Double jump cancel: Difference between revisions

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==Ness==
==Ness==
[[File:SSB64 Ness DJC Combo.gif|thumb|A Ness combo involving DJC'd aerials]]
[[File:SSB64 Ness DJC Combo.gif|thumb|A Ness combo involving DJC'd aerials]]
Ness' play in ''Smash 64'' is almost completely reliant on this technique. Because his aerials provide high [[hitstun]] and damage, as well as having large [[combo]] ability (especially when coupled with other moves such as his up tilt), he can perform [[zero-death]] combos on several characters. At one point this ability was even considered [[broken]]. However, it has since lost such recognition due to Ness' short range, but nonetheless is an important part of his [[metagame]] and should still be commonly used in high level Ness play. See also [[shield break jump]].
Ness' play in ''Smash 64'' and ''Melee'' is almost completely reliant on this technique. Because his aerials provide high [[hitstun]] and damage, as well as having large [[combo]] ability (especially when coupled with other moves such as his up tilt), he can perform [[zero-death]] combos on several characters. At one point this ability was even considered [[broken]] in ''Smash 64''. However, it has since lost such recognition due to Ness' short range, but nonetheless is an important part of his [[metagame]] and should still be commonly used in high level Ness play in both games. See also [[shield break jump]].
 
In ''Melee'', Ness can still use the technique.


In ''Brawl'', Ness can pull off some techniques with a DJC'd [[PK Fire]], such as the [[PK Jump]].
In ''Brawl'', Ness can pull off some techniques with a DJC'd [[PK Fire]], such as the [[PK Jump]].
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