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Ness-PAC Alpha'd
12/10/2009, 08:35 PM
Post: #41
You can tech-chase a trip, though. It could make Ness's game to occasionally trip at low percents.

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12/11/2009, 12:44 AM
Post: #42
I'd like to comment that with Ness's Dtilt without a trip you can't do anything else from, it simply does not do a lot of stun so by the time the Dtilt is retracted, the opponent can do anything they want to Ness before Ness can do any other move. The only option from his Dtilt without a trip IS a Dtilt (at least as far as I have played him, I do not know the frame specifics of his Dtilt). It's too weak of a move to do Dtilt > grab... you can't even do Dtilt > Fsmash unless it trips and even that's unreliable (Fsmashing is anyway, grabbing is your best option from a trip imo).

The point is, the move flat out needs higher trip rate if you want to break Ness seeing as Ness's ground game as it is isn't that great anyway.

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12/23/2009, 10:46 AM
Post: #43
Here's my elaboration ideas for Ness-:

Dair= faster, but at the hitbox frame should be longer and multiple hitboxes. (First & last are spikes.)

Fsmash= Faster at startup. Leaves a fire on the ground and damages for 10 frames.

Dtilt= Slides and trips people, lol.
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12/27/2009, 06:46 PM
Post: #44
Has anyone noticed that DJC is in the latest .pac? Good work, and put it in the OP.

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12/27/2009, 11:46 PM
Post: #45
None of the download links work Sad
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01/06/2010, 09:04 PM
Post: #46
A few ideas came to mind, seeing as I main Ness in every smash iteration thus far.

PK Flash hitbox is like Melee's- just slightly larger than the animation
Uncharged PK Flash has Stun effect
PK Flash detonates upon hitting the ground?
PK Flash end lag sped up 2x and Jump IASA on frame 1 of detonation

PSI Mag starts on frame 1 instead of being stupid.
I like PSI Mag Jump/roll/dodge cancel.
Windbox comes out on frame 1 of release instead of having that dumb delay
Windbox is slightly smaller, much stronger, and hits at 10~ degrees

PKfr start up is at 1.2x speed
Aerial PKFr has DJ IASA
Ground PKfr has dash IASA

Dash Attack last hit is at 355 degrees PSI Push c:

Uair less KBG

U-tilt less KBG

I can't think of any more right now. PK Fire and Flash changes are what I'd like to see most from this.
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01/09/2010, 06:37 AM
Post: #47
Do as Kink Link says : )

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01/17/2010, 12:51 PM (This post was last modified: 01/17/2010 12:56 PM by Power Marshall.)
Post: #48
Initial observations about Ness:

Can you make it possible to cancel the ending lag on his aerials by jumping? I'm trying to combo by doing things like u-throw to u-air to b-air, but the ending lag on his u-air is so long that I can't get another jump out.

PK Fire, all of his throws, his improved grab range and the improved sweet spot on bair are awesome.

Unfortunately my roommates aren't home so I can't test with actual people, only CPU's. Despite that, Ness is handling really well and I have a feeling I'll be able to keep up with my roommate's Luigi perfectly.

Edit: Infinite PK Thunder's in the air? Hyesz!!!

Also I should probably clarify. I only can't jump out of u-air when Ness has already started falling. If you use it before the height of the jump you're fine. I just think letting him jump out of it then would give him a little extra combo ability.
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01/17/2010, 05:53 PM
Post: #49
Increase Ness's U-grav/ double jump speed for better comboing if lag is the problem. Uair has like no landing lag as far as combos are concerned. Adds more use for DJCing too.
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01/28/2010, 04:27 PM
Post: #50
The more I play as Ness the more I think this is exactly what Brawl- should be. I'd honestly say go ahead and release him.
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01/30/2010, 07:04 PM
Post: #51
Something I noticed: when Ness PK2T's himself into a wall, he loses the building to generate another PKT. Was this intentional or is it getting changed?
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01/31/2010, 09:26 PM
Post: #52
Wait, what? could you say that again?

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01/31/2010, 10:01 PM (This post was last modified: 01/31/2010 10:02 PM by Power Marshall.)
Post: #53
Lmao building wut? Sorry that was stupid.

Change building to ability in that last post.

Ness can use PKT multiple times in the air, including after hitting himself with it. But if you launch yourself into the side of the stage and bounce off, you can't PKT again, generally killing Ness.

If that still doesn't make sense I'll see if I can get my stupid dazzle to work long enough to let me get a video.
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01/31/2010, 10:01 PM
Post: #54
I think what he means is if Ness bounces off a wall after hitting himself with a PK thunder, he can't use it again, unlike what you can do when you do not hit the wall.
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02/01/2010, 12:52 AM
Post: #55
OK, I see. I'll look into it, no, it wasn't intentional.

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02/01/2010, 08:53 AM
Post: #56
TBH, I wanted to look at ness's infinite recovery but couldn't figure it out. Ideal would be how it was in Brawl+ RC1, that is, ness can interrupt PKT1 into something else almost instantly if it hits something, but still has lasting specialfall on PKT2.

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02/01/2010, 03:09 PM
Post: #57
(02/01/2010 08:53 AM)The Cadet Wrote:  TBH, I wanted to look at ness's infinite recovery but couldn't figure it out. Ideal would be how it was in Brawl+ RC1, that is, ness can interrupt PKT1 into something else almost instantly if it hits something, but still has lasting specialfall on PKT2.

If:0C (Apparently what projectiles use to detect hitting walls)?
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02/01/2010, 07:26 PM
Post: #58
Originally, I was planning to do that, but when it didn't happen, I didn't really care about Ness PK Thunder 2 ing over and over. Ness's recovery is crappy, hard to aim at times, gains barely any height and is a crappy staller.

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02/01/2010, 10:16 PM
Post: #59
I can't imagine what kind of aim it would take to be able to stall with PKT2 with Ness. Honestly I've killed myself before by PKT2ing three-four, trying to hit the ledge each time, and finally just slipping off the screen because I angled it wrong.
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02/02/2010, 12:45 AM (This post was last modified: 02/02/2010 12:55 AM by Valuno.)
Post: #60
(02/01/2010 10:16 PM)ShermantheTank Wrote:  I can't imagine what kind of aim it would take to be able to stall with PKT2 with Ness. Honestly I've killed myself before by PKT2ing three-four, trying to hit the ledge each time, and finally just slipping off the screen because I angled it wrong.
It's really not that hard to stall with, I just PKT2'd 10 times in a row with no real difficulty - and I'm not even a Ness primary/secondary (though I did main Lucas at one point...). However, as with all stalling tactics, they're not fun to play with or against in casual and they're banned in tourneys. Not to mention that it would be extremely risky to camp somewhere safe (eg under Smashville. And yes, it is possible, I tried it)...
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