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Ness 
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Joined: Tue Jan 27, 2009 11:32 am
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Discuss Ness specific gameplay here.


Fri Jul 25, 2014 6:25 am
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No one's said anything about Ness?
Well, I guess I will then...
Um...
The flip at the end of his Up Special is cool I guess....


Fri Jul 25, 2014 11:09 pm
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Ness' PK Thunder feels like it comes out faster and the control is much more smooth, a very nice upgrade indeed.

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Sat Jul 26, 2014 1:23 am
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Nstinct wrote:
Ness' PK Thunder feels like it comes out faster and the control is much more smooth, a very nice upgrade indeed.
It does, and it cancels faster.



I feel like with the combination of quick dropping and Ness' stage fundamentals (i.e. stages where he does well: bf/yoshis)
add more complexity to his meta and can probably eliminate some of his main issues in character design. I might showcase something
later on.


Sat Jul 26, 2014 1:52 am
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Hitting someone with PK Thunder seems more effective :D

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Sat Jul 26, 2014 7:03 am
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He feels alot better then he did 9a which in 9a he felt so clunky I hated playing as him. He's much better here. Control is more swift and it's more comfortable playing as him :D

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Sat Jul 26, 2014 10:03 am

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Ness definitely feels a bit more heavier to me, but otherwise, he and many of his moves feel more "free" (If that makes sense. /:| ) I do like how the camera actually follows PK Thunder now, so now when I play as Ness, I don't have to feel uneasy about missing Ness when I try to recover back to the stage. I also like the added animation of Ness "flipping" at the end of the use of "PK Missile" now. It matches his animation of using it in the official Super Smash Bros. games now, and I know I'll sound nit-picky for saying this, but I've actually been secretly hoping the devs would add that animation for Ness for quite a while now. Overall, aside from Ness seeming a bit heavy now, He really seems like a solid character now.


Sat Jul 26, 2014 12:30 pm
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PK Flash seems a little more useful now. That's good.


Sat Jul 26, 2014 6:13 pm
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This guy really needs a resprite.

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Sat Jul 26, 2014 6:22 pm
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So after a little playing as Ness:
*Like I said, PK Flash seems more useful for edgeguarding now. It's still not great IMO, but it works.
*Up Smash has less knockback, but is faster and can combo into an aerial.
*Both Up Smash and Down Smash seem to trap foes a little easier while charging.
*SMAAAASH!! now goes at the same speed as a normal Side Smash.
*Side tilt is slow, but if you use it near an edge, you may be able to follow with a Dair.
*Fair is...different?
*I think Uair and Dair have more knockback now. That rocks.
*PSI Magnet doesn't heal :/
*PK Starstorm lasts much longer and the stars come out at different angles.

Are these accurate? Am I missing important stuff?


Sun Jul 27, 2014 12:20 am
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Densetsu wrote:
So after a little playing as Ness:
*Like I said, PK Flash seems more useful for edgeguarding now. It's still not great IMO, but it works.
*Up Smash has less knockback, but is faster and can combo into an aerial.
*Both Up Smash and Down Smash seem to trap foes a little easier while charging.
*SMAAAASH!! now goes at the same speed as a normal Side Smash.
*Side tilt is slow.
*Fair is...different?
*I think Uair and Dair have more knockback now. That rocks.
*PSI Magnet doesn't heal :/
*PK Starstorm lasts much longer and the stars come out at different angles.

Are these accurate? Am I missing important stuff?


PSI Magnet not healing has to be a bug, not a change.
Side tilt seems the same.
PK Pulse starts higher over the head than before, but I don't know if it makes edgeguards better.

Other than those everything you've said is correct. But here's more:
*Ness' CSS pics looks a lot better. :D
*Up-Smash knocks opponents diagonally over his head instead of straight up.
*Up-Smash allows for some really good juggles on a lot of characters. PLus now you can execute up-smashes out of run (That goes for all characters though.)

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Sun Jul 27, 2014 12:38 am
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I am a first-timer to Ness, so how can you perfectly hit him with PK Thunder so he lands on a platform? I just find it hard not messing up his recovery by missing the angle/being gimped

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Sun Jul 27, 2014 4:12 am
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I guess you just have to practice and expiriment in training mode. The way I do it is that I hold up right before the thunderball hits him if I want to go down, and hold right if I want to go up, but thats just me.

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Sun Jul 27, 2014 5:48 am
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Shocker14 wrote:
I am a first-timer to Ness, so how can you perfectly hit him with PK Thunder so he lands on a platform? I just find it hard not messing up his recovery by missing the angle/being gimped


Ed415 wrote:
I guess you just have to practice and expiriment in training mode. The way I do it is that I hold up right before the thunderball hits him if I want to go down, and hold right if I want to go up, but thats just me.


This pretty much sums up what I was going to say. Recovery game is very essential for Ness, so it's the first thing I would practice.
Don't limit yourself to quarter circle forward angles either. Try new approaches to the recovery game!


Sun Jul 27, 2014 8:18 am
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Nstinct wrote:
PK Pulse Flash starts higher over the head than before, but I don't know if it makes edgeguards better.

It also has a bigger explosion, is a little easier to control, and actually works when fully charged (in v0.9a it would disappear the frame after exploding when fully charged). I think it might also have a bit more horizontal and less vertical knockback.


Sun Jul 27, 2014 8:36 am
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