Wave⁂
Smash Legend
- Joined
- Feb 16, 2006
- Messages
- 11,870
The Ness Compendium of Knowledge and Statistics has been renamed. More interesting now... yeah.
This guide now has a theme song! Beat that, The Greatest Falcon Thread! Ness-ownage!
YAY! Pre-credits!!! So you might actually read them.
annoying1359
Earthbound360
thesage (twice)
OnYourMark
Simna ibn Sind
_clinton
Seanson
the people in Earthbound360's credits
Ademisk
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THIS IS FROM SMASHWIKI:
SmashWiki's movestats for Ness.
I then added SuperDoodleMan's frame data.
=====
Seanson has created an amazing hitbox system--
The thread
Direct link there
With this, you can see ANY attack at various speeds, with hitboxes and collision bubbles visible. Yay. I took those images, then made some GIFs. Thanks, Seanson!
Pros
* Best character to play (statistically) in Low Tier Tournaments.
* Long recovery
* Quick attacks
* Can double jump cancel
* Effective at combo'ing
* Very good aerial attacks
* Good KO moves
* Average weight
* Small target
* Throws can KO and combo
* Powerful forward smash
* Very versatile projectile
* Largest sweetspot range
* Forward smash (if timed correctly) can deflect projectiles
Cons
* Slow without advanced techniques
* Highly abusable recovery
* Extremely low grab range (and slow)
* Slow special moves
Move Set Overview
Please note that some of these attack descriptions are incomplete.
A-Attacks
* A: Hook 1-3%
Total: 19
Hit: 3-4
Window of the second punch: 3-25
Second punch starts: 5 (or later)
Pretty much never just use one A. Never. Interesting fact: you can hit with your back foot during this attack.
* A (Second): Straight 1-2%
Total: 20
Hit: 4-5
Window of the Kick: 2-25
Kick starts: 7 (or later)
Little knockback, but some combo potential.
* A (Third): Kick 2-4%
Total: 30
Hit: 7-10
The plain three hit combo. If your opponent is a bit too close for comfort, use this to get them off. Very fast. Not much else to say....
* Dash A: PK Shove 2-12%
Total: 41
Hit: 8, 15, 22
IASA: 40
A very good move. One of Ness's best options for an approach. It has incredible range and is practically a projectile. Don’t go thinking that your opponent will go flying along on a scary angle like the level nine computer player does. No, a human player will only do that if they smash DI upwards as soon as the move hits. Instead, they will get juggled around for a lovely 12% damage and shot up into the air, all floaty and weird. (Quite often, they won’t be spinning at all, but simply “falling” upwards while looking around. The reason is that they are being hit while they are on the ground.)
Hit 1 has a semi-spike effect, like a weak YLink's dsmash. Hit 2 does almost nothing. Hit 3 pops hem up.
* F-Tilt: Short Kick 6-11%
Total: 34
Hit: 7-11
A nice move. Fast, useful and has a lingering hit box, nice priority and can edge guard. Can be directed by aiming at a diagonal.
This attack is more useful than is sounds because it is fast and it has low lag. It goes through many projectiles. Its deceptive priority makes the uftilt fairly useful against shffls.
* Up Tilt: Push Up 3-7%
Total: 39
Hit: 5-9
Head invincible: 5-6
IASA: 32
Very fast, has silly priority due to his invincibility, and decent range. A good weapon against space animals. Good in combos.
* D-Tilt: Squat Kick 1-3%
D Tilt
Total: 13
Possible infinite against walls, usually ends around 300%. An annoyance. Possible edgeguard, but not to replace a proper edgeguard. Using against a full shielding opponent will prevent shield grabbing because it pokes at their feet. Yay, shield stabbing!
* Forward Smash: Home Run Swing 9-32%
Total: 49
Charge frame: 10
Hit: 16-17
Reflects: 16-17
It has insane range and priority, does amazing damage if you tipper, can’t be shield grabbed because of shield stun and they are pushed away. Is used to edgeguard about 50% of the time. Use it to finish combos against fast fallers as well.
