Double jump cancel: Difference between revisions

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Ness' play in SSB64 is almost completely reliant on this technique. Because his aerials provide high hit stun and damage, he can perform zero-death combos on several characters. At one point this ability was even considered [[broken]]. However, it has since lost such recognition due to Ness' short range, but nonetheless is an important part of his metagame.
Ness' play in SSB64 is almost completely reliant on this technique. Because his aerials provide high hit stun and damage, he can perform zero-death combos on several characters. At one point this ability was even considered [[broken]]. However, it has since lost such recognition due to Ness' short range, but nonetheless is an important part of his metagame.
In Melee, Ness still has the technique, but it is not as useful due to the nerfs he suffered in the game.
In Melee, Ness still has the technique, but it is not as useful due to the nerfs he suffered in the game.
In Brawl, Ness can no longer perform double jump cancel unless he initiates a special move. However, he can still pull of some techniques with this, such as [[PK Jump]].
In Brawl, Ness can no longer perform double jump cancel unless he initiates a special move. However, he can still pull off some techniques with this, such as [[PK Jump]].


==Peach==
==Peach==
Anonymous user