![]() ![]() This is mostly in his ground game since his movement speed is well below average. If Ness is without an air dodge, you won't have much trouble taking his stock offstage.Īnother weakness is his awful disadvantaged state - this is due partly to his mobility not being good. Alternatively, you can just attack the projectile or Ness himself since he's helpless during the move. As for the first version of the move, you can make Ness go into free-fall if you allow yourself to get hit with the projectile before he can hit himself. This version's high power and knockback also mean that a counter with a multiplier can easily take him out if it's successfully activated. One notable issue is that the distance the second version travels can be halved just by making contact with Ness, meaning he can be gimped easily if you allow yourself to get hit by him. Ness's biggest weakness is his exploitable recovery - this shows when he's forced to use his Up-B, which has a number of issues. These are just a few ways Ness can take the stock against his opponents - if you're at high percentages against him, you'll have to play near-perfectly in any situation to survive much longer. His aerial attacks are also quite powerful. ![]() His most notable kill option would have to be his Back-Throw, with launch power that could kill pretty much anywhere at high percents. Both versions of the PK Thunder are great at this in their own situations, with the first being good for killing off the top and the second being good for killing anywhere due to the immense power. This culminates in Ness's ability to kill very reliably. He also has two decent answers for projectiles: his Down-B, which can absorb energy-based projectiles for healing, and his Forward Smash, which can reflect all projectiles for additional power. His Up-B, PK Thunder, can be freely controlled to attack opponents much farther away and can even turn himself into a super powerful projectile if he hits himself with it. His Side-B, PK Fire, can be easily spammed and can combo into itself to rack up damage just as effortlessly due to the low endlag and multi-hit properties of the following pillar of fire. He has reliable means of keeping his enemies at bay, thanks to the previously mentioned special attacks. All of this, paired with his small size, also makes him a character that's very hard to land hits on.Īnother asset of Ness is his zoning tools. If he finds himself in trouble offstage, he can save himself with his air dodge, which takes him very far compared to that of other characters. He can also get offstage and do the job himself with his aerials, thanks to his floaty movement and high second jump however, his specials can do the job pretty well too. If he uses them at the ledge, charging them will turn his yo-yo into a constant hitbox that can easily two-frame many characters. The most infamous example of this is his Down-Smash and Up-Smash. One of Ness's greatest strengths is his amazing ability to edgeguard. ![]()
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