• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Ref's Ness guide (Defense) Updated....

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
Okay so… I’ve been playing Ness since smash bros. 64, but that doesn’t really matter since this is a Ness brawl guide…

Ness- Ness is a character with high priority both in the air and on the ground. He has really good KO power. The main way to play Ness is to use his aerial attacks, when appropriate you unleash his grounded arsenal. There’s a large learning curve in this process… Mindlessly spamming aerials gets you punished, don’t get me wrong spamming it is good but do it sense fully.

Standard moves:


How will you play a character without knowing their moves?

AAA: This chain is really good however the gap between A two and A three is pretty large, You can be shield grabbed during this gap. The kick (the last A) however has a nice range. The first jab does 3% and the second does 2% and the third does 4%. To used the jab effectively you should jab at dodges, to punish nearly lagless attacks, or to push the opponent back/ space. I’ll get more into advance jab tactics later

The forward tilt (Forward A): This one is a quick, high priority attack. It deals 10 angled toward, 11 straight and 12 angled upward. This is another good choice for spacing. Angling it downwards can cause tripping but less damage and knock back. Higher causes slightly more knock back. Straight has more range than the others but is in the middle of knock back of both of them. Learn to use this move it’ll help you space properly.

The Up tilt (Up A): Its priority is broken… Well not really but it beats a lot of aerials. It can chain to other attacks really well. It’s highly disjointed, Use it when juggling or once you land to knock a foe in the air. This is one of Ness’ good moves dealing 7%. You can also pressure shields with this. Short hop N air to up tilt works pretty well on lower percents.

The down tilt (Down A): This is not usually the kind of move you’ll use because of its short range and ease it takes to shield it. However you probably do forget how powerful it is dealing 4% each hit. This is great for refreshing your move set on destructible objects. You can get an opponent up a bit of damage and run away almost laglessly. However the short range and having better options really hinders this move.


The forward smash (Smash forward and A): This move is very powerful if sweet spotted, it can deal 25% with devastating knock back. The sweet spot is located on the tip of the bat. As you go further in it becomes weaker with less damage and knock back. In total the Forward smash can hit a whooping 33% fully charged. The lag on this move and the reduced shield lag make it now punishable. It does contain some start up lag, however it is fairly easy to hit of you use it right. The range and priority is really good. It can easily hit from great distances by passing many if not all attacks. Use of it is situational however once you get how to land it, it will help. Just do not swing it for KOs too much, this will lead to punishment.

The up smash (Smash up and A): This move is probably the most versatile move of Ness’s with pretty good range and great priority it can lead to great defensive game. The key to using this is to punish rollers and defending yourself. The knock back and damage isn’t too great, a good thing is the yoyo hurts when charging; a good way to use this is by sticking it at a person’s shield. They will see the shield get hit and try to attack. Once the shield is released release the yoyo, the timing is pretty hard most of the time it’s best to try and predict your opponent’s speed in releasing the shield.

The down smash (Smash Down and A): This move is probably the most under rated, it hits in both directions making it really good for punishing rollers. The problem is the lag it has. This makes certain moves a better choice than it. However if you practice enough with this move you’ll be able to hit, quite a bit of times, people who are not rolling. It can and probably was first intended to be used to edge guard, if you plan to use it that way do it against characters that cannot sweet spot the edge. My favorite use of the down smash is for range and fake retreats; you go to turn around then this huge ranged high priority attack hits the opponent behind you… If I were them I’d be kind of surprised.


Dash attack (Running A): Not much to say about this move. It consists of three hit boxes well placed. It has good range a good priority. Using this move can get you punished but not too badly. It is a decent approach, that’s about all there is…





Neutral Air (Aerial A): This move’s hit box stays out for quite a bit of time. It also has great priority. Doing this out of shield of a short hop is really effective. This move actually activates really fast too. If you are being juggled and want to get out while dealing some damage, this move is the way to go. On characters with short ranged attacks this move is great. It is sometimes a better choice than the Forward air because of its ability to deal quick damage with some knock back. There is not much of a wrong way to use this move.


Forward Air (Forward Aerial A): Spamming this move to win is not too bad of an Idea, while it’s always better to combine Ness’s aerials; abuse of the move can go without punished. It has good range and good priority. The key is to retreat to an extent to not get shield grabbed but be in good range to attack again. It pushes the opponents back dealing pretty good damage if all sparks hit, the knock back is not too good. It has many uses and can go pretty much unpunished with all of those uses.

Back Air (Back aerial A): This move combines every thing someone can ask for, great priority, a huge sweet spot, and pretty quick activation with good damage. Many people use this move to KO. It can also be used to deal damage, however not to the point of spamming it since you will need its knock back to KO. It is one of Ness’ great ways of KOing. There is not much to analysis here but you must recognize its priority knock back and good damage.


Up Air (Up Aerial A): This move is a reliable way of KOing off the top. Its hit box is very bizarre. Using this move is great however if you go to eager to Up air, you’ll find your attack quickly air dodged. To use this move effectively, if you know your opponent will air dodge get them with the long duration Forward air. Once you see an opening there is your chance to up air. It’s a great move but weird hit box. It can trade hits with many down airs that makes it really useful to attack people trying to attack back, sometimes its best not to take the damage of their Down air.

Down Air (Aerial down A): This move is a powerful Meteor smash; it also has enormous hit stun. Short hop down air is really effective. Due to ness landing in his rotation AFTER finishing his aerial (Thus it is NOT auto cancelable) he will land almost laglessly. If you do not finish the aerial first you will land with a nasty amount of lag. Doing this move is not really ever a bad choice. It can also shield stab off the top. Follow up techs with this move. I might as explain that now, let’s say your opponent just got Down Air and slams to the ground, how will he get up will he tech it? Will he roll? Will he get up like nothing happened? Or will he attack. Follow your opponent’s way of getting up. Once you see them down air them again and follow the bounce with your aerials. Meteor smashing with this move is pretty self explanatory. The down air also has a sour spot. This spot has great KOing power, sending the opponent horizontally. Knowing how to the sour spot is not a bad thing and it can help you.


Specials:

PK Flash (B): This move can be charged for great damage and knock back. The priority is unmatched by anything. The problem is that this move is easily dodged… Landing this move will take some time. Most of the time landing this move just won’t happen. You can land it however most of the times it’d be by catching recoveries that do not edge sweet spot the edge. The best way to use this move not fully charged. While the move having much less damage and knock back, it does have a good range and can do decent knock back. Ness does not experience the amount of lag you may think.

PK Fire (Forward B): This move traps opponents in a pillar of flames. It can lead to some attacks, for the most part is can be Smash DI’d out or downwards to shield to escape some of these things. There are many tricks for this move but I won’t really talk about those seeing how I don’t use them at all. The most basic and effective way to use this is Pk fire to grab. PK fire to Bat will only work on certain characters when the opponent is DIing properly.

PK Thunder (Up B): This move is great for juggling, it is a projectile with the greatest movement. It has a long tail that constantly refreshes its hit box. The tail is impossible to defend, it cannot be canceled. The head provides a shock that sends the opponent upward and in from where it hit. This is a great move and probably the best projectile Ness has.

PK Thunder 2 (Up B to hit yourself): This move is powerful with all the priority in the game. Nothing beats it, to you sage the Mach tornado does not beat it. I’ll put that explanation in here:


Grab and Throws:[/SIZE]

The grab (R + A)(Z)(Running Z): This move allows you to hold your opponent, it goes through shields and leads to powerful throws. Ness’ dashing grab allows him to slide really far while being able to grab opponents.

