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*{{buff|PK Flash can travel a farther distance and, while the hitbox looks smaller, it's basically the same size as the previous two games (just look at Ness's hitboxes on his Melee page). However, it still is way too slow and risky to use outside of ledge guarding and a situational juggle.}} | *{{buff|PK Flash can travel a farther distance and, while the hitbox looks smaller, it's basically the same size as the previous two games (just look at Ness's hitboxes on his Melee page). However, it still is way too slow and risky to use outside of ledge guarding and a situational juggle.}} | ||
*{{buff|PK Fire is weird in this game. However, in my opinion, it's the second best iteration of the move we've had (excluding Lucas' PK Fire and Project M Ness's PK Fire) only behind Brawl's PK Fire. I would tie it with Smash 64's PK Fire, but Smash 4's is much faster, and it's a 1000 times better than Melee's PK Fire (which was total crap). The reason I consider the move weird is because of it's hitbox. So far, it seems like there's three hitboxes in the flame pillar: two on the outside which are easier to escape from and tend to cause the opponent to bounce out of it (kinda like Melee's PK Fire) and one on the inside which traps the opponent much better and seems to make them rise. PK Fire is very useful for gimping especially if your opponent has a Up Special that they must charge (like Fox). Basically, if a recovering opponent runs into PK Fire, it will explode into the pillar, | *{{buff|PK Fire is weird in this game. However, in my opinion, it's the second best iteration of the move we've had (excluding Lucas' PK Fire and Project M Ness's PK Fire) only behind Brawl's PK Fire. I would tie it with Smash 64's PK Fire, but Smash 4's is much faster, and it's a 1000 times better than Melee's PK Fire (which was total crap). The reason I consider the move weird is because of it's hitbox. So far, it seems like there's three hitboxes in the flame pillar: two on the outside which are easier to escape from and tend to cause the opponent to bounce out of it (kinda like Melee's PK Fire) and one on the inside which traps the opponent much better and seems to make them rise. PK Fire is very useful for gimping especially if your opponent has a Up Special that they must charge (like Fox). Basically, if a recovering opponent runs into PK Fire, it will explode into the pillar, halting their recovery. If your opponent has a charging recovery, they must charge it to recover, again. However, the PK Fire pillar will interrupt the charge every time, causing them to plummet to their doom. PK Fire's distance has also been drastically increased which makes it really useful for baiting. Basically, just throw it out and see what your opponent does. If they move back, throw out another PK Fire. If they move forward, run in for an attack. If they jump, get ready to use an aerial on them. If they sidestep or get caught in the pillar, run in for a grab and a throw. Down throw can extend into a FAir or UAir. If they are on kill percent, you'll want to use a UAir, Back Throw, or a charged forward smash to get the job done. Overall, it's a ton more useful.}} | ||
*{{buff|PK Thunder is much more useful overall. It's faster, which improves Ness's recovery, and it is bigger which makes it easier to juggle opponents with it for an easy 8%.}} | *{{buff|PK Thunder is much more useful overall. It's faster, which improves Ness's recovery, and it is bigger which makes it easier to juggle opponents with it for an easy 8%.}} | ||
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**{{buff|NAir has ALOT more range and is pretty useful for spacing, considering that it covers both sides of Ness. It's also useful for throwing opponents off of you, like in previous games, and can be a KO move.}} | **{{buff|NAir has ALOT more range and is pretty useful for spacing, considering that it covers both sides of Ness. It's also useful for throwing opponents off of you, like in previous games, and can be a KO move.}} | ||
**{{buff|FAir is EXTREMELY good. It's much different than the previous games. The hitboxes now "lock" the opponent in the PSI sparkles for the duration of the attack and the attack does around 6%-8%. FAir is one of his best moves not only for spacing, but also for combos, due to its low knockback. Anyone trying to learn Ness should get used to using this move. My favorite combo with it is Grab > Down Throw > Jump > FAir > Double Jump > FAir (low percent) or UAir (kill percent).}} | **{{buff|FAir is EXTREMELY good. It's much different than the previous games. The hitboxes now "lock" the opponent in the PSI sparkles for the duration of the attack and the attack does around 6%-8%. FAir is one of his best moves not only for spacing, but also for combos, due to its low knockback. Anyone trying to learn Ness should get used to using this move. My favorite combo with it is Grab > Down Throw > Jump > FAir > Double Jump > FAir (low percent) or UAir (kill percent).}} | ||
**{{buff| | **{{buff|BAir is just as good as always. It's a reliable KO move.}} | ||
**{{buff|UAir is also very good with high vertical knockback. It can be used as an KO move and will KO most of the cast at a low percent.}} | **{{buff|UAir is also very good with high vertical knockback. It can be used as an KO move and will KO most of the cast at a low percent.}} | ||
**{{buff|DAir functions differently. Ness kicks his foot out to release a single PSI sparkle, sorta like Lucas' DAir in Brawl and PM. The sparkle is an extremely powerful meteor smash. It's really hard to land, but it's worth it. Don't trust Ness's SSB4 page on this site when it makes it look like this move isn't good! It's a really good move, just hard to land! Practice makes perfect with this one!}} | **{{buff|DAir functions differently. Ness kicks his foot out to release a single PSI sparkle, sorta like Lucas' DAir in Brawl and PM. The sparkle is an extremely powerful meteor smash. It's really hard to land, but it's worth it. Don't trust Ness's SSB4 page on this site when it makes it look like this move isn't good! It's a really good move, just hard to land! Practice makes perfect with this one!}} | ||
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*{{nerf|Ness's Smash 4 page is COMPLETELY WRONG when it says that bumping into a wall with PK Thunder 2 doesn't make him helpless the first time. I've tried it numerous times from various angles on Yoshi's Island and it hasn't worked once. It could possibly be a glitch that is only in the Japanese version or just taken out of the international releases all together.}} | *{{nerf|Ness's Smash 4 page is COMPLETELY WRONG when it says that bumping into a wall with PK Thunder 2 doesn't make him helpless the first time. I've tried it numerous times from various angles on Yoshi's Island and it hasn't worked once. It could possibly be a glitch that is only in the Japanese version or just taken out of the international releases all together.}} | ||
*{{nerf|Ness cannot Double Jump Cancel. :(}} | *{{nerf|Like in Brawl, Ness cannot Double Jump Cancel. :(}} |
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