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[[Image:Pkthunder.jpg|thumb|right|Lucas using PK Thunder midair.]]
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{{Infobox Special Move
The '''PK Thunder''' (Japanese: PK{{ja|サンダー}}, ''PK Sandaa'') is the [[Up Special Move]] for [[Ness]] and [[Lucas]]. When used, it creates a stream of lightning whose direction can be controlled using the control stick. It does around 8% or more damage and has the interesting effect of knocking the opponent in a direction opposite that of the lighting's direction; in other words, the thunder knocks the opponent in the direction that it was coming from. However, using the PK Thunder will result in Ness and Lucas not being able to move or defend, because the control stick is used to aim PK Thunder.
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|image={{#tag:tabber|Ness=[[File:NessSSB4-6.jpg|250px]]{{!}}-{{!}}Lucas=[[File:Luc2.jpg|250px]]}}
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|user=[[Ness]]
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|user2=[[Lucas]]
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|games=''[[Super Smash Bros.]]''<br>''[[Super Smash Bros. Melee]]''<br>''[[Super Smash Bros. Brawl]]''<br>''[[Super Smash Bros. 3DS/Wii U]]''
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}}
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{{nihongo|'''PK Thunder'''|PKサンダー|Pī Kei Sandā}} is the [[Up Special Move]] for both [[Ness]] and [[Lucas]]. When used, it creates a bolt of lightning whose direction can be controlled using the control stick. As such, using PK Thunder will result in Ness and Lucas not being able to move or defend, because the control stick is used to aim PK Thunder. If either PK Thunder hits an obstacle, it will disappear, which can be done when the opponent is about to attack you.
   
The PK Thunder has many interesting properties. If the tail, rather than the head, of the PK Thunder hits the opponent, it will deal less damage and stun the opponent a little less, but also will continue flying around. This is known as a ''tail whip''. In Melee, if Ness is hit while using the PK Thunder, the thunder will cease to be in his control and will travel in a straight path until it expires. In Brawl, the PK Thunder disappears immediately when Ness or Lucas are hit.
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==Character Differences==
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===Ness===
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The head of Ness' PK Thunder does '''8%''' damage and hits once, then disappears. The tail of Ness' PK Thunder is longer, and deals more stun/damage than the tail of Lucas'. Ness' PK Thunder is also considerably faster. When Ness hits an opponent with the PK Thunder's head, the enemy is knocked back towards the direction it was coming from.
   
Ness' PK Thunder hits once and disappears if it hits an enemy, while Lucas' PK Thunder goes through enemies and can score multiple hits. It is interesting to note however, that the tail of Ness' PK Thunder is longer, and deals much more damage and stun than the tail of Lucas' PK Thunder. Ness' PK Thunder is also considerably faster than Lucas.
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PK Thunder is terrible as a recovery unless a player can use it accurately. If a player finds themselves close to the edge of the stage but have fallen down too far, get away from the edge (a short distance) and then use PK Thunder. However, PK Thunder has some offensive uses as well. When Ness hits himself with it and becomes an electrified human missile, it has deadly capabilities. If an opponent is recovering to the stage, PK Thunder is an effective way to edge-guard. When an opponent is hit by PK Thunder, they are hurled in the direction the projectile came from. This means when Ness uses it as they are recovering, they will be hit towards the edge. This is when Ness has the opportunity to run in for the meteor. Multiple PK Thunders can be used, but using them too often will result in Ness missing with it, leaving him vulnerable to attack. PK Thunder is also good for juggling opponents that are too high for Ness to simply jump up and up-air. When Ness is descending down on the stage, use PK Thunder and aim it towards the opponent that is on the ground; once they are hit by it and suffering the hitstun, fast fall to the ground to prevent being juggled.
   
