Editing Ness (SSB)

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Ness is a fairly small character with below average [[weight]]. He is very slow on the ground with the slowest [[walk]] and [[dash]] speeds (although he does have a fast initial dash) and his air mobility is below average outside of [[double jump cancel]]ing. This naturally gives Ness trouble with approaching, as most of the cast can easily outrun him. Ness also has average [[falling speed]] and [[gravity]].
Ness is a fairly small character with below average [[weight]]. He is very slow on the ground with the slowest [[walk]] and [[dash]] speeds (although he does have a fast initial dash) and his air mobility is below average outside of [[double jump cancel]]ing. This naturally gives Ness trouble with approaching, as most of the cast can easily outrun him. Ness also has average [[falling speed]] and [[gravity]].


Ness' tools on the ground are a mixed bag overall. His jab is one of the fastest in the game, which allows it to lead his grab (via a [[jab grab]]) which is quite effective due to the strength of his throws, although both his jab and grab have short range. Up tilt is a solid combo starter which can easily lead to combos at lower percents at KO confirms at higher percents although it has limited horizontal range and it is rather unsafe. Forward tilt and dash attack are situational overall as they are both rather risky and not highly rewarding while down tilt is borderline useless, due to being unsafe on hit at realistic percents. Ness' smash attacks are not the most effective but they are solid overall. Forward smash and up smash are not incredibly strong but they are safe and the latter can lead into combos at some percents, while down smash is fairly powerful, disjointed and lingers for a very long time. Ness does have a strong grab game however. While his grab has a short amount of range, both his forward and back throw are among the strongest in the game, Easily leading to KOes and edgeguards at fairly low percents.
Ness' tools on the ground are a mixed bag overall. His jab is one of the fastest in the game, which allows it to lead his grab (via a [[jab grab]]) which is quite effective due to the strength of his throws, although both his jab and grab have short range. Up tilt is a solid combo starter which can easily lead to combos at lower percents at KO confirms at higher percents although it has limited horizontal range and it is rather unsafe. Forward tilt and dash attack are situational overall as they are both rather risky and not highly rewarding while down tilt is borderline useless, due to being unsafe on hit at realistic percents. Ness' smash attacks are not the most effective but they are solid overall. Forward smash and up smash are not incredibly strong but they are safe and the latter can lead into combos at some percents, while down smash is fairly powerful, disjointed and lingers for a very long time. Ness does have a strong grab game however. While his grab has a short amount of range, both his forward and back throw are among the strongest in the game, Easily leading to KOes and edgeguarding at fairly low percents.


Ness' aerial game is his strongest aspect. Ness has access to double jump canceling, which easily allows him to pressure opponents with his aerials, especially since if the opponent shields an aerial, Ness has the ability to perform a [[shield break combo]] by stringing together double jump canceled aerials on a shielding opponents. In addition to this, all of his aerials are solid on their own. Neutral aerial has decent power and lingers for almost the entire animation, back aerial has a good amount of power and forward aerial is decent at setting up combos and edgeguards, although it is his weakest aerial overall. Ness' best aerials however are his up and down aerials. Up aerial is a disjointed aerial which hits all around Ness and it has strong vertical knockback, which makes it an excellent combo tool at lower percents (especially when combined with double jump canceling) and a solid KO move at higher percents. Down aerial is an incredibly fast and powerful [[meteor smash]], which makes it an incredible edgeguarding tool off stage as well as an excellent combo tool on stage. It can easily set up combos against grounded opponents and it can put aerial opponents into a [[tech chase]] situation where the opponent can potentially get hit by another down aerial to reset the situation.  
Ness' aerial game is his strongest aspect. Ness has access to double jump canceling, which easily allows him to pressure opponents with his aerials, especially since if the opponent shields an aerial, Ness has the ability to perform a [[shield break combo]] by stringing together double jump canceled aerials on a shielding opponents. In addition to this, all of his aerials are solid on their own. Neutral aerial has decent power and lingers for almost the entire animation, back aerial has a good amount of power and forward aerial is decent at setting up combos and edgeguards, although it is his weakest aerial overall. Ness' best aerials however are his up and down aerials. Up aerial is a disjointed aerial which hits all around Ness and it has strong vertical knockback, which makes it an excellent combo tool at lower percents (especially when combined with double jump canceling) and a solid KO move at higher percents. Down aerial is an incredibly fast and powerful [[meteor smash]], which makes it an incredible edgeguarding tool off stage as well as an excellent combo tool on stage. It can easily set up combos against grounded opponents and it can put aerial opponents into a [[tech chase]] situation where the opponent can potentially get hit by another down aerial to reset the situation.  

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