I was experimenting with PK Thunder and found some stuff that you might want to add
ThunderScoop: When usnig PK thunder on the ground, you can actually gain some height by hitting yourself at Ness' heels or toes. The maximum height I ever gained was a little more than a Bowsers height. What you do is you send out a PK Thunder, and let it go out straight up a bit. Then, you ring it around and hit the heel of his right foot or the toe of his left. If done correctly he should gain some height. I use it in false dguards sometimes.
FlexWhip: A bit like the Thunder Swell Surprise. You first must target an enemy in mid-air. You send out a PK Thunder to your enemy and tailwhip them as much as possible. When they are about a full jump above you, bring the thunder back and floorblast yourself. By the time they land, they should be next to a grounded Ness. Finish with a flexkick.
False Thunder Aid: Whenan opponent is recovering, hit them with a thunderbolt. This will bring them back to the stage, and then follow up with a good edgeguard attack. People are usually like "Oh thanks!
" and then I bat them and I'm like'You're welcome!
"
Reverse Recovery: This is probably known, but I know some specifics. This is basically utting the thunder in front of you (Meaning towards the stage) and recovering in that direction. To do this, you don't want to recover like normally. You must first get a feeling of how tight the thunder can turn. When you do, find the area you want the thunder to hit Ness. Now make sure when you make the tightest turn you can with thunder that you hit that point on Ness. You should hit yourself towards the stage. You also want to make an egg shape around Ness befor hitting him.
*Tries to make a diagram as good as Simna's*
Me: I'll never be as good as him!
This can be used if you jumped off th stage to edgeguard someone and you don't want them to get in you way upon recovering. Also, for those who like to eat thunder for lunch.
Complete Vertical: Pretty obvious what it is. I feel that this is known too, but again, I have specifics. To do a completevertical PKT2, you must ring the thunder around Ness ina semi-heart shape. Then you hit the heel of the foot in the farthest from the direction you wish to face (Very important!). Any slight misdirection and you will have some angle to your PKT2.
This is good if you are in a place you can't slope at and are too far to airdodge up. Like Battlefeild or the upper part of FD.
Anti-Edgehog: Not sure if this has been mentioned. Basically,there are some areas that you can't get recover without a sweetspot. And sometimes, the enemy will realize this and edgehog. Well instead of going straightfor the edge, try toangle your PKT2 so that you slide up is a bit before you actually grab it. When the opponent rolls off to avoid your PKT2, you will not have grabbed the ledge yet, but will once the game sees your opponent as off the edge. Easy to do in Dreamland 64 and FD.
And Simna, I have a few questions. Can you make a section on thunderslides and the staic glitch? Thunderslides I want to find uses for and exactly how to do them 9I do them about 75% of the time I try) and the static glitch I just findto be a nice little addition in the guide. Also, why was grounded tailwhips and reverse edgeguards removed from volume 2? And sorry if this is old stuff. I just didn't see these in the guide and wanted to help.