Ness (SSBU): Difference between revisions

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|nsname=PK Flash
|nsname=PK Flash
|nsdmg=11%-27%
|nsdmg=11%-27%
|nsdesc=Generates a light blue, energetic pulse of sphere light that appears above him. As the special input is held, the sphere curves downwards and increases its power, until the attacking input is released or until the move's level of charge is maxed out, it explodes. PK Flash is effective at edgeguarding and gimping characters with predictable or linear recoveries, like {{SSBU|Pyra}}/{{SSBU|Mythra}} and {{SSBU|Sonic}}, respectively. PK Flash boasts extreme power at full charge, KOing even the heaviest characters under 80% on Final Destination. PK Flash is also a hard punish if reading the opponent's options from a ledge. The arc it travels can be controlled, and the projectile is able to go through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semisoft platforms]] and will not dissipate upon contact with [[platform#Hard_platforms|hard platforms]].
|nsdesc=Generates a light blue, energetic pulse of sphere light that appears above him. As the special input is held, the sphere curves downwards and increases its power, until the attacking input is released or until the move's level of charge is maxed out, it explodes. PK Flash is effective at edgeguarding and gimping characters with predictable or linear recoveries, like {{SSBU|Pyra}}/{{SSBU|Mythra}} and {{SSBU|Sonic}}, respectively. PK Flash boasts extreme power at full charge, KOing even the heaviest characters under 80% on Final Destination. PK Flash is also a hard punish if reading the opponent's options from a ledge. The arc it travels can be controlled, and the projectile is able to go through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semi-soft platforms]] and will not dissipate upon contact with [[platform#Hard_platforms|hard platforms]].
The longer the special button is held, the stronger the explosion will be.
The longer the special button is held, the stronger the explosion will be.
|ssname=PK Fire
|ssname=PK Fire
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|usname=PK Thunder
|usname=PK Thunder
|usdmg=11% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox)
|usdmg=11% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox)
|usdesc=Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. It can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a powerful human-projectile. Aiming the head of the projectile into Ness himself will launch him in a trajectory opposite to the side the projectile collided onto Ness, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has brief [[invincibility]] during the first half of the move. Ness' primary means of [[recovery]], but it can be easily gimped during startup. PK Thunder invulnerability from frame 1 to 32 and is constituted of an early and late hit. Colliding with a projectile, opponent or an item during PK Thunder 2 will shorten the distance traveled, and slamming into a wall allows Ness to perform another PK Thunder if the player is sufficiently quick enough. The tail of the thunder projectile can be useful for juggling and disrupt opponents recovering.
|usdesc=Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. It can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a powerful human-projectile. Aiming the head of the projectile into Ness himself will launch him in a trajectory opposite to the side the projectile collided onto Ness, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has brief [[invincibility]] during the first half of the move. Ness' primary means of [[recovery]], but it can be easily gimped during startup. PK Thunder 2 has invulnerability from frame 1 to 32 and is constituted of an early and late hit. Colliding with a projectile, opponent or an item during PK Thunder 2 will shorten the distance traveled, and slamming into a wall allows Ness to perform another PK Thunder if the player is sufficiently quick enough. The tail of the thunder projectile can be useful for juggling and disrupt opponents recovering.
|dsname=PSI Magnet
|dsname=PSI Magnet
|dsdmg=4% per hit
|dsdmg=4% per hit
|dsdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectiles (such as {{SSBU|Mario}}'s [[Fireball]], {{SSBU|Fox}}'s {{b|Blaster|Fox}} or {{SSBU|Samus}}'s [[Charge Shot]] or explosions (including all of {{SSBU|Snake}}'s explosives) and heal for 1.6× the damage he would have received, but only at a maximum of 30% damage per projectile. It possesses a hitbox on startup if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. PSI Magnet is also useful as a [[Fall Break|fall break]] to stall Ness' vertical momentum slightly in the air.
|dsdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectiles (such as {{SSBU|Mario}}'s [[Fireball]], {{SSBU|Fox}}'s {{b|Blaster|Fox}} or {{SSBU|Samus}}'s [[Charge Shot]]) or explosions (including all of {{SSBU|Snake}}'s explosives) and heal for 1.6× the damage he would have received, but only at a maximum of 30% damage per projectile. It possesses a hitbox on startup if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. PSI Magnet is also useful as a [[Fall Break|fall break]] to stall Ness' vertical momentum slightly in the air.
|fsname=PK Starstorm
|fsname=PK Starstorm
|fsdmg=8% per hit
|fsdmg=8% per hit
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