Mow's 1 on 1 strategy guide- Ness /======== |=======\\ | | | | | | | | // |_____ |======= | | \\ | | | | | | \\======= |=======// ================= Table of Contents ================= *1. About Ness *2. Why use Ness? *3. Ness Advantages *4. Ness Disadvantages *5. Ness combat notes *6. Basic A-moves *7. Basic Air moves *8. Basic B-moves *9. Throws *10. Finishing Moves *11. Combo Openers *12. Combos *13. Strategy/Tactics *14. Key Points *15. Special Thanks ============= 1.About Ness- ============= Ness is a young teenager from the June 1995 SNES game called Earthbound. His RPG based self was greatly altered to come into Melee, but he still kicks butt. I personally think that Ness should've been more Ness like and less a mix between himself and Paula, but that's just me. There's not a whole lot to the Onettian hero in Melee. His age is about 13 years, give or take, no one is really sure. Same with the whole last name deal. Anyways, Ness kicks people around in Melee and that's all you need to know about his character. ^_~ ================ 2.Why use Ness?- ================ Ness has lots going for him, to say the least. People will laugh when I say this, but Ness is faster than Sheik. His air attacks are fast, his tilts are fast, and even the infamous Bat is pretty fast given such haneous range. He is fairly heavy but still floaty, both nice attributes for natural defense. His range is pretty well rounded, from very long distance stuff to up close and anywhere inbetween. He has fairly good attacks and some killer throws. Priority with some attacks is just sick. Knockback and combos aren't lacking either. So we got a small, dense, floaty, fast, well ranged smasher. Sounds like a good opener, doesn't it? ================== 3.Ness Advantages- ================== Well, despite #2 up there, Ness also has this whole quirky fighting style. Apparently, not many people can use him very well. I don't see why myself, he's pretty simple, but nevermind that ^_^ Basically, since few people actually play Ness, he is naturally less understood and slightly less predictable. Not too shabby. His jumping is also insanely useful, as you can easily cancel his second jump motion with an attack. This is pivotal for the Ness player, as Ness will spend lots of time floating around. Also, the jump has 2 different animations, the foreflip and the backflip. Using each to the fullest possible level is not necessary, but it would help your game greatly reguardless if you use it often or not. On another note, Ness's baby jump is incredibly useful too, but I'll get to that later on. ===================== 4.Ness Disadvantages- ===================== Ness has 4 things going against him total. His recovery is obviously the worst. It tends to get raped by any edge guarding unless you're near perfect at it. Sheik's down throw is a close second. His dash grab is an even closer third. Fourth is a slight lack of mobility. I mean, a wall jump for a young teenager is not alot to ask for=/ Somewhat of a trouble even for veterans Ness players, Ness's recovery has this odd tendancy to click 30 degress off from where you aim it if you can do it right. It requires a quick flick of the control stick right before it hits Ness, but not so much effort to do a charged smash or fast fall. Think of it as half-way out to the edge, but fairly fast also. Unfortunately for them, 99% can't use it right and die for it =/ Also, it seems that Ness was just not meant to dash grab. His grab is fast no matter how you do it, but he has very little range and can't even grab on sloped grounds. Also, Sheik can down throw Ness all she likes. Well, to a point perhaps, but the damage is still rediculous until you're *really* good at escaping it. And Needles don't help his recovery much. Just stay away from Sheik until you know what you're doing. Ness's CC is also pretty useless. Don't get in the habit of doing it or you'll spend alot of time grounded. ==================== 5.Ness combat notes- ==================== (NOTE! This is my personal style, which has been manually altered many times to suit combat best. If you don't like it, then don't use it.) Ness's best air attacks are NOT done with A. If you're not used to C sticking in the air, this would be the best time to learn. Unless doing air neutral A or PK Shove, you should be using C Stick. Is it weird? Oh yes. But just like the land C Stick, it just grows on ya after a while. Using the C Stick provides better control for Ness's floaty air movements, something that should be abused and exploited at any given time possible. Fast falling PK Headbutt really mess up your opponent, to say the least. Same with the EDK and the spike. Given Ness's air speed, floatiness, air priority, and over-all control, you *should* be able to harness the best air game. Will it beat Marth's? Probably not. But Ness can do just as bad to you in the air than Marth can, and you have generally more control of how the game goes. Now, I'm sure that most of you are used to C stick on land and A in the air. Well, with Ness, it just doesn't work that way. You use the C stick in the