CanadaKid91
Smash Apprentice
Hello Ness players, CanadaKid91 here :D
This thread is dedicated to playing Brawl competively with Ness.
Specifically, I hope that we can address:
-> Ness's strengths and how to take advantage of them
-> Ness's weaknesses and how to overcome them/reduce their effectiveness
-> Effective Ness Strategies/Attack Chains
Before you write me off as a scrub due to my post count I ask that you give this some serious thought.
Afterall, my main goal with this thread centers around Ness's weaknesses, as I have not yet found a topic posted about his shortcomings.
And so I propose that all Ness players come together and discuss ways to improve the Ness metagame.
This thread is intended to be an open but serious discussion thread.
I would like first to acknowledge Ness's weaknesses so that we can move past a state of denial and into adaptation.
(For example, it is generally accepted that Ness's PK Thunder recovery is not good.
Before you begin to flame me I ask you to realize that Ness is not often required to make use of PK Thunder to recover, due to his great second jump, and air control. Furthermore, if you control your "knocked-away trajectory" (wrong words, but I hope you get the message) to be high, Ness is able to reach the stage, without much risk. Therefore, the weakness of Ness's PK Thunder recovery can be overcome through adaptation.)
It is my firm belief that Ness's other weaknesses can also be overcome or reduced through clever adaptation.
(This was originally posted on the All is Brawl Forums. Link: http://allisbrawl.com/forum/topic.aspx?id=49877 )
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WEAKNESSES
WEAKNESS #1 - GRAB-RELEASE COMBOS
How can Ness users overcome Grab-Release problems?
With EIDI, Ness is no longer suceptible to continual grabs from Marth.
(see link: http://www.smashboards.com/showthread.php?t=201575 , hope its okay for me to link this Ref)
However, Ness is still vunerable to several attacks out of a grab-release animation. In the case of Marth, a tipper DSmash is so far unavoidable.
SOLUTION
Grab-release attacks are unavoidable, and can even lead to a lost stock.
Therefore, the best defense against Grab-Release combos must be proactive! In short, don't get grabbed!
While this may sound like a simple cop-out instead of a practical solution, it is actually worthy of mention.
Afterall, how else will you deal with a decent Ice Climbers?
We must develop strategies to avoid being grabbed often! I personally find that when I am grabbed, it is merely due to a spacing error on my one of my aerials. To avoid being grabbed, I retreat as I am descending from a jump, using Ness's air mobility. I also find that the UpSmash and N-Air attacks are effective against would-be dash grabbers.
Solution 1 - LEARN A SECONDARY CHARACTER (thanks Masky!)
"Solution to the grab-release problems? Learn a secondary character
But as for not getting grabbed, Ness can be played a lot like Wario against a lot of characters (imo he can out-Wario Wario). My advice is to play a good Wario and learn how they play, then try to adapt those strategies to Ness. Kinda hard to explain." (Masky)
Solution 2 - AVOIDING GRABS/ MANIPULATING RELEASE? (thanks Uffe!)
"The only way to not get grabbed is to spot dodge. That's what it was made for." (Uffe)
"Anyway, to avoid getting grabbed, if you plan on using your fair, be sure to retreat or do it high enough. Get your opponent in the air and the can't grab you, no doubt." (Uffe)
"As for grab releases, if there are ways to control what direction you're going to go, then that could possibly be helpful. We'll take Bowser for example. With his grab release, I believe Ness can either move backwards or move in a diagonal direction in the air.
If you're able to manipulate this, then the opponent will have to predict what you're going to do. Because if you are grab released by Bowser and you move backwards, he can use his Flamethrower, d-tilt or some other attack like his Bowser Bomb. Another example is Captain Falcon. I'm not sure if he really has a grab release on Ness, though. However I was fighting someone who used Captain Falcon and they tried to do a grab release or something, because whenever I flew in a diagonal direction in the air, he was going to attempt some sort of attack. However, for some reason, I kept countering his attack with Ness' fair. But like I said, I'm not sure if Falcon has a grab release on Ness.
At low percent you should have no problem escaping a grab. It's a higher percent that makes it tough. " (Uffe)
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DISCUSSION - Post your PK Thunder ideas today!