Since Lucas' PK Thunder does not disappear after hitting an opponent, it can chase the enemy around the stage. The nature of its knockback, however, prevents it from being a successful Wall of Pain because the enemy is pulled towards the projectile. It is useful for [[gimp|gimping]] however.
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<gallery bordercolor="#ffffff">
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PK Thunder Ness SSB.jpg|Ness' PK Thunder in ''Super Smash Bros.''
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PK Thunder Ness Control SSB.png|Ness controlling PK Thunder in ''Super Smash Bros.''
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PK_Thunder_SSBB.jpg|Ness's PK Thunder in ''Super Smash Bros. Brawl.''
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PK_Thunder_Guide_SSBB.jpg|Ness guiding PK Thunder toward himself in Super Smash Bros. Brawl.
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PK Thunder 2.jpg|Both Ness and Lucas performing PK Thunder
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NessSSB4-2.jpg
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Ness_PK_Thunder_SSBWU.png|Ness guiding PK Thunder toward himself in Super Smash Bros. for Wii U.
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</gallery>
   
In Melee, the uncontrolled thunder can hit anybody, not just Ness' opponents. This means that one can actually use the PK Thunder as a barrier, using the tail to intentionally block oneself from flying off the screen after being hit. This is called a ''PK Thunder Barrier''.
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{{Ness Special Moves}}
   
The PK Thunder can also break [[Smash Ball]]s, making it useful to acquire a Final Smash if the Smash Ball is far away.
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==Custom Variations==
   
If Ness or Lucas hits himself with the PK Thunder, he will be launched as a human projectile. This tactic is known as the ''PK Thunder 2''.
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===Lasting PK Thunder===
   
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'''Lasting PK Thunder '''is one of [[Ness]]'s [[Up Special Move]]s that can be used via [[Custom Moves|customization]]. This attack will send Ness further airborne, deals repeated damage, but it deals less damage. It doesn't vanish when hitting the opponent. This move functions similarly to [[Lucas]]'s PK Thunder.
   
[[Image:PK_Thunder_2.jpg|thumb|Both Ness and Lucas performing PK Thunder]]
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''Strengths''
=== Origin ===
 
While Ness and Lucas never learned PK Thunder in their games, it is learned by one of their party members; for Ness, his party member [[Paula]] could learn PK Thunder, while Lucas' party member, Kumatora, also learned PK Thunder.
 
   
== PK Thunder 2 ==
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* Increased recovery.
[[Image:PKThunder2.jpg|thumb|right|Ness and Lucas using PK Thunder 2]]
 
"PK Thunder 2" or "PK missle" is the term used for hitting Ness or Lucas with their own ''PK Thunder'' while it is still under their control. The Japanese developers called this move PK Jibaku (PK{{ja|自爆}}). The word jibaku means 'self-destruct' or 'suicide bomb,' a fitting term for a tactic that turns Ness and Lucas into human missiles.
 
   
This technique can be used by [[Ness]] and [[Lucas (SSBB)|Lucas]]. Doing so will transform Ness or Lucas into a human projectile, which will move in different directions depending on what part of the body is hit. If the Ness or Lucas makes contact with an enemy, he will deal a good amount of damage and knockback, although the SSB version is considerably stronger than the SSBM equivalent. Lucas's version of the attack hits multiple times, while Ness's deals one strong blow. Also if used up close, it can bring Ness to a short stop.
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* Can stun opponents anywhere.
   
The ''PK Thunder 2'' is also Ness and Lucas' main method of recovery, given that it launches them fairly far in a straight direction. It is interesting to note that Lucas' PK Thunder 2 covers more ground than Ness', so Lucas' is slightly more effective. In addition, while performing PK Thunder 2, Ness's PK Thunder curves in a larger arch than Lucas, thus Lucas requires less room to use PK Thunder 2 than Ness. While using the move, the user will fall much slower. Unfortunately, using this in a pit makes it more difficult to guide the PK Thunder without striking the walls of the pit.
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* Won't disappear when it hits an opponent.
   
If Ness' PK Thunder 2 hits an opponent, it does 25% damage with extremely high knockback, KOing lighter characters at 30% or less. If all of Lucas' hits connect when using PK Thunder 2, it will deal a massive 43% damage and has decent knockback, making it one of Lucas' strongest moves, with the exception on PK Starstorm and his Up Smash.
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* Useful for interrupting an opponents recovery (doesn't work against every fighter).
   
CPUs playing as either [[Ness]] or [[Lucas]] are also programmed to use this strategy, but they only use PK Thunder 2 vertically, even in situations where it would be more effective to use PK Thunder 2 diagonally or horizontally.
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* Can deal repeated damage whether the thunderball has hit Ness or not.
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[[File:WVW69kFIiK8HGl3UrO.jpg|thumb|220x220px|Ness using Lasting PK Thunder.]]
   
