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[[File:Ness Up Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's up aerial.]] | [[File:Ness Up Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's up aerial.]] | ||
[[File:Ness DJC Up Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's up aerial while [[double jump cancel]]led.]] | [[File:Ness DJC Up Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's up aerial while [[double jump cancel]]led.]] | ||
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 | 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% on Dream Land 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. | The move is much stronger in the Japanese version dealing 17% damage and higher knockback. It can KO Mario on Dream Land at 95% on Dream Land 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== | ||
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|ks=120 | |ks=120 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=190 | ||
|bn=12 | |bn=12 | ||
|ypos=100 | |ypos=100 | ||
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|fkv=0 | |fkv=0 | ||
|r=175 | |r=175 | ||
|rbg=nerf | |||
|bn=12 | |bn=12 | ||
|ypos=100 | |ypos=100 | ||
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*{{nerf|Knockback scaling (120 → 110).}} | *{{nerf|Knockback scaling (120 → 110).}} | ||
**{{buff|These changes improve its combo potential.}} | **{{buff|These changes improve its combo potential.}} | ||
*{{nerf|Hitbox size (190u → 175u).}} | |||
==Timing== | ==Timing== |
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