Earthbound360
Smash Hero
My condolonces to you Yink and your family. Don't worry too much about us in the meantime.
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Good luck! But if you need to fall back on Diddy, don't force yourself not to. Unless this is for fun with no money involved. If it is for fun, then do what you want to.Signed up for a local Tourney on Saturday and I'm going to try and limit myself to only using Ness and not fall back on my Diddy as a counter pick/crutch. Wish me luck guys/gals, I'm shooting for the semi finals!
Yeah good luck, and no need to stick to one character, I still only play ness because he is the only character I feel comfortable enough to play in tournament, so far and there is still i need to work onSigned up for a local Tourney on Saturday and I'm going to try and limit myself to only using Ness and not fall back on my Diddy as a counter pick/crutch. Wish me luck guys/gals, I'm shooting for the semi finals!
that's not ENTIRELY accurate.Apparently the Link boards bite your head off if you even ask a simple question. Glad my mains are on boards that are nice!
True. Absolutes are almost never true, my bad. At least there are some people on that forum decent enough to try and provide tips... Only to get their head bitten off by most of the people... Including a mod. If I were a mod on that forum, I would probably be infringing people so often that I would lose my title because everyone would be complaining about me abusing my power.that's not ENTIRELY accurate.
http://smashboards.com/threads/mental-terrorism-feat-bombs.385838/
Reflects,So bthrow is the source of most of my killing, followed by kills with uair, Bair, and nair. Then comes kills with pkt2 and pk Thunder gimps. I never use pk flash. 4 kos from hard reads on smashes. And I apparently once killed someone with jab? I have no idea what the other kos are. Any ideas?
Off to youtube I go!Oh gosh, I just discovered Bound Together! All of it is masterful, of course, but the electronic mixes are just SUBLIME~!
Personal favorites are Keep It Short and the EarthBound_WIP9 <Onett Mix>.
you should, especially on FG.I never use pk flash.
It's like upsetting how useless dair is. It's ny far our worst move. I never use it. Ever. It's so hard to land. Almost impossible to land. And when you do land it, you land the sour spot. And when you do sweet spot it once in a blue moon, it doesn't kill because it has awful knockback.Hahah Draconoa, that's cool stuff. I wanna check mine out too now, I'm curious.
0 meteor smashes though, dang Ness' dair is some booty now >.<
You've gotten more KOs with his jab lol
yeah this is a shame.And pk flash is nigh on useless as well.
Just off the top of my head and even more more importantly, IMO...I actually use ftilt very often. It's good in situations where you want to punish your opponent for when they whiff an attack that has low ending lag. You don't have enough time to dash grab or dash attack. Sh Nair is out of range, jab is out of range, grab is out of range. Pk fire and fsmash are too slow. But ftilt is just fast enough and has just enough range to hit. I will say these situations are pretty rare but I'm finding them more and more. Ftilt has a purpose as being the fastest way to get a hitbox outside of jab/nair/grab range. I would say I use it just as much as Usmash or dsmash. It's certainly more useful than utilt and dtilt.
I kind of wanna go through Ness's moveset and rate them on how vital and useful they are. On a four or five star scale. Many character guides used to do that in brawl days and it's useful to guide new players in which moves should be used a lot and which should be saved for certain situations.
This is mine then. I prefer a four star rating myself. Easier to rate that way.
Four stars means that it's basically impossible to do well without using this move a lot in all your matches.
Three stars means that you will probably be using this move a lot and it's quite great, but sometimes you won't need it.
Two stars means that these moves are pretty niche and used for when you get a good read on an opponent. You probably won't use most of these moves at all and it comes down to personal preference as to which ones you gravitate towards.
One star moves are useless.
Jab - 3/4
Ftilt - 2/4
Dtilt - 1/4
Utilt - 2/4
Fsmash - 2/4
Dsmash - 2/4
Usmash - 2/4
Dash Attack - 3/4
Fthrow - 3/4
Dthrow - 4/4
Bthrow - 120/4
Uthrow - 3/4
Nair - 4/4
Fair - 4/4
Dair - 1/4
Bair - 3/4
Uair - 4/4
Flash - 1/4
Fire - 3/4
Thunder - 4/4
Magnet - 1/4 or 2/4 depending on matchup.
Now to reorganize the list by ratings.
4/4
Dthrow
Bthrow
Nair
Fair
Uair
Thunder
3/4
Jab
Dash attack
Fthrow
U throw
Bair
Fire
2/4
Ftilt
Utilt
Fsmash
Usmash
Dsmash
Magnet
1/4
Dtilt
Dair
Flash
Tier list is not in order within tiers. Lol
@ Earthbound360 and I agree basically wholeheartedly. He used a lot of .5s though hahaha. I suppose dsmash might be the one in biggest disagreement. But how different is 2/4 to 3/5? Meh lol
I have fair, nair, and uair as 4 and I agree with you uair, is my favorite and the most satisfying.I use .5s to differentiate between moves based on relevance. Like, we all know nair, fair, and uair are some of Ness' best moves, but I think I like uair just a tiny bit more than the former two (although reconsidering, I might make fair a 5 too).
I agree d-throw isnt always the best, but I am saying it is generally the option we will use the most often, we are talking about the same thing being the viabilty of the move not how amazing it is(they are almost synonymous), and I have b-throw as a 4/4 so it is pivotal, and i put f-throw and u-throw as 3 which is very useful but not as commonly used the as being key word, and trust me if i get a grab and they are towards the ledge even at 50% i will use f-throw.And just because you don't use a move as often, doesn't make it any less amazing. In fact, you really should only use bthrow every now and then to not scale it, as is the same way with most KO moves. It doesn't make them any less valuable than combo moves, which are used much more often. Dthrow is nice, but certain fall speeds and weights make it impossible to combo out of, and it does the lowest damage out of all of our throws, stunting its usefulness in certain situations
Also, fthrow and uthrow are still great throws. They do a lot of damage for throws, and have a lot of set knockback. You use them when you can't KO with bthrow or combo with dtrhow (at percents like 60+). But which one you use is up to preference. Do you prefer edgeguarding for extra damage? Fthrow. Do you prefer juggling for extra damage? Uthrow. I'm more of an edgeguard guy myself.
