Ness (PM): Difference between revisions

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→‎Attributes: Wrote a section on how the character works. I hope it looks all right.
(→‎Attributes: Wrote a section on how the character works. I hope it looks all right.)
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==Attributes==
==Attributes==
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Ness is a very versatile character. He has three [[projectile]]s that are of varied use in a match. [[PK Fire]] can be used as a punishing option, and followed by a grab and throw. [[PK Thunder]] can keep airborne opponents stuck the air for a larger amount of time, and if used on grounded opponents, can bring them closer to Ness so that he can use an aerial attack on them. [[PK Flash]] has a slow startup, but can be an effective finisher or edgeguarding move.
Ness' aerial moves are all effective. His neutral aerial comes out quickly and gives moderate knockback, making it a good choice for interrupting combos. The individual hits of his forward aerial cause low damage, but the move is useful in advancing combos. Ness' back, up, and down aerials are all extremely powerful if sweetspotted. In particular, Ness' down aerial, which comes out very fast, can KO quickly if it hits properly. The up aerial makes an excellent combo finisher for KOing foes above the upper [[blast line]]. The back aerial can finish off opponents who are at high percentage. Ness' ability to [[double jump cancel]] advances his already potent air game by giving him even more combo options.
Ness' smash attacks all have unusual properties. The forward smash will send opponents flying if [[sweetspot]]ted. His up and down smashes all involve his yo-yo, which charges on the ground. If opponents get hit by the yo-yo while it is charging, they take damage, making these moves useful for situational [[spacing]] and [[edgeguarding]].
Ness' throws are generally effective. His back throw is a very reliable KOing move at high percents. The forward, up and down throws can be used as combo starters. Following the down throw with a down aerial is particularly effective, especially if the down throw sends the opponent over a ledge.
Ness' recovery can be both safe to use and his greatest weakness at the same time. Once one learns to master how to direct the PK Thunder, it becomes one of the most reliable recovery moves in the game. Ness' [[PK Thunder 2]] is a deadly move that causes great damage and knockback to any opponent it hits. However, PK Thunder is not without its weaknesses. It is a very easy move to gimp. And opponent need only hit the PK Thunder, or allow themselves to be hurt by it, to force Ness into a [[helpless]] state. Besides that, certain characters such as {{PM|Falco}} can use their [[flinch]]-causing projectiles to hit Ness and enforce helplessness as well.
==Changes from ''Melee'' to ''PM''==
==Changes from ''Melee'' to ''PM''==
Ness received many considerable buffs from ''Melee'' to ''Project M'', having many more options for racking up damage and KOing.
Ness received many considerable buffs from ''Melee'' to ''Project M'', having many more options for racking up damage and KOing.