Helpful General Info with Ness:
From Mofo (OMFG A POST FROM MOFO!!!!!!):
Ness was the first character I played in Melee. He's my third best character, behind Fox and Falco. Let me go over a few things to show why Ness doesn't suck total balls.
His recovery: If you're knocked off, you usually have your second jump and your air-dodge. Since the second jump is so big and maneuverable, and the Air dodge can get you past some edge guards, you really don't usually use PK thunder. Also, he has an extremely large 'grab the edge' range. You can be about 2 widths of ness away from the edge, and he will grab it. This can also get you by some edge guards.
Now for the PK thunder recovery. This recovery isn't the best, but it's not as bad as you guys say it is. If you hug the turns, you can get the recovery out pretty fast, too fast for people to hit you or eat you while immobile. If you try, you better be fast or you'll get hit by the core of it, and that's not fun, heh. The only character that has a big advantage at eating (that's what I call it) Ness is Captain Falcon, and it's not easy even for him. You just have to be smart about where you're going to aim. If your opponent isn't edge hogging, than you usually want to sweet stop the edge, and since he's got that really large edge grabbing box, he grabs it sooner than you would expect (that's only if you sweet stop it though). You also don't want to be near the ledge when doing PK thunder, because you'll be punished very Easily. Oh yeah, and if you decide you want to go above the ledge and onto the stage, you want to go high enough so there’s not this really long lag coming out of it when you hit the ground.
Ness has got good distance too, if you aim it perfectly. It will look like he's not going to make it, and then just pop on the ledge. This is sometimes good for when people think "Nah, forget about edge hogging, he's done". Even if that isn't something you can depend on, it's still worth a try.
His Wavedash: Basically, if you don't wavedash with Ness, you're gonna suck. Perfect wavedashes are about 1.6 times the speed of his run, and you can do anything out of them. You generally use wavedashing when you want to move somewhere on the ground when you don't have to worry about the frames you can't move in the wavedash.
His grabs: as long as you jump cancel your grabs from runs, his grabs have fairly good range. You can sort of extend the range by doing a quick dash, to a jump canceled grab.
His throws: Some of the best in the game. The downthrow combos floaters, and the up throw combos fast fallers. The forward throw has very good knock back for low percentages, And the back throw Kills.
PK Flash: A good edgeguard for a lot of characters, namely Falcon, Marth, Ganon, Shiek, and a few others a can't remember. You generally use it when you knocked your opponent far off the edge and is going to need some time coming back. You can also use it as a mind game. Since It covers everything above the edge, when this see it, they change they're recovery plan to sweet stop the edge. So you let it go early, and edge hog them with a quick wavedash to fast fall.
PK Fire: I hardly ever use this move, but you can get annoying when you shoot it off the edge. While they're struggling to get out of it, you just jump over and do a quick neutral aerial.
His Smashes: Down smash is the only move of Ness I never use. There are always better options. However, the up smash is a different story. If you space it right, you can charge it off the edge, and can give fast fallers trouble. It's also a detached hit box, so it's also an anti-aerial.
But be sure that they are at a decent percent, or it won't stun them for long and you will be punished. Forward Smash is generally used as an edge guarder, but can be used otherwise if you play smart. Like if your opponent is coming down for an aerial, you can do a quick wavedash back and bat at the tip, or if you don't have time for a bat, forward tilt does fine as well.
His running A is useful as well; you can usually combo it into a aerial.