It’s not very obvious and very hard to punish, so you don’t need to worry about using it. The lag is significant, but not huge. It’s the eighth most powerful horizontal smash in the game, if you tipper. Ness's body can reflect projectiles during his 2 invul frames. Best against projectiles if you aim away from your opponent. Also, as a very cruel April Fool's Joke, Simna convinced me it can turn opponents around.
* Down Smash: Walk the Dog 3-25%
Total: 61
Charge frame: 13
Hit: 12-31
IASA: 59
Ness's worst attack, hands down. Except for extreme mindgames. (Read: for Simna only ^_^)
* Up Smash: Around the World 3-22%
Total: 49
Charge frame: 13
Hit: 12, 13 (if you charge), 14-31
IASA: 49
More on the yoyo glitch later. Or you can click here if you're impatient.
Aerial-Attacks
* Aerial Neutral A or nair: Ness Spin 4-11%
Total: 39
Hit: 5-23
IASA: 36
Auto cancel: <4 27>
Landlag: 22
Lcanceled: 11
Un-reached potential. If your opponent is at too high a damage to combo into a finisher, this is your move. Very good edgeguard. Very fast, and even faster if DjC'd.
* Aerial Forward A or fair: Flying PK Shove 1-15%
Total: 41
Hit: 8-10, 11-13, 14-16, 17-19, 20-21
IASA: 40
Auto cancel: <7 30>
Landlag: 18
Lcanceled: 9
<3 <3 <3 fair. Really good combo'r, but best if you DjC or shfflc so only the weak hit hits, so you can combo them across to stage. A neat thing about fair is that although it appear to be several hits, it is continuously hitting your opponent. One of Ness's best (and only) approaches.
* Aerial Back A or bair: PK Drop Kick 5-16%
Total: 39
Hit: 10-19
IASA: 36
Auto cancel: <9 25>
Landlag: 18
Lcanceled: 9
Finisher finisher finisher. Very good KO move DjC'd. Possible edgeguard, but not that good due to it's small range. Not much else to say. (Note the small landing lag.)
* Aerial Up A or uair: Jumping Headbutt 7-13%
Total: 45
Hit: 8-11
IASA: 42
Auto cancel: <7 27>
Landlag: 18
Lcanceled: 9
One Ness's best weapon's against Space Animals, but that will be covered in character matchups. ALWAYS DjC THIS MOVE. ALWAYS. Good killer against floaties like GAW and Jiggz due to their light weight and... floatiness. Ness's best juggler. Equip star jacket by DjC'ing uair.
* Aerial Down A or dair: Meteor Kick 6-12%
Total: 59
Hit: 20-28
Auto cancel: <19 29>
Landlag: 28
Lcanceled: 14
Avoid using this in actual combat; there is way too much lag. It is a possible combo starter if you aren't shield grabbed.
As a meteor, this kinda sucks. The long hitbox is good, but there is too much lag. Unless you you spike jacket. That looks so fricken cool.
Grab and Throws
-------------------------------------
Standing Grab
Total: 30
Grab: 8-9
This is a JC grab, or a standing one. Look at the purple. LOOK AT IT! Tiny, huh?
-------------------------------------
Running grab
Total: 40
Grab: 10-11
Never do this on purpose.
-------------------------------------
* Pummel: Captive Headbutt 1-3%
As a rule of thumb, do this about once for ever 15-20% damage they have, depending on whether they are struggling.
* Forward Throw: PK Throw 6-11%
Nothing special about this move... avoid it, unless edgeuarding.
* Back Throw: Reverse PK Throw 6-11%
FRICKEN AMAZING. This will kill pretty much anyone at 90%, depending on the stage, their weight and DI. If you opponent fails to sweetspot while recovering and lands behind you, turn around and bthrow.
* Up Throw: Cowboy PK Throw 5-10%
Combo starter against fastfallers, leads into a nice uair juggle. Average KO move against floaties.
* Down Throw: PK Inferno 1-8%
Dthrow does 0% to GAW, for some reason. Avoid using this, unless for mindgames.
