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Ness (SSB4)

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This article is about Ness's appearance in Super Smash Bros. 4. For the character in other contexts, see Ness.
Ness
in Super Smash Bros. 4
Ness as he appears in Super Smash Bros. 4.
EarthboundSymbol.svg
Universe EarthBound
Other playable appearances in SSB
in Melee
in Brawl
in Ultimate
Availability Unlockable (3DS)
Starter (Wii U)
Final Smash PK Starstorm
Tier C (28-29)
Ness's stock icon in Super Smash Bros. for Wii U.

Ness (ネス, Ness) returns as a playable character in Super Smash Bros. 4. Ness was officially confirmed on October 3rd, 2014, alongside Falco and Wario, coinciding with the Western release of Super Smash Bros. for Nintendo 3DS. As in all of Super Smash Bros. 4's predecessors, Ness is once again voiced by Makiko Ōmoto, who has now recorded new voice-clips for both versions of the game.

Ness is ranked 28th/29th out of 54 characters on the tier list (tied with Lucas), placing both him and Lucas at the bottom of C tier. This is a vast improvement from his ranking in Brawl, where he was ranked 26th out of 38, and is his best placement relative to previous Smash Bros. installments. Ness no longer suffers from possessing 10 extra frames upon getting grab released, which was a huge detriment to his survival. Besides that, Ness possesses arguably the best grab game among the entire cast (competing with Mewtwo's and Luigi's), with his forward and up throws leaving opponents in very unfavorable positions, his down throw being a great combo starter at lower percentages and his back throw being the most powerful throw in the game, on top of being difficult to DI properly. Ness' other notable strengths include an effective projectile-zoning game with PK Fire and PK Thunder, a formidable air game courtesy of his powerful aerials, and a versatile combo game thanks to his throws and aerials. Despite being a middleweight, he also has high raw KO power and high damage output, a prime example being his aerials, forward smash, PK Flash and PK Thunder 2. Finally, due to the strengths above, Ness possesses very useful options to cover getups from a ledge or on the ground.

However, Ness has rather sub-par mobility and range, which often forces him to be methodical with his approaches, or play defensively in order to gain the lead, which can leave him at a disadvantage against characters with disjointed hitboxes (especially swordies) or speed demons, such as Cloud and Sonic, respectively. Lastly, and the most problematic flaw is his recovery. Despite being greatly improved, PK Thunder remains quite gimpable as the lightning bolt can clang with other attacks, while opponents can forcibly push Ness out of the way or even take a hit from the lightning bolt, making his recovery fail.

While Ness has poor matchups against several characters that were ranked higher than him, particularly Rosalina & Luma, Marth, and Corrin, Ness has achieved good representation and above-average results thanks to the efforts of top players, such as FOW, BestNess, S1, The Great Gonzales, Gackt, and NAKAT.

How to unlock (3DS version only)

Complete one of the following:

After completing one of the two methods, Ness must then be defeated on Magicant.

Attributes

Ness is an uncommon blend of characteristic archetypes, being a short, projectile-heavy middleweight with a lot of versatility with his moveset. While Ness has poor grounded mobility, as his walking speed is slow and his dashing speed is below-average, his aerial mobility shines in comparison to his grounded movement. This is thanks to having the seventh-fastest air acceleration, unique double jump cancelling ability and above-average jumping height; his double jump, in particular, is the fifth-highest in the game. Even despite his slightly below-average air speed, his aerial mobility is still respectable. Further bolstering his aerial game, Ness' low gravity and low falling speed allow him to perform multiple aerials in one short hop, and all of his aerial normals can be auto-canceled.

Ness possesses three projectiles (PK Flash, PK Fire, and PK Thunder), with each of them providing their own applications and versatility. PK Flash can be used as an extremely powerful punishing or edge-guarding option, dealing huge knockback which can KO even Bowser, the heaviest character, under 70%. PK Fire possesses a good amount of range and holds opponents in it when it hits them (due to being impossible to SDI out of), granting Ness guaranteed follow-ups (such as grab, an additional PK Fire, or a forward smash to finish the opponent) as long as he acts quickly enough. Also, it can be used off-stage against characters with more linear recoveries to combo into down air. PK Thunder is one of the more unique projectiles in the game. When used, the player will lose control of Ness and instead take control of a large thunder ball for a few seconds. PK Thunder can essentially be used to knock opponents towards Ness for follow ups, to mindgame opponents into a PK Thunder 2 trap to finish them, to edgeguard, and to juggle opponents. The knockback it provides can also hit an opponent over the upper blast line (especially light and floaty characters), allowing it to be used as a situational KO move as well. His down special move, PSI Magnet, provides a psychic shield that can heal him when hit with an energy-based projectiles at a proportionate precentage, making it extremely effective against characters with slower projectiles such as Samus or the Mii Gunner. PSI Magnet has quick start-up and end-lag, which allows Ness to cancel the momentum of his double jump and allows him to reverse himself mid-air more reliably, making it effective for avoiding vertical attacks, such as Mario's up smash, when Ness is on the air.

