Editing PK Fire
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===Ness=== | ===Ness=== | ||
Ness' PK Fire has been almost the same through the entire [[Super Smash Bros. (series)|''Smash Bros.'' series]]. Ness's PK Fire travels forward at an angle on the ground, while it travels diagonally downwards if used in mid-air. If Ness' PK Fire hits, it explodes into a stationary pillar of fire that hits his opponent(s) several times. In midair, however, it falls down slowly until it hits the ground or dissipates. [[Directional Influence|DI]] is not very effective against it, which allows Ness to combo his opponent or use one of his finishers while the enemy is stunned. Ness can use this move in conjunction with his second jump to perform the [[Zap Jump#PK Jump|PK Jump]], which slightly boosts the air speed of his second jump at the expense of height, giving him a slightly better approach. The main difference is the damage within the games and the lag/speed of the move. It does overall the most damage in ''[[Super Smash Bros. Brawl]]'', followed by ''[[Super Smash Bros.]]'', and then followed by ''[[Super Smash Bros. Melee]]''. | Ness' PK Fire has been almost the same through the entire [[Super Smash Bros. (series)|''Smash Bros.'' series]]. Ness's PK Fire travels forward at an angle on the ground, while it travels diagonally downwards if used in mid-air. If Ness' PK Fire hits, it explodes into a stationary pillar of fire that hits his opponent(s) several times. In midair, however, it falls down slowly until it hits the ground or dissipates. [[Directional Influence|DI]] is not very effective against it, which allows Ness to combo his opponent or use one of his finishers while the enemy is stunned. Ness can use this move in conjunction with his second jump to perform the [[Zap Jump#PK Jump|PK Jump]], which slightly boosts the air speed of his second jump at the expense of height, giving him a slightly better approach. The main difference is the damage within the games and the lag/speed of the move. It does overall the most damage in ''[[Super Smash Bros. Brawl]]'', followed by ''[[Super Smash Bros.]]'', and then followed by ''[[Super Smash Bros. Melee]]''. | ||
====PK combo==== | |||
This is a simple combo often used for [[gimping]]. This is best done near a ledge. First, the player must use Ness' PK Fire on an opponent. Then they must follow up with a forward throw, which will knock them off the edge. From here, they can use Ness' down aerial meteor smash, which will usually KO the opponent. Alternatively, the player may use down throw after PK Fire, and if near the edge, finish with a down aerial. However, the opponent can easily DI the forward throw and avoid the down aerial. Still, when used in surprise, it can be an effective combo. | |||
====PK combo==== | ====PK combo==== |