B attacks
-------------------------------------
* B: PK Flash
Total (minimum): 109
Hit: 64-77
Total (maximum): 217
Hit: 153-166
Minimum charge same as release on
frame 45
Maximum charge same as release on
frame 134
--upon release--
Total: 65
Hit: 20-33
Landfallspeciallag: 4
That was fun to read, huh?
Never use this except:
Shield break
Missed rest ^_^
Edgeguarding
--98% of the time, edgeguarding will be the reason you use this. good if you have timing, or against predictable recoveries.
-------------------------------------
* Forward B: PK Fire
Total: 69
Comes out: 20
Projectile lasts: 20 (but on flat
ground, it hits the ground after 19)
Burning fire hits: 1-101 (several
hitboxes)
Avoid using this attack. Occasionally, it is pretty good, but without mindgames, never. Aerial PK fire will cancel all lag if landing lag is interrupted by oh-no-I'm-going-to-fall-help-me-ahh animation.
NOTE: this attack has surprisingly high priority:
This attack can be ledge canceled; in other words, if you land an aerial PK fire on the edge, where you would normally go into your "teetering" animation, all lag is canceled.
-------------------------------------
* Up B: PK Thunder 1-26%
PK thunder comes out: 20
PK thunder lasts: 119
Recovery time once PKT is gone: 54
--PKT2--
Total: 70
Hit: 1-36
invincible: 1-9
Landlag: 30 (added to end of total)
Landfallspeciallag: 4
A 2 post guide is posted somewhere below this post; it wont fit here.
-------------------------------------
* Down B: PSI Magnet N/A
Total (minimum): 59
Absorbs: 10-39 (or release+1)
Absorb lag: 18
Release Lag: 21
Never. There are 21 fricken frames of lag. Only in teams, for recovering, or... well, just read on.
Here is another miniguide on how much PSI Magnet heals.
NOTE: because repeatedly using an attack makes it deal less damage, we are only considering the very first projectile fired.
The best down B in the game.
That being said, there are times when it is useful. Corneria's blaster heals Ness like a charm, provided you tech or just crouch the first hit. Be careful not to duck through the blasters when starting it up! In actual combat, use sparingly, such as if a spammer is far away, or if your teammate is Fox.
MISC. stuff
-------------------------------------
Ledge stand <100%
Total: 34
Invulnerable: 1-30
No comment. NEVER.
-------------------------------------
Ledge stand >100%
Total: 59
Invulnerable: 1-55
Is there anything more than never?
-------------------------------------
Ledge roll <100%
Total: 49
Invulnerable: 1-27
OK, I guess.
-------------------------------------
Ledge roll >100%
Total: 79
Invulnerable: 1-56
No.
-------------------------------------
Ledge attack <100%
Total: 55
Hit: 24-36
Invulnerable: 1-20
Avoid this, except for mindgames.
-------------------------------------
Ledge attack >100%
Total: 69
Invulnerable: 1-36
Hit: 39-41
Why did they even put this attack in?!?
-------------------------------------
Ledge jump <100%
Total: 37
Invulnerable: 1-14
Soonest FF: 44
No.
-------------------------------------
Ledge jump >100%
Total: 47
Invulnerable: 1-18
Soonest FF: 48
Suicide.
-------------------------------------
Taunt
Total: 60
OK!: 21
YESSS!!!
Note: This next paragraph is complete BS.
NESS'S TAUNT IS THE BEST TAUNT IN THE GAME!!! IF YOU TIME IT RIGHT, THERE IS AN EXTREMELY STRONG HIT RIGHT ON NESS'S HEAD THAT INSTANTLY KILLS YOUR OPPONENT!!! EVEN IF THEY TECH!!! THEY ARE THEN SENT TO EVIL NESS WORLD, FILLED WITH EVIL NESSES AND EVIL MR. SATURNS, AND THEY WILL KILL YOUR OPPONENT VIA FORCING THEM TO WATCH AMERICA'S NEXT TOP MODEL (gasp)!!! THEIR CORPSE IS THEN FED TO THE EVIL SUPER NESS WHO LIVE IN EVIL NESSVILLE IN THE LAND OF THE EVIL NESS!!! FEAR THE AWESOME OK TAUNT!!! HAHAHAHAHAHAHAHA!!!
