Ness (ネス, Nesu) is a default character in Super Smash Bros. Melee. Announced at E3 2001, he was originally going to be replaced by Lucas from Mother 3; the ultimate cancellation of the game caused Ness to reappear, and in Brawl, the two characters appear alongside each other.
He is currently ranked 23rd in the F tier. Ness still has many of his positive attributes from his previous appearance, such as fantastic throws, an abundance of projectiles, and a decent air game, due to his double jump cancel. Ness, however, had many of his best powers strongly nerfed in Melee which is similar to Kirby's nerf; his smash attacks are now all situational due to their nerfing, and his special moves have more lag than before. Additionally, a short grab range (among the lowest in Melee) means that the very method that Ness needs to use to KO opponents most effectively is now more difficult to perform. As a result of the overwhelmingly bad nerfs, Ness has terrible matchups, with six unfavorable, one even (against Yoshi), and three favorable (against Bowser, Kirby, and Pichu).
Ness is an unusual blend of character archetypes; many of his attributes are unusual in comparison to other characters, such as his projectiles, his recovery and his midair jump. Ness has above average traction and a moderately low falling speed, giving him a short, albeit relatively fast wavedash.
Ness unusual properties give him a wide and varied combo game. His floatiness allows him to quickly and efficientally combo other characters, especially against fast fallers, and his aerial attacks are versatile, as Ness has a combination of both low-lag attacks and more powerful aerial attacks. Ness also has a very good DJC on his side, boosting his combo potential, and it gives him some very good approach options against other characters.
Ness also has some good KO options. On the ground, Ness's forward smash is very powerful, moderately fast, has a long, safe disjointed hitbox and has the ability to reflect some projectiles. Within the air, Ness' up and back air attacks are short-ranged, but very powerful when used correctly. While Ness' down air meteor has poor knockback scaling and is slow, it can act as a useful edgeguard tactic.
Ness also has a rather good throwing game. Ness' back throw is one of the most powerful in the game, and it acts as among Ness's best KOing options. Ness' forward throw has poor knockback scaling; while this makes it weak at high percentages, this lowered knockback can set up combos. Ness' up and down throws similarly can also begin new combos, with the former easily comboing into his up air at some damage percentages.
Ness' unusual characteristics, however, give him a decidely below-average approach, even when the DJC comes into question. A high short-hop and a low falling speed gives Ness a poor SHFFL, and his wavedash is similarly short and situational.
Ness' approach is also hampered by the lack of an effective projectile; while Ness has three projectiles, none can be effectively used in all cases. PK Flash has long starting and ending lag, and it can only KO reliably after being charged for a long time; as a result, it can only be utilised as a highly situational edgeguard technique. PK Fire has multiple hits, but it is easy to DI out of, has high starting and ending lag, and it has short reach for a projectile. PK Thunder is, however, slightly more useful, as it is controllable and can be used for mindgames; however, it suffers from long ending lag after it has hit something, and it cannot be cancelled.
Ness' recovery is also incredibly varied. Ness has the second highest midair jump in the game (second to only Yoshi) and his midair jump has unusual properties in its trajectory; PK Thunder 2 also grants a rather long distance, with a moderately large sweetspot and a long period of invincibility frames, but Ness still has a very predictable and inflexible recovery. In the process of having to start PK Thunder 2, characters with good recoveries (such as Jigglypuff or Samus) can merely jump into the projectile and take negligible knockback and damage, immediately sending Ness into a state of helplessness. Projectiles such as Link's Boomerangs and the Ice Climbers' Ice Shot can easily disrupt the projectile as well. PK Thunder 2 also has significant angling issues, and it can easily curve under lips of stages, most notably on Battlefield. Additionally, should Ness end up parallel to the ground while using the attack, the ending lag can easily be abused and punished.
Ness also has poor options on the ground. Despite a powerful forward smash, a combo starter of his up tilt and his down tilt that is very fast and easily spammable, Ness has a slew of problems on the ground. His up and down smash are laggy and exceedingly weak, unable to KO except at ludicrously high damage percentages. While Ness' throw game is good, he has the second shortest grab range in all the game, losing out to only Pikachu. His dash grab slightly ups his range, but this has significant ending lag if it misses. Ness also suffers from a rather slow dash, though his fast wavedash can offset this.
For a gallery of Ness's hitboxes, see here.
 Other attacks
 In Competitive play
 Notable players
 Tier placement and history
Ness's nerf from Super Smash Bros. has severely hindered his ability to combo and approach while failing to address his extremely short range on his few reliable KO moves. Ness has always placed very low on the tier list because of these flaws, currently at 23rd place and not considered a viable tournament character. Ness players are extremely few and far between; Hungrybox only used Ness in Apex 2013 to counter Armada's Young Link, and mostly used Jigglypuff for the rest of the tournament, while the rest of his players are semi-inactive and generally do not place very well with him, even with the powerful Yoyo glitch.
 Changes from SSB to Melee
In cosmetic changes, Ness is no longer an unlockable character, a fate similar to that of Captain Falcon. The colour of PSI Magnet is now blue instead of green, and Ness' grounded jump is no longer pyschokinetic in power. Ness also has new voice samples, and the crowd no longer cheers when he absorbs a projectile with PSI Magnet. He now has a new neutral special, PK Flash. PK Fire got moved to Ness's side special.
 In single-player modes
 In Classic Mode
Ness can appear in ordinary one-on-one matches, as an opponent or ally in team battles (paired up with either Mewtwo or Peach), as part of a multi character fight, or as an opponent in the metal fight. Ness appears on either Onett or Fourside when the latter is unlocked; when on a team with Mewtwo, he appears on Battlefield.
 In Adventure Mode
Ness' appearance in the Adventure Mode is in Stage 9. In the stage, the player must fight against three computer players, each one being Ness, on the Onett stage; in the fight, the only item that appears in Mr. Saturn. The player must defeat all three opponents within five minutes to continue.
 In All-Star Mode
In All-Star Mode, Ness and his allies are fought on the Onett stage.
 In Event Matches
Ness is featured in the following event matches:
 Ending images
Ness is a young boy who's mastered the psychic power known as PSI. Ness was living a normal life in the suburbs of Onett until a meteor crashed into a nearby mountain and sent him on a wild adventure. Believing in the ultimate powers of wisdom, courage, and friendship, Ness proves that some heroes come in small packages.
Game: EarthBound (06/95)
 Smash Red
The key to mastering Ness is controlling his unique midair jump, which makes up for what he lacks in speed. His PK Flash attack may seem weak at first glance, but it grows more powerful the longer you hold down the B button. To do a lot of damage with PK Fire, try to burn your opponent as many times as possible.
 Smash Blue
Ness's mind is his best weapon. PK Thunder is a PSI missile weapon that can be guided using the Control Stick, and if Ness hits himself with it, he turns into a living missile capable of doing massive damage. This move can also be used for recovery. PSI Magnet turns energy missile attacks into health; try out certain Pokémon for stamina replenishment.