Spécial Neutre 1 (PK Flash) Le Spécial Neutre de Ness doit parcourir une distance définie verticalement avant de commencer à se déplacer horizontalement.
De l'ordre de 8% à son minimum et 35% à sa charge maximale. Il a un fort KO Power, mais la nature très lente du mouvement et l'absence de contrôle horizontal signifie qu'il n'est pas non plus très utile.
Spécial Neutre 2 (Rising PK Flash) Il peut exploser presque instantanément
De l'ordre de 5% à son minimum et 23% à sa charge maximale. Le rayon de l'explosion est environ deux fois la taille de l'attaque standard.
Spécial Neutre 3 (PK Freeze) Ça ressemble et ça bouge exactement comme le PK Flash, à part la couleur bleue et le glaçon.
Il fait 9% de dommage et 2 secondes de freeze au minimum de la charge, 18% de dommages pour 4 secondes de freeze au maximum Le Knockback est très réduit.
Spécial Coté 1 (PK Fire β) Spécial Coté 2 (PK Fire Ω) Travels the same distance, moves horizontally when grounded and diagonally when airborne.
Creates a flame pillar that does more damage and lasts longer but the individual hits are more spaced out and they have higher knockback, so it's much easier to DI out of it.
Will do about 40% damage if you hit someone with the entire move, but that's never going to happen.
The startup frames are exactly the same but the endlag is almost one and a half seconds.
Spécial Coté 3 (PK Fire α) Seems to go slightly further than the default PK fire and will always travel horizontally.
Spawns a flame pillar that will only last for 2 hits that do 1% and then 8%, the knockback on the second hit is higher and knocks them away from you, which means it's a good keepaway tool. Has exactly the same startup and endlag as default PK Fire from what I can tell.
Spécial Haut 1 (PK Thunder β) Ness' usual PK thunder, moves relatively fast, does 8% damage and his higher knockback than in previous games.
The thunder will disappear and put you into special fall if you hit another player or some other surface, though it does appear to have immunity to destruction on the first few frames as it will go through people at first.
Hitting yourself with it will cause you to fly in the opposite direction, travels about the same distance as it always has, damage and knockback decreases as you travel, starting from 25% damage and very high knockback to 20% with very low knockback.
Spécial Haut 2 (Lucas' PK Thunder) The thunder this time travels slower but can go through enemies, the head of the thunder has pretty high knockback to prevent you from hitting multiple times, but the tail hitbox does less knockback and damage, so if you manage to hit them with that, you can trap them inside the thunder and do around 20-30% damage, otherwise it does 7-8% damage.
When you hit yourself with it, you seem to go further than the default PK Thunder and it traps other players inside your hitbox, doing 1% damage a hit until the final hit which does 10% and has increased knockback, which is less than default PK Thunder.
Spécial Haut 3 (PK Thunder Ω) Travels slower, has a larger hitbox and does 12% damage and increased knockback on hit. The move isn't piercing so it won't go through other players.
When you hit yourself with the move, you travel about half the distance of default PK thunder, but it has a larger hitbox, does 30% damage and has some of the highest knocback in the game (I killed bowser at 60% with it). Knockback decreases as the move goes on, but damage stays uniform throughout.
Spécial Bas 1 (PSI Magnet) Spécial Bas 2 (Explosive PSI Magnet) Has no projectile absorb properties whatsoever by the looks of things, whilst held it will suck people in towards you from quite a large distance (y'know, just incase you wanted that badly spaced aerial from the other player to hit you instead of miss) and when the button is released, does a small explosion that does 10% damage. Knockback is equivalent to his Ftilt so it's about average, the damage and knockback are unaffected by the length of time you held the button.
You can't explode instantly and the endlag seems to be less, probably ends up being the most useful version of PSI magnet if you're playing against someone without energy projectiles.
Spécial Bas 3 (Lucas' PSI Magnet) For this move, Ness holds the magnet out in front of him, has higher ending lag and does 9% damage if the other player's hitbox is overlapping the center of the Magnet hitbox when you release the button, they can be inside it without touching the middle and not get hurt.
The higher endlag makes it easier to punish you if you read the wrong move or something and that combined with the fact that the magnet is in front of you makes you vulnerable to crossups, but I think it's a better option than the default if the other player has an energy projectile, otherwise I'd just go with the second DSpecial.
Source : http://smashboards.com/threads/367796/