Editing PK Flash
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In all games except ''Ultimate'', when performed in the air, it puts Ness into a [[helpless]] falling animation. At no charge, it deals 11%{{GameIcon|SSBM}}{{GameIcon|SSBU}}/9%{{GameIcon|SSBB}}{{GameIcon|SSB4}} and when fully charged (without the influence of special conditions) it deals a maximum damage of 36%{{GameIcon|SSBM}}/37%{{GameIcon|SSBB}}{{GameIcon|SSB4}}/27%{{GameIcon|SSBU}} with huge knockback. Of all projectiles, PK Flash has the highest knockback when fully or almost fully charged, and KOs as low as 60%. In ''SSB4'', PK Flash covers more range behind Ness, whereas in previous games PK Flash has reduced range if shifted behind. | In all games except ''Ultimate'', when performed in the air, it puts Ness into a [[helpless]] falling animation. At no charge, it deals 11%{{GameIcon|SSBM}}{{GameIcon|SSBU}}/9%{{GameIcon|SSBB}}{{GameIcon|SSB4}} and when fully charged (without the influence of special conditions) it deals a maximum damage of 36%{{GameIcon|SSBM}}/37%{{GameIcon|SSBB}}{{GameIcon|SSB4}}/27%{{GameIcon|SSBU}} with huge knockback. Of all projectiles, PK Flash has the highest knockback when fully or almost fully charged, and KOs as low as 60%. In ''SSB4'', PK Flash covers more range behind Ness, whereas in previous games PK Flash has reduced range if shifted behind. | ||
Due to the move's lag and the fact that it leaves Ness vulnerable, some players try to avoid using this attack. However, it does have some niche utility. For example, it can be used for low percentage Star KOs when used on an opponent that is landing. It can also be used for edgeguarding, attacking recovering opponents and/or gimping their recoveries. It is also a risky but effective burst option for a player trying to catch an opponent recklessly jumping in. | |||
The move also has good uses in Team Battles. It can be absorbed three times (or once in ''SSB4'') by Mr. Game and Watch's [[Oil Panic]], giving him a OHKO. It can also be used for healing a Lucas, another Ness or a Mii Gunner by having them use [[PSI Magnet]] or [[Absorbing Vortex]], on it. Finally, Ness' teammate can grab his opponent, allowing Ness to use his fully charged PK Flash. | The move also has good uses in Team Battles. It can be absorbed three times (or once in ''SSB4'') by Mr. Game and Watch's [[Oil Panic]], giving him a OHKO. It can also be used for healing a Lucas, another Ness or a Mii Gunner by having them use [[PSI Magnet]] or [[Absorbing Vortex]], on it. Finally, Ness' teammate can grab his opponent, allowing Ness to use his fully charged PK Flash. | ||
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==Origin== | ==Origin== | ||
[[File:PK Flash.gif|thumb|190px|Ness | [[File:PK Flash.gif|thumb|190px|right|Ness using PSI Flash α in ''EarthBound''.]] | ||
PK Flash (localized as PSI Flash in ''{{b|EarthBound|game}}'') first appeared in ''{{b|EarthBound|game}}'' and later appeared in ''{{s|wikibound|Mother 3}}''. In both games, the move involved using the character's psychic power to cause a strong flash of light that could affect all enemies. In ''EarthBound'', Ness learns PK Flash. There are four levels to this power, which are: α (Alpha), β (Beta), γ (Gamma), and Ω (Omega). PK Flash α will only cause enemies to cry or feel strange. PK Flash β can also cause enemies to feel numb or be instantly destroyed. PK Flash γ and Ω each increase the chance of more powerful effects and decrease the chance of weaker ones. When Ness uses PK Flash in ''Smash'', the player can either let PK Flash fully charge and "explode" or stop charging early for a less powerful explosion. PK Flash being weaker when less charged and most powerful when fully charged is likely a reference to the different levels of PK Flash in ''EarthBound'', considering there are four different audio cues the detinating portion of the move can make depending on the charge starting in ''Smash 4''. | PK Flash (localized as PSI Flash in ''{{b|EarthBound|game}}'') first appeared in ''{{b|EarthBound|game}}'' and later appeared in ''{{s|wikibound|Mother 3}}''. In both games, the move involved using the character's psychic power to cause a strong flash of light that could affect all enemies. In ''EarthBound'', Ness learns PK Flash. There are four levels to this power, which are: α (Alpha), β (Beta), γ (Gamma), and Ω (Omega). PK Flash α will only cause enemies to cry or feel strange. PK Flash β can also cause enemies to feel numb or be instantly destroyed. PK Flash γ and Ω each increase the chance of more powerful effects and decrease the chance of weaker ones. When Ness uses PK Flash in ''Smash'', the player can either let PK Flash fully charge and "explode" or stop charging early for a less powerful explosion. PK Flash being weaker when less charged and most powerful when fully charged is likely a reference to the different levels of PK Flash in ''EarthBound'', considering there are four different audio cues the detinating portion of the move can make depending on the charge starting in ''Smash 4''. | ||
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[[Category:Ness (SSB4)]] | [[Category:Ness (SSB4)]] | ||
[[Category:Ness (SSBU)]] | [[Category:Ness (SSBU)]] | ||