[dismiss]
Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Editing Ness (SSB)/Up aerial
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 6: | Line 6: | ||
Ness quickly headbutts above himself in the air, dealing 15% damage and high knockback. Ness' head is [[intangible]] during the move's first four active frames and the hitbox on his head is quite large, making the attack difficult to interrupt. The move also always [[auto-cancel]]s, which means that it is not always necessary to [[Z-cancel]] the move. The move also has rather high KO power for an up aerial being able to KO {{SSB|Mario}} on {{SSB|Dream Land}} at 123% (assuming he's on the ground). It is good for [[juggling]] and, against most characters, it can be used in conjunction with an {{mvsub|Ness|SSB|up tilt}}. However, this move is even more feared when [[double jump cancel]]led, which is very important to Ness's [[metagame]] and vital in most of his matchups. With it, Ness is capable of doing even shorter [[short hop]]s, allowing him to use the move a very short distance from the ground, meaning up aerial chains can be performed until ~60%. Ness can also potentially perform [[zero-to-death combo]]s on opponents, as he can rack up huge damage with his up aerial in conjunction with his other aerials, such as his {{mvsub|Ness|SSB|down aerial}}. However, the move, along with Ness's other moves used for this technique, has short range, so the technique has since lost recognition and known effectiveness. | Ness quickly headbutts above himself in the air, dealing 15% damage and high knockback. Ness' head is [[intangible]] during the move's first four active frames and the hitbox on his head is quite large, making the attack difficult to interrupt. The move also always [[auto-cancel]]s, which means that it is not always necessary to [[Z-cancel]] the move. The move also has rather high KO power for an up aerial being able to KO {{SSB|Mario}} on {{SSB|Dream Land}} at 123% (assuming he's on the ground). It is good for [[juggling]] and, against most characters, it can be used in conjunction with an {{mvsub|Ness|SSB|up tilt}}. However, this move is even more feared when [[double jump cancel]]led, which is very important to Ness's [[metagame]] and vital in most of his matchups. With it, Ness is capable of doing even shorter [[short hop]]s, allowing him to use the move a very short distance from the ground, meaning up aerial chains can be performed until ~60%. Ness can also potentially perform [[zero-to-death combo]]s on opponents, as he can rack up huge damage with his up aerial in conjunction with his other aerials, such as his {{mvsub|Ness|SSB|down aerial}}. However, the move, along with Ness's other moves used for this technique, has short range, so the technique has since lost recognition and known effectiveness. | ||
The move is much stronger in the Japanese version dealing 17% damage and higher knockback. It can KO Mario on Dream Land at 95% | The move is much stronger in the Japanese version dealing 17% damage and higher knockback. It can KO Mario on Dream Land at% 95% if he is on the ground making it the strongest up aerial in the Japanese version and the second strongest in the series behind {{SSBM|Bowser}}'s {{mvsub|Bowser|SSBM|up aerial}} in ''Melee''. Its higher power does make the move a worse combo tool in the Japanese version however, it also has even greater shield pressuring potential. | ||
==Hitboxes== | ==Hitboxes== |