PK Flash Smash4

PK Flash in Super Smash Bros. Ultimate.

PK Flash is a PSI move that Ness learns in the SNES game EarthBound. It's also one of his special moves in Super Smash Bros. Melee, Super Smash Bros. Brawl, Super Smash Bros. for Nintendo 3DS / Wii U and Super Smash Bros. Ultimate.

Mother series

In the games, PK Flash is used by Ness in EarthBound, and Lucas in Mother 3. It attacks all the enemies, though its effects vary depending on what level is used. It can make opponents cry uncontrollably, feel strange, become numb, or even defeat them all together (the latter happening only if it's at level Ω).

Super Smash Bros.

PK Flash debuted in Super Smash Bros. Melee as the standard B attack for Ness. In Super Smash Bros. for the Nintendo 64, Ness' standard B attack was PK Fire, which was switched to side-B in all future SSB titles. PK Flash is a chargeable attack that will cause Ness to release a flash of green lights from his body. As the player keeps his hand on the B button, the lights will start to descend upon the ground. After the player releases the B button, it'll explode. It will also explode if it reaches its most powerful point. While it's hard to connect with another character, if it does it'll be extremely powerful and deliver a hefty amount of damage. Despite being very similar to Ness, Lucas cannot perform PK Flash in Super Smash Bros. Brawl.


This move is incredibly powerful with huge knockback and a maximum of 39% damage at full charge. However, it is very easy to mess up as if it hits a platform or Ness is hit while performing the move, it is rendered useless. Ness has to stand still for the duration of the charge so it isn't good unless the opponent is setup either by something like a shieldbreak or a teammate


Ness has two alternate forms for this move in Super Smash Bros. for Nintendo 3DS / Wii U.

  • Rising PK Flash - a tad less powerful version that goes up instead of forward, which makes it more usable in combos
  • PK Freeze - a weaker version of PK Flash that freezes depending on the damage of the opponent rather than how long its charged mostly

See Also


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