Pummeling (Grab A): This move allows you to damage the opponent in your grab. Every pummel is 1% later reducing to 0.5%. The times you can pummel are determined by the damage of the opponent and how much they do to break out.

Forward throw (Grab and forward): This move has pretty much set knock back due to the Growth knock back rate being so low. It deals decent damage. It is best used to space or get walk of screen kills and spacing. There is not much to this move.
Back throw (Grab and press back): This move has high knock back and is one of Ness’ best KO moves. It is great for finishing your opponent. However if you become too eager to try to grab when your opponent is at higher percents, you can get punished easily. The key is to grab when you get your chance and not go running at the opponent expecting to get a grab.

The down throw (Grab and down): Pretty useless if your opponent can DI well, normally can lead to an F air if they DI badly. Deals minimal damage but looks awesome. Earthbound360 thinks it has more uses than what I think...
DI in? As in towards Ness? That's easy PK Flash, quick uncharged.
Okay lemme think

DI in and aerial means you can time an aerial or PK Flash
DI in and airdodge is a timed aerial
Full DI away and airdodge is a hyphen smash or a dash attack
Full DI away and aerial can sometimes lead to a dash attack. I dunno this causes the most problems for me.

Also, PKT can be used a lot in most of these situations with timing depending on the airdodge or aerial. Just mix it up. If they double jump away, it's basically the effect of an uthrow or fthrow in which now they are in the air with no double jumps ready for aerial ****.

Fthrow does 2% more and uthrow does 1% more. For the most part, you can connect with an aerial or something that does more than the damage done by the other throw. If people try to jump away from you after a dthrow, like I said, it then becomes an fthrow or uthrow minus the opponent's double jump.

I only use the dthrow up to about 60%. After that, then yes, it becomes a little meh. Then I use the fthrow/uthrow.


Up throw (Grab and Up) It’s a decent throw, good for putting your opponent in the air, not much to say about this…


Frame Data

Jab#1

Start up: 2
Hits: 3
Hitlag:4-8
ENDS: 24
Shield lag: 6
Shield stun: 1

Jab #2

Start up: 2
Hits:3
Hitlag:4-7
ENDS: 23
Shield lag: 5
Shield stun: 1

Jab #3

Start up: 4
Hits: 5
Hitlag: 6-10
ENDS: 33
Shield Lag: 6
Shield Stun: 1


Up tilt

Start up:4
Hits:5
Hit lag: 6-11
ENDS: 36
Shield Lag: 7
Shield Stun: 3

D tilt

Start up:2
Hits:3
Hit lag: 4-5
Ends: 15
Shield lag: 6
Shield stun: 1

F tilt

Start up: 6
Hits:7
Hit lag: 8-16
Ends: 42
Shield Lag: 9
Shield Stun: 3


Aerials

N air Sweet spot

Start up: 4 frames
Hits: 5
Hitlag: 6-13
ENDs: 39
Landing lag: 19
Shield Lag: 9
Shield stun: 3


N air sour spot

Start up: 19
Hits: 20
Hit lag: 21-27
ENDS:---
Shield Lag: 7
Shield Stun: 3

B air sweet spot

Start up: 9
Hits: 10
Hitlag: 11-25
Ends: 49
Landing lag: 12
Shield Lag: 10
Shield stun: 5


B air sour spot

Start up:15
Hits: 16
Hit lag:17-24
Ends: ---


D air sweet spot

Start up: 19
Hits: 20
Hitlag:21-29
Ends: 67
Landing lag: 28
Shield lag: 9
Shield stun: 4

D air sour spot

Start up: 27
Hits:28
Hitlag:29-35
Ends: ---

U air

Start up:7
Hits: 8
Hitlag: 9-17
Ends: 51
Landing lag: 12
Shield Lag: 10
Shield stun: 4


F air

Start up: 7
Hits: 8, 14, 20, 26, 33
Hit lag: 9-11, 15-17, 21-23, 27-29, 34-36
Ends: 55
Landing lag: 12
Shield Lag: ???
Shield stun: ???

Smashes

Up smash charging hit

Start up: 8
Hits: 9
Hit lag: 10-14
Ends: ????
Shield Lag: 6
Shield Stun: 3


Up smash

Start up: 8
Hits: 9, 15
Hit lag: 10-14, 16-22
Ends: 65
Shield Lag: 8
Shield stun: 3

Down smash charging hit

Start up: 9
Hits: 10
Hit lag: 11-15
Ends: ????
Shield Lag: 6
Shield stun: 3

Down Smash

Start up: 9
Hits: 10, 17
Hit lag: 11-15, 18-24? (Hard to tell, there seems to be frames where Ness/ Yo Yo is completely still in his down smash, these are not hit lag ones though...)
ENDS: 75
Shield Lag: 9
Shield Stun: 4

Forward smash

Start up: 20
Hits: 21
Hit lag: 22-34
Ends: 67
Shield Lag: 14
Shield Stun: 8

Specials


PK Fire

Start up: 20
Hits: 21, 22, 33, 44, 53, 62, 74, 83, 94, 105
Ness ends: 56

PK thunder

Start up: 18
Hits: 19
Ends: 73

PSI Magnet

Start up: 9
Absorbs: 10
Hits: 31
Ends: 46

PK Flash Fully charged

Start up: 146
Hits: 147
Ends: 173

Quick Flash
Start up: 42
Hits: 43
Ends:69
Time between hit and end: 26

Frames opponent is stunned after end time: 4

Dash attack

Start up: 6
Hits: 7, 23, 38
Hit lag: 8-16, 24-31, 39-46
ENDS: 63


Miscellaneous

Grab
Hits: 6
Missed:35

Dashing grab:
Hits: 8
Missed:35

Pivot grab
Hits: 8
Missed:36

(All hits for grabs are on the earliest frame you can grab)

Ness holding opponent frame recovery: 29
Ness held by opponent grounded: 40
Pummel: 3 (Hits)


Jump: 5 frames until leaving the ground

Spot dodge
Ends: 25
Invincibility: 2-21

Flex Kick
Hits: 19 Back
Hits: 25 front
Ends: 53

Back roll
ENDS: 31
Invincibility: 4-21

Front Roll
ENDs: 31
Invincibility: 4-21

Air dodge
ENDS: 50
Invincibility: 4-30

Up taunt
Ends: 60

Side taunt
Ends: 65

Down taunt
Ends: 75



Knock back growth rates!



