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
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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
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Techniques and StrategiesThere are many techniques Ness has however, how to use them vary.
I'll just go over simple ones
[color:6543="Red"]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
[color:6543="DarkOrange"]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
[color:6543="Lime"]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:
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.
[color:6543="Yellow"]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.
[color:6543="Purple"]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:
[color:6543="DarkOrange"]
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:
https://www.youtube.com/watch?v=-lpdm8wgSNg[SIZE="4"]Surviving[/SIZE]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!
[SIZE="5"]Recovering: Making it back to the stage[/SIZE]
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.