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Ness 
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appleywolf wrote:
I'm pretty sure Ness's bair has sweetspot just as someone stated.

it does have a sweet-spot, yes


Tue Feb 17, 2015 5:20 pm
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Who had the idea of Ness having two different knockbacks on his dair?

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Wed Feb 18, 2015 12:51 pm
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You mean knockback trajectory, or hitboxes?

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Wed Feb 18, 2015 12:53 pm
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Doof wrote:
You mean knockback trajectory, or hitboxes?

Both.

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Wed Feb 18, 2015 2:24 pm
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It's been that way since Melee at the least. I'm not sure about 64. It's the same basic concept as Falcon's knee.

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Fri Feb 20, 2015 5:52 pm
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Did anyone know that ness falls down after doing bair? Its really quick too. http://i.imgur.com/lPQRnFM.png

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Sat Mar 21, 2015 6:08 pm
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Whoa, this topic is waaaay down... I dunno if thats new, but apperantly PK Fire activates if it hits a slope like on Castle Siege or Jungle Hijinx. I can imagine some fire pillars blocking the path are good to setup some stuff... Let em burn I say! Also, is it possible to do another PK Thunder after the fist one hits a wall like in SMash 4?

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Wed Apr 22, 2015 6:21 am
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Instead of reactivating after hitting a wall AFTER hitting yourself, SSF2 allows you to redo PK Thunder if the ball itself is intercepted. That way Chibi-Robo can't just jump down and steal your projectile, KOing you.

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Wed Apr 22, 2015 7:10 am
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Neat. I prefer it that way. It may be just me, but why cant FSmash reflect projectiles properly? I also think that normal FSmash either needs more power or make SMAAAAAASH! FSmash the regular FSmash with reduced KB could be a good buff.

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Sun May 03, 2015 4:57 am
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Double post because everyone ignores this thread :-/


Welp, Code and me had some thoughts on changes to Ness, simliar to Doofs Wario input. And yes, Im still learning Ness, but I think I have a more or less reliable impression on him.

+ Overall mobility buff. This includes a better initial dash as well as running and air speed.
+ Range buff. Ness´s move with the most range (outside of specials) is Side Taunt.
+ Grab range buff. Ness has a decent grab game, but its really hard to setup for sometimes because it has no range.
+ PSI Magnet either gets hitbox, similar to Lucas´s one and functions properly.
+ Wavebouncing added. Brawl Lucas could PK Fire -> PSI Magnet mid-air to get a boost in the opposite direction.
+ FSmash gets a tipper, more range, and always is SMAAAAAAASH!
+ DThrow KB gets changed a bit to allow for more combos at low to mid %.
+ Dair is a spike.
+ Bair sweetspot gets buffed and is a reliable kill move now.
+ PK Thunder2 deals more KB and can actually kill people.

= Ness cant get hit into his PKThunder ball, the ball loses the PKT2 hitbox once Ness is hit, but still can hurt foes normally.

- PK Fire doesnt activate on slopes anymore.
- BThrow deals 2% less damage.
- Only 2 PK Thunder balls can be onscreen.
- Nair KB gets reduced.
- Bair sourspot deals less damage and KB.
- SMAAAAAASH! FSmash gets weaker, and non-tipped deals KB as of now the normal bat does.
- PSI Magnet sliding travels less distance in exchange for the Wavebounce.

What do you guys think?

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Mon May 04, 2015 1:32 pm
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Skailler wrote:
What do you guys think?

I like it.

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Fri May 08, 2015 5:14 am
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[TSON] wrote:
Instead of reactivating after hitting a wall AFTER hitting yourself, SSF2 allows you to redo PK Thunder if the ball itself is intercepted. That way Chibi-Robo can't just jump down and steal your projectile, KOing you.


Dude, that's a bit unfiar for Chibi-Robo don't you think? He already has a hard enough time the way it is.

Skailler wrote:
What do you guys think?


Eh, the only thing I think needs a range buff is fsmash. He also doesn't need more mobility, his projectiles cover that up for him.

I agree with the other stuff though.

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Fri May 08, 2015 10:18 am
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Fri May 08, 2015 10:36 am

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gEmssbguy13 wrote:
[TSON] wrote:
Instead of reactivating after hitting a wall AFTER hitting yourself, SSF2 allows you to redo PK Thunder if the ball itself is intercepted. That way Chibi-Robo can't just jump down and steal your projectile, KOing you.


Dude, that's a bit unfiar for Chibi-Robo don't you think? He already has a hard enough time the way it is.


But someone else might just slam into your projectile too. Chibi needs a buff overall, not just a single matchup.

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Fri May 08, 2015 5:39 pm
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Ness's PSI Magnet in this game is useless. Really useless. The one time it could have came in handy (Mario's fireballs being spammed against me) it didn't heal me. It could be good for avoiding ceiling finishers, but it takes too long to leave so the low gravity is a problem, as you just become more predictable.
Also, is it me or is Ness's Fair the only Fair you can rely on to hit in most situations?
How I'd change Ness
+ PSI Magnet can be acted out of twice as quickly
+ PSI Magnet at least provides damage armour on any gunner, elemental or magic move (including ones like Samus's Fair)
- PK Fire is slower, thus easier to read.
+ you have a limited aspect of handling the PK Pulse orb once it's out.
= if you are hit firing PK Pulse the orb disappears.
+ Bair has slightly longer reach
+ Dair and Uair have slightly more knockback
+ Dsmash has slightly more KO potential.
= Dair has an electric effect
- Ness's Double Jump travels less distance

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Fri May 22, 2015 7:00 am
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