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PK Thunder: Difference between revisions

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===Ness's version===
===Ness's version===


Ness's version of PK Thunder 2 deals one strong blow. Also if used up close, it can bring Ness to a short stop. If Ness's PK Thunder 2 hits an opponent, it does 25% damage with extremely high knockback, KOing opponents at high percentage in ''Melee'', and in ''Brawl'', it KOs at 30-55% depending on the [[weight]] of the opponent.
Ness's version of PK Thunder 2 deals one strong blow. Also if used up close, it can bring Ness to a short stop. If Ness's PK Thunder 2 hits an opponent, it does 25% damage with extremely high knockback, KOing opponents at high percentage in ''Melee'', and in ''Brawl'', it KOs at 30-35% depending on the [[weight]] of the opponent.


Ness's PK Thunder curves in a larger arch than Lucas, so Lucas requires less room to use PK Thunder 2 than Ness. However, Ness's PK Thunder is faster.
Ness's PK Thunder curves in a larger arch than Lucas, so Lucas requires less room to use PK Thunder 2 than Ness. However, Ness's PK Thunder is faster.

Revision as of 10:21, December 20, 2014

PK Thunder
PK Thunder 2.jpg
Both Ness and Lucas performing PK Thunder in Brawl.
Users Ness
Lucas
Universe Mother/Earthbound
Article on WikiBound PK Thunder

PK Thunder (PKサンダー, PK Thunder) is the up special move for Ness and Lucas. The move creates a stream of lightning consisting of two parts; a circular “head” which is controlled by the player using the control stick or d-pad, and a “tail” which follows behind. As control stick and d-pad inputs are used to aim PK Thunder, Ness and Lucas are unable to move or defend while the move is active. PK Thunder can be aimed into opponents to deal damage with the head and stun with the tail.

Aiming the head into Ness and Lucas themselves will launch them in a trajectory opposite to the side they were hit on. This is referred to as PK Thunder 2. PK Thunder 2 is Ness and Lucas's main method of recovery and will damage any opponents that come into contact with them while in this state.

Characters

Ness using PK Thunder in Super Smash Bros. for Nintendo 3DS.

Similarities

PK Thunder's head has a direction of knockback 90 degrees clockwise in relation to the direction it's moving. Each side can hit a shield safely without it disappearing, and due to hitbox renewal (the attack can only hit once every 48 frames) it is possible for the attack to safely go through shields. The tail cannot be cancelled.

Ness

The head of Ness's PK Thunder disappears upon contact with most projectiles, walls, and characters. Impact deals 8% damage and knockback.

In Melee, an uncontrolled PK Thunder can hit opponents and Ness himself. This means the player can intentionally hit Ness with the tail of PK Thunder to block him from flying off the screen. This technique is called a PK Thunder Barrier. PK Thunder can also be used to perform the Electric Ness glitch, where sparks will continue to show around Ness even when PK Thunder is not active. This glitch serves no offensive or defensive purpose.

In Brawl, PK Thunder turns in a tighter circle than previous games meaning it can be used to recover in narrower spaces.

Lucas

The head of Lucas's PK Thunder goes through enemies and some objects, allowing it to score multiple hits. Each impact deals 9-10% damage. Compared to Ness in Brawl, Lucas's PK Thunder also moves more slowly, has a shorter tail which deals less stun, and turns in a tighter circle—the latter meaning it is more favourable for recovery in narrow spaces. Ness's second PK Thunder variant in SSB4 shares some similarities with this version.

PK Thunder 2

Ness and Lucas using PK Thunder 2 in Brawl.

PK Thunder 2 or "PK Rocket" is the term used for hitting Ness or Lucas with their own PK Thunder while it is still under their control. The Japanese developers called this move PK Jibaku (PK自爆). The word jibaku means 'self-destruct' or 'suicide bomb,' a fitting term for a tactic that turns Ness and Lucas into human missiles. This technique can be used by Ness and Lucas. Doing so will transform Ness or Lucas into a human projectile, which will move in different directions depending on what part of the body is hit. If the Ness or Lucas makes contact with an enemy, he will deal a good amount of damage and knockback, although the Smash 64 version is considerably stronger than the Melee equivalent. CPUs playing as either Ness or Lucas are also programmed to use this strategy, but they only use PK Thunder 2 vertically, even in situations where only recovering horizontally or diagonally would prevent death. The PK Thunder 2 is also Ness and Lucas's main method of recovery, given that it launches them fairly far in a straight direction. While using the move, the user will fall much slower. When PK Thunder 2 is aimed downwards towards the ground, Ness or Lucas will enter a lying position, facing downwards.

