DLC Moves On Non DLC Characters | Ness Down Special AKA PSI Magnet
DLC moves on non-DLC characters. Ness’s side magnet got a massive blow up in ultimate. It used to be a pretty situational move since its main use was to absorb projectiles and even then NES could only absorb energy based attacks. He could also use it to slow down his fall, but to be honest, it wasn’t that great of an option. In Ultimate, however, this move has become a DLC move. By far the biggest improvement Nest got to a side magnet is that it’s actually an attack down. In the previous games, there was no hitbox on it, meaning there was no point in characters respecting Nest for doing it, unless again you attack with an energy based move. Now, he’s capable of reversaling the opponent, and it’s basically a staple option in every matchup he plays. What makes sim magnet such a strong move is that they pretty much made it like Fox’s shine in melee. The attack has set knockback on it, which means no matter what percent the opponent is at, the follow-ups and combos Nest get will be exactly the same. Nest is capable of hitting the opponent with side magnet and then comboing into his other attacks out of it. Nest can even combo sim magagnet into sim magagnet similar to fox doing wave shines in melee. It’s possible for nest to a sim magnet infinite on some characters, meaning he does side magnet loops across the stage and then gets to the other side of the opponent and side magnet loops them across the other side of the stage. He could do this until they’re at a percent where he can take their sock with one of the moves that combo out of sagnet. The other thing about the attack is that as long as Nest is holding the move, it can hit the opponent. While sag magnet is being held, there is a hitbox that will rehit the opponent every 10 frames. So even though you shield it initially, if you mist time your out of shield option, you can still get hit by the attack. He can still absorb energy based attacks and heal off of it, by the way, which if he does while grounded, he can cancel the animation by dodging or jumping, making it more difficult for him to be punished. Thanks to the hitbox being added, as well as a few frames of nag being shaved off of it, it’s a much better option when it comes to sawing in the air and is an option that most characters need to respect. Did you know about the buffs I have gotten ultimate? Let me know in the comments as well as some other non-DLC moves you think are DLC.
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