-------------------------------------
Jump: airborne on frame 5
Air time: 58
Earliest FF: 30
FF air time: 45
SH air time: 34
Earliest FF: 19
SH FF air time: 24
-------------------------------------
Air dodge
Invulnerable 4-29 out of 48
Ground dodge
invincible 2-18 out of 27
Roll
invulnerable 4-19 out of 31
Landing lag: 4 frames
Dash becomes run at frame 14
Turn-jump Threshold: 25
Run turnaround: 30-31
~=~=~=~=~=~=~=~=~=~=~=~=~=~
Misc. Info.
This guide now has a theme song! Beat that, The Greatest Falcon Thread! Ness-ownage!
TABLE OF CONTENTS
Post #1: Frame stats for every move. Descriptions, too.
Post #2-3: Earthbound360's huge guide to PK Thunder. [Ctrl+F] Search for {{PKT}} or click here and here for page 2.
Post #4: OnYourMark's yo yo glitch guide. [Ctrl+F] Search for {{YYG}} or click here.
Post #9: Video collection. [Ctrl+F] Search for {{VID}} or click here.
Post #10: Character matchups. [Ctrl+F] Search for {{CHMU}} or click here.
Post #1: Frame stats for every move. Descriptions, too.
Post #2-3: Earthbound360's huge guide to PK Thunder. [Ctrl+F] Search for {{PKT}} or click here and here for page 2.
Post #4: OnYourMark's yo yo glitch guide. [Ctrl+F] Search for {{YYG}} or click here.
Post #9: Video collection. [Ctrl+F] Search for {{VID}} or click here.
Post #10: Character matchups. [Ctrl+F] Search for {{CHMU}} or click here.
YAY! Pre-credits!!! So you might actually read them.
annoying1359
Earthbound360
thesage (twice)
OnYourMark
Simna ibn Sind
_clinton
Seanson
the people in Earthbound360's credits
Ademisk
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THIS IS FROM SMASHWIKI:
SmashWiki's movestats for Ness.
I then added SuperDoodleMan's frame data.
=====
Seanson has created an amazing hitbox system--
The thread
Direct link there
With this, you can see ANY attack at various speeds, with hitboxes and collision bubbles visible. Yay. I took those images, then made some GIFs. Thanks, Seanson!
Pros
* Best character to play (statistically) in Low Tier Tournaments.
* Long recovery
* Quick attacks
* Can double jump cancel
Yes DjC is magic.
Just to make it clear this is not about actual tactics with DjC. This is more about the buttons you actually press to DjC. Leave your comments about a certain button combination and I'll update them into the first post.
X+X+A:
Y+Y+A:
X+Y+A:
It's a little hard to pick up, but the rewards are worth it. It allows you to keep your momentum and your areals come out pretty fast too. <3 <3 <3 ~thesage
X + X + Z:
Y + Y + Z:
Y + X + Z:
Can anybody actually do this? ~thesage
Up on Control Stick + Y + A:
Up on Control Stick + X + A:
Up on Control Stick + Y + Z:
I used to do this, but then I realized that it ruins my controller and my index finger hurts after pressing the Z button so much. It's easy to pick up, but it's hard to do fast djc areals except for djc uairs. I don't recommend it. ~thesage
Up on Control Stick + X + Z:
Lol, that's a lot of different ways.
* Effective at combo'ing
* Very good aerial attacks
* Good KO moves
* Average weight
* Small target
* Throws can KO and combo
* Powerful forward smash
* Very versatile projectile
* Largest sweetspot range
* Forward smash (if timed correctly) can deflect projectiles
Cons
* Slow without advanced techniques
* Highly abusable recovery
* Extremely low grab range (and slow)
* Slow special moves
Move Set Overview
Please note that some of these attack descriptions are incomplete.
A-Attacks
* A: Hook 1-3%
Total: 19
Hit: 3-4
Window of the second punch: 3-25
Second punch starts: 5 (or later)
Pretty much never just use one A. Never. Interesting fact: you can hit with your back foot during this attack.
