Ness (SSBM): Difference between revisions

No change in size ,  9 months ago
Tag: Reverted
Line 23: Line 23:


==Attributes==
==Attributes==
Ness is an unusual blend of character archetypes; many of his attributes are unique in comparison to other characters, such as his projectiles, his [[recovery]] and his midair [[jump]]. Ness has above average [[traction]] and a below average [[falling speed]], giving him an above-average [[wavedash]] that is relatively quick. Ness is a projectile-heavy character, as he has 3 projectiles: [[PK Flash]], [[PK Fire]] and [[PK Thunder]], while also having a healing move in his [[PSI Magnet]].
Ness is an unusual blend of character archetypes; many of his attributes are unique in comparison to other characters, such as his projectiles, his [[recovery]] and his midair [[jump]]. Ness has below average [[traction]] and a below average [[falling speed]], giving him an above-average [[wavedash]] that is relatively quick. Ness is a projectile-heavy character, as he has 3 projectiles: [[PK Flash]], [[PK Fire]] and [[PK Thunder]], while also having a healing move in his [[PSI Magnet]].


Arguably Ness's greatest strength is his combo game. Despite a poor [[SHFFL]] due to his high short hop and low falling speed, Ness has many ways to pressure and combo in the air thanks to his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; this is especially important considering the utility of his aerial attacks. His [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters (especially the latter) and his back, up and down air attacks serve as good KO moves. Due to this, his air approach is considered to be much better than his ground approach.
Arguably Ness's greatest strength is his combo game. Despite a poor [[SHFFL]] due to his high short hop and low falling speed, Ness has many ways to pressure and combo in the air thanks to his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; this is especially important considering the utility of his aerial attacks. His [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters (especially the latter) and his back, up and down air attacks serve as good KO moves. Due to this, his air approach is considered to be much better than his ground approach.
Anonymous user