This thread is dedicated to playing Brawl competively with Ness.
Specifically, I hope that we can address:
-> Ness's strengths and how to take advantage of them
-> Ness's weaknesses and how to overcome them/reduce their effectiveness
-> Effective Ness Strategies/Attack Chains
Before you write me off as a scrub due to my post count I ask that you give this some serious thought.
Afterall, my main goal with this thread centers around Ness's weaknesses, as I have not yet found a topic posted about his shortcomings.
And so I propose that all Ness players come together and discuss ways to improve the Ness metagame.
This thread is intended to be an open but serious discussion thread.
I would like first to acknowledge Ness's weaknesses so that we can move past a state of denial and into adaptation.
(For example, it is generally accepted that Ness's PK Thunder recovery is not good.
Before you begin to flame me I ask you to realize that Ness is not often required to make use of PK Thunder to recover, due to his great second jump, and air control. Furthermore, if you control your "knocked-away trajectory" (wrong words, but I hope you get the message) to be high, Ness is able to reach the stage, without much risk. Therefore, the weakness of Ness's PK Thunder recovery can be overcome through adaptation.)
It is my firm belief that Ness's other weaknesses can also be overcome or reduced through clever adaptation.
(This was originally posted on the All is Brawl Forums. Link: http://allisbrawl.com/forum/topic.aspx?id=49877 )
------------------------------------------------------------------------------------------------------------------------------------
WEAKNESS #1 - GRAB-RELEASE COMBOS
How can Ness users overcome Grab-Release problems?
With EIDI, Ness is no longer suceptible to continual grabs from Marth.
(see link: http://www.smashboards.com/showthread.php?t=201575 , hope its okay for me to link this Ref)
However, Ness is still vunerable to several attacks out of a grab-release animation. In the case of Marth, a tipper DSmash is so far unavoidable.
SOLUTION
Grab-release attacks are unavoidable, and can even lead to a lost stock.
Therefore, the best defense against Grab-Release combos must be proactive! In short, don't get grabbed!
While this may sound like a simple cop-out instead of a practical solution, it is actually worthy of mention.
Afterall, how else will you deal with a decent Ice Climbers?
We must develop strategies to avoid being grabbed often! I personally find that when I am grabbed, it is merely due to a spacing error on my one of my aerials. To avoid being grabbed, I retreat as I am descending from a jump, using Ness's air mobility. I also find that the UpSmash and N-Air attacks are effective against would-be dash grabbers.
Solution 1 - LEARN A SECONDARY CHARACTER (thanks Masky!)
"Solution to the grab-release problems? Learn a secondary character
But as for not getting grabbed, Ness can be played a lot like Wario against a lot of characters (imo he can out-Wario Wario). My advice is to play a good Wario and learn how they play, then try to adapt those strategies to Ness. Kinda hard to explain." (Masky)
Solution 2 - AVOIDING GRABS/ MANIPULATING RELEASE? (thanks Uffe!)
"The only way to not get grabbed is to spot dodge. That's what it was made for." (Uffe)
"Anyway, to avoid getting grabbed, if you plan on using your fair, be sure to retreat or do it high enough. Get your opponent in the air and the can't grab you, no doubt." (Uffe)
"As for grab releases, if there are ways to control what direction you're going to go, then that could possibly be helpful. We'll take Bowser for example. With his grab release, I believe Ness can either move backwards or move in a diagonal direction in the air.
If you're able to manipulate this, then the opponent will have to predict what you're going to do. Because if you are grab released by Bowser and you move backwards, he can use his Flamethrower, d-tilt or some other attack like his Bowser Bomb. Another example is Captain Falcon. I'm not sure if he really has a grab release on Ness, though. However I was fighting someone who used Captain Falcon and they tried to do a grab release or something, because whenever I flew in a diagonal direction in the air, he was going to attempt some sort of attack. However, for some reason, I kept countering his attack with Ness' fair. But like I said, I'm not sure if Falcon has a grab release on Ness.
At low percent you should have no problem escaping a grab. It's a higher percent that makes it tough. " (Uffe)
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DISCUSSION - Post your PK Thunder ideas today!