Double jump cancel: Difference between revisions

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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.
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.


In ''Melee'', Ness can still use the technique, but it is not as useful due to the [[nerf]]s he suffered in the game.
In ''Melee'', Ness can still use the technique, though it is not as useful but still relatively powerful.


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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