* A (Second): Straight 1-2%
Total: 20
Hit: 4-5
Window of the Kick: 2-25
Kick starts: 7 (or later)
Little knockback, but some combo potential.
* A (Third): Kick 2-4%
Total: 30
Hit: 7-10
The plain three hit combo. If your opponent is a bit too close for comfort, use this to get them off. Very fast. Not much else to say....
* Dash A: PK Shove 2-12%
Total: 41
Hit: 8, 15, 22
IASA: 40
A very good move. One of Ness's best options for an approach. It has incredible range and is practically a projectile. Don’t go thinking that your opponent will go flying along on a scary angle like the level nine computer player does. No, a human player will only do that if they smash DI upwards as soon as the move hits. Instead, they will get juggled around for a lovely 12% damage and shot up into the air, all floaty and weird. (Quite often, they won’t be spinning at all, but simply “falling” upwards while looking around. The reason is that they are being hit while they are on the ground.)
Hit 1 has a semi-spike effect, like a weak YLink's dsmash. Hit 2 does almost nothing. Hit 3 pops hem up.
* F-Tilt: Short Kick 6-11%
Total: 34
Hit: 7-11
A nice move. Fast, useful and has a lingering hit box, nice priority and can edge guard. Can be directed by aiming at a diagonal.
This attack is more useful than is sounds because it is fast and it has low lag. It goes through many projectiles. Its deceptive priority makes the uftilt fairly useful against shffls.
* Up Tilt: Push Up 3-7%
Total: 39
Hit: 5-9
Head invincible: 5-6
IASA: 32
Very fast, has silly priority due to his invincibility, and decent range. A good weapon against space animals. Good in combos.
* D-Tilt: Squat Kick 1-3%
D Tilt
Total: 13
Possible infinite against walls, usually ends around 300%. An annoyance. Possible edgeguard, but not to replace a proper edgeguard. Using against a full shielding opponent will prevent shield grabbing because it pokes at their feet. Yay, shield stabbing!
* Forward Smash: Home Run Swing 9-32%
Total: 49
Charge frame: 10
Hit: 16-17
Reflects: 16-17
It has insane range and priority, does amazing damage if you tipper, can’t be shield grabbed because of shield stun and they are pushed away. Is used to edgeguard about 50% of the time. Use it to finish combos against fast fallers as well.
It’s not very obvious and very hard to punish, so you don’t need to worry about using it. The lag is significant, but not huge. It’s the eighth most powerful horizontal smash in the game, if you tipper. Ness's body can reflect projectiles during his 2 invul frames. Best against projectiles if you aim away from your opponent. Also, as a very cruel April Fool's Joke, Simna convinced me it can turn opponents around.
* Down Smash: Walk the Dog 3-25%
Total: 61
Charge frame: 13
Hit: 12-31
IASA: 59
Ness's worst attack, hands down. Except for extreme mindgames. (Read: for Simna only ^_^)
* Up Smash: Around the World 3-22%
Total: 49
Charge frame: 13
Hit: 12, 13 (if you charge), 14-31
IASA: 49
More on the yoyo glitch later. Or you can click here if you're impatient.
Aerial-Attacks
* Aerial Neutral A or nair: Ness Spin 4-11%
Total: 39
Hit: 5-23
IASA: 36
Auto cancel: <4 27>
Landlag: 22
Lcanceled: 11
Un-reached potential. If your opponent is at too high a damage to combo into a finisher, this is your move. Very good edgeguard. Very fast, and even faster if DjC'd.
* Aerial Forward A or fair: Flying PK Shove 1-15%
Total: 41
Hit: 8-10, 11-13, 14-16, 17-19, 20-21
IASA: 40
Auto cancel: <7 30>
Landlag: 18
Lcanceled: 9
<3 <3 <3 fair. Really good combo'r, but best if you DjC or shfflc so only the weak hit hits, so you can combo them across to stage. A neat thing about fair is that although it appear to be several hits, it is continuously hitting your opponent. One of Ness's best (and only) approaches.
