I used t' know a godlike Ness, went by the generic name of "Light". He did all that shit seen in the video; including pursuin' me off-stage like a man with Captain Falcon-sized balls; and plenty more. I never asked, but there's simply no way he wasn't a tourneypro. Easily the best player I've ever had the honor t' Brawl with. Even in my best years, I don't ****in' know how I ever got any wins on 'em if he didn't bloody SD thrice lol.
He's the only man t' ever 3-stock me in my prime years moar than once... ;_;
Their multiple "King of the Ledge" style bouts indicate otherwise.
I have those myself far too often... and end in failure too often as well since I'm a bloody Wolf main.
I was looking at all the stickies in the Super Smash section
Some of them have not been touched in years
Others have no more relevance as Smash 4 is on the way
One is even locked
Should we unsticky them?
No Trago, you're horrifically wrong again. Ness' recovery is absolutely terrible. Not because it has no range like Link's persay, but because it's hilariously easy t' gimp. You do not go off-stage with Ness unless ya know exactly what t' do. One mistake and the foe you're tryin' to gimp has suddenly footstool'd ya and then proceeds t' kill Ness' Up B, turning the gimper into the gimped. Ness has great tools for keepin' foes from the ledge, but literally going off-stage to the point ya might need t' Up B to get back on, in pursuit of an enemy, is downright risky as all hell. It's even suicide in certain match-ups 'less you predict the foe perfectly.
... Ike is also amazingly good at keepin' foes off the stage as well as pursuing the foe off-stage; and is never in as much risk as a Ness off-stage is.
Does anyone else realize that Castle Siege is perfect for Marth, while it's a nightmare for a CPU Ike?
I tested it out, and the Ike wasn't even close to the ledge most of the time he tried to recover. Maybe Quick Draw can come in handy sometimes. Huh.
I don't know much 'bout Castle Siege, but even I can tell was designed t' aid the FE characters. On the starting stage, the floating two platforms are pretty easy for the both'a them t' abuse. The difference in stage height allows for the swordsmen t' bypass any projectiles the foe manages t' use, despite the stage's small length.
Stage two has those statues which soak up projectiles. Lastly, stage three's tilting really helps Marth t' abuse aerial approaches IMO. If you're above 'em, just F-air while backin' up and you can be pretty damn safe. If you're below, F-air and N-air with impunity.
There's probably things 'bout any of the stages that hurt Ike 'n Marth that I don't know... 'specially match-up specific guff. I ain't no Ike or Marth player after all, I'm mostly just speakin' diarrhea of the mouth currently.
That, or just-plain edge hog. Quick Draw is not like spacies' Side-B in that it's bad for recovery. It's another option, but a poor one.
Quick Draw is better for approaching, as in you can get a fast jab in there or an Up-Tilt.
But still the best approach is the RAR B-air