His Aerials: Saved the best for last. Before I start on each move, I want to introduce DJCing to you. If you Double Jump, you can Cancel the upward motion or it with an aerial immediately afterwards. This allows for aerials very close to the ground, cutting off the after lag of the attacks, and also allows you to fast fall right after the aerials are executed. Neutral aerial has good knock back, lasts for a very long time, and comes out very fast. For those situations when your close to your opponent and they're immobile for some reason, let it be l-cancel frames or a missed attack, this is in the lineup of attacks to do that will put you out of danger. You have to DJC it close to the ground though. This is the full list of attacks to do in that type of situation, ordered from fastest to slowest: one-two-three punch, grab, DJCed neutral aerial, forward tilt, DJCed back aerial. Yeah, DJCed back aerial is really fast, and really powerful, too. If you're in the air moving upward from a jump, and you're oppoent is behind and below you, if you DJC back aerial fast fall, it is very unexpected and quick. Also don't forget you can do any DJCed aerial out of a shield, so when your opponent lands behind you from an aerial so you can't shield grab, you can back aerial or neutral aerial instead. You can use up aerial fairly rapidly, when used close to teh ground with DJCs, about 3 head buts a second. Out of an up throw, you can combofast fallers very well. You can't get as many head buts into floaters, but after two of three you can combo it into a nice back kick. The sparks (forward aerial) have awesome priority, and I you space it right, the can combo the first four hits of the sparks to a forward tilt. The fifth hit has good knock back as well, I would say just a little less than the neutral aerial. His down aerial combos well into things. You can get out of upward combos with this as well, if you DJC it without fast falling immediately, he'll sort of hang in the air for a second, dodging any attack from below you, they fast falling down on top of them. You can also do something I discovered called Foot Canceling. With Ness, If you land on the ground while executing a down aerial before the actual foot comes out, than you will land in your standing animation; you won't need to L-cancel. This can be used in combination with DJCing. Lets say you're spiraling through the air, about to hit the ground. You still have your second jump. Instead of teching, you can DJC down aerial fast fall. You not only reach the ground faster, but you don't need to tech. You can do this trick without DJCing, but you won't get to the ground faster. Foot Canceling also gives you more maneuverability in the air, like lets say you jump in one direction and you don't want to be in the air anymore because you opponent is also in teh air and is about to attack you. So you Foot Cancel, and attack from underneath.
heheh... maybe I got a little too carried away. I would just like to wrap things up by saying Ness deserves Middle tier, he's a good character that a lot of people underestimate.
Hova (sorta helpful I’ve actually met Hova and he’s o.k.):
spam fairs against every single character
you don't have to djc all fairs, Sh fairs can lead to full jump fairs and djc bairs against floaties as well as some others
djc bairs and uairs is a good thing
fastfallers > uthrow to djc uair and work in uyoyo somewhere
others > dthrow to fair/bair, if fair > grab/dash attack
pk fire is to be used sparingly
ftilt and nair are great for distancing yourself from opponent
ness' recovering does not suck, you guys just make it look really bad
fsmash, dtilt, pk thunder, pk flash, ftilt are all useful when edge guarding ( and fair/dair if your sexy like me)
don't ever say ness should be moved up in tiers cuz everyone would play him and expose his true potential. seriously, I will hunt you down if you do so.
pk thunder can also juggle some characters while they are in the air
ness is ***** super speedy, all noobs need to stop claiming he is not
grabs are essential to your game, learn to use them well for they are amazing when done correctly and very punishable if you *** up ( short range, stubby arms )
sweet spot that ish, seriously hit the majority of ness' moves in the appropriate spot to make them more useful ( practice on your own )
WD is good, really good. roll is really good when used correctly
work in utilt and be tricky with PSI magnet and your Ness is complete.
Reik:
· Always JC grab.
· If you're not stunned, you never have to tech. You can untumble by wiggling, double jump wavelanding, or foot canceling D-air.
· Ness has a very fast, lengthy wavedash when you can do it perfectly. It also has a lot of leftover momentum (like Marth's wavedash). This can be a bad thing if you don't know how to deal with it.
For example: Try perfect wavedashing backward and immediately dashing forward. Ness will be stuck running in place for a second because the extra momentum slows him down.
However, you can fix this with any character by quickly dashing the same way you wavedashed and then immediately dashing the other way. (Wavedash right, dash right, immediately dash left.) Combined with dash dancing, this will make your Ness a lot more mobile.
· Quick DJC N-airs from shield.
From either UmbreonMow or Mofo:
here's a freebie for you 'ness experts' lol. Try DJC spike from shield and up tilt.
Up tilt from shield no lag! woot!
Vilness:
Pk Flash:
it’s great against:
Luigi
Ganon
Marth
Sheik
it’s good against:
Dr. Mario and
Mario (they have down-b stalling and cape to eliminate flash but it still works to guide them and you can fake them into doing cape too early, besides what Mario players have played against Ness anyway?)
Ness himself (good Ness can avoid it with 2nd jump, sometimes even with his upB but it can be hard)
Peach (if you hit her out her 2nd jump or even float, if both the better!)