Starting knock back rates:

D air sour spot: 3477 mph
D air sweet spot: 3598 mph

F air all hits: 1745 mph

N air earliest hit: 1580 mph
N air latest hit: 1058 mph

B air sweet spot: 1667 mph
B air sour spot: 778 mph

U air: 1581 mph

F tilt (up): 1385 mph
F tilt (middle): 1322 mph
F tilt (Down): 1265 mph

D tilt: 224 mph

Up tilt: 2280 mph

Jab: 566 mph
AA: 557 mph
AAA: 1927 mph

Up smash 4% hit: 2675 mph
Up smash full: 3460 mph

Down smash 4% hit: 2675 mph
Down smash full hit: 3628 mph

Forward smash tip uncharged: 2938 mph
Forward smash tip fully charged: 3827 mph
Forward smash in on hands uncharged: 2527 mph
Forward smash in on hands charged: 3033 mph

Dash attack: 2972 mph

Forward throw: 3904 mph
Down throw: 3058 mph
Back throw: 1645 mph
Up throw: 3678 mph

------------------------------------------------------------------

Growth rates

D air sweet spot: 23.3 mph
D air sour spot: 18.2 mph

F air all hits: 18 mph

Nair strong: 30.9 mph
N air weak: 21.3 mph

B air sweet spot: 41.4 mph
B air sour spot: 23.7 mph

U air: 38.8 mph

D tilt: 2.8 mph

F tilt (up): 33.2 mph
F tilt (middle): 30.9 mph
F tilt (Down): 28.4 mph

Up tilt: 26.9 mph

Jab: 5.8 mph
AA: 4.4 mph
AAA: 14.1 mph

Up smash 4% hit: Set knock back
Up smash full hit: 15.7 mph

Down smash 4% hit: Set knock back
Down smash full hit: 21.4 mph

Forward smash sweet spot uncharged: 38.4 mph
Forward smash sweet spot fully charged: 52.6 mph
Forward smash sour spot uncharged: 29.6 mph
Forward smash sour spot fully charged: 40.2 mph

Dash attack: 14.1 mph

Forward throw: 3.086 mph
Down throw: 4.23 mph
Back throw: 40.12 mph
Up throw: 11.39 mph

-------------------------------------------------

SPECIALS Knock back

PK fire max knock back hit: 1477 mph

PK thunder 1: 2589 mph

PK flash uncharged: 845 mph
PK flash fully charged: 3203 mph

PSI magnet closest hit: 812 mph

PK THUNDER Ω (PKT2): 4433 mph
PK THUNDER Ω sour spot: 2646 mph

----------------------------------------------------------------

SPECIALS Growth rate

PK Fire max knock back hit: 11.3 mph

PK thunder 1: 11.8375 mph

PK flash uncharged: 18.26 mph
PK Flash fully charged: 65.13 mph

PSI magnet: set knock back

PK THUNDER Ω: 51.48 mph
PK THUNDER Ω sour spot: 38.34 mph


Techniques and Strategies

There are many techniques Ness has however, how to use them vary.

I'll just go over simple ones

Jab locking - Jab locking is a technique that allows you to combo an opponent across the stage until you run out of room.

How to jab lock: To jab lock you must Press a (Jab) at an opponent that is on the ground in laying position. Ness will jab and the opponent will bounce and move forward a little. Then you must move forward a bit and jab again. This will continue until you reach the end of the stage.

Pros of jab locking:
• You can rack up damage and refresh your moves
• Your opponent cannot escape if done properly until the stage ends

Cons:
• Will not work at higher percents because your opponent can DI away


Jab canceling - This one allows you to do another attack standard attack or grab during jab instead of doing the third or second attack

How to Jab cancel: During an jab press down and then quickly press what ever other attack you were going to do. You can also do this by holding joy stick diagonally away from the direction you are facing.

Pros of Jab canceling:
• A quick and smooth transition from a jab to many other attacks including grabs

Cons:
• Next attack can be shielded or spot dodged


Down tilt lock - This one is pretty much the same as jab locking but with the Down tilt. This will only work without jabbing after 1% on Mario. Doing this will force your opponent to get up in the same spot, this allows you to forward smash. From Earthbound360:

Add dtilt lock. It makes every jab lock a kill. Jab jab jab dtilt 2 times, bat. After a dtilt on the ground, opponents can only get up with their normal getup animation, easily punished. You can just go straight to the dtilt lock also and skip the jab lock.
Pros:
• Forces a standing get up from the laying position when you jab 3 times first.
• Can lead to forward smash if you time it right using three jabs first.
• Racks up damage way faster than jab locking

Cons:
• Will not work on way higher percents because opponent can DIing away



That's about all the techniques that you will mainly use, for more complicated ones see http://www.smashboards.com/showthread.php?t=169865.

Lets move on to strategies.

There are many ways to stop your opponent from recovering as Ness.

Edge guarding: This is basically just preventing your opponent from reaching the stage by attacking them when they are recovering. You can also stay on the stage, however if your opponent sweet spots it you cannot attack them when on stage. The best way to edge guard is with the Back air N air or F air. I personally use the back air since it has power knock back. All of them are good choices.

Edge hogging: This is grabbing the edge so that your opponent cannot. The best way to do this is by hugging the edge right before your opponent comes, I never see many of you Ness mains do this. Just learn the timing on peoples' recovers.


Spamming Aerials: This is probably the best way to play Ness. This play style specializes in using Ness aerials. The reason you abuse his aerials is because they are good. When doing this there is a way to play and a way not to play. People who get punished for spamming aerials are doing it mindlessly. The basic way to do this is to short hop, Aerial and choose to land doing an aerial or double jump into another aerial. This choice has to be made based on the situation. Not being strategics when choosing to use your double jump can lead you having to recover with PK Thunder. Most of the time when you are about to land after doing your double jump to attack you use a Down air. This is because it's priority is really good and it can shield stab off the top. Along with the fact it will pop grounded opponents back into the air/ slam aerial opponents to the ground. Either way they get hit, it's going to be good for you.

Use all your aerials when doing this to rack up damage quicker. Also use each aerial differently and at different times. The key to becoming a master at this. Is trial and error. Each aerial effectiveness varies depending on the character your opponent uses. You also have to learn fast, because in a tourney match there's no "can I get a rematch because now I know how to beat your so and so". The person takes a win and you get a loss.

This is how I play and many other Ness' do the same. If you want to be good you have to start learning how to play like this.

Don't feel unique? Well think about it this way: When I F air you may N air. When I B air you might F air. You'll still have your own style in how you spam them.


Using your specials:

PK Fire: PK fire looks really good at first, Then you start realizing how many characters can easily DI out of it. Then it's just a good move. There are many fancy tricks to use this move I personally don't use these tricks but if you want to know them refer to PK cross in the sticky section.

The most common thing you'll get out of PK fire is a grab. This will help though because you can then throw to rack up damage.

Sometimes you may get a forward smash. This is because you opponent didn't DI fast enough.

This is a decent special despite how many people will tell you how easy it is to DI. There does however seem to be a percent range in which your opponent will have a harder time DIing from it.

Oh and spamming this on Bowser will cause his damage to raise really high. Poor guy...

PK flash: Using this uncharged creates almost an umbrella from attacks. I don't use this move too much but I must say half charge or uncharged does apply some effect uses. Fully charged seems too easy to air dodge.

PK thunder: This move is incredible mainly because of the control you have over it. This is great for juggling opponents to high percents. Tailwhip them and hit them with the head. Tail whipping is when you hit with the tail of Pk thunder in order to stun them for a bit. Repeating this process is effective. The only flaw with this move is that it can be reflected. Even if it is reflected it doesn't matter too much, most of the time it won't hit you.

PK thunder 2: Using this move is all in setting it up with the tail of PK thunder. You want to tail whip them before the land and then hit yourself. This way they will land when you reach the landing spot with PK thunder 2. You can also use this move to propel yourself directly downwards and land laying down without the lag of normally ending PK thunder 2. There are many ways to use this move and PK thunder. The only way not to use it is slamming directly into a full shield.