* Aerial Back A or bair: PK Drop Kick 5-16%
Total: 39
Hit: 10-19
IASA: 36
Auto cancel: <9 25>
Landlag: 18
Lcanceled: 9
Finisher finisher finisher. Very good KO move DjC'd. Possible edgeguard, but not that good due to it's small range. Not much else to say. (Note the small landing lag.)
* Aerial Up A or uair: Jumping Headbutt 7-13%
Total: 45
Hit: 8-11
IASA: 42
Auto cancel: <7 27>
Landlag: 18
Lcanceled: 9
One Ness's best weapon's against Space Animals, but that will be covered in character matchups. ALWAYS DjC THIS MOVE. ALWAYS. Good killer against floaties like GAW and Jiggz due to their light weight and... floatiness. Ness's best juggler. Equip star jacket by DjC'ing uair.
* Aerial Down A or dair: Meteor Kick 6-12%
Total: 59
Hit: 20-28
Auto cancel: <19 29>
Landlag: 28
Lcanceled: 14
Avoid using this in actual combat; there is way too much lag. It is a possible combo starter if you aren't shield grabbed.
As a meteor, this kinda sucks. The long hitbox is good, but there is too much lag. Unless you you spike jacket. That looks so fricken cool.
Grab and Throws
-------------------------------------
Standing Grab
Total: 30
Grab: 8-9
This is a JC grab, or a standing one. Look at the purple. LOOK AT IT! Tiny, huh?
-------------------------------------
Running grab
Total: 40
Grab: 10-11
Never do this on purpose.
-------------------------------------
* Pummel: Captive Headbutt 1-3%
As a rule of thumb, do this about once for ever 15-20% damage they have, depending on whether they are struggling.
* Forward Throw: PK Throw 6-11%
Nothing special about this move... avoid it, unless edgeuarding.
* Back Throw: Reverse PK Throw 6-11%
FRICKEN AMAZING. This will kill pretty much anyone at 90%, depending on the stage, their weight and DI. If you opponent fails to sweetspot while recovering and lands behind you, turn around and bthrow.
* Up Throw: Cowboy PK Throw 5-10%
Combo starter against fastfallers, leads into a nice uair juggle. Average KO move against floaties.
* Down Throw: PK Inferno 1-8%
Dthrow does 0% to GAW, for some reason. Avoid using this, unless for mindgames.
B attacks
-------------------------------------
* B: PK Flash
Total (minimum): 109
Hit: 64-77
Total (maximum): 217
Hit: 153-166
Minimum charge same as release on
frame 45
Maximum charge same as release on
frame 134
--upon release--
Total: 65
Hit: 20-33
Landfallspeciallag: 4
That was fun to read, huh?
Never use this except:
Shield break
Missed rest ^_^
Edgeguarding
--98% of the time, edgeguarding will be the reason you use this. good if you have timing, or against predictable recoveries.
-------------------------------------
* Forward B: PK Fire
Total: 69
Comes out: 20
Projectile lasts: 20 (but on flat
ground, it hits the ground after 19)
Burning fire hits: 1-101 (several
hitboxes)
Avoid using this attack. Occasionally, it is pretty good, but without mindgames, never. Aerial PK fire will cancel all lag if landing lag is interrupted by oh-no-I'm-going-to-fall-help-me-ahh animation.
NOTE: this attack has surprisingly high priority:
Landlag: 30Ever wonder what PK fire can do when dealing with other projectiles and some special attacks? No, well ok, but I'm going to write what it can do anyway ok sucka.
Pilar=stops projectile and creates the 2nd part of PK fire, the Fire pillar.
Cross= both projectiles continue going (so they are still dangerous)+ PK fire is still a bolt.
Breaks= PK fire distroys the projectile and continues going in bolt form
Cancel= both of the projectiles end
Mario,Luigi, Dr. Mario, Peach, and Yoshi
Fireballs, pills, veggies, and eggs=pilar
Yoshi's Ground Pound Stars= Pilar
Go and eat your veggies if you want one they are a little hot though so be careful.