Complimenting Ness' outstanding aerial movement, Ness' biggest strength is found in his superb aerial game. Most of Ness' aerial attacks have utility to either space, combo, or KO. All aerials, excluding down aerial, are capable of auto-canceling out of a short hop. His neutral aerial possesses minimal startup and ending lag, and hits on both sides of Ness, making it a useful out of shield option. His forward aerial has quick startup, a disjointed hitbox, and traps opponents, essentially allowing it to chain into either itself or another move. It is a powerful spacing tool and is useful in approaching opponents, while the finishing hit deals enough knockback to KO at high precents while edgeguarding. His up aerial, one of the strongest in the game, can be used to combo at lower percents and KO reliably at higher percents. It possesses a large hitbox and little lag, making it "low-risk, high-reward." His back aerial is another reliable KO option that possesses low lag. His down aerial can occasionally be useful in edgeguarding, although it has significant startup in comparison to his other aerials. It has a large auto-canceling window, giving Ness the ability to decrease the length of his short hop, as Ness extends his hurtbox by using the move. Despite being the weakest of Ness' aerials, the clean hit is still strong enough to KO as early as 65% offstage. Ness can use this property to Tomahawk much more effectively, buffer landing options, mix up his platform movement, and occasionally avoid tech-chasing situations. Thanks to his floatiness, Ness can perform a neutral aerial or up aerial after a short hopped air dodge, allowing him to jump through moves with invincibility and whiff-punish.

While Ness' aerials make him a formidable fighter at close-ranged quarters, he can struggle to pressure from afar. His dash attack has an exceptionally long range and is a decent approach, but leaves him vulnerable to landing aerials and is only safe if properly spaced. PK Fire covers a lot of ground and can be used to perform a PK Jump, a technique that allows Ness to approach or retreat by inputting the move 1 frame after double jumping. If Ness buffers an air dodge after double jumping, he can increase the height of his double. If Ness performs PSI Magnet then PK Thunder by the ledge, he will snap immediately, rather than stalling as he would typically. By combining these two traits together, Ness can often recover without having to rely on PK Thunder to travel, alleviating one of his biggest weaknesses.

Ness' grab game is also among the most potent across the entire cast. His standing grab has slightly below-average range at best while being quick. His pivot grab is surprisingly disjointed and his dash grab gives him a substantial speed-boost. As mentioned earlier, Ness can trap opponents with PK Fire or PK Jump in order to set up for a grab. Ness possesses one of the fastest pummels in the game, allowing him to inflict a decent amount of damage before throwing. His down throw neatly sets up for aerial attacks, leading into a forward air chain at lower percents or an up air at higher percents. Ness' forward throw possesses disproportionate base knockback, allowing it to easily set up edgeguards. His up throw can KO at higher precents with high levels of rage, while it can be used to play situational mindgames or lead into juggles in conjunction with PK Thunder. Ness' infamous back throw is the strongest throw in the entire game; while it has minimal base knockback, it has extremely high knockback scaling and is often regarded as his most effective and common KO option in his kit.

Ness' strengths are, however, counterbalanced by his weaknesses. Due to his aforementioned sub-par mobility, certain speed demons (such as Fox and Sonic) can easily outspeed Ness. When combined with his predictable and short-ranged projectiles, this also makes him vulnerable to camping, despite the potency of his own projectile-zoning game. In addition, while Ness' hitboxes are large and powerful, his overall range is still poor, thus allowing characters with superior disjoints (especially swordies) to outrange him with ease, such as Cloud and Marth. All in all, Ness is forced to play more methodically with approaches and more defensively in order to gain the lead, respectively.