Also watch this: http://www.youtube.com/watch?v=-lpdm8wgSNg

Surviving

In order to live a long time you have to know how to DI and recover your momentum. Many of you will Air dodge and jump. This is a BAD choice. The better choice would be performing an aerial. The aerial should have a short start up and short ending time. It doesn't matter how it changes your momentum. The best choices for this are the back air and neutral air. I personally use the Back air, this is because It is easier to hold forward and press the C stick back than press A and then slam forward.

Directional influence is key, The most basic way to DI is Left or right when hit up, and Up when hit left or right. However you must respect stage boundaries. If you are thrown back by a Ness in a low roof blast zone stage, you won't DI up. If you do you will Die faster.

Then there is smash DI: Smash DI in DIing during hit stun. This is mainly used to get out of multi-hit attacks. When smash DIing you should Slam the joy stick and C stick in the direction you want to move. Smash DI should also be used on attacks with larger hit stun, in brawl these are normally high powered electrical attacks such as PK thunder 2. Smash DI greatly decreases knock back. If it is a multi-hit attack in the same spot Smash DI outward. If it is a multi hit attack that is moving forward smash DI in (such as MK drill). Learning these DI attacks are important. It can save your life.

Lets get some examples: If you are on the edge of Final destination and Ness PKT2s you, you would want to smash DI Up and In on the hit stun. If you do just one you will decrease some knock back but combine the two and you can live for an extended amount of time.
You cannot SDI throws however.

When knocked vertically it is best to fast fall the aerial, this is easiest with the down air...


There is a lot more into DI but these are the basics, you'll learn more about DI certain attacks as you gain more experience.

Oh and, DO NOT USE SPECIALS WHILE FLYING! DO NOT PSI MAGNET WHILE FLYING EITHER!

Recovering: Making it back to the stage

This is one of the most important parts of playing Ness as a character, in fact it is overall the most important part of smash. If you cannot make it back to the stage you will die at much lower percents. So I'll be analyzing your options to recover. There are many of them. All have their pros and cons. Some are clearly better than others, however you'll find mixing them all up is the best way to go.

1. Basic ledge grabbing/ Landing on the stage

The most basic option ever. The most common way to do this is to double jump/pkt2 to grab the ledge. No tricks to it. You just aim for the ledge grab it and get back on the stage.
This method while basic and easy supplies little to no defense, and can have many openings depending on the condition of your opponent. This is by far only safe when your opponent is not there to block you. You can also just Double jump on the stage because usually Ness' recovery is that good.

2. Aerial defense

One of the more basic options. The point of this style is to gain defense by performing aerials to stop the opponent from interrupting. This method is very safe especially if you use the F air. Generally you want to land directly on the stage when using this because most likely the opponent won't stop his attempt completely if you F aired him once. Regardless this is the number 1 way to get back to the stage. The problems with this are that it is not always do able. Sometimes the opponent will out range your F air if you are moving forward, or just wait and edge guard you after it is done.

3. Fire block recovery

This one is situational but does supply a defense if practice as well as timed. This method will almost always leave you to using PKT2 but the defense is so great it almost doesn't matter. Basically in this method as you are headed to the stage, your opponent begins to jump out, you then PK fire them. If timed and spaced it should hit. Now if you have your double jump take the time to pillar spike them if they did not Smash DI back on to the stage. If you don't have your double jump just make it back. PKT2 and grab the ledge as the fire floats down to protect you if they try to ledge hog. Generally you are safe as long as you land the fire in the right spot. If you don't, they make it back and have room to ledge hog you.

4. PKT2 on stage recovery

This is the MOST situational recovery. This is Ness' way of saying "please please please! DON'T GIMP ME!". The problem of this recovery is that you have lost your double jump if you are resorting to PKT2 to land on the stage. This is pretty basic, use PKT2 to get on the stage and not be gimped. It's dangerous due to landing lag but you must do what you need to do not to get gimped. Mix up paths as you please. Times will come where this is necessary

5. PKT2 Path changing

In this section I'll just tell you the different paths. The most standard path is from below and a decent distance way. This is your normal Diagonal path. The second path but the most important one is a complete vertical recovery, this is important because sometimes you aren't away from the stage but you are below it. Learn this and you'll save a few stocks. There are some more complex paths in EB360's guide. The last path I will talk about is above and way, This is a really unexpected path. You will normally Aim for the ledge. You must have perfect aim or you'll die in a way you do not want to. You can also aim for the stage and hopefully either trick the opponent to getting hit or floor blast. All vary on the flight of this path, you must learn to control all symptoms.

Choose any path you like, JUST MAKE IT BACK.

Ledge options

This is something I always struggled with. I couldn't quite figure out what to do. Recently I have be seeing various options that I will discuss as well as list.

1. Get up attack

Simple you get up on the stage performing an attack, if the opponent is attacking and you are in range to hit them you should perform this to attack them with invincibility frames. If shielded you can be punished. This is done by pressing A.

2. Standing up

This one is usually easy to punish unless you're opponent does not expect it and either gets grabbed or drops their shield into an attack. You can be punished if your opponent sees this and attacks before you can grab or counter from standing up. Kinda really basic. Generally you should not do this unless the situation is perfectly safe.

3. Rolling

Using this is simple it is generally used to avoid an attack that your ledge range cannot reach but can reach you. Rolling will usually end with you being behind the opponent. Spacing this is key or else you can be punish especially as Ness whose roll is not the fastest.

4. Jumping from the ledge

Jumping from the ledge allows you to do a jump to get above your opponent generally you do not want to do this. It has a wide opening to be attacked.

Ledge dropped options

These are options to do when you are holding the ledge, after just dropping from it. All but ledge stalling involve the use of your double jump

1. Defensive approaches

This is safe as well as ranged and generally will out range a lot. You should do this as one of the safest ways to get back up. You could N air but generally it is pointless. A good part about this is that you can double jump F air then B air depending on the opponent's DI/percentage.

2. Power approaches

This is used to KO or inflict damage after you are put into a ledge position. It is similar to the F air but does a more powerful blow with less range therefore less defense. The u air is a similar option.

3. Combo Approaches

This is a clever but less used response. This is giving up range and KO power, in order to gain the advantage combo wise. Since the D air leads to a lot, using this can lead to a lot of other things. Like the D air you can also use PK fire.

4. Ledge stalling

You can do this by dropping off and PKTing. EB360's guide talks a bit more about this. Generally I don't use this.

THROW THINGS

Really... Just throw stuff... Pk fire, thunder, flashes, yourself. Anything. If it can move in the air use it. Don't care if it hits a shield, do it right, Just don't miss. Get aggressive with your projectiles. Experiment. If you don't fall for the same trick twice don't use the same trick twice. You're whole move set is a combo. It's not about aerials or ground game, it's about things. If you can put things in people's ways, then do it. Take every opportunity to hit somebody with something, even if it is just the tail of your pkt. Try it all. The more you miss now the less you'll miss later. PK fires to pkt, to pk flash, to psi mag. If you aim it all, the best they can do is shield or dodge. Take action to punish them now, worry about your share of pain later. Does brawl count how much stuff you throw? I don't even know if it does, check to see if you threw 1000 things, if not, you threw too little. If brawl doesn't count the 1000. Don't be afraid. Throw all the glass stuff in your house, your parents will get really mad, but after that you'll be fearless.