Bowser's fire breath= cross
Mewtwo
shadow ball level one to level 3=pilar
shadow ball level four to five= breaks
Disable=cross
Pichu and Pikachu
Thunder Jolt ball=pilar
thunder Jolt wave=pilar
thunder bolt= cross
thunder shield=cross
quick attack and speed flying=pilar
Zelda and Shiek
Din's fire= cross+pilar
Needles=cancel
Ice Climbers
Ice shot=pilar
Ice wind=cross
The Links
Bow=pilar
Fire bow=cancel
Boomerang=pilar
Big bomb=stops the bomb to then be able to be picked up, cross
little bomb=breaks
Kirby
Final blade beam=cross
hammer=pilar
star shot=cross
Fox and Falco
gun fire= cancel
C. Falcon and Ganondorf
Punch= pilar
F. kick=pilar
Warlock kick= cross
Rush attacks=cross
Samus
Charge shot 1 to 3= pilar
charge shot 4 to 5= breaks
heavy weaponry=pilar for all
Game and watch
Chef's food= pilar
chef's pan= break+ pilar
Oil of Fire= pilar
Oil of Thunder= Cross
Oil of Light= cancel or cross if done by air
DK punch weekest= Pilar
DK Punch Strongest= Cross
Marth/ Roy B charge attack weekest= Pilar
Marth/ Roy B Charge Attack strongest= Cross
JP pound= Cross
JP Rollout Strongest= Stoped with % to Puff, but no pillar= breaks
Ness vs Ness
Fire=pilar
Flash= cross
Thunder bolt=break
Thunder Rush start=cross
thunder Rush middle to end= pilar
Magnet=absorbs the bolt for 2% to 8%
Oh and I know pilar is spelled Pillar ok
It is kind of Neet what PK fire can do don't you think?
This attack can be ledge canceled; in other words, if you land an aerial PK fire on the edge, where you would normally go into your "teetering" animation, all lag is canceled.
-------------------------------------
* Up B: PK Thunder 1-26%
PK thunder comes out: 20
PK thunder lasts: 119
Recovery time once PKT is gone: 54
--PKT2--
Total: 70
Hit: 1-36
invincible: 1-9
Landlag: 30 (added to end of total)
Landfallspeciallag: 4
A 2 post guide is posted somewhere below this post; it wont fit here.
-------------------------------------
* Down B: PSI Magnet N/A
Total (minimum): 59
Absorbs: 10-39 (or release+1)
Absorb lag: 18
Release Lag: 21
Never. There are 21 fricken frames of lag. Only in teams, for recovering, or... well, just read on.
Here is another miniguide on how much PSI Magnet heals.
NOTE: because repeatedly using an attack makes it deal less damage, we are only considering the very first projectile fired.
Counter pick Corneria1st shot only Characters
Mario _ Fireballs (12%)
Dr. Mario _ Megavitamins (16%)
Luigi _ fire ball (12%)
Peach _ toad's spores (4-40%)
Bowser _ Fire Breath (Potential for Unlimited %), one blast (4%)
Zelda _ Din's Fire (14-26%)
Pikachu _ Thunder jolt Ball (20%), Thunder Jolt Trail (14%), Thunder Bolt (20% up to 80%)
Pichu _ Thunder jolt Ball (20%), Thunder Jolt Trail (14%), Thunder Bolt (8% up to 32%)
Mewtwo _ Shadow Ball shot(6%-50%), forward throw shots (0-1%)
Fox _ Blaster (6%), up throw, back throw, Down throw lasers (3% each)
Falco _ Blaster (6%), up throw, back throw, Down throw lasers (3% each)
Ice Climbers _ Ice hammer shot (10%), Blizzard (up to 32%) (2-3%) (only one Ice Climber's Blizzard)
Ness _ PK Flash (22-72%), PK thunder 1 (16%), PK fire bolt (8%)
Samus _ Charge Shot (6%-50%)
Kirby - any hat that copies a move, Final cutter energy beam (10%)
Mr. game and watch _ Sausages from chef (10%)
Characters with absorbing projectiles (16/26= 62%)
1st shot only Stages
Corneria _ Airwing shot(24% each), cannon shot(60% each) Note from annoying1359: ^_^
Venom _ Airwing shot(20% each)
Stages with absorbing projectiles (2/29 = 7%)
1st shot only items
Shooting
Lip's Stick _ slow seed shot (16%), fast seed shot (16%)
Star Rod _ slow star shot (16%), fast star shot (24%)
Super Scope _ fire a shot(2-56%)
Ray Gun _ fire a shot (8%)
Fire Flower _ burn the foe (2%+)
Pokeball
Charizard _ flame thrower (4%-24% each)
Cyndaquil _ Fame Thrower (2%+)
Staryu _ swift (2%-50%)
Total types of items with absorbing skills (1/6 =17%)
Total types of items that absorb in shooting (5/5)
Total Pokemon with Healing Skills (3/30=10%)
Total % of items that heal (8/65=12%)
This is all rounded up
Total things (not the number but the things that could do it)that could heal you in this game (26/120=22%)
Check out my shield guide next.
