is that I'm arguing with someone who is trying to teach me something about my two characters when it's been happening the other way around.