Throwing your opponent

A grab is a basic punishment, thanks to it's quickness out of a shield, and it's ability to by pass the opponent's shield. After grabbing the opponent you have a few options. Let him go, pummel, or throw. Either way the opponent got punished. Once you throw your opponent you can choose to follow up in what ever way possible. The forward and up throws should be your main choices. The forward throw is great because of the purpose of this game, it's to get your opponent off the stage. The up throw is great on characters with bad air game, keep the opponent where their game is worse. The back throw on lower mid percents is a good choice, The only problem seems to be is that you must make sure you get enough moves in to return the back throw to it's original power before the opponent reaches the death percents. Umm that shouldn't be a problem right? People seem to find uses with the d throw so I guess it can be called good at low percents. When you release an opponent remember how you think they'll react, are they a defensive player? An aggressive player? Or Evasive player. And evasive player may roll to try and get away from you, and aggressive one will unleash his quickest attack, a defensive one will shield or spot dodge. A player who can't be read is better thrown. An all around tool when it comes to releasing your opponent is the yo yo. Spot dodges and evasive maneuvers behind you can all be hit, a good read on the opponents shield drop can also be hit. Just make sure they are in range.


HOW TO PLAY ALL 3 SMASH GAMES WITHOUT GETTING CONFUSED

To accomplish this you must understand 3 things.
1. One of these games is complete garbage.
2. One of these games is super fast.
3. One of these games is super super fun.

Once you understand this and know that
1. =brawl
2. = Melee
3. = Super smash bros for the 64

You'll never have trouble playing all three ever again, I follow these rules myself.

Playing defensively

This is rather a waiting game. What you want to do is get your opponent to attack with something punishable. Most moves are punishable. Patience is the key. Wait for the attack and shield or spot dodge it. Your R or L button will become your friend. Once the attack is shielded you have out of shield options. I'll review the more effective ones carefully. When ever you attack stay away from the opponent after you do.

OoS F air: This is incredible effective. The fair's range can reach some of the better spacing characters and possibly out range the next attack they go for. It provides mobility to allow you to get your opponent no matter what move they use. The problem is that if they are far. You may not get to them in time depending on the move they used. If you know you can't hit there is always the chance to retreat, same way if you hit a shield.


OoS N air: It's one of the ones you do if the opponent lands near you. It's quick and simple. It's also extremely high in priority. Once you execute the move hold back on the control stick so that if you do hit their shield it's harder for you to be punished. If your opponent gets hit off stage by this you can follow him to attempt to gimp him. This is your fastest OoS option. Be aware that it's often punishable by ranged attacks. Make sure that your opponent is close enough to be hit even if you were to take a couple steps back.

OoS B air: This is for punishing your opponent any time he or she is behind you. It can KO your opponent out of any laggy move that they hit you with. It's also safe on shield contact. If you hit a shield flow away from your opponent. This is one of the slower OoS options. But you can hit with it more than it looks like you could. The B air has great range for an aerial KO move.


Always remember instead of retreating there is the option of double jumping into another AERIAL. This is effective when your opponent is shielding your attacks and constantly seeing you retreat and trying to punish you after it. By doing another attack, you'll hit him once he drops his shield to go punish you.

YOU CAN ALSO FULL HOP THESE. FOR THE B AIR REMEMBER TO DOUBLE JUMP BEFORE B AIRING TO GET A FULL HOPPING EFFECT! Full hop N air is extremely surprising and Hard to punish.



OoS D air: The pros and cons of this are obvious. If you hit you have a whole list of moves to follow up with. One major problem is the inability to double jump this.

Grab/shield drop dashing grab: These are effective when opponents are close. This becomes extremely useful when the rest of your out of shield options are being shielded. A grab always by passes shields. This and the Next option combined create a complete punishing force.

The Yo yo: Up smash if your opponent is in front, d smash if behind. It is generally good to charge the smash. If the charge hit is shielded then you release when you feel your opponent is going to drop their shield. If your opponent believes that you will grab him out of your shield and tries to spot dodge all the time. Then charge a yo yo at him. If he is out of range then dash charging up smash him. A secret to effectively landing this is to release the yo yo. Right before the opponent recovers from his invincibility. The timing is less strict on taller characters because the yo yo will stay in them longer on release.

Now I will discuss something else. When playing defensively, Run or walk away from moves to evade them. You get much more time to punish when moves don't hit your shield. Run from any attack you know you can run from. If you do this you will be able to punish with moves you could not before. You can also just stick to your Normal. Options

I remember i would just run and punish with a dash attack or fair.... My opponent yelled out I CAN'T DO ANYTHING. He was finally able when i accidentally fair'd into his up tilt to KO me.

When playing defensively You can completely shut down any aggressive character. EVEN IF THEY HAVE SHIELD SAFE OPTIONS.

IF YOU DON'T HAVE THE ANSWER..... Just... walk(run) away.

Then punish it. A whole new door opens when you run away from attacks to punish them. Most of NY's top players do this. Jash actually taught me this. Yeah I had to learn it....

Just because your opponent isn't attacking right now doesn't mean you have to. Wait for as long as you can before you try attacking.

If you do feel the need to attack just F air and hit them with the tip of it then retreat until they have to attack because there shield just keeps getting poked at. Some of you have a hard time with a lot of these so to learn it just take it easy one day and play as if you never touched this game before. Wait in the spawn spot and think about what you'll do when your opponent attacks. Self control...


Stage Strategies


Battlefield



Battlefield is a small stage consisting of 3 platforms with one higher than the other. It despite what some may think is a decent stage for Ness. There are many pros and cons about this stage. What makes it difficult for Ness to play here is not because Ness is bad on the stage, but because many other characters are good on the stage. The platforms help you because you can attack from underneath them. Some of the more favorable attacks from under the platforms are short hop aerials. Dropping through the platforms leaves you vulnerable however it also leaves your opponent vulnerable as well, take advantage of this, to avoid having to drop through, Fast fall on them.

Battlefield is not a favorable place for PK Thunder two. Platforms may eat you thunder while trying to PKT2. PKT is not useless however you can still easily juggle with it. PKT can go through platforms from the bottom but not from the top. You can also use the open space at the edge to PKT2.

Platform shield stabbing is helpful. If your opponent is tall and they shield you can still hit their feet which may not be covered by the shield. This means free short hop aerials. If your opponent gets hit while shielding and falls off the platform you can attack them in their tumbling motion. They will also always land in the position for jab locking, if tumbling.

Here are the Pros and cons of the stage:

Pros

• Platforms can lead to easy hits
• Small ground so it is easier to get opponents off stage
• Platforms lead to positions to jab locks.
• Platforms allow Ness to get closer to the top blast zone and hit with U airs.
• Aerial game is maximized by the platforms.
• D air puts opponent to land on one of the platforms.
• Opponents can't really attack you from above platforms
• Unlike Final Destination ledge cannot trap your recovery

Cons
• Many characters are better than Ness on this stage
• PKT2 is harder to do on stage
• Opponents can use all the pros against you
• Opponent has more places to land and avoid some of your projectiles.


This stage is a Starter meaning it can be chosen randomly on the first round in a tourney, be sure to look out for it.