C-falcon (if you hit him far and high and He’s gonna 2nd jump downB 2nd jump upB then you can use it)
Pikachu and Pichu (they have good recoveries and usually come back but avoiding such a big hit zone may end up being really hard at times)
Roy (like Marth but doe to his falling speed and upB variety it’s harder)
Bowser (he’s as sucker for PK flash too but usually Ness has better options)
and possibly some others.
don´t use PK flash against->
Space animals (just don´t do it, you always have better options)
Jiggs (anyone who hits jiggs with PK flash gets my respect, even if it is the worst jiggs evah )
Kirby (you might succeed but he is almost as hard as jiggs. you have a lot better options against him anyway)
Mewtwo (it ain´t gonna work against any good Mewtwo)
Simna:
well um....I can't very well give you tips for CPs...I don’t really strategize anything vs. them.....one time I was goofing off and I challenged myself to beat 3 lvl 9 Bowsers on a team with team attack off using only PK Flash...but that was just complete stupidity
as for any videos of me u've seen...well...that stuff doesn’t just happen magically...like whichever person I'm fighting doesn’t just land on my attacks...you gotta be smart and fast and have a bit of foresight....I guess u could call all those mind games, but you also gotta have the tech to back it up...u gotta Lcancel and DJC and fast fall and dash dance and pivots and foot cancels and all that jazz...oh and u gotta make sure u can recover!
oh and KNOW THE COMBOS...its really a waste when u got awesome tech and mind games but you don’t know your character...in fact...know the combos(what can u do to what character?), know the hit boxes(what part will send enemies in what direction?), know the animations(you mean part of me dash attack doesn’t hit?), know the knock backs(nair and bair have weak and strong points...fair has many points), but that’s all internal...
u also gotta know your opponent...what's their weight? what's their fall speed? will they die off the top or the sides? how will this character approach me? how can this character shut me down? how can I make that character's advantage a disadvantage?
and really the best way to do this is to play human players...lots and lots and lots of them....a good way to extend this is to....play every character...don’t worry u can do it....take it slow we aren’t going anywhere are we?
as for the PARTICULAR match up mentioned...Fox can ALWAYS out speed Ness....Ness is super fast but Fox is the fastest ever...what u gotta do is make that speed gap as small as u can...know your opponent, know your character, learn tech, create mind games, etc. To be the best u can u need all of those.
Dan Smith:
SPAM:
Fair
Nair
Bair
Uair
OFTEN:
Grabs
Dash Attack
DTilt
Dair
Bat
OCCASIONALLY:
AAA Combo
FTilt
Utilt
PK Thunder*
PK Fire
SELDOM:
Yoyo
PK Flash
PSI Magnet
PK Thunder2*
Hmm, my move tier has gotten some very intellagent response.
I do want to explain and discuss it all a little bit though.
Firstly, the list I made was a very serious list, I don't actually play like that. I'm sure my playing style is similar to that list...but I use a lot of the SELDOM moves more when I should. (for fun) I am an aerial Ness though, mainly, as I think many are.
Three other things deserve my annotating:
Grabs are great, and Back Throw is especially important as a KO move for Ness, but due to Ness poor grab range and the ability of opponents to dodge Grabs and abuse the lag I decided they're best used OCCASIONALLY and not OFTEN. Does anybody spam Grab? Not really...but I totally spam Fair.
I also would like to simply say that I didn't forget the jabs, the AAA Combo, and really wanted to include them in the list (they go in right beside Tilts) but didn't really know what to call them. (jabs? AAA Combo?) I also decided not to differentiate between the Tilts, although realistically UTilt is harder to incorporate and DTilt is probably by far the most useful.
Similar to the situation with Grabs I also decided to put Dash Attack lower than most people might expect, not because it isn't super useful and a staple of Ness game, but because you can abuse the lag if you know how to fight a Ness. It is a hard move to commit to, sometimes it can be a big mistake.
I am going to amend my list, Bat's moving up and I'm rewording some things. (I am so long winded)
Vilness:
I think Ness has great KO potential even at low percents to many chars. And I can answer your questions as best as I can.
Ness does have good aerial KO moves like you mentioned.
Bair doesn’t have all that much range but it has a mar. GW effect, the after touch. This means that this attack stays longer than it seems (though the attack isn’t strong then, but enough for edge guarding)
Bair´s sweet spot can be also achieved when DJC`ing. If you don´t spam this it is a good surprise to swing into bair now and then. I also use C-stick for bair when baby jumping away from chasers. It makes them play a LOT more carefully and scares the heck out of them because the spark is usually so close to them!