Ness's version

Ness's version of PK Thunder 2 deals one strong blow. Also if used up close, it can bring Ness to a short stop. If Ness's PK Thunder 2 hits an opponent, it does 25% damage with extremely high knockback, KOing opponents at high percentage in Melee, and in Brawl, it KOs at 30-35% depending on the weight of the opponent.

Ness's PK Thunder curves in a larger arch than Lucas, so Lucas requires less room to use PK Thunder 2 than Ness. However, Ness's PK Thunder is faster.

Lucas's version

Lucas's version of the attack hits multiple times, compared to Ness's one strong blow. It is interesting to note that Lucas's PK Thunder 2 covers more ground than Ness's, so Lucas's is slightly more effective. If all of Lucas's hits connect when using PK Thunder 2, it will deal a massive 43% damage and has decent knockback, making it Lucas' most damage-dealing move, with the exception of PK Starstorm, which cannot be used in competitive play. However, it is very hard to get the full 43% as PK Thunder 2 takes very long to start and as such, is easily dodgeable. For tactical uses, Lucas's PK Thunder 2 can be used to "Thunderglide". Thundergliding is when the player runs off a platform then immediately uses PK Thunder. The effect should come out to being the PK Thunder being much closer to Lucas than normal. Then, guide the thunder into Lucas and he should angle down towards the ground. If performed right, Lucas's direction will go from diagonal to horizontal as he glides along the ground. Otherwise, he'll crash into the ground like a normal poorly aimed thunder. Lucas will stop at the edge on his own, making this move safe to use on a stage like Battlefield. The thunderglide is great for surprising opponents for a quick 20-43% damage. It should also be noted that on stages like Battlefield or Final Destination if Lucas's PK Thunder 2 is aimed wrong, the user will bounce right off the corner of the stage, leaving him in a helpless animation away from the ledge.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the known variations:

  1. Lasting PK Thunder: Deals less damage, but it doesn't disappear upon hitting an enemy, making it better suited for recoveries. This variation is slower, but has better control, similar to Lucas's version.
  2. Rolling PK Thunder: Has more power, but the lightning ball doesn't move as fast. Using PK Thunder 2 with this customization will also severely decrease in distance.

Origin

File:PK Thunder M3.png
Kumatora using PK Thunder α in Mother 3.

PK Thunder (PSI Thunder in North America) first appeared in Mother and has appeared in later Mother games since. In all of three of the Mother games, the move involved using the character's psychic power to send lightning at the enemy. However, in the Mother series, neither Ness nor Lucas learn the move (which is something that Paula's trophy in Melee explains). In the description for the move in EarthBound, it states that the player could miss the target and not cause any damage to the enemy. The difficulty of using PK Thunder in the Super Smash Bros. games could be a reference to how PK Thunder can sometimes miss enemies in EarthBound. The move's recovery properties are somewhat similar to Teleport α, where the party's speed is increased greatly, to the point of being difficult to control, and explode if they hit a solid object before covering sufficient ground to warp. [1]

Glitches in Brawl

In Brawl, if PK Thunder is spammed when Ness or Lucas are directly on top of a orange or green spring within a custom stage, he can stall inside of the spring for short periods of time. After a short amount of time, however, he will bounce out of the spring as normal. This also works with PK Flash.

Description from the Melee instruction booklet

Strike yourself with thunder to become an electrified projectile.

Description from the Brawl instruction booklet

Release a streak of lightning you can control with the Control Stick. Guide it into Lucas to turn his body into a deadly projectile.

Gallery

Trivia

  • In the Super Smash Bros. Brawl Prima strategy guide, it is incorrectly stated that Lucas's PK Thunder hits opponents once and sends them flying, while Ness's PK Thunder is able to hit opponents multiple times.
  • In Super Smash Bros. Melee, only a level 9 Ness CPU will regularly use PK Thunder to recover. Level 8 and below will rarely ever use PK Thunder to recover.
  • PK Thunder and Mach Tornado are the only moves that still have special animations when a boss is defeated (sparkling for PK Thunder and spinning for Mach Tornado).
  • If a character uses certain movement-inducing special attacks right after being hit by Lucas's PK Thunder, they will move a larger distance than usual. Notable cases include Bowser's Whirling Fortress.

External links