Now for something from _Clinton

_clinton] Ness’ Dair hit box on one of battlefield’s middle level platforms (as in who can be hit through the platform with Dair‘s phantom hit box) Mario-yes Luigi-yes Peach-yes Bowser-yes DK-yes Diddy-yes (hard) Yoshi-yes Wario-yes Link-yes Zelda-yes Shiek-yes Ganondorf-yes Tink-yes (hard) Samus-yes Zamus-yes Pit-yes Ice Climbers-yes (hard) ROB-yes Kirby-no MK-no D3-yes Olimar-no Fox-yes Falco-yes Wolf-yes (only if standing up) C. Falcon-yes Pikachu-no Squirtle-no Ivysaur-yes (hard) Charizard-yes Lucario-yes Jigglypuff-no Marth-yes Ike-yes Ness-yes (hard) Lucas-yes (hard) G&W-yes (hard) Snake-yes Sonic-yes [/Quote] [COLOR="Cyan said:
Final destination



This is possibly one of Ness' best stages. There is nothing to block your projectiles. It is an open space and a flat stage. This is also the simplest stage in the game. This stage allows you to take advantage of every attack you have. Your attacks aren't blocked by any stage obstacles... PK thunder is great on this stage. You can juggle without the worry of platforms.

There are a few cons to this stage... the ground is flat and long. This means longer chain grabs.... ledge gap can gimp your recovery if you don't aim right.

Pros

•Flat stage with no hazards
•No obstacles to block projectiles
•Open space with normal blast zones.

Cons

•Long stage means long chain grabs
•Ledge can gimp your recovery

This stage is a Starter stage so it will be set on random. Look out for it.[/Color]


Character strategies:

Okay this is to show you how to beat certain characters:

•Bowser :bowser:

Bowser is a very weird opponent to face, while PK fire does trap him for a pretty long time, he can do many things out of grab releases to Ness.

Ness

Jab
Bowser can jab Ness right out of a grab release. This will work 100% of the time.

Ftilt
The Ftilt works! As long as you can pull it off fast enough, Bowser should be able to punch Ness before he can recover.

Dtilt
Bowser's awesome Dtilt works too!

The Klaw
The Klaw works! Use it for damage, KOing, or even a Bowsercide attempt!

THE EFFING BOWSER BOMB!!!!!!
Poor Ness. He's cursed with the same stun that Lucas has. That pretty much means that you can do almost anything to him after a grab release, even a Bowser Bomb. Go forth and abuse it!

CHAINGRAB!!!!!!
Yes, Bowser can changrab Ness. Once again, we have Ness's huge amounts of grab release stun to thank for that. In order to do it, all you have to do is grab Ness, pummel him until he breaks out, then use your dashing grab to grab him again. Of course, if Ness does a jump break, then the chaingrab will end.
If you are grab you will take some damage, the key is to make sure you jump break. To do this break out of the grab really fast and make sure you don't break while he is pummeling.
When Bowser goes to Bowser Bomb, smash DI the first hit this way you can avoid the second more powerful hit.

Bowser has a long ranged forward tilt. Keep him in the air. Bowser has some problems getting back down. His Down air doesn't have much range nor does he have too great of aerial mobility.

Bowser when being shield pressured will up b, this move the whirling fortress, has amazing priority and activates really fast. Also watch out for this when attacking the shield of Bowser. Also watch out for shield grabs.

PK fire is a really mean thing to do to Bowser. However don't get too caught up on landing this, you will be punished. PK fire when you can.

Watch out for Bowser's Forward air. It's a powerful aerial swipe that activates a lot faster than you will think. Bowser's back air is him jolting out his shell. Bowser will use this when edge guarding. You won't ever see him use this from a short hop due to the immense landing lag. The powerful Up air will KO you at low percents make sure you air dodge this.
DO NOT PSI MAGNET WHILE IN THE AIR. Just air dodge no amount of stalling in the air will protect you from a Up air when you leave your self in a position not to air dodge. Sure Bowser may miss once or twice because of a PSI magnet but in reality you could have just air dodged...

Bowser can stop your PKT2 from reaching the stage with fire breathe, the key for Bowser to do this is knowing when your recover ends, if he is still flaming you while your recover ends it may be possible to smash DI your way up to the stage off his fire breathe. If you choose to go down and PKT2 again the process may repeat it's self. While you may take some damage smash DI ing that up, It will be better than having this constantly happen. Even when Bowser's breathe is Dimming it can still work for quite a while.

Keep spamming the aerials and if the bowser isn't better than you, you should win, the key to knowing how to beat any character is to have enough match up practice. He's a rare encounter, so when you find one offline play them as much as you can.


•Ike :ike:

Ike is a powerful character, his primary attack is his jab. His forward Air retreated is another powerful spacing tool. Ike's biggest weakness is his slow smashes and lack of a projectile.

Ike will often jab on the ground, this is for spacing and some damage. Watch out for his jab cancels, these can lead to stronger attacks, a grab or another jab. Ike will most often kill with his forward tilt, this is because of it's power and having less lag than his forward smash. Ike's Neutral air can lead to jabs, always be aware of this. Ike is decent at edge guarding. His retreated forward Air can constantly hit you away from the stage. Always try to avoid this.

Your best moves in this match are your aerials, jab and PK Thunder. Ike is pretty much perfect for DIing out of PK fire. Not too heavy but just right to easily smash DI down and spot dodge or shield incoming attacks. Ike's recovery is probably the best thing to take advantage of. The way to do this is PK Thunder, Try to bounce him into the stage this way he is at the perfect angle not to recover. At this angle the stage is too far for Aether and he is too low for Quick draw.

When Ike is using Quick draw send PK Thunder at him. This way he has to choose whether to slam into Pk thunder or get hit. While this situation is unlikely, be aware of this. Most of the time Ike will just quick draw instantly this way he is close enough to jab at you. Quick draw as no lag unless he Quick draws and swings for being too close. Spot dodge the Quick draw if you know he is too close or charged too much not to be able to end without swinging.

Ike is an incredibly hard opponent if you don't know what you are doing. His up smash has great range and is hard to spot dodge due to swinging so fast and hitting you in the landing lag. The Key to avoiding this is to move away from a charging Ike and if you have to air dodge proceed moving in one direction. It's better if you miss the chance to punish that than get hit by it.

Ness' Aerials can out range him. This is key to your stopping him from spacing with them. Do be careful when doing so being hit by his will send you a much greater distance than you sent him. Pressure his shield. Keep away from being jabbed. When Ike Quick draws to recover you can either take the hit or air dodge it, It will cause him to stop moving forward and fall downwards.

All in all Ike can be really hard to beat, just know how to and if you are truly a better player you should win.

•Peach :peach:

Peach is a character that has many aerial options. Her Down air is an amazing string if she uses her unique floating ability, Peach can Down air and then float to one side and come back with another down air. What you really want to do with is is probably shield. Give back damage is not worth taking so much of it. Peach's F air is probably one of her best killing moves. Avoid it.

One good thing about Ness vs. Peach is that Peach does not have the range advantage over Ness' aerials. Be Patient take your range advantages over her aerials. F air and when you get a really good chance N air or B air.

Peach's floating ability is great. Using this Peach can avoid PK thunder if you don't send it directly at her. If you do send it directly at her she can fan it with her various aerials.

