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Proper DI out of Ness Side Special?

AdroitL

Smash Rookie
Joined
Aug 2, 2017
Messages
1
I got my ass handed to me by a ness online as DK. I don't know whether I was DI-ing out of it properly because he was able to effortlessly string together side specials to the point where I got to 80.5% and was finally able to DI.

Does this have anything to do with DK's hitboxes? Or was it just piss poor DI on my end? If so what should I be doing in place of my regular jumping?
 

Swamp Sensei

Today is always the most enjoyable day!
BRoomer
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Um....Lost?
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I played Incineroar and I found that mashing up and jumping worked for him.
 

Justin Allen Goldschmidt

Smash Journeyman
Joined
Sep 20, 2015
Messages
309
SDI (wiggling the control stick) diagonally up and to the side or down and to the side depending on percentages. If up, also try to mash airdodge, if down, try to buffer shield. Take with a grain of salt, I'm not perfect
 

kraw23

Smash Apprentice
Joined
Jan 17, 2017
Messages
82
Yes, Swamp Sensei has it right. Hold Up + away (from the direction the PKFire came from) and hit jump. You will get out very quickly and Ness won't be able to follow up (if it was from max distance)

SDI doesn't work anymore - that was true in smash 4 but not in Ultimate.
 
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Justin Allen Goldschmidt

Smash Journeyman
Joined
Sep 20, 2015
Messages
309
Yes, Swamp Sensei has it right. Hold Up + away (from the direction the PKFire came from) and hit jump. You will get out very quickly and Ness won't be able to follow up (if it was from max distance)

SDI doesn't work anymore - that was true in smash 4 but not in Ultimate.
Weird and unfortunate. Which thread should I go to to read about the changes to SDI?
 

kraw23

Smash Apprentice
Joined
Jan 17, 2017
Messages
82
Weird and unfortunate. Which thread should I go to to read about the changes to SDI?
I'm not too sure. I think (grain of salt, please) PK Fire changed because the time between each successive hit is now slower. Faster multihits can be SDId still.
 

Justin Allen Goldschmidt

Smash Journeyman
Joined
Sep 20, 2015
Messages
309
I'm not too sure. I think (grain of salt, please) PK Fire changed because the time between each successive hit is now slower. Faster multihits can be SDId still.
Ah, that makes sense. I guess that makes it easier at least, if perhaps (I actually don't know) less effective overall. Less to stress about anyways, I don't like having to SDI a lot.
 

Sean²

Smash Capitalist
Joined
Mar 28, 2008
Messages
1,657
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I just DI the opposite direction the PK Fire came from and usually pop right out. I try not to jump, because it’s actually harder to get out of it if you accidentally jump while still stuck in it.
 
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Uffe

Smash Hero
Joined
Jun 14, 2008
Messages
5,500
Location
Fresno
If Ness is on the right and hits you with PK Fire, hold your stick to the left. You can DI upward, which he won't be able to grab you, sometimes make it impossible to be hit by another PK Fire, and possibly avoid an f-smash. He'll probably follow up with an u-smash or an aerial. You using a big target like DK, it is possible to escape if you're hit from a distance. But if Ness is really close and somehow hits you with PK Fire, he can just spam more PK Fire and you're practically dead at this point, because it seems like if you're in the middle of the PK Fire pillar, it's harder to escape. You can still try, but you'll probably be screwed anyway.
 

Mogisthelioma

Smash Master
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Aug 24, 2018
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Mash the stick in the opposite direction from Ness to avoid getting hit again. Mash upwards to avoid being grabbed.

Honestly if so many people seem to have a problem with this move they should just add a cooldown or some endlag in the same way the nerfed K Rool.
 

Uffe

Smash Hero
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Jun 14, 2008
Messages
5,500
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Fresno
Mash the stick in the opposite direction from Ness to avoid getting hit again. Mash upwards to avoid being grabbed.

Honestly if so many people seem to have a problem with this move they should just add a cooldown or some endlag in the same way the nerfed K Rool.
Except that would just make the attack completely useless. Big bodies are more prone to being caught in PKF. However, I've come across numerous big body characters who managed to escape my PKF before I could even follow up. And it would become absolute garbage against character who can already escape it, like Yoshi, Olimar, Inkling, and any character who is nimble or mid weight. King K. Rool's best qualities weren't even nerfed. It's still difficult to dair spike King K. Rool because his propeller still has a lingering hitbox. Blunderbuss still sucks you up and people still seem to have a problem with this. He can also still d-throw/d-tilt > f-smash/d-smash at kill percent.
 

Mogisthelioma

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Except that would just make the attack completely useless. Big bodies are more prone to being caught in PKF. However, I've come across numerous big body characters who managed to escape my PKF before I could even follow up. And it would become absolute garbage against character who can already escape it, like Yoshi, Olimar, Inkling, and any character who is nimble or mid weight. King K. Rool's best qualities weren't even nerfed. It's still difficult to dair spike King K. Rool because his propeller still has a lingering hitbox. Blunderbuss still sucks you up and people still seem to have a problem with this. He can also still d-throw/d-tilt > f-smash/d-smash at kill percent.
I totally agree with you but it's the same logic as King K. Rool. He was already a low-mid tier at best but so many people couldn't handle him that they nerfed him anyway. Same with Ness but PK fire; if the meta for the most part can't handle it it could--not should--be changed. But yeah, I agree that it's not an inherently OP move.
 
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