dontcallmeRP
Smash Rookie
- Joined
- Apr 28, 2009
- Messages
- 21
I've been playing Ness competitively since the early melee days, and I'd like to get some feedback on a couple of gripes I have with his P:M incarnation.
In melee, Fair was probably Ness's most useful move. A giant disjointed hitbox that was useful for applying offensive pressure as well as for covering a retreat. In Brawl, they ruined it - the hitbox was smaller if I'm not mistaken and the hits just didn't link together reliably enough. I feel like those problems were not addressed (at least not yet) in the transition to PM. It seems as if opponents can DI out of the hits very easily and even follow up with a punish, whereas in melee that was rarely the case. In order to land the final hit (the part that makes the move worth using offensively) you need to have impeccable spacing and just hope that your opponent doesnt easily DI out of the lead-in hits. I feel like what was arguably Ness's best move in melee has lost about 75% of its functionality, and I really hope that the PM developers make an attempt at some point to restore the properties of the Fair to how they were in melee.
On the other hand, dash attack is practically on autopilot now and doesn't require that deceptive spacing to land the popup, so that's pretty good I guess...
Now about Dair. When I first saw his new Dair I was elated, and couldnt wait to start spiking fools Smash 64 style. But one of my favorite tricky Ness options from melee - a sudden, djc'd fastfalled dair from a fair distance above the opponent - doesn't really seem to be possible with the new dair. This option was great because it granted you a lot of freedom in execution; you could pull it out at many different heights with many different timings and just come down hard and fast with a high priority hitbox. This was useful for reading tech rolls as well.
But now, if youre above even a modest height and djcff the dair, the hitbox is gone before you can even get to the ground. Personally I feel that the dair should either
a) have the hitbox stay out just a bit longer so that it lasts for the duration of a full jumped djcff
or
b) have some more startup frames before the hitbox comes out. Not as much as his melee incarnation - good lord, no - but something around the amount of startup that falcon has on his dair seems like a good idea.
What say ye?
In melee, Fair was probably Ness's most useful move. A giant disjointed hitbox that was useful for applying offensive pressure as well as for covering a retreat. In Brawl, they ruined it - the hitbox was smaller if I'm not mistaken and the hits just didn't link together reliably enough. I feel like those problems were not addressed (at least not yet) in the transition to PM. It seems as if opponents can DI out of the hits very easily and even follow up with a punish, whereas in melee that was rarely the case. In order to land the final hit (the part that makes the move worth using offensively) you need to have impeccable spacing and just hope that your opponent doesnt easily DI out of the lead-in hits. I feel like what was arguably Ness's best move in melee has lost about 75% of its functionality, and I really hope that the PM developers make an attempt at some point to restore the properties of the Fair to how they were in melee.
On the other hand, dash attack is practically on autopilot now and doesn't require that deceptive spacing to land the popup, so that's pretty good I guess...
Now about Dair. When I first saw his new Dair I was elated, and couldnt wait to start spiking fools Smash 64 style. But one of my favorite tricky Ness options from melee - a sudden, djc'd fastfalled dair from a fair distance above the opponent - doesn't really seem to be possible with the new dair. This option was great because it granted you a lot of freedom in execution; you could pull it out at many different heights with many different timings and just come down hard and fast with a high priority hitbox. This was useful for reading tech rolls as well.
But now, if youre above even a modest height and djcff the dair, the hitbox is gone before you can even get to the ground. Personally I feel that the dair should either
a) have the hitbox stay out just a bit longer so that it lasts for the duration of a full jumped djcff
or
b) have some more startup frames before the hitbox comes out. Not as much as his melee incarnation - good lord, no - but something around the amount of startup that falcon has on his dair seems like a good idea.
What say ye?