Editing Ness (SSBU)

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In a first for the series, {{s|wikipedia|Makiko Ōmoto}} does not provide Ness with any new voice clips, instead all [[PK Freeze|but one]] of his voice lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''.
In a first for the series, {{s|wikipedia|Makiko Ōmoto}} does not provide Ness with any new voice clips, instead all [[PK Freeze|but one]] of his voice lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''.


Ness is currently ranked 47th out of 82 characters on the Ultimate [[tier list]], placing him in the B- tier. While this could be seen as a slight decline from ''Smash 4'', when he was ranked 28th/29th out of 54 characters (tied with {{SSB4|Lucas}}), his incarnation in ''Ultimate'' is generally considered his strongest in the series. Ness has a fairly well-rounded design in ''Ultimate,'' with useful tools in most phases of the game. He is most notable for his strong aerial game: all of his aerials are fast, powerful, disjointed, and useful for both racking up damage and KOing. His grab game is also among the best in the cast, as all of his throws have practical uses: His down throw is a viable combo starter, and his back throw is among the strongest KO throws in the game. Furthermore Ness' specials all have flexible utility: [[PK Flash]], [[PSI Magnet]], and [[PK Fire]] can all start or extend combos, while the latter can quickly rack up damage and set up strong punishes. Ness's recovery has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of having the longest directional air dodge distance in the game alongside {{SSBU|Lucas}}.  
Ness is currently ranked 47th out of 82 characters on the Ultimate [[tier list]], placing him in the B- tier. While this could be seen as a slight decline from ''Smash 4'', when he was ranked 28th/29th out of 54 characters (tied with {{SSB4|Lucas}}), his incarnation in ''Ultimate'' is generally considered his strongest in the series. Ness has a fairly well-rounded design in ''Ultimate,'' with useful tools in most phases of the game. He is most notable for his strong aerial game: all of his aerials can [[autocancel]] in a short hop and are fast, powerful, disjointed, and useful for both racking up damage and KOing. His grab game is also among the best in the cast, as all of his throws have practical uses: His down throw is a viable combo starter, and his back throw is among the strongest KO throws in the game. Furthermore Ness' specials all have flexible utility: [[PK Flash]], [[PSI Magnet]], and [[PK Fire]] can all start or extend combos, while the latter can quickly rack up damage and set up strong punishes. Ness's recovery has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of having the longest directional air dodge distance in the game alongside {{SSBU|Lucas}}.  


However, Ness does have some exploitable weaknesses. He suffers from poor grounded mobility and a lack of [[range]] in his normal attacks. Altogether, characters with large and/or [[disjointed hitbox]]es can easily outrange Ness, forcing him to play defensively and leaving him with few options in neutral and disadvantage. Because of his slow mobility on the ground, his approach options are also limited, especially when combined with his aforementioned sub-par range. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is exploitable by many characters.
However, Ness does have some exploitable weaknesses. He suffers from poor grounded mobility and a lack of [[range]] in his normal attacks. Altogether, characters with large and/or [[disjointed hitbox]]es can easily outrange Ness, forcing him to play defensively and leaving him with few options in neutral and disadvantage. Because of his slow mobility on the ground, his approach options are also limited, especially when combined with his aforementioned sub-par range. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is exploitable by many characters.

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