== Trivia ==
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''Weaknesses''
*In the official Super Smash Bros. Brawl Prima strategy guide, it is incorrectly stated that Lucas' PK Thunder hit opponents once, and sends them flying, while Ness' PK Thunder, on the other hand, is able to hit opponents multiple times.
 
   
*In Giant Brawl, if Ness picks up a Super Mushroom and the enemy picks up a Poison Mushroom and Ness uses PK Thunder 2, it can do about 100% damage from a single hit and is nearly always a [[One-hit KO]].
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* Loss of a reliable K.O move
   
*The speed of PK Thunder is not affected by a [[timer]].
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* Disappears when it hits terrain
   
*While PK Thunder is a controlled projectile in Brawl, in Earthbound and Mother 3, PK Thunder hits randomly without control.
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* Deals less damage
   
*In [[Super Smash Bros. Melee|Melee]], only a level 9 Ness CPU will use PK Thunder to recover. Level 8 and below will not use PK Thunder to recover.
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* Has a lower launching power
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* Slower
   
== See also ==
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* Can be absorbed by [[Rosalina]]'s [[Down Special]], and can be destroyed by other fighters that fire projectiles diagonally in mid-air.
* [[Ness]]
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* Left open to attacks
* [[Lucas (SSBB)|Lucas]]
 
   
== External Links ==
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===Rolling PK Thunder===
   
[http://www.smashboards.com/showthread.php?t=47086| Simna ibn Sind's guide to the PK Thunder]<br>
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'''Rolling PK Thunder '''is one of Ness's [[Up Special Move]]s that can be used via [[Custom Moves|customization]]. This allows Ness to deal more damage and knockback, but the thunderball travels slower.
[http://video.google.com/videoplay?docid=978733588260786857&q=pk+thunder | Simna ibn Sind's guide to the PK Thunder- video]<br>
 
[http://www.smashboards.com/showpost.php?p=2035260&postcount=2| Earthbound360's Guide to PK Thunder - page 1]<br>
 
[http://www.smashboards.com/showpost.php?p=2035264&postcount=3| Earthbound360's Guide to PK Thunder - page 2]
 
   
{{Ness Special Moves}}
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''Strengths''
  +
  +
* Deals more damage
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* Better K.O move
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* Deals more knockback[[File:WVW69kFIhrAFMr7QQh.jpg|thumb|220x220px|Ness using Rolling PK Thunder.]]
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''Weaknesses''
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* Slower
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* Severly decreased recovery
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* Harder to control
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* Won't travel as far
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* Disappears when it hits terrain
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* Can be absorbed by [[Rosalina]]'s [[Down Special]], and can be destroyed by other fighters that fire projectiles diagonally in mid-air.
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* Left open to attacks
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===Lucas===
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Lucas' PK Thunder does '''9'''-'''10% '''damage, goes through enemies, is slower, and can score multiple hits. The tail of Lucas' PK Thunder is shorter, and deals less stun/damage than the tail of Ness'. Lucas' PK Thunder turns in a tighter circle than Ness', meaning that it is easier to control, and can be used to recover in narrower spaces. When Lucas hits an opponent with the PK Thunder's head, the enemy is pushed away.
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In ''[[Super Smash Bros. for Nintendo 3DS and Wii U|Super Smash Bros. for Nintendo 3DS/Wii U]]'', Lucas' PK Thunder is now purple-colored
   