air with 3 of the 5 attacks, and you NEVER C stick on land. Unless you're deflecting with the bat, then you're just showing off and you'll *probably* lose anyways. Generally, if you're smashing on land, you're doing 1 of 3 things: 1. Edge guarding with the bat, which is usually a good idea. 2. swinging the bat crazy in the hope of scaring your opponent into the air, which is something I don't do unless fighting n00bs. 3. Setting up combos with the yo-yo. With the yo-yo, you probably won't use it alot until you get good with Ness. But it is so slow it tends to screw up even slightly careless opponents, especially when it comes to the side-step dodge. Also, when using Ness, he has some recommended startegies that kinda disagree with each other. For example, you'll want to spend lots of time in the air, but you should almost never have your feet with no land below them. Unless you're spiking for the KO. Even then, I hope your opponent has crappy recovery or is too stupid to cancel the meteor smash. Reguardless, Ness is Earthbound, and keeping land below him is key should something go wrong. Ness is heavy enough to resist juggles and being floaty with a killer air game helps here too. If you're being juggled, it's a good idea to DI into normal falling position and air dodge around the next juggle atatck. Or hit your opponent with a PK Thunder to disrupt the next attack. His second jump and recovery will be enough to help you with horizontal distance. But if you got no land below you and you get spiked, bye bye. If you're on land, you still have a good advantage. Ness is fairly fast in practiced hands. His basic attacks are not unlike Sheik's in speed, lag, and knockback. The range is much different though, and you'll have to work around this. You won't have Sheik's range, but you have most everything else. Given well stringed combos, you might even be able to knock your opponent into being afraid of you in a stock match, much like any member of the Top Tier usually can. But you have to adjust your attacking speed to suit your opponent's falling speed and your up close poor range. ================ 6.Basic A-moves- ================ Neutral Combo- This is the simple punch, punch, kick combo. It does little damage, although the kick has enough knockback for combo possibilities or just enough time to run away. The first 2 punches are highly recommended in combo chains, as you can do pretty much anything after you use them. This becomes highly useable and abusable when you get to Step Dancing, which is explained later in this guide. Dash Attack- Lemme diagram this first: Attack starts here: *> * * The first hit will send your opponent forward, but gravity settings will also pull him/her down. This atatck can hit on the spark or slightly farther away from Ness. If it hits normally, the opponent falls right into the second spark, and will then in turn be pushed into the third/last spark. HOWEVER, this move is nifty because you can slightly miss and hit at the very farthest range. This pushes the opponent like normal, but that second spark just misses the opponent. Therefore, your opponent gets pushed WAY far away while the last 2 sparks miss. Much like Fox's reflector, it sends them out and down. Used to edge guard, this is pretty much a nice solid KO because it is so hard to recover from. Tilt Over- A fairly fast and low ranged tilt with some nice knockback. Kinda like Roy's but without the tip hit possibility, in a sense. However, when you get a nice 80% or so, it becomes material enough to set up the edge guard. Ness has very good edge guarding, especially with the feared bat. Do not be afraid to use this, it's a good attack. This can be angle directed, but it won't do much, unlike Fox's or Falco's. The angle can go in 3 directions. The slightly down one cuts off some of the range. The up one can make it miss a crouching opponent. The normal hit is probably your best bet, as it avoids those 2 cases. Tilt Up- Tosses the opponent into the air. Repeat at will or do something painful with it. Damage is not the best ever, but what it can up more than makes it worth while. A faster Ness can make sereval uses of this, but pretty much all of them include combos or juggles. Tilt Down- Does a fast stun with pretty much NO knockback, doing almost no damage. This would be worthless, were it not so godly fast. And then, it knocks the opponent slightly off the floor, killing most teching. It's also hard to DI away from, and even harder to shield or air dodge away from. Thus, if your opponent is close by and about to land into a tech roll, it wouldn't be a bad idea to wave dash under the landing area and go nuts with this move for a free 20% or more. Depends how good your opponent is. This is the other part to Step Dancing. Smash Over- Everyone's favorite move. Or at least it seems that way =/ Anyways, the Bat has several cool attributes. First and foremost is the obvious: It's fast for the damage it gives, has amazingly high priority, and has range to boot. It would be much like Marth's but it doesn't cover his head area. It can be angle directed, but