- Game Versions
- Smash 3DS, Smash Wii U
Here's an advanced technique I use for Ness that I sadly see underused, even by some of the best Ness players. With this, I hope to spread the knowledge of this technique to help Ness players step up their game.
Admittedly, aerial PK Fires are not the most abusable attack in the game, nor should you use them carelessly, as they are easily punishable. But in situations that you do, it is good to have this technique under your belt.
With that, I present to you the AT:
A few other notes that I feel like I should mention:
1. You can technically lag cancel aerial PK Fires with just about anything. Double jumps, air dodges, other aerials, other specials, etc. Dair is just the safest. Air dodges have some landing lag on them, and other aerials aren't as easy to lag cancel with due to their shorter startup. You can use double jump if you feel that the situation calls for it.
2. To get a rising double jump PK Fire, you must double jump and use PK Fire during the later half of the double jump. If you use it too soon, you will get a double jump cancelled (DJC) PK Fire instead.
3. To perform a PK Jump, double jump and use PK Fire at the same time. This will translate Ness' double jump momentum into forward momentum as he uses PK Fire.
And that's all folks. Now get out there and make Paula proud!
Admittedly, aerial PK Fires are not the most abusable attack in the game, nor should you use them carelessly, as they are easily punishable. But in situations that you do, it is good to have this technique under your belt.
With that, I present to you the AT:
A few other notes that I feel like I should mention:
1. You can technically lag cancel aerial PK Fires with just about anything. Double jumps, air dodges, other aerials, other specials, etc. Dair is just the safest. Air dodges have some landing lag on them, and other aerials aren't as easy to lag cancel with due to their shorter startup. You can use double jump if you feel that the situation calls for it.
2. To get a rising double jump PK Fire, you must double jump and use PK Fire during the later half of the double jump. If you use it too soon, you will get a double jump cancelled (DJC) PK Fire instead.
3. To perform a PK Jump, double jump and use PK Fire at the same time. This will translate Ness' double jump momentum into forward momentum as he uses PK Fire.
And that's all folks. Now get out there and make Paula proud!