When ever you catch a turnip use it to you advantage, Glide toss it. You can also used Jump canceled throws, these will let you slide as you throw, you gain a more distance than glide tossing. This however takes better timing. It also involves dashing and cannot be done properly directly out of shield. Use it to combine with aerial shield pressure. Basically use it like a peach player would. Most of the time you won't be catching these. Make sure to avoid them. You should not concern yourself as to what kind of turnip they are. Just know that you need to avoid them all. If you think "Oh no peach has a stitch face turnip" you will play with less pressuring and more defense, most likely you will get hit by it this way. Keep the pressure on and just avoid everything.


Peach is not the heavy of a character so you can KO her pretty early. To get in a KO move punish what ever laggy attacks she may have. Until she uses one of these, keep of the pressure with your aerials. You may even just get a KO move in the process. If you stop pressuring you can get damaged badly.

Basically there is not much of a trick to this match up, just stay focused and keep constant pressure. Always punish everything you can. Shield and avoid what ever attacks you can.

Peach can pull out some tricks that you may have never thought of. Be careful.

General Tips:

For the Ness players who actually go to tourneys I have posses some advice... The reason I'm posting this is to make it easy to find.

Hope Vice is okay with this but here is some advice from him

Other stuff:

1. Ness players regardless whether you win or lose go to in person tourneys.

2. Go to in person tourneys

3. Go to other tourneys

4. It's not whether you win or lose it's how you go to in person tourneys.

5. This tourney is for fun only.

6. I'm going to a tourney on the 18th

7. I'm going to place top 8 or 10 thanks to some advice I got.

8. You go to in person tourneys.

9. Anyway this is really fun actually. Despite not being an in person tourney

Online tourneys are fun guys but go out to in person tourneys, Play money matches and friendlies.

Online is good for getting you started but in person is what really matters.
Cazcom's reaction:
that might be the best advice I've ever heard, Ref.

This does have some move and match up analysis but the main bulk of the stuff will be above this section when I'm done. I guess you can consider this stuff the Too long; didn't read part... Most of it will be quotes....

Tourneys are a big part of the smash scene, but how many of you actually go to them?

Examples of Ness players:

1. I don't main Ness but he is fun to play as.

Fun only goes so far. Tourneys are fun go to them. You'll find your Ness is better than you thought and is tourney viable along with your main.

2. I main Ness but I am bad.

Being bad doesn't mean you shouldn't go, I, sometimes even considered one of the best Ness players by you guys, get last quite frequently but I do place well. You can be bad and get last, but you will soon become a better player and start placing higher.

3. I main Ness and I'm good but I can't travel.

Just No Johns, if you have parents tell them to let you go make them give in, If you have to say this " Mom, there is money in this and I plan to win it.". If you don't live / have parents find time even if you have to ask the Smash community to pick you up at your house, it is very friendly.

4. I main Ness I'm good but I get nervous a lot and I know I'll do bad.

This is a bad mindset believe in your skills don't think you'll do bad, but understand that this will not be easy, expect both players at 136% and you will get the last move in. Know it'll be tough but you can over come it.

True story:

So I was at this tourney and I get a king dedede to face first round. I win the first match pretty well.

Second match, I get down to my last stock he is on his last stock. I'm at lower percents... He gets a grab, I get to the edge and fall off... Unlike last time I didn't out space the King dedede's f air with Ness' F air. I get hit. I start thinking is it really going to end like this? I got extremely nervous yet at the same time I made sure to think clearly. I managed to make it back by PKT2 ing early to make sure I landed on the stage. I won the match.

I shook the guys hand and said good games.I proceed to pick up the food I was going to eat, and my hands are completely shaking... I could barely hold it. It took about 20 minutes for me to return to normal.

No Ness player wants to be gimped for a kill, think clearly and you'll find you ways around it.
It's okay to be nervous just make sure you think clearly, eventually you'll learn not to become nervous.

5. I main Ness can travel, I'm good but I'm afraid of X character.

Don't place characters higher than others, just play like you normally play and know the match up. If you are convinced that so and so character is good against Ness, learn to take this mindset away. At the same time do not feel you are really good against X character. It's all in the balanced mind set while knowing the match ups. This is probably the biggest problem ever...

6. Ness is a bad character, I'll never place well if X player hasn't.

You shouldn't think this way, while he has clear weaknesses he has strengths. Key is over coming those weaknesses. Just because one Ness player hasn't done well doesn't mean you can't

7. I don't care about tourneys I know Ness is good and he'll always be good to me.

Truth is if he is good help me and several other Ness' prove it. We try to win money, but ultimately we are happy when a Ness player does well, even poorly, because they tried to help out character.

Tourneys advance you as a player and you have a great time hanging out with people who you can play with. Go for fun.

8. Just for this I'm going to play Ness now even though I did not before.

No stick with you main, chances are you should play the character you wanted to play. Some players chose Ness because they wanted to. No speech or anything has convinced them, only what Ness was as a character.

9. Why do you play in tourneys?

Money, Ness, Smash and career. You should start playing in tourneys too. It helped me a lot even though I have not won money, YET!

10. OMG REF YOUR NESS IS THE BEST I HOPE YOU DO WELL, IT CAN'T BE HELPED!

While you can hope I prove your character good and win money, it is more important that you play Ness in tourneys too this way you can win money and become a good player. I am just here to help you guys, I want you to do well too.



This section will also probably be the biggest, second to the match up section..
 

lilmister

Smash Apprentice
Joined
Jul 27, 2008
Messages
194
Nice start!
But I would like to see some colour and pictures, then i'd nominate it for a sticky.
But since you just started then it's going pretty awesome
 

Earthbound360

Smash Hero
Joined
Jul 3, 2006
Messages
5,725
Location
Bowie, MD
NNID
Mikman360
I disagree with the dhrow being useless evenif they DI it right. Depending on what they do, you can always do something. I can explain sometime.

Other than that, nice job.
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
I don't really see what you can get if the DI in, you can't U air. If you mean punishing their escape, you might as well do a throw that does higher percent...
 

Earthbound360

Smash Hero
Joined
Jul 3, 2006
Messages
5,725
Location
Bowie, MD
NNID
Mikman360
DI in? As in towards Ness? That's easy PK Flash, quick uncharged.
Okay lemme think

DI in and aerial means you can time an aerial or PK Flash
DI in and airdodge is a timed aerial
Full DI away and airdodge is a hyphen smash or a dash attack
Full DI away and aerial can sometimes lead to a dash attack. I dunno this causes the most problems for me.

Also, PKT can be used a lot in most of these situations with timing depending on the airdodge or aerial. Just mix it up. If they double jump away, it's basically the effect of an uthrow or fthrow in which now they are in the air with no double jumps ready for aerial ****.

Fthrow does 2% more and uthrow does 1% more. For the most part, you can connect with an aerial or something that does more than the damage done by the other throw. If people try to jump away from you after a dthrow, like I said, it then becomes an fthrow or uthrow minus the opponent's double jump.

I only use the dthrow up to about 60%. After that, then yes, it becomes a little meh. Then I use the fthrow/uthrow.
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
DI they can Air dodge the PK flash and move to the side while you are in your lag. All of the things listed are of following an airdodge. I would personally take the 1 or 2% instead but I'll just add that for the people who want to down throw.

All extra Info is good.

And Dryn I like my style...
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
And Dryn I like my style...
Okay, Ref! :) Just a question, Ref, but do you think it would be a good idea to know what attacks cause more damage than others? If you have your opponent against a wall and use your PK Fire, your opponent will receive 22% damage if he or she does not DI. Just imagine the possibilities against Bowser!
 

