Super Smash Bros.

Ness (SSB)/Neutral special: Difference between revisions

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(Coming from someone who has played Firo and other top Nesses, there is no competitive usage for this dumb move.)
 
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{{ArticleIcons|ssb=y}}
{{ArticleIcons|ssb=y}}


[[File:Ness PK Fire Hitbox (SSB64).gif|thumb|Hitbox of Ness's Neutral B.]]
==Overview==
==Overview==
Ness' [[neutral special move]] in ''[[Super Smash Bros.]]'' is '''[[PK Fire]]''', a [[projectile]] attack that involves Ness shooting a blast of fire from his hands straight forward, which creates a powerful blaze. This blaze will repeatedly hit opponents that come into contact with it, though it can be [[SDI]]'d out of very easily. Due to the high start-up and ending lag,the move rarely (if ever) [[combo]]s into anything and is usually punished quite heavily competitively. Due to it's small range, it is also unsafe on block, at least when grounded. This makes it among the worst projectiles in the game, if not the worst. It's main use is against Samus, Falcon, or Link recovering from below, though aerials, down-smash, and even PK Thunder are considered to be much better. It is also potentially possible to DJC into this move, but this reduces the range as well.
Ness' [[neutral special move]] in ''[[Super Smash Bros.]]'' is '''[[PK Fire]]''', a [[projectile]] attack that involves Ness shooting a blast of fire from his hands straight forward, which creates a powerful blaze. This blaze will repeatedly hit opponents that come into contact with it and can potentially deal 25% damage though this is very rare. This move is rarely seen competitively outside of by accident for multiple reasons. The  move can be [[SDI]]'d out of very easily as outside of the first hit as the rest have very low [[set knockback]]. Due to the high start-up and ending lag,the move rarely (if ever) [[combo]]s into anything and is usually punished quite heavily. Due to it's small range, it is also unsafe on block, at least when grounded. As opponents are hit up by the first hit, it is also even possible to be punished on hit as someone can Smash DI and aerial out of it. This makes it among the worst projectiles in the game, if not the worst. It's arguable main use is against Samus, Falcon, or Link recovering from below, though aerials (especially down air,) down-smash, and even PK Thunder are considered to be much better. It is also potentially possible to DJC into this move, but this reduces the range as well. The retired European smasher Nixxon was famous for his usage of this move.


{{competitive expertise}}
==Hitboxes==
{{technical data}}
{{technical data|NTSC-J hitboxes. The burst also needs checking.}}
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Projectile|24}}
{{SSB64HitboxTableRow
|id=0
|damage=4%
|angle=80
|bk=40
|ks=50
|fkv=0
|r=100
|bn=0
|effect=Flame
|sfx=Burn
|slvl=M
}}
{{HitboxTableTitle|Burst|24}}
{{SSB64HitboxTableRow
|id=0
|damage=3%
|angle=70
|bk=10
|ks=30
|fkv=0
|r=100
|ypos=90
|bn=0
|effect=Flame
|sfx=Burn
|slvl=S
}}
{{SSB64HitboxTableRow
|id=0
|damage=3%
|angle=70
|bk=10
|ks=30
|fkv=0
|r=100
|ypos=-90
|bn=0
|effect=Flame
|sfx=Burn
|slvl=S
}}
|}
 
==Timing==
===Projectile===
{|class="wikitable"
!Hitbox
|20-38
|-
!Animation length
|71
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=19|e=LagPropS}}{{FrameStrip|t=Hitbox|c=19|s=HitboxPropE}}{{FrameStrip|t=Lag|c=33}}
{{FrameStripEnd}}
 
===Burst===
{|class="wikitable"
The hitbox shrinks over time.
!Hitbox
|1-98
|-
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Hitbox|c=98}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|prop=y}}


{{MvSubNavNess|g=SSB}}
{{MvSubNavNess|g=SSB}}

Latest revision as of 04:35, July 13, 2020

Hitbox of Ness's Neutral B.

Overview[edit]

Ness' neutral special move in Super Smash Bros. is PK Fire, a projectile attack that involves Ness shooting a blast of fire from his hands straight forward, which creates a powerful blaze. This blaze will repeatedly hit opponents that come into contact with it and can potentially deal 25% damage though this is very rare. This move is rarely seen competitively outside of by accident for multiple reasons. The move can be SDI'd out of very easily as outside of the first hit as the rest have very low set knockback. Due to the high start-up and ending lag,the move rarely (if ever) combos into anything and is usually punished quite heavily. Due to it's small range, it is also unsafe on block, at least when grounded. As opponents are hit up by the first hit, it is also even possible to be punished on hit as someone can Smash DI and aerial out of it. This makes it among the worst projectiles in the game, if not the worst. It's arguable main use is against Samus, Falcon, or Link recovering from below, though aerials (especially down air,) down-smash, and even PK Thunder are considered to be much better. It is also potentially possible to DJC into this move, but this reduces the range as well. The retired European smasher Nixxon was famous for his usage of this move.

Hitboxes[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: NTSC-J hitboxes. The burst also needs checking.
You can discuss this issue on the talk page or edit this page to improve it.
ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Projectile
0 0 4% 0 AngleIcon80.png 40 50 0 100 0 0 0 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Burn
Burst
0 0 3% 0 AngleIcon70.png 10 30 0 100 0 0 90 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Burn
0 0 3% 0 AngleIcon70.png 10 30 0 100 0 0 -90 0 HitboxTableIcon(Clang).png Flame (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Burn

Timing[edit]

Projectile[edit]

Hitbox 20-38
Animation length 71
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagPropS).png Icon for hitbox frames just after a prop point. FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png

Burst[edit]

The hitbox shrinks over time.
Hitbox 1-98
FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event