I agree I said those 2 moves should be 2/4, which is extremely situational, which you described situations, you have dair at 0/5 which is you will never use it, and I think f smash is slghtly more useful than 1.5 of 5 but that can be playstyle, but I have alot of respect for you and what you have posted, I just think i was misunderstanding youAs for moves that you "use to not hit with," like dair to PKFLC or bat to reflect, I still only use those effects every so often. It's not enough to save those moves from mediocrity IMO.
I actually never use full hop pk fire dair cancel technique. In my mind it's telegraphed so easily. The only options Ness has from a from a fullhop straight up is a pkfire and I suppose pk thunder. I just feel like if an opponent catches on they can just shield it on reaction because if I do a full hop while they're so far away the only thing I could possibly be doing is pk fire.I also think dair should be 2/4, because of the tech you can use with it, I think the FH pk fire dair cancel gives it uses and instead of short hop empty jumps I sometimes do short hop dair cancels, it baits alot of reactions because it plays the sound of the dair
My favorite aerial is actually nair. Nair fair and uair are so amazing and are up there for our best moves in my mind. Uair is our best kill move that isn't bthrow, and it comes out fast, beats everything in the world. Uair is janky ass kinda broken and should probabaly be nerfed honestly. It probably is our best aerial. But nair and fair are no slouches either and are aaaallmooost just as good. Fair is one of two moves that we actually have a lot of range and disjointed hitboxes on. The other being dash attack. Fair is just our beautiful combo machine, and beats most other aerials in the air because it's fast, large, and disjointed. When I predict that my opponent is going to jump into the air either to approach or react to my approach, I just short hop fair cause it's so amazing.I use .5s to differentiate between moves based on relevance. Like, we all know nair, fair, and uair are some of Ness' best moves, but I think I like uair just a tiny bit more than the former two (although reconsidering, I might make fair a 5 too).
And just because you don't use a move as often, doesn't make it any less amazing. In fact, you really should only use bthrow every now and then to not scale it, as is the same way with most KO moves. It doesn't make them any less valuable than combo moves, which are used much more often. Dthrow is nice, but certain fall speeds and weights make it impossible to combo out of, and it does the lowest damage out of all of our throws, stunting its usefulness in certain situations.
As for moves that you "use to not hit with," like dair to PKFLC or bat to reflect, I still only use those effects every so often. It's not enough to save those moves from mediocrity IMO.
Also, fthrow and uthrow are still great throws. They do a lot of damage for throws, and have a lot of set knockback. You use them when you can't KO with bthrow or combo with dtrhow (at percents like 60+). But which one you use is up to preference. Do you prefer edgeguarding for extra damage? Fthrow. Do you prefer juggling for extra damage? Uthrow. I'm more of an edgeguard guy myself.
I think the forward version of it is 2 predictable, but doing it as you retreat, when they run at you you run away fh pkfire cancel backwards, its like pivot pkfire but also covers air approaches, I think that is the best use for it or possibly against projectile spammersI actually never use full hop pk fire dair cancel technique. In my mind it's telegraphed so easily. The only options Ness has from a from a fullhop straight up is a pkfire and I suppose pk thunder. I just feel like if an opponent catches on they can just shield it on reaction because if I do a full hop while they're so far away the only thing I could possibly be doing is pk fire.
But other players I'm sure find it useful. And I would say it's a useful tech. I call the moves useless but they're arent really useless. Just have incredibly niche uses in that the amount of situations where you need to use them you can count on one hand. In my mind dair is only useful for the water phases on some stages and canceling landing lag.
The use for nair that I absolutely love is when someone misses a tech I will short hop over them wait for them to get up attack. When inviciblity disappears, come down with a nair, I once got someone like 3 times in a row with it because he continually missed the techNair is my bae though. I love nair so much. It's useful in every situation imaginable. It's always a good option in every situation, even if it's usually not the best one. Nair is our best OoS option because shield grabbing is very difficult with our pitiful range. I use Nair OoS all the time. If my opponents are spotdodging, sh nair will punish that. I also use it to punish when my opponents whiff attacks. And nair is a great approach option, especially against sheik. Without nair I think the sheik matchup would be -2. It's also a great edgeguard tool, and gets me the occasional KO. And combos with uair and itself haha.
I haven't considered using the full hop pk Fire while retreating. Seems interesting I'll try it.I think the forward version of it is 2 predictable, but doing it as you retreat, when they run at you you run away fh pkfire cancel backwards, its like pivot pkfire but also covers air approaches, I think that is the best use for it or possibly against projectile spammers
The use for nair that I absolutely love is when someone misses a tech I will short hop over them wait for them to get up attack. When inviciblity disappears, come down with a nair, I once got someone like 3 times in a row with it because he continually missed the tech
You could also try B-sticking it. It's more safe than a forward momentum PKF (still not 100% safe though).I haven't considered using the full hop pk Fire while retreating. Seems interesting I'll try it.
Rating uair, fair, and Nair is like picking your favorite from cake, brownies, and ice cream.
Dair, dtilt and pk flash is like having to eat dirt, sticks, or paper.
I'm surprised that you rated usmash lower than dsmash though E360. You were going on about Usmash for a while haha. I think Usmash is useful in more situations than dsmash and I ise it more often, but when I do land dsmash the reward is often greater and it's more satisfying.