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 | 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== |