 
{{Lucas Special Moves}}
 
{{Lucas Special Moves}}
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==Uses==
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[[File:PK Thunder Ness & Lucas SSBB.jpg|thumb|While Lucas' PK Thunder goes through the opponent, Ness' does not.]]Since Lucas' PK Thunder does not disappear after hitting an opponent, it can chase the enemy around the stage. It is a useful edgeguarding tool because, unlike Ness' PK Thunder, Lucas' PK Thunder's head will push the enemy away from (instead of towards) the point of impact. The tail for both characters' PK Thunder has transcendent priority and cannot be cancelled, and can also break [[Smash Ball]]s, making it useful to acquire a [[Final Smash]] if the Smash Ball is far away.
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In addition, both sides of the head have more priority than the front and they have a direction of knockback perpendicular to the direction the Thunder is moving. The sides can hit a shield safely without the thunder disappearing, and due to hitbox renewal (the head can only hit once every 48 frames) it is possible for the thunder to go through shields.
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On the other hand, Ness' is more useful for techniques like juggling, since after his Thunder hits an enemy, he can use it again repeatedly. Also, as it pulls opponents towards him, it can keep opponents with a good aerial game from staying in the air too long. After both characters pull this move in the air, they are sent in a helpless fall animation.
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===PK Thunder Barrier===
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In ''Melee'', the uncontrolled thunder can hit anybody, not just Ness' opponents. This means that one can actually use the PK Thunder as a barrier, using the tail to intentionally block oneself from flying off the screen after being hit. This is called a ''PK Thunder Barrier''.
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==PK Rocket==
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[[Image:PKThunder2.jpg|thumb|While Lucas' PK Thunder deals many hits with decent knockback, Ness' is just one strong blow with tremendous knockback.]]
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'''"PK Rocket"''' is the term used for hitting Ness or Lucas with their own '''PK Thunder''' while it is still under their control. The attack will send them flying. The Japanese developers called this move ''PK Jibaku'' (PK{{ja|自爆}}). The word jibaku means 'self-destruct' or 'suicide bomb', a fitting term for a tactic that turns Ness and Lucas into human missiles.
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By using this technique, they will transform into a human projectile, which will move in different directions depending on what part of the body is hit. This is also Ness and Lucas' main method of recovery, given that it launches them fairly far in a straight direction. In addition, while performing PK Thunder, Ness' PK Thunder curves in a larger arch than Lucas, thus Lucas requires less room to use PK Thunder than Ness. However, Ness' PK Thunder is faster, making up for this. While using the move, the user will fall much slower. Unfortunately, using this in a trench makes it more difficult (to flat-out impossible) to guide the PK Thunder without striking the walls of the trench. It should also be noted that on stages like Battlefield or Final Destination, if Lucas' PK Thunder is aimed wrong, the user will bounce right off the corner of the stage, leaving him in a helpless animation away from the ledge.
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===Character Differences===
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====Ness====
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Ness' version deals one strong blow, dealing '''25%''' damage with extremely high knockback, K.Oing lighter characters at '''30%''' or less, although the ''Super Smash Bros.'' version is considerably stronger than the ''Melee'' equivalent. Also, if used up close, it can bring Ness to a short stop.
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<gallery>
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PK Thunder Ness SSBM.jpg|Ness launching himself with PK Thunder ''Super Smash Bros. Melee''.
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</gallery>
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====Lucas====
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Lucas' version of the attack hits multiple times, and if all hits connect, it will deal a massive '''43%''' damage and has decent knockback, making it Lucas' most damage-dealing move, with the exception of PK Starstorm, which may not be used in competitive play. However, it is unlikely to get the full '''43% '''damage, as it takes very long to start, and as such, is easily dodged or DI'd out of. Lucas' PK Thunder covers more ground than Ness', so Lucas' is slightly more effective.
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<gallery bordercolor="#ffffff">
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PK Thunder Lucas SSBB.jpg|Lucas launching himself with PK Thunder in ''Super Smash Bros. Brawl''.
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</gallery>
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====CPUs====
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CPUs playing as either [[Ness]] or [[Lucas]] are also programmed to use this strategy, but they only use PK Thunder vertically, even in situations where only recovering horizontally or diagonally would prevent being K.Od.
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===Thunderglide===
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For tactical uses, Lucas' PK Thunder can be used to "Thunderglide". Thundergliding is when the player runs off a platform, then immediately uses PK Thunder. The effect should come out to being the PK Thunder being much closer to Lucas than normal. Then, guide the thunder into Lucas and he should angle down towards the ground. If performed right, Lucas' direction will go from diagonal to horizontal as he glides along the ground. Otherwise, he'll crash into the ground like a normal poorly aimed thunder. Lucas will stop at the edge on his own, making this move safe to use on a stage like Battlefield. The thunderglide is great for surprising opponents for a quick '''20-43%''' damage.
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==Origin==
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[[File:PK Thunder Mother 2.png|thumb|Poo using PSI Thunder β (Beta) in ''EarthBound''.|193x193px]]
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PK Thunder (localized as '''"PSI Thunder"''' in EarthBound) is a psychic attack that first appeared in EarthBound Beginnings and later appeared in MOTHER3. Unlike the ''Super Smash Bros.'' series, in ''Earthbound'', PK Thunder can attack multiple enemies at once, but it misses it's target(s) if there are fewer enemies. In ''EarthBound ''Beginnings, PK Thunder had '''100%''' accuracy and the final stage can hit all opponents. In ''MOTHER3'', PK Thunder could miss, but the accuracy was much better than in ''EarthBound'', making the former's PK Thunder much more viable than the latter's version. Like Ness's and Lucas's other special moves, they don't learn the attack in their games, ''EarthBound'' and ''MOTHER3'' respectively. Paula and Poo use it in ''Earthbound'', while Kumatora uses it in ''MOTHER3''.
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==Trivia==
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*In the official ''Super Smash Bros. Brawl'' Prima strategy guide, it is incorrectly stated that "Lucas' PK Thunder hit opponents once and sends them flying", while Ness' PK Thunder, on the other hand, is able to hit opponents multiple times.
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*The speed of the PK Thunder is not affected by a [[timer]], though it obviously gets affected by lagging.
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*In Super Smash Bros. ''Melee'', only a level 9 CPU Ness will use PK Thunder to recover. Level 8 and lower will never use PK Thunder to recover.
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*In Super Smash Bros. ''Melee'', if Ness aims PK Thunder downwards causing him to hit the ground, the electricity will still surround him.
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==External links==
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*[http://www.smashboards.com/showthread.php?t=47086 Simna ibn Sind's guide to PK Thunder]
  +
*[http://video.google.com/videoplay?docid=978733588260786857&q=pk+thunder Simna ibn Sind's guide to PK Thunder - video]
  +
*[http://www.smashboards.com/showpost.php?p=2035260&postcount=2 Earthbound 360's Guide to PK Thunder - page 1]
  +
*[http://www.smashboards.com/showpost.php?p=2035264&postcount=3 Earthbound 360's Guide to PK Thunder - page 2]
  +
*[[w:c:earthbound:PK Thunder|Earthbound Wiki's article on PK Thunder]]
 