it's rediculously hard to do and really has no point unless you are edge guarding with it. The bat can deflect projectiles from both sides of Ness, but from the back takes something like machine timing. You're better off with the powershield I think, but do what you want. You just have to hit the object, not a big deal really. Another thing you should try to do it hit your opponent with the tip of the bat. This gives it much more knockback and damage. Just for info sake, the damage maxes out at 32%. But no one with eyes will let you charge for a tipper on land. Edge guarding is another story ^_^ As you progress in speed, you will see this more of what it really is: a crutch move. It becomes unnecessary when you gain the skill to get in closer to do more damage and you'll get more options to punish your opponent. Smash up- Ness swings the yo-yo above his head in a Round the World. Does pathetic damage, but the yo-yo can hit multiple times when charging. Smash Down- Ness shoots the yo-yo at knee level to the back and brings it to the front. Does pathetic damage, but the yo-yo can hit multiple times when charging. yo-yo notes: Ness's yo-yo is a high priority, slow wielding weapon that covers the majority of open spaces during combat. Should you time it early against the usual offense, it will act like a disruption and let you set up a quick combo or give you time to run away. If you time it normally and successfully predict that your opponent will defend close hand, it is usually SO SLOW that your opponent will shield expecting a faster attack, and get hit when trying to take advantage of your miss. For example, a C down in the wrong direction will usually screw up an opponent's shield grab. If not, that player will have to remain shielding or roll dodge. Either way, it gives you enough time to get away or take advantage of the moment or just give you some breathing room. DO NOT underestimate the yo-yo. Despite the fact that it's a smash attack, it's not meant to rake in KOs for you. On the other hand, it should NOT be used for juggling, contrary to common thought. It would be great for that if it was faster though. If your opponent is too stupid to screw up the slowness of it with a fast fall and an air C stick, they deserve to be juggled by it. If you wanna juggle with Ness, his second jump and PK Headbutt is more than you could ever ask for. More on PK Headbutt later. ================== 7.Basic Air moves- ================== EDK- this is the air backward drop kick, aka Electric Death Killer/Kick, aka EDK in this guide :) This kick maxes out at 16% in the sweet spot (it shows electricity). This is mainly a KO attack, but using it to finish a combo is not a bad idea either. When not in the sweet spot, this attack does about 10% and has much less knockback. A nice powerful attack, not much else to say about it. Edge Guard with it if you wish, I prefer Pk Headbutt myself. But this guide is supposed to give you ideas and options, not force you to copy me ^_^ PK Headbutt- this is my favorite move EVER. It goes through most anything. Even if Ness gets whapped, the Headbutt still hits. Reliable :D Between this incredible move and Ness's immense air control, there lies your juggling game. Used properly, you can keep your opponent from landing for the rest of the stock. Well, unless it's Samus and her bomb jumping. Not too shabby. Should your opponent air dodge to get away from this, you still have your second jump for another try or at LEAST PK Thunder. Save the juggle! PK Shove- Ness's more abusable air move, and possibly his best. He does a barage of little sparks that shoves the opponent. Does good damage, has almost no start-up time or lag. Out-prioritizes most everything. Everything about it is just nice. This is bigtime combo material, and stringing multiples of these together is dangerous. Even without the damage that builds fast, you get your opponent to the edge with little consequence or difficulty. All around beautiful move. Spike- Knocks the opponent straight down. It's a meteor smash, but it has a half second start-up time, like Samus's. Being a meteor smash, it can be canceled, and spiking an opponent to death might not always be the best idea. Now with the likes of DK, please, spike like you have no other move. Heck, add in a few more for me :p The meteor smash here sets up plenty of combos, but they can be escaped by most players and I kinda ignore them...but hey, it's a good KO move or whatever else. Air Twirl- The air neutral A, almost indentical to Peach's. It's fast, has pretty good knockback, little range, good priority like most other neutral air As. Not a whole lot to say. Certainly not a bad move, being so fast. It can be used really well for Disaster Hops, which is explained later. ================ 8.Basic B-moves- ================ PK Flash- This not hard to figure out. Use it to edge guard until you get good enough to juggle with it. And yes, a fast PK Flash CAN juggle effectively. For extra distance horizontally, hold R or L during the charge, although it won't get you much extra distance. Also, half-way