His grounded game is also overall polarizing. However, it is not without its certain perks. In addition to all of his tilts having quick frame-data, his forward tilt can KO at reasonably high precents near the edge, up tilt is a versatile juggling tool that can lead into combos at lower precents while the move itself can KO at higher precents, and his weak down tilt is extremely spammable, thus allowing it to two-frame, jab lock, pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. However, his tilt attacks are offset by being short-ranged. His smash attacks are also considered to be double-edged swords as well. His up smash can be used as an out-of-shield option and his down smash as a useful edgeguarding option to two-frame opponents, but both KO considerably later than his other KO options in a neutral situation, and his forward smash is among the strongest in the game (sourspotted) and the second-strongest forward smash in the game (tippered). However, it possesses both high startup and ending lag, making it easily punishable if it misses.

Lastly, Ness' biggest flaw remains his exploitable recovery. While there have been various buffs to his recovery that make it much more reliable and viable than in previous Smash games, it is still easy to exploit and gimp if Ness is not careful enough with his double jump offstage. In addition, PK Thunder can easily be destroyed by hitting a platform or an opponent, while Ness can forcibly be pushed out of the way since he is left vulnerable during PK Thunder, along with PK Thunder often being difficult to connect with Ness due to its curving issues. As such, characters with multiple jumps, such as Jigglypuff, Kirby and Meta Knight, with counters, such as most of the Fire Emblem characters, or with moves that reflect or absorb, such as Rosalina, Villager, and Pit can force Ness into disadvantage when offstage.

Custom movesets can give Ness great advantages and brand new options in his kit. PK Freeze can freeze opponents, allowing free follow-ups, especially with PK Fire. PK Fire Burst has more range and power and typically goes straight, rendering it as a spacing tool rather than a combo tool. Lasting PK Thunder goes right through opponents and moves slower, allowing for better control. Recovery with PK Thunder 2 is also longer in terms of distance, significantly improving Ness' offstage survivability. Rolling PK Thunder travels much slower, but is much stronger. While the recovery with PK Thunder 2 is mediocre due to the drastically decreased distance of it, the move is also significantly stronger, which allows it to KO even earlier than the normal PK Thunder 2. Forward PSI Magnet shares the same properties of the normal PSI Magnet, but has a semi-spike hitbox in front of Ness, functioning similar to Fox's Reflector. Finally, if the opponent has no energy-based projectiles, PSI Vacuum is the optimal choice, as it draws opponents in and is the strongest of Ness' down special moves damage-wise.

Overall, Ness is best described as a zoner glass cannon, in a similar vein to Zelda. Unlike Zelda, however, Ness is considered as a viable character in tournament play, due to his excellent combo game and extremely potent KO options. Despite this, he is believed to have a somewhat volatile matchup spread: he is especially vulnerable to characters that can abuse his sub-par mobility and low range to zone him out. In turn, certain top-tiers, such as Rosalina and Luma, Marth, and Corrin, are seen as especially troublesome matchups for Ness.

Changes from Super Smash Bros. Brawl

In Super Smash Bros. Brawl, Ness was considered a solid mid-tier character due to possessing a dominating aerial game, impressive KO potential, a solid normal and special moveset. On the other hand, Ness suffered from poor range, an unspectacular grounded game, an exploitable recovery and the vulnerability to follow-ups out of grab releases. His grounded grab release was 10 frames longer than almost the rest of the cast, making him vulnerable to inescapable chain grabs and KO setups, while his aerial grab release was also fairly exploitable. As such, Ness has been heavily buffed in the transition from Brawl to SSB4.

His grab released animation with 10 additional frames of ending lag, which was one of his most detrimental flaws, has been removed, and several of the other flaws he suffered from (especially his exploitable recovery) have been addressed. Ness also greatly benefits from the general changes of SSB4, as the new ledge trumping mechanic makes his recovery much harder to gimp, and the changes to hitstun canceling renders his combo game significantly more efficient, while the weakening of SDI makes his multi-hitting moves more reliable and consistent. The introduction of rage also benefits his KO potential once he gains high levels of it upon being heavily damaged. He also greatly benefits from the removal of chain grabbing, which was one of the primary reasons his lengthy grounded grab release was so exploitable.

As for direct changes outside of the length of his grounded grab released animation, he has received a mixture of buffs and nerfs, being buffed overall. The universal growth to mobility in Smash 4 benefits Ness, as it improves his ability to approach the cast. Although his aerial mobility is slower relative to the cast due to his air speed remaining intact and other characters' air speeds receiving varying improvements, his aerial mobility still remains capable due to his high air acceleration and above-average jumping height. His smash attacks boast more versatility and strength: his down smash can now be used as a powerful edgeguarding tool as Ness can now charge to close to a ledge and it now semi-spikes opponents. His forward smash has been made much stronger, now being