[[Category:Attacks]]
 
[[Category:Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:EarthBound universe]]
 
[[Category:EarthBound universe]]
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[[Category:Up Special Moves]]
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[[Category:Super Smash Bros.]]
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[[Category:Super Smash Bros. Melee]]
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[[Category:Super Smash Bros. Brawl]]
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[[Category:Super Smash Bros. 3DS/Wii U]]
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[[Category:Projectile Attacks]]
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[[Category:Super Smash Bros. Ultimate]]

Latest revision as of 14:32, March 1, 2019

PK Thunder (PKサンダー Pī Kei Sandā?) is the Up Special Move for both Ness and Lucas. When used, it creates a bolt of lightning whose direction can be controlled using the control stick. As such, using PK Thunder will result in Ness and Lucas not being able to move or defend, because the control stick is used to aim PK Thunder. If either PK Thunder hits an obstacle, it will disappear, which can be done when the opponent is about to attack you.

Character DifferencesEdit

NessEdit

The head of Ness' PK Thunder does 8% damage and hits once, then disappears. The tail of Ness' PK Thunder is longer, and deals more stun/damage than the tail of Lucas'. Ness' PK Thunder is also considerably faster. When Ness hits an opponent with the PK Thunder's head, the enemy is knocked back towards the direction it was coming from.

PK Thunder is terrible as a recovery unless a player can use it accurately. If a player finds themselves close to the edge of the stage but have fallen down too far, get away from the edge (a short distance) and then use PK Thunder. However, PK Thunder has some offensive uses as well. When Ness hits himself with it and becomes an electrified human missile, it has deadly capabilities. If an opponent is recovering to the stage, PK Thunder is an effective way to edge-guard. When an opponent is hit by PK Thunder, they are hurled in the direction the projectile came from. This means when Ness uses it as they are recovering, they will be hit towards the edge. This is when Ness has the opportunity to run in for the meteor. Multiple PK Thunders can be used, but using them too often will result in Ness missing with it, leaving him vulnerable to attack. PK Thunder is also good for juggling opponents that are too high for Ness to simply jump up and up-air. When Ness is descending down on the stage, use PK Thunder and aim it towards the opponent that is on the ground; once they are hit by it and suffering the hitstun, fast fall to the ground to prevent being juggled.

Ness's Special Moves
SSB Melee Brawl SSBWU/3DS Ultimate
Standard Special PK Fire PK Flash
Side Special PK Fire
Up Special PK Thunder
Down Special PSI Magnet
Final Smash PK Starstorm

Custom VariationsEdit

Lasting PK ThunderEdit

Lasting PK Thunder is one of Ness's Up Special Moves that can be used via customization. This attack will send Ness further airborne, deals repeated damage, but it deals less damage. It doesn't vanish when hitting the opponent. This move functions similarly to Lucas's PK Thunder.

Strengths

  • Increased recovery.
  • Can stun opponents anywhere.
  • Won't disappear when it hits an opponent.
  • Useful for interrupting an opponents recovery (doesn't work against every fighter).
  • Can deal repeated damage whether the thunderball has hit Ness or not.
WVW69kFIiK8HGl3UrO

Ness using Lasting PK Thunder.

Weaknesses

  • Loss of a reliable K.O move
  • Disappears when it hits terrain
  • Deals less damage
  • Has a lower launching power
  • Slower
  • Can be absorbed by Rosalina's Down Special, and can be destroyed by other fighters that fire projectiles diagonally in mid-air.
  • Left open to attacks

Rolling PK ThunderEdit

Rolling PK Thunder is one of Ness's Up Special Moves that can be used via customization. This allows Ness to deal more damage and knockback, but the thunderball travels slower.

Strengths

  • Deals more damage
  • Better K.O move
  • Deals more knockback
    WVW69kFIhrAFMr7QQh

    Ness using Rolling PK Thunder.

Weaknesses

  • Slower
  • Severly decreased recovery
  • Harder to control
  • Won't travel as far
  • Disappears when it hits terrain
  • Can be absorbed by Rosalina's Down Special, and can be destroyed by other fighters that fire projectiles diagonally in mid-air.
  • Left open to attacks

LucasEdit

Lucas' PK Thunder does 9-10% damage, goes through enemies, is slower, and can score multiple hits. The tail of Lucas' PK Thunder is shorter, and deals less stun/damage than the tail of Ness'. Lucas' PK Thunder turns in a tighter circle than Ness', meaning that it is easier to control, and can be used to recover in narrower spaces. When Lucas hits an opponent with the PK Thunder's head, the enemy is pushed away.

In Super Smash Bros. for Nintendo 3DS/Wii U, Lucas' PK Thunder is now purple-colored

Lucas's Special Moves
Brawl SSBWU/3DS Ultimate
Standard Special PK Freeze
Side Special PK Fire
Up Special PK Thunder
Down Special PSI Magnet
Final Smash PK Starstorm

UsesEdit

PK Thunder Ness &amp; Lucas SSBB

While Lucas' PK Thunder goes through the opponent, Ness' does not.

Since Lucas' PK Thunder does not disappear after hitting an opponent, it can chase the enemy around the stage. It is a useful edgeguarding tool because, unlike Ness' PK Thunder, Lucas' PK Thunder's head will push the enemy away from (instead of towards) the point of impact. The tail for both characters' PK Thunder has transcendent priority and cannot be cancelled, and can also break Smash Balls, making it useful to acquire a Final Smash if the Smash Ball is far away.

In addition, both sides of the head have more priority than the front and they have a direction of knockback perpendicular to the direction the Thunder is moving. The sides can hit a shield safely without the thunder disappearing, and due to hitbox renewal (the head can only hit once every 48 frames) it is possible for the thunder to go through shields.

On the other hand, Ness' is more useful for techniques like juggling, since after his Thunder hits an enemy, he can use it again repeatedly. Also, as it pulls opponents towards him, it can keep opponents with a good aerial game from staying in the air too long. After both characters pull this move in the air, they are sent in a helpless fall animation.

PK Thunder BarrierEdit

In Melee, the uncontrolled thunder can hit anybody, not just Ness' opponents. This means that one can actually use the PK Thunder as a barrier, using the tail to intentionally block oneself from flying off the screen after being hit. This is called a PK Thunder Barrier.

PK RocketEdit

PKThunder2

While Lucas' PK Thunder deals many hits with decent knockback, Ness' is just one strong blow with tremendous knockback.

"PK Rocket" is the term used for hitting Ness or Lucas with their own PK Thunder while it is still under their control. The attack will send them flying. The Japanese developers called this move PK Jibaku (PK自爆). The word jibaku means 'self-destruct' or 'suicide bomb', a fitting term for a tactic that turns Ness and Lucas into human missiles.

By using this technique, they will transform into a human projectile, which will move in different directions depending on what part of the body is hit. This is also Ness and Lucas' main method of recovery, given that it launches them fairly far in a straight direction. In addition, while performing PK Thunder, Ness' PK Thunder curves in a larger arch than Lucas, thus Lucas requires less room to use PK Thunder than Ness. However, Ness' PK Thunder is faster, making up for this. While using the move, the user will fall much slower. Unfortunately, using this in a trench makes it more difficult (to flat-out impossible) to guide the PK Thunder without striking the walls of the trench. It should also be noted that on stages like Battlefield or Final Destination, if Lucas' PK Thunder is aimed wrong, the user will bounce right off the corner of the stage, leaving him in a helpless animation away from the ledge.

Character DifferencesEdit

NessEdit

Ness' version deals one strong blow, dealing 25% damage with extremely high knockback, K.Oing lighter characters at 30% or less, although the Super Smash Bros. version is considerably stronger than the Melee equivalent. Also, if used up close, it can bring Ness to a short stop.

LucasEdit

Lucas' version of the attack hits multiple times, and if all hits connect, it will deal a massive 43% damage and has decent knockback, making it Lucas' most damage-dealing move, with the exception of PK Starstorm, which may not be used in competitive play. However, it is unlikely to get the full 43% damage, as it takes very long to start, and as such, is easily dodged or DI'd out of. Lucas' PK Thunder covers more ground than Ness', so Lucas' is slightly more effective.

CPUsEdit

CPUs playing as either Ness or Lucas are also programmed to use this strategy, but they only use PK Thunder vertically, even in situations where only recovering horizontally or diagonally would prevent being K.Od.

ThunderglideEdit

For tactical uses, Lucas' PK Thunder can be used to "Thunderglide". Thundergliding is when the player runs off a platform, then immediately uses PK Thunder. The effect should come out to being the PK Thunder being much closer to Lucas than normal. Then, guide the thunder into Lucas and he should angle down towards the ground. If performed right, Lucas' direction will go from diagonal to horizontal as he glides along the ground. Otherwise, he'll crash into the ground like a normal poorly aimed thunder. Lucas will stop at the edge on his own, making this move safe to use on a stage like Battlefield. The thunderglide is great for surprising opponents for a quick 20-43% damage.

OriginEdit

PK Thunder Mother 2

Poo using PSI Thunder β (Beta) in EarthBound.

PK Thunder (localized as "PSI Thunder" in EarthBound) is a psychic attack that first appeared in EarthBound Beginnings and later appeared in MOTHER3. Unlike the Super Smash Bros. series, in Earthbound, PK Thunder can attack multiple enemies at once, but it misses it's target(s) if there are fewer enemies. In EarthBound Beginnings, PK Thunder had 100% accuracy and the final stage can hit all opponents. In MOTHER3, PK Thunder could miss, but the accuracy was much better than in EarthBound, making the former's PK Thunder much more viable than the latter's version. Like Ness's and Lucas's other special moves, they don't learn the attack in their games, EarthBound and MOTHER3 respectively. Paula and Poo use it in Earthbound, while Kumatora uses it in MOTHER3.

TriviaEdit

  • In the official Super Smash Bros. Brawl Prima strategy guide, it is incorrectly stated that "Lucas' PK Thunder hit opponents once and sends them flying", while Ness' PK Thunder, on the other hand, is able to hit opponents multiple times.
  • The speed of the PK Thunder is not affected by a timer, though it obviously gets affected by lagging.
  • In Super Smash Bros. Melee, only a level 9 CPU Ness will use PK Thunder to recover. Level 8 and lower will never use PK Thunder to recover.
  • In Super Smash Bros. Melee, if Ness aims PK Thunder downwards causing him to hit the ground, the electricity will still surround him.

External linksEdit

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