through the descending PK Flash and after that point to the auto-release, it is considered fully charged. That means that between the highest it can go to the ground is the critical point. It's about Ness's red cap level to give you a visual. But used either as a juggler attack or edge guarder, I do not highly recommend it. Be Warned! This attack CAN be deflected, Countered, powershielded, and absorbed by another Ness for hazardous results. Try death or healing youropponent 72%, which is basically just as bad in 1 on 1. PK Fire- A slow, laggy, trappy, Directional Influence hating attack that can be used to edge guard. This is slightly better as an air attack, as about half the lag is used while you're still falling. If done right, you can even land under a burning opponent and smash 'em a couple times. You HRC people know what I mean =) Anyways, the air PK Fire is not only faster, but the 45 degrees angle drop of the attack can be used to your advantage, much like Sheik's Needles. a baby jump into a PK Fire is a favorite edge guard, mostly because it leaves the falling opponent stranded to death. DO NOT USE THIS MOVE FOOLISHLY. This thing is so slow for it's damage it's not even funny. Over-all, this is not a good attack, but used correctly, it can still wreak havoc. On land, PK Fire can also go under the heavy shield or hit opponents hanging on the ledge when used at maximum range. But it cannot hit under light shields, so don't try for that all the time either. Even more on this move later. PSI Magnet- Absorbs all energy based attacks for healment, and heals doube the damage that was supposed to be inflicted. Absorbs most Fire, some electricity, Ice Shot, Charge Shot, Lasers of all kinds, and all sorts of fun stuff. You can even absorb your own attacks if you're handy with the flipper. OH yeah, absorbing your own PK Thunder not only heals you, it's just fun to show off with. With all this fun stuff though, there's the bad. PSI Magnet cannot absorb non-energy based projectiles. Yeah, Link will still shoot you, sorry. But Staryu won't :o PK Thunder- A small control stick guided projectile. Good for hunting or juggling purposes, or just to generate anger :mad: Doesn't really do alot of damage, but the knockback is good. This is also really fun to use on Fourside, where it can get KOs as the opponent goes to the other half of the stage. On certain occasions, it helps to hit yourself with this attack. Hitting Ness launches him into an attack called... PK Missile- this is Ness's recovery tactic. You hit yourself, and you follow the path that the PK Thunder would've had you not been there or steered it. It does a good amount of damage and the knockback is great. It's just so darn slow =/ You can do the 30 degree flick trick to make odd shots for easier surprise hits or land your recovery awkwardly. This awkwardness is WAY useful. This can make many edge guards miss. Even better, you can falsely steer Ness into the edge itself, and he'll immediately grab it. Even weirder (if you're good) you can steer Ness BELOW the edge, and when he hits the edge, he'll rocket straight up next to it to the ledge. You basically cheat not only the direction of the launch, but you also cheat the amount of distance you have by bouncing straight up to the ledge. Experts, have fun with this one =) With PK Thunder, you can launch Ness straight into the ground to create 'Sparkly Ness'. This small electrical orb will only show up around him in the older versons of the game I think. I'm not sure which version it is, but I know that mine doesn't have it. It will slightly boost the damage of the first psychic attack that Ness does. This includes Pk Flash, PK Fire, and PK Thunder/Missle. It also looks really cool. Instead of bragging between KOs, it might be smarter for you to do this. ========= 9.Throws- ========= Ness's grab has almost no range, BUT, it has good priority, as you can grab FireFox unharmed. It has very good speed, being that his short arms don't have very far to go. And it has Shine-like capabilities. As in, if you could Shine an opponent on land with Fox, you can also grab with Ness under the same circumstances. For those of you that don't get what this means yet, you can grab opponents directly behind you without using the 5 frames or so to turn around. Very handy. Besides, his throws are way beyond worth the crappy range already. Headbutt- During the grab you can headbutt your opponent with Z or A before a throw. It barely does damage. On the other hand, a couple before you throw isn't always a bad idea. It's still free damage. *shrug* However, I happen to know the single best use for this, and I'll share it with you. Use it for the KO in Stamina mode. There's very little more humiliating than dying in your opponent's hands. Even worse is when they're headbutting you haha. Make sure to wear a jockstrap and cup and whatever else you need, as your opponent may be slightly angry. [end under-statement/] Throw Forward- This throw tosses the opponent a set distance, pretty much disreguarding damage. This gets the opponent away for whatever