EarthBoundEnigma
Smash Journeyman
Cataloging Ness' techniques in Smash Ultimate, add more if you have them:
- The head of PKT will not be interrupted until the tail has emerged from Ness.
- PKT2 Wall Bounce makes a return, and it works on both sides of stages now.
- PKT2 snaps to ledge instead of bonking and falling off.
- PK Fire has less end lag in the air.
- PK Flash has significantly more lateral control and no longer leaves Ness in a helpless state if used while airborne.
- PK Flash stalls momentum like PSI Magnet.
- PSI Magnet can now damage opponents that make contact with Ness' body, flinching and interrupting grabs/attacks.
- PSI Magnet can be rolled or spot-dodged out of after a successful absorption.
- Short Hop Down Aerial can now meteor people into the ground, popping them up for a follow-up.
- Up Aerial and Neutral Aerial were given disjointed hitboxes making them safer and easier to space with.
- Up Smash can now be held over a ledge to prevent grabbing within the 2 vulnerable frames of recovery.
- Down Smash can now be held over a ledge to prevent grabbing within the 2 vulnerable frames of recovery.
- Forward Smash can now be more reliable as a reflector, due to the new ability to hold Smash Attacks for longer.
- The new ability to hold Smash Attacks for longer is an indirect buff to Up/Down Smash Yo-Yo damage duration.
Last edited: