Yoshiblaze77
Smash Rookie
- Joined
- Jun 28, 2015
- Messages
- 7
- NNID
- Yoshiblaze
- 3DS FC
- 0963-2033-9331
- Switch FC
- SW-0258-5645-0023
Hello there! Over the last few days, I've been exploring ways to gimp Ness' PK Thunder 2. While it's an okay recovery move, there are so many ways that it can get gimped that you'll need to seriously watch out. Plus, if you don't like Ness (I'm looking at you, InfernoOmni) well, now you know a bit on how to take care of him. This will not include customs.
HOW TO AVOID: Most of these can be safely avoided by trying to keep your double jump and recovering very low (especially with Lucas). Recovering low works even better on some Omega stages, as Double Pk Thunder can be used. Unfortunately, this won't stop couple characters from getting safe gimps, so be creative.
Recovering high or low really depends on MU, and you generally never want to use PKT2 if possible. (Thanks to first 5 repliers for this thought)
And now, here's everything I could find (these all work for Lucas, unless said otherwise):
GENERAL:
Using a spike/meteor smash, using a low knockback semi-spiking move, running into Ness' recovery, and trying to straight up KO Ness can all gimp Ness.
Run-off aerials also work and are probably Ness' biggest threat. Most aerials (including spikes) can fall into this category. Ness mains WATCH OUT (From: Pazx)
Many Characters:
Counter- Countering, while not necessarily a gimp, can stop Ness from recovering and often kills Ness
Character Specific:
:
Cape (Side-B)- Can Cape either before PKT2 to send Ness away or while Ness is flying to reflect him (Recommended Recovery to Avoid: Low (Remember to mixup though))
F.L.U.D.D. (Down-B)- Pushes Ness away
(Recommended Recovery: Low)
Fireball (Neutral-B)- Can Clash with the ball; can gimp regularly (From: Yoshi8984)
(Recommended Recovery: Low)
:
Luigi Cyclone (Down-B)- Gimps regularly; Risky (From: Yoshi8984)
Super Luigi Punch (Up-B)- Sourspot hit can bring simply gimp Ness (From: Uffe)
:
Turnip (Down-B)- Most turnips and Mr. Saturn gimp regularly. Stitch and Bob-omb typically kill or stage spike.
:
Bowser Slam (Side-B)- A Bowsercide takes care of Ness
:
Gravitational Pull (Down-B)- suck up the PK Thunder (Ex:
)
:
Egg Toss (Up-B)- Gimps Ness if hit multiple times; Almost guaranteed SD (From: Yoshi8984)
:
Chomp (Neutral-B)- Chompcide
:
Fire (Up-P)- Windbox on it's trampoline
Oil Panic (Down-B)- Absorbs PK Thunder; VERY risky and sometimes won't work.
Up Air- Windbox (From: Yoshi8984)
:
Gale Boomerang (Side-B)- If bounced off a wall, the windbox can move Ness
Hero's Bow (Neutral-B)- If the arrow hits Ness PK Thunder at the ball, it will get rid of it (NOT on Lucas)
:
Flame Choke (Side-B)- A standard Ganoncide takes care of Ness

:
Guardian Orbitars (Down-B)- If used from above then drops down, the move will move Ness upward. This sometimes hits Ness with a reflected PK Thunder, which helps Ness
:
Reflect (Side-B)- Reflect moves Ness away from his PK Thunder; Risky.

:
Noseferatu (Down-B)- Noseferatucide
/
:
Inhale (Neutral-B)- A standard Kirby/DDDcide gimps Ness
:
Stone (Down-B)- MIGHT be able to collide with PKT's ball. Also, can gimp regularly (From: Uffe)
:
Reflector (Down-B)- If timed well, this MIGHT work
:
Hydro Pump (Up-B)- Water will push Ness away, and sometimes cause Ness' PK Thunder to hit him towards the blast zone
:
All Aerials- Gets a special mention for aerials as all of them can mess Ness up, and she can do it better than everyone else. (From: Uffe)
/
/
:
PSI Magnet/Absorbing Vortex (Down-B)- Jumping offstage and using PSI Magnet/Absorbing Vortex can absorb PK Thunder