purpose should you need. But even more important, you can rush your opponent with either PK Shove or follow up with a spike. Whatever tickles your fancy. Backwards throw- probably Ness's best throw. It has knockback power exponentially. This is just good fun to use it often. Most fun you can have with your clothes on :rolleyes: Throw up- Well, you toss your opponent straight up. Like anything else that sends your opponent into the air, it's good combo material. Just make sure that no fast-fall attacks will get you inbetween. Throw down- Leaves your opponent a helpless flaming mass right in front of you. It takes no genius to realize how useful this can be. It also puts your opponent laying flat on the ground if he/she misses the tech. You can also speed your way over there and do something before the tech is even possible. You can also chain throw with this if your opponent can't DI out of it. =================== 10.Finishing Moves- =================== These are pretty simple. These are the moves you want to rake in your KOs with. Bat- this is fairly simple. You smack the opponent with the tip. Should do a nice chunk of damage. A good opponent will survive this until about 140%, but you can edge guard them after using it from as low as 80%. Don't abuse it please. It IS a very abusable attack, I admit that. But you'll find it slow and unnecessary the faster you start to play. Tilt over- much like the Bat. It's faster, has less range, less knockback, and you don't have that lovely tipper hit. On the other hand, most Ness players will agree that the speed makes up for all of that. And if it has any use to you, you can angle the tilt itself. Only doing about 10%, you can still edge guard with it from 80% or more. As for a raw KO, you'll be waiting much longer, like 140% long. EDK- very happy KO move. It can be used to intercept high enemies for the KO, although PK Headbutt might be a better choice. You *probably* won't be edge guarding with this move, so you're better off just going for the kill with it. However, both options are highly useable in the right setting. Spike- the air down A. Any opponent with a good up B will probably use it right away to cancel utter doom, so expect to get whacked by the likes of Falcon. But if you get to the point where you can safetly spike Falco straight out of Phantasm, you're doing pretty good :) Throw Backwards- Yeah, this hurts. Alot. This is definately a favorite move to KO and edge guard with. Use it happily ^_^ PK Headbutt- It juggles. It KOs to the ceiling. Enough said. Dash Attack- it's the pseudo-spike use, not the other 3 hit combo. Most recoveries have nothing against this. ================= 11.Combo Openers- ================= Ness has several ways to bring the fight to the opponent. This is more of a list of them than anything. These are not solid air or land attacks as Ness is not limited to just one or the other. Dash Attack- As is well known, the 3rd and final hit of the attack sends the opponent into the air just waiting for you to nail them. If you screw up, the range is good enough where you still have time to bail. For best results, try not to hit with the first 2 hits of the attack so that the opponent has no way to DI out of there. Just aim for the 3rd hit alone. Mosh Pitting- Yeah, corny term, I don't care. Since you can't dash into a tilt up easily, you wave dash into it instead. The tilt up sets up anything you feel like doing in the air. Throw up- Same as the tilt up, it gives you serving freedom. Follow your opponent after the toss and do Ness's aerial magic. Throw Down- they land helpless right in front of you. They can tech away, but you can do something before that happens if you want. Land Spike- Spiking an opponent that is on land bounces them into the air. Just like the previous openers, it gets them into the air, so enough said there. Fire Shooting- this is explained later, but you'll see where I'm going with it to start a combo. ========== 12.Combos- ========== I'll only list a few simple ones. All the good ones are known only by me, my pupils, and my victims ^_~ Eh, 10 is good enough. You want more, IM me or PM me. -Throw down, Bat -repeated throw down -Throw up, jump, PK Headbutt -Throw down, WD forward, repeated tilt down -PK Fire, Bat -land spike, l cancel, jump, neutral air A -jump, PK Shove, jump, PK Shove -Mosh Pit, double jump canceled spike/Pk Headbutt -yo yo, jump, EDK -Close hand PK Thunder, jump, PK Shove ==================== 13.Strategy/Tactics- ==================== These are mostly defensive techniques that are fairly fast. In a close match, you'll always need to look for that open shot to bust something in. Unfortunately, you won't always get it. However, you CAN have your opponents fall into one of these as a substitute. Fire Dropping/Fire Shooting (land tactic)- This is surprisingly easy. PK Fire has range, but alot of lag. So, to compensate for this lag, you must dodge while shooting PK Fire. This will leave you moving and your opponent helpless in flames if done right. Basically, you WD and shoot a PK Fire while you slide. You can WD forward