_clinton
Smash Master
- Joined
- Dec 5, 2006
- Messages
- 3,189
Everyone knows steak is the best food out there...What do both have...?
I suppose the element of surprise, but then again so does every other underrated character... however Sonic has more opprtunity for this but forget about it. Mindgames; both have that. Coincidentally it's in the B-Buttons. A pretty good defensive game.A fetish for Steak. Some BA taunts.
Marth's best thing about his grab release is the follow up to Dsmash...everything else is avoidable...so the only thing Marth has is a chance at an actually KO option that won't be followed up with tons of cool down time if he misses...Let's face it, Ness has some pretty bad matchups. At least when our worst matchup is Marth, a grab doesn't get followed-up into some very deep s***.
The worse we have is probably 7-3 if even that (I don't think so) with maybe 2-3 charactersNow just how unwinnable are Ness' matchups is not really known
to me, but I have a pretty good idea that we have it better or at worst the same.
Actually Ness can annoy MK off stage as well...and as far as air games go...it isn't that much of a difference really...Bad design, poor boy can't be off the stage for too much or too long... which is probably why matchups like Meta Knight must be a real nightmare when he outclasses you in most everything.
The idea of eating the thunder isn't going to fit in MK's book that much due to how slow he is overall as well IMO...
If you don't have a KO move that is under 10 frames you overall really don't have much as far as grab release stuff goes on Ness...I'll admit that Sonic isn't too much better off as a MK "counter", it isn't -1 stock right off the bat (no pun intended). It's not too hard to grab Ness whereas getting a grab on this hedgehog is less frequent either, and even if you don't go for the CG Ness still has more GR frames for more opportunity for punishment out of a break.
Ok let me put it this way then...10 extra frames of ground grab release along with a certain % of his recovery being gimpable are not much of an issue IMO...Quote of the day.
From now on all weaknesses mentioned in this thread must be referred to as "Learning Curves" I expect full participation people.
PSI Magnet lets him stall to a point...Care to elaborate? What tools does he have? How do you use them? How do they help?
Ness' air game being good is another reason why he can be hard to gimp...
The fact that his 2nd jump alone gives him more horizontal range than a good % of the other recoveries in this game...
His air mobility being good as well is another reason...
The fact that trying to gimp him could cost you your own stock when you wanted to take his if you screw up is another reason...keep in mind that Ness really doesn't need that much time to launch PKT2...it is about the same amount of time that Fox and Falco need to use their up specials...only Fox and Falco when going to having use their up specials don't have a 40% kill move that has inv. frames backing them up...
Speaking of more info on range...PKT2 has about the same range that Fire Fox has (in fact it might just appear to be less because of the simple fact that Fox happens to have more mass than Ness does...because they are very close to each other)...of course if it is cut then you are working with Falco's range...of course if it is cut then that means you hit something...
Oh and the range is only like that if you have to fly in a complete line...if you launch at an angle Ness actually does beat Fire Fox by a hair or so...
Oh and as far as that goes as well...Ness' recovery isn't written in stone for how you are going to want to use it compared to a good % of the cast as well...so there is a bit of being unpredictable with how you can use it...
Fun fact...if Wario gets grabbed and it is an air release...he might be just flat out screwed...If Ness or Lucas get grabbed they have an easier chance of getting out with just one hit extra in a ground break (as long as it is under 10 frames...of course with air releases it isn't that bad for Ness...because his air release is actually good...with Lucas it might be a different story)A good 40% or so of the reason Wario is hard to grab is his Bite. Ness and Lucas aren't easy to grab but a god opponent who's really going for it and has a character with a good grab is going to be able to land several grabs in a game. I don't think it's fair to say Ness isn't going to get grabbed at least a couple of times a game.
Oh and both Ness and Lucas each have pretty good anti grab material to work with as well (not on the level of Bite...but still pretty good)
Lucas' Nair for one thing and the fact that it auto cancels makes him IMO somewhat harder to grab than Ness...Ness' retreating Fair pretty much can make him a ***** to approach as well...
Set ups for Ness' kill moves...well...Which are?
Pillar spike/Caz Combo is the main one I like to point out 1st
The fact that all of Ness' air moves pretty much just follow into each other naturally (which really has shown with Brawl + as well)
Dtilt set ups and why they are safe on shields is another thing...BTW it goes into either a bat or a grab if you really want it...
The fact that his jab can cancel into his grab pretty well is another thing...
The fact that PK Thunder is a natural set up to a kill move is just plain fun...
PK Flash has a very fast cool down time (so the thing that makes it a nice edge guarding option isn't the fact that it kills at 60%...its the fact that it can kill at 60%