:
Pocket (Neutral-B)- *scared shiver* Pocket can take PK Thunder, and from a good distance too
:
Doctor Sheet (Side-B)- Can Cape either before PKT2 to send Ness away or while Ness is flying to reflect him
:
Leaf Shield (Down-B)- Can gimp like it usually does, but doesn't work well; VERY risky
Metal Blades (Neutral-B)- Can collide with PKT2 or simply gimp when angled or Z Dropped (From: Diamond Octobot)
Thanks for reading, and happy recovering/gimping! And tell me if I missed anything

HOW TO AVOID: Most of these can be safely avoided by trying to keep your double jump and recovering very low (especially with Lucas). Recovering low works even better on some Omega stages, as Double Pk Thunder can be used. Unfortunately, this won't stop couple characters from getting safe gimps, so be creative.
Recovering high or low really depends on MU, and you generally never want to use PKT2 if possible. (Thanks to first 5 repliers for this thought)
And now, here's everything I could find (these all work for Lucas, unless said otherwise):
GENERAL:
Using a spike/meteor smash, using a low knockback semi-spiking move, running into Ness' recovery, and trying to straight up KO Ness can all gimp Ness.
Run-off aerials also work and are probably Ness' biggest threat. Most aerials (including spikes) can fall into this category. Ness mains WATCH OUT (From: Pazx)
Many Characters:
Counter- Countering, while not necessarily a gimp, can stop Ness from recovering and often kills Ness
Character Specific:
Cape (Side-B)- Can Cape either before PKT2 to send Ness away or while Ness is flying to reflect him (Recommended Recovery to Avoid: Low (Remember to mixup though))
F.L.U.D.D. (Down-B)- Pushes Ness away
(Recommended Recovery: Low)
Fireball (Neutral-B)- Can Clash with the ball; can gimp regularly (From: Yoshi8984)
(Recommended Recovery: Low)
Luigi Cyclone (Down-B)- Gimps regularly; Risky (From: Yoshi8984)
Super Luigi Punch (Up-B)- Sourspot hit can bring simply gimp Ness (From: Uffe)
Turnip (Down-B)- Most turnips and Mr. Saturn gimp regularly. Stitch and Bob-omb typically kill or stage spike.
Bowser Slam (Side-B)- A Bowsercide takes care of Ness
Gravitational Pull (Down-B)- suck up the PK Thunder (Ex:
Egg Toss (Up-B)- Gimps Ness if hit multiple times; Almost guaranteed SD (From: Yoshi8984)
Chomp (Neutral-B)- Chompcide
Fire (Up-P)- Windbox on it's trampoline
Oil Panic (Down-B)- Absorbs PK Thunder; VERY risky and sometimes won't work.
Up Air- Windbox (From: Yoshi8984)
Gale Boomerang (Side-B)- If bounced off a wall, the windbox can move Ness
Hero's Bow (Neutral-B)- If the arrow hits Ness PK Thunder at the ball, it will get rid of it (NOT on Lucas)
Flame Choke (Side-B)- A standard Ganoncide takes care of Ness
Guardian Orbitars (Down-B)- If used from above then drops down, the move will move Ness upward. This sometimes hits Ness with a reflected PK Thunder, which helps Ness
Reflect (Side-B)- Reflect moves Ness away from his PK Thunder; Risky.
Noseferatu (Down-B)- Noseferatucide
Inhale (Neutral-B)- A standard Kirby/DDDcide gimps Ness
Stone (Down-B)- MIGHT be able to collide with PKT's ball. Also, can gimp regularly (From: Uffe)
Reflector (Down-B)- If timed well, this MIGHT work
Hydro Pump (Up-B)- Water will push Ness away, and sometimes cause Ness' PK Thunder to hit him towards the blast zone
All Aerials- Gets a special mention for aerials as all of them can mess Ness up, and she can do it better than everyone else. (From: Uffe)
PSI Magnet/Absorbing Vortex (Down-B)- Jumping offstage and using PSI Magnet/Absorbing Vortex can absorb PK Thunder
Pocket (Neutral-B)- *scared shiver* Pocket can take PK Thunder, and from a good distance too
Doctor Sheet (Side-B)- Can Cape either before PKT2 to send Ness away or while Ness is flying to reflect him
Leaf Shield (Down-B)- Can gimp like it usually does, but doesn't work well; VERY risky
Metal Blades (Neutral-B)- Can collide with PKT2 or simply gimp when angled or Z Dropped (From: Diamond Octobot)
Thanks for reading, and happy recovering/gimping! And tell me if I missed anything

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