and shoot it forward for extra range, aka Fire Shooting, which really jacks up the normal range of the attack too. Or you can PK Fire while sliding backwards. The PK Fire will hit where you were half a second ago. This is Fire Dropping, as you drop the fire where you were. Both screw the opponent over, especially air attack/L cancel happy ones. You're moving while attacking and staying mobile. And it compensates for the lag. Over-all useful. Step Dancing (land tactic)- This is pretty easy actually, this is useage of Ness's tilt down, land neutral A combo, and grabs to keep an opponent harmless. Using these fast moves, you can manually create a rapid A attack. Using just tilt down lets your opponent DI too easily. Using just Ness's fast punches lets them DI too easily. Using fast grabs is a nice way to end the combo but you want the opponent to be helpless as possible before that. Between the one-two punch and tilt down, your opponent should NOT be able to DI or CC out of the rapid attack like you could to someone like Link or Sheik or Pikachu. They can still do it, but it's much harder if you mix it up really well. Finishing with a grab should be easy, just do it before the opponent escapes. Don't worry abour grab range either. If you could get that close for the other 3 attacks, your grab range is already there. Compared to the Scrubby Sheik Defense (rapid A), this is the non-scrubby Ness defense, in a sense. And remember to Headbutt before you throw if you can ^_^ Using the atatcks randomly not only makes it harder to escape, but it also lowers the attack damage rate of decay. Just make sure not to do the kick at the end of Ness's 3 hit neutral combo. Disaster Hopping (air tactic)- Depending how you do it, the concept remains the same: A basic air attack after a low jump to hit a landborne opponent, usually one charging you on the offensive. I prefer baby jump and C Stick or just Z for the neutral air. Most prefer the lightning fast double jump into the A attack. Both let you air catch items at point blank. Both let you attack without fear of falling into a combo. Even if Ness gets hit, your opponent does too, and it knocks them away. If you're doing this for defensive purpose, you're best off either air catching, neutral air A, or EDK. The other 3 attacks can be used, but the knockback isn't where you want it to be. You're best off knocking the opponent horizontally, not vertically. PK Shove won't get you that knockback at low % either. Anyways, if you get hit out of this, just fall backwards and tech roll. Stick to the neutral A for the best results over-all, as you can do it almost immediately after you jump. ============== 14.Key Points- ============== These are things to remember while playing if you can: -stay above land -headbutt between throws if you can get away with it -try to use Ness's air game and second jump to best effect every time -like every other character, L cancel often. -Ness's short jumps are much like his canceled second jump in that you can use Ness's good air attacks to hit a land borne opponent. If you prefer air fighting, you'll sue this alot. -Don't be afraid to enter a fierce and close fight: a fast Ness can take it surpriseingly well. -Use the landscapes to your advantage if you can. If you can't you're on your own. -Ness's best arenas are Fourside, Rainbow Cruise, Final Destination, and Dreamland 64 -Ness doesn't like Onett, Peach's Castle, or Yoshi's classic stage (forgot the name) -Ness's second jump has 2 animations: the foreflip and the backflip. Should you delay directional motion immediately after the second jump, your horizontal range is altered so that you curve in midair. Should you NOT delay the second jump, your character will move 45 degrees diagonally, up and either left or right. If you delay it, Ness first goes up, and then left or right closer to a 90 degree curve. This is what seperates the users from the vets. The Up B flick is what seperates the vets from the experts. Use both air tactics well to position Ness and you will be much much harder to KO and you can strike from most anywhere with great ease. -Ness CAN be played the same as Sheik. If you're so lucky to find such a Ness, it's probably me or one of my online pupils :D Like the tactics, these are the little things that will save you in a close match. Practice them in your spare time, they'll save you a few times before you 'get it' and know why they're so useful. ================== 15.Special Thanks- ================== I did this guide all by myself. No one else gets credit, just me. :cool: haha ok so that's a big fat lie. I've had tons of help from various members of Smash World Forums. Let's see here... -tMoC -Azen Zagenite -LaughterisDeadly -MasterOfFlames -Bluchu -Element_of_Fire -Qinopio -DarkDragon7 -Violent EJ (long time ago) -anyone that participated in the Sheik vs. Ness topic before the site crashed. Man that thing was huge.... Anyone I forget, remember to post and 'remind' me, ok? Any questions or anything I forgot, please tell me. I'll answer all questions and fix the guide from them later. Thank you.