Deku Boy
thank you for finding an error.
The best down B in the game.
Except for most of them.
MISC. stuff
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Ledge stand <100%
Total: 34
Invulnerable: 1-30
No comment. NEVER.
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Ledge stand >100%
Total: 59
Invulnerable: 1-55
Is there anything more than never?
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Ledge roll <100%
Total: 49
Invulnerable: 1-27
OK, I guess.
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Ledge roll >100%
Total: 79
Invulnerable: 1-56
No.
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Ledge attack <100%
Total: 55
Hit: 24-36
Invulnerable: 1-20
Avoid this, except for mindgames.
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Ledge attack >100%
Total: 69
Invulnerable: 1-36
Hit: 39-41
Why did they even put this attack in?!?
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Ledge jump <100%
Total: 37
Invulnerable: 1-14
Soonest FF: 44
No.
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Ledge jump >100%
Total: 47
Invulnerable: 1-18
Soonest FF: 48
Suicide.
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Taunt
Total: 60
OK!: 21
YESSS!!!
Note: This next paragraph is complete BS.
NESS'S TAUNT IS THE BEST TAUNT IN THE GAME!!! IF YOU TIME IT RIGHT, THERE IS AN EXTREMELY STRONG HIT RIGHT ON NESS'S HEAD THAT INSTANTLY KILLS YOUR OPPONENT!!! EVEN IF THEY TECH!!! THEY ARE THEN SENT TO EVIL NESS WORLD, FILLED WITH EVIL NESSES AND EVIL MR. SATURNS, AND THEY WILL KILL YOUR OPPONENT VIA FORCING THEM TO WATCH AMERICA'S NEXT TOP MODEL (gasp)!!! THEIR CORPSE IS THEN FED TO THE EVIL SUPER NESS WHO LIVE IN EVIL NESSVILLE IN THE LAND OF THE EVIL NESS!!! FEAR THE AWESOME OK TAUNT!!! HAHAHAHAHAHAHAHA!!!
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Jump: airborne on frame 5
Air time: 58
Earliest FF: 30
FF air time: 45
SH air time: 34
Earliest FF: 19
SH FF air time: 24
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Air dodge
Invulnerable 4-29 out of 48
Ground dodge
invincible 2-18 out of 27
Roll
invulnerable 4-19 out of 31
Landing lag: 4 frames
Dash becomes run at frame 14
Turn-jump Threshold: 25
Run turnaround: 30-31
~=~=~=~=~=~=~=~=~=~=~=~=~=~
Misc. Info.
Don't worry, I'm plenty happy.;I wrote a program to analyze matchups between low tiers for the purpose of creating a tier list exclusively for low tier tourneys. I used the Phanna Chart matchup values. For details on my methodology and whatnot go here.
Here's a summary of the results.
God Tier
1) Ness
Top Tier
2) Pikachu
High Tier
3) Yoshi
4) Y. Link
5) Link
6) Mr. G&W
7) Luigi
Middle Tier
8) Zelda
9) DK
Low Tier
10) Roy
11) Kirby
12) Mewtwo
Bottom Tier
13) Bowser
14) Pichu
Thought this would make some of you Ness players happy.