Uair, also known as the head butt, is also probably easy to see coming. The thing is that, with DJC, it’s hard to see HOW it is coming! Lets say you have pooped your rival in air with step kick at reasonable %. Fastfallers won’t have time to react to Uair. Others have, but you can fool them with some fake outs, like Djc'ing so low that your enemies Dair will miss and he suffers from lag while you don´t. If you do this ground close, you have many options, like Grab, Utilt (my most common chose) or maybe even a bat. There are many other ways to connect the Uair but this is just to give ideas.
btw: You don´t have to jump directly beneath your opponent to Uair him because of DJC'ing
Grabbing is hard with Ness but Shield Grab is a good move now and then. Usually against chars. with not too big range you can Swing jump low and fair and L-cancel it into an grab if you caught them off guard. Also Ness’s back roll is quite good to give some grabs if it’s not spammed. I sometimes face away from enemy, WD towards enemy (still looking away from him) and then roll back. this works especially against Marth but should not be spammed at all cause it will get predictable. triangle jump to grab also works sometimes...
And the Fsmash. This is a real killer if you use it sparingly. As simple as it sounds, the WD backwards and a Bat works surprisingly well (again, if not overused). Sometimes the A,A,A combo can be followed up with a bat. using the bat is quite hard for me to discuss because somehow it comes very naturally to me, and I definitely never spam it! But I might once per match do it twice repeated... just to be less predictable
And the Fthrow is real killer near the ledge even at low %! it might result to fast kills against characters like Plumbers, Bowser, DK, Spandex Man, space animals, Ness himself, Team triforce (except Zelda but especially Sheik because you can PK Flash her after this!)
and also team Fire emblem.
It’s hard to get the grab near the ledge but it’s well worth it if you manage to succeed!
Here are some ideas, Someone other Ness player (like Mow and Dan S) feel free to correct me or add your own tips
Krulness:
So many people use the different ways of edge guarding with ness, so I've decided to dedicate this to it. So this is basically how the title sounds. Ways to edge guard.
First, there is the ever-so-famous pkflash. That one that makes all of your friend get pissed at you and lets any spectators cheer (most of the time). It’s pretty simple, just time your pkflash to be at max power before right before they are about to grab a ledge. The difficulty, of course, is the timing. It changes for fastfallers and weight, which is what makes this challenging, because if you miss, you're stuck pretty vulnerable. A good example would be for Mario. Start the pkflash right after hitting them and it will work perfectly if they just go a little of screen. The good benefit, is that if you know you're going to miss, you can just end it early and try something else. Also note that pkflash does not have to be full power to ko someone, as long as it hits, it will still do some major damage.
Next, is the bat. With its long reach and fairly strong damage, this makes for a great edge guard. This is much easier to pull of than the pkflash, and also keeps you at a bit of a safe distance if you use its reach to the full potential.
A really cruel move is to use pkfire. This is more annoying to an opponent than it is critical. But it can be helpful, if you follow up with a spike or maybe the bat. This is another deal that uses timing, and unfortunately in only goes parallel to the course unless you short hop and make it go diagonally.
There is also the down tilt, another cruel move that is also pretty annoying. You can always just spam it on the very edge, but that is pretty cheap, and it’s easy for someone to get out of. Not as recommended as the others.
You can try out up smash, the yoyo. Although this is not really that recommended because of its extremely horrible range, it can still set someone up for a short hop dair.
Most likely the most used edge guard is pkthunder. This can be used in a variety of ways, but most commonly just hitting your opponent with it. But really that isn't much of a smart idea. Ideally want them either not to make it back to the ledge, or putting on some damage and setting them up for another move. But sometimes, doing this doesn’t accomplish either. The smartest idea is to tail whip first, then hit. But even that takes good placement, which is something gained by practice. You can also use the pkthunder reverse edge guard, which is demonstrated at about 10:28 in Simna's guide to pk thunder number II. This is fairly difficult and requires being hit by the enemy, which most people are scared to let happen. You could use the false edge guard which is demonstrated at about 3:25 in Simna’s guide to pk thunder number I. This is a great fake, and is something that works most of the time, but can be hated when an someone has an up b that has long reach and hits you before you can pull it off. Also note that the enemy is pulled the direction from which the pkthunder came from, so you can use it as a setup, or to pull the opponent away if you hit from the back.
Ness can also use his nair or his fair which can rack up some great damage, these are far more common than using such powerful hits as the ones above.
Or another great move is the bair. This can be used in replacement of most other moves in a edge-guarding combo, and depending on where you hit, it can have many different outcomes. For example, if you hit the enemy with the tip of your toe, it doesn’t do as much damage as getting them fully. Depending on where you place it changes the direction they travel, which can be used with a major advantage.