Tyr_03

Smash Champion
Joined
Mar 4, 2008
Messages
2,805
Location
OH
The colours are painful. I'd do one colour per section to make it easier to look at. I nearly had an epileptic fit just scrolling down the page.
 

Uffe

Smash Hero
Joined
Jun 14, 2008
Messages
5,500
Location
Fresno
I don't really see what you can get if the DI in, you can't U air. If you mean punishing their escape, you might as well do a throw that does higher percent...
Thank you! This is why I use u-throw or f-throw. It gives more damage to the opponent. I only really use d-throw if my opponent is caught in PK Fire because doing this can get them up to about 30% which is better than throwing them any other direction. Other than that, I don't really care for d-throw as much as I used to. It looks cool, but it doesn't do better. Nice guide by the way.
 

Gaussis

Smash Ace
Joined
Jul 6, 2008
Messages
903
Ref, dunno if you want to add this but I use the yo-yos a different way. You know how certain characters lean forward when they attack, right? What I like to do is mindgame them into believing that they can attack by purposely missing a charging yo-yo in front of them (very close distance). When they strike, they pop upward instead, then I release. I think it's very effective and scares them for a bit.
 

lilmister

Smash Apprentice
Joined
Jul 27, 2008
Messages
194
haha well good start with the colours...but as alot said..too many for each section. Try assign colours per groups (like green for smashes, blue for tilts etc.) Lol keep up the good work! Sticky nomination still pending lol
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
Okay less colors... I'll add more info when I get back...
 

Uffe

Smash Hero
Joined
Jun 14, 2008
Messages
5,500
Location
Fresno
Nice pro tips! :D I hope to learn from this and use it in gameplay! D:<
 

Earthbound360

Smash Hero
Joined
Jul 3, 2006
Messages
5,725
Location
Bowie, MD
NNID
Mikman360
Add dtilt lock. It makes every jab lock a kill. Jab jab jab dtilt 2 times, bat. After a dtilt on the ground, opponents can only get up with their normal getup animation, easily punished. You can just go straight to the dtilt lock also and skip the jab lock.
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
Jab Jab Jab and D tilt works well. I'll add that. But it won't force get up position straight from Down tilt locking... if they hold way they will always roll away.
 

GotenOnNimbus

Smash Apprentice
Joined
Sep 9, 2008
Messages
140
Location
Denver, CO
Does sliding into a charged USmash so the yoyo dangles off the edge work as an effective edgeguarding tool? I have yet to actually time it properly, but I was curious if it was effective or a waste of time.
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
It is an effective edge guard, it can lead to stage spikes.
 

Earthbound360

Smash Hero
Joined
Jul 3, 2006
Messages
5,725
Location
Bowie, MD
NNID
Mikman360
You sure? I tested it before and I couldnt get the opponent to do anything but get up normally even when I held sideways.
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
Yes straight to Down tilt they can roll away by holding Away... Locking is a very strange thing, sometimes the opponents bounce higher and it's different on certain characters. Not only that but there are certain places you can't jab lock. Like the bottom level of Corneria where the wall is...
 

Earthbound360

Smash Hero
Joined
Jul 3, 2006
Messages
5,725
Location
Bowie, MD
NNID
Mikman360
Wait, you know I am talking about the DTILT lock instead of the jab lock USING the dtilt.

I understand these locks fully because I love them so much lol.

It doesnt work going down a slant which is why it doesnt work on the back fin of Corneria (its a slight slant down).
The bounce animations differ with percent. At low percents, characters are bounced very low by the dtilt and will get up immediately after a dtilt is done to them making it so you cannot get up and follow them. It does however chain into more dtilts. Then from what I tested, after that tiny bounce animation, I wasnt not able make the target do anything but get up.
Since I could only make them get up, I could easily land a bat. Ive done this to people also.
Try this on Wolf. Put him on the floor below 100 and dtilt him. You get a little twitch. Now put him at 100% and you get a high bounce.
The heavier you are, the longer it takes for your "hard" bounce animation to occur.
One more thing. If you do a basic jab lock USING the dtilt (as in a dtilt on a grounded opponent over at least 130) you CAN connect with a bat before the hitstun ends.

Make sure you test it at a low percent.
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
Yea I tested it at low percents straight to Down tilt no jabbing and Mario rolled away... Maybe it was just luck...
 

Masky

Smash Master
Joined
Dec 16, 2007
Messages
3,665
Ness can't glide toss but you say to glide toss in your Peach section... just fyi
 

Masky

Smash Master
Joined
Dec 16, 2007
Messages
3,665
I guess Ness can technically glide toss but a jump cancelled throw gives more distance. Either that or I've been trying to glide toss with Ness wrong
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
Ness' Glide toss is some what short but you can use it well.

The point of glide tossing is to move forward or back while tossing. The reason you may want to glide toss instead of jumping and throwing is more damage and you stay grounded to follow up with dash attacks. Also you throw it faster and the item hits with more damage because you can smash throw out of glide tossing.
 

Masky

Smash Master
Joined
Dec 16, 2007
Messages
3,665
Jump-cancelled throws are not the same as jumping and throwing
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
Okay Now I got it, It is much better than Glide tossing, I'll add that. Thank you.
 

Praxis

Smash Hero
BRoomer
Joined
Feb 10, 2008
Messages
6,165
Location
Spokane, WA
On the Peach topic:

To get in a KO move punish what ever laggy attacks she may have.
I'd like to point out that, at a high level of play, this will rarely if ever happen. Bad peaches lag all the time, but if a Peach is properly timing their landing autocancels with fair, all of their aerials will autocancel and never leave them lag. Bad peaches screw this up all the time, but watch Edrees play- his landings are always lagless.

Peach's smashes all have startup lag but no ending lag (except for dsmash which comes out in only a few frames and end with little lag, but is vulnerable from the top).

If you're counting on a grab, your best bet will be after a missed ftilt or utilt, her only laggy attacks. Or hope for a failed autocancel or some kind of mistake like falling into your shield with any attack other than dair or fair.
 

Ref

Smash Champion
Joined
Jan 14, 2008
Messages
2,557
Location
New York,
NNID
Refpsi
Yes That's why I did say what ever because peach has very little laggy moves and can space really well. Nobody counts on a grab..... And yes a non auto canceled F air is one of those laggy ones.

Usually Ness players will punish lag with aerials.

Also Ness has a fast dashing grab so he can grab a peach who falls into his shield with an F air.

No ness should count only on a grab, grab when you can.

Don't worry I face good Peaches... Everyone gets punished some times.... or at least Ness does....
 

Gaussis

Smash Ace
Joined
Jul 6, 2008
Messages
903
Lucas' dair doesnt not outprioritize Ness' uair though, so its not a bad idea.
^^^^ What?
:laugh:

jk. Yeah, Lucas's dair doesn't go as far down as you might think. That or Ness's head reaches farthr than I thought. IIRC, Lucas has to hit something so he can get his bigger hitboxes, otherwise, dair has small range.

@Earthbound: I think I found the dair's disjointedness. It can hit through platforms :bee:!
 

thesage

Smash Hero
Joined
Dec 26, 2005
Messages
6,774
Location
Arlington, Va
3DS FC
4957-3743-1481
First day I played brawl, I hit a MK through a platform on battlefield. WTF

It is also much easier to space turnips with DjC throw. I used it w/ Peach in melee all the time.
 
Top Bottom