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Tips on being a ness main please?

TreeChopperVillager

The Rubber Man Himself...
Joined
Mar 1, 2019
Messages
55
Location
Tokyo Japan
Switch FC
SW 1611 0712 3143
Being a Ness main has always been hard when playing matches. While i'm soon gonna most likely move to joker and have Ness as backup due to be being too good at K.Rool to make him a backup... What tips are there to becoming a good Ness player. Thank you and have a BINTASTIC day.
 
D

Deleted member

Guest
Well the basic stuff is don't spam Pk Fire
Back throw is your main kill move it kills most characters at 120% against heavys upthrow to Pk thunder is deadly keep proper spacing with Pk fire and fair and bair you can down smash at ledge to cover it and blow up some recoverys on top of this you have Pk magnet cheese but it's better to look up that on YouTube.
 
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Mr Saturn Fanboy

Smash Apprentice
Joined
Feb 6, 2019
Messages
76
Location
Massachusetts
Yo-yo comes out fast and is great for shield pressure if you hold it on a shield. (this can even break them if your opponent is a scaredy cat)

PK Thunder is very useful for gimping recovery, spacing yourself, and works great on sword characters (soome of Ness' worst match ups)

Delaying your fall with PSI Magnet can mess up a combo, and can even make your opponents string your string. It also has a very nice windbox, so use that how you will.

Downthrow to shorthop f-air to f-air to PK Fire works well at lower percents/heavy characters

Up-air has a large multi-hit hitbox and is great for juggling characters with poor aerials. (Use it while falling as well!)

His down-air spikes, but can be a little hard to time

If you can control your PK Thunder well, you can intentionally (or accidentally lmao) miss your recovering opponent and hit yourself with the thunder for a great kill move. (just be careful not to blast yourself off into freefall)

PK Fire is unreliable on characters like Pichu (light), Jigglypuff (light and floaty), Little Mac (can f-smash through), and Megaman(Leaf shield).

Be very careful with your spacing. Sword characters can easially thrash a Ness if they aren't careful. Learn your opponent's attack patterns. Be as adaptable as possible.

Short-hop is your best friend.

Save. Your. Second. Jump.

Neutral-air is one of the (if not the) best OoS options for Ness.

Since you're so floaty, try and go for ledges when you recover.

Don't get tilted and spam PK Fire. If you're getting sick of... say, projectile spam; and you counter with your own spam, PK Fire will probably not come out on top. Keep your cool.

And finally, dont forget to have fun playing as one of the most 'accused-of-spamming' characters in the game!

EDIT: Forgot to mention to keep your backthrow as fresh as possible, and to not underestimate a forward throw.
 
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CHOVI

Smash Journeyman
Joined
Jan 13, 2015
Messages
296
NNID
CHOVI3
3DS FC
3566-1571-6130
Downthrow to shorthop f-air to f-air to PK Fire works well at lower percents/heavy characters
Pretty sure people can just DI away at any percent though.

PK Fire is unreliable on characters like Pichu (light), Jigglypuff (light and floaty), Little Mac (can f-smash through), and Megaman(Leaf shield)
Also doesn’t work on Zelda ;)
 

Mr Saturn Fanboy

Smash Apprentice
Joined
Feb 6, 2019
Messages
76
Location
Massachusetts
Pretty sure people can just DI away at any percent though.


Also doesn’t work on Zelda ;)
You'd be surprised about the amount of stunlock f-air has. PK Fire isnt a guaranteed hit, but it's more for spacing purposes. Characters everywhere from Peach to K. Rool can be reliably hit with this string at low percent, the heavier you are, the easier to string. If your opponent DI's up or the opposite direction, they can be hit with an up-air to PK Thunder instead. Higher percents get launched higher into the air, (Above 25-30% so up-airs are preferrable, but depends on the thiccness of your opponent)

Also to PK Fire Zelda you bait out her Nayru's and hit her with an aerial PK Fire. The only thing with Zelda is that grab combos are not safe. One option is to wait for her inevitable "In-Fire-Naryu's-Love" and eat your own fire with PSI Magnet for free %.

Edit: Typo
 
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D

Deleted member

Guest
Pretty sure people can just DI away at any percent though.


Also doesn’t work on Zelda ;)
They can at 30% and up but it can put them in bad positions

And Zelda is just fine to hit
 
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NewtFruit

Smash Rookie
Joined
Feb 28, 2019
Messages
4
Location
Glendale, AZ
Switch FC
7060-7028-0830
One option is to wait for her inevitable "In-Fire-Naryu's-Love" and eat your own fire with PSI Magnet for free %.
I'd also like to suggest punishing the Nayru's with FH dair > aerial/utilt/usmash. If you want to absorb the reflected flames, I'd suggest using magnet to set up a combo while you're at it. It's a bit tricky to pull off but SH magnet > FF dragdown uair true combos into your choice of grab or a tilt.
 

Specs64z

Smash Journeyman
Joined
Dec 10, 2018
Messages
213
Location
Utah
It's easy to throw it in without Zelda expecting it that's kinda how your supposed to use Pk fire
My point is that even if you do hit it, Zelda can escape using her neutral b. It is not safe on hit against Zelda.
That doesn’t mean there isn’t counterplay, but it does mean Zelda has the tools to counter PK fire.
 
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