Also add the dair, which can either be set up, or just used as a good-old spike. If you do decide to use it off the edge though, the easiest way to get back is to just short hop off, dair, jump again, and then pkthunder back. This can be more or less difficult depending on the stage. For fd, you can normally just make a strait path back to the ledge, or if you really get far down, you may have to shoot yourself into a slope.
Well, there you have it. Most of these techniques can be seen in VilNess' Nessgeguard or in Simna's guide to pkthunder both I and II. Make sure to go ahead and tell me anything else that should be put up, and good luck guarding that ledge.
Simna:
There are 7 different kinds of ness dash:
Second spark hits only: opponent pops up and tumbles.
First spark hits only: opponent is stunned for an instant and u are left vulnerable
Hands only hit: opponent is knocked a great distance away, but receives little damage.
Blank: Your dash clearly goes over the opponent but hits nothing(This happens when your opponent is between sparks 1 and 2)
First and second sparks hit: opponent is shocked and popped into the air and tumbles.
All hits: opponent is pushed, shocked and popped into the air slightly higher than without the push. Opponent does not tumble but floats upwards.
Late Dash: Opponent is hit by the dash in an area behind Ness' hands. This does weak dmg(around 2%) and makes the opponent pop up very slightly
By Macman (Mac$)
This is a list of different Ness tactics, strategies, and techniques that I use. I am a noob well not really but compared to some peeps on this board I am. I started playing again in October. And I started Ness 1 to 1.5 months ago. The techniques here may be inefficient or done better n a different way. I just want to hear your opinions on these or help someone that wants to try start-playing ness.
YYG: Teh roxxorz
Sour spotting Fair: This is when you use the fair and make it so that you do not hit with the last sparkle. The last sparkle send your opponent far away at high damages. If you don’t hit with the last sparkle your opponent is sent a tiny bit upwards so that you can continue comboing. Easy ways to make certain that you don’t hit with the last sparkle is to fast fall or hit the ground before the end of the move. This can lead into a grab, or in the air a uair, djc uair, nair, and possibly another fair.
DJC Dash: This is when you DJC really low to the ground then land dash. If you djc forward and then land dash it extends the size of your land dash. You can also djc forward but land dash backwards so that you can fake your opponent into thinking you are going to attack.
Repel: When you dash attack but hit with ness's hands so that they get pushed horizontally. I love to do this after a dthrow when I am near the edge so that I can start edge guarding.
Clogging: This is when you use a move to occupy your opponents “get up time”. For example knock someone into the ground and when they are laying down short hop a nair. You will hover above them doing the nair. So you might be able to hit them when they are on the ground but if they are still invincible you can hit them right after their invincibility frames go away and before there counter attack hits you. Moves that can clog: nair, fair, I think you can also charge a usmash, repetitive dtilts,
Extreme Short hop (ESH idk lol), DJCfflc: You can short hop a uair that is extremely close to the ground. I believe this is how to put the star jacket on. I haven’t really done this much. You have to sh then double jump so quickly that you dj as your feet are leaving the ground. This works with any air move.
Tagging: Just using the down smash to hit someone behind you.
Sparkle wall: Using a fair at the Edge so that someone using their third jump gets hit by it.
Retreating Sparkle Wall: run of the stage at then double jump backward while using the fair. Basically this allows you to cover more horizontal ground and is easier to hit with.
Vertical Sparkle wall: Using a fair that is fastfalled. This makes a vertical wall of sparkles and will usually drag your opponent down.
Yoyo tricks: There are many thing you can do with the usmash. Many say that it is very useless but I beg to differ. There is the yyg.
If you hit an opponent with the yoyo while it’s charging and release it, it will send your opponent right above you. Can use a utilt from this. But they can counter it by simply using a sexkick so.
If they get hit while its going up in front of you and they were in the air, they will be sent right in front of you stunned so it is very easy to grab out of this. You can also Chain grab with this( I will explain later. If they get hit when the yoyo is going around the top they are sent upwards so it is possible to juggle. You can also charge the yoyo right at the edge so that it blocks it and messes up opponents trying to sweet spot, this is another form of clogging.
Sniping: Short hopping your forward b at the edge so that it hits someone trying to sweet spot and disrupts their recovery.
Chain Grabbing: If you dthrow and they don’t jump you can shffl a sour spotted fair and grab them again. This can also be done with a nair. Also if you use the yoyo right you can chain grab with that.
Important Links:
Talks about Ness’ dash attack. It’s surprisingly versatile. I need to spam it more…
http://www.smashboards.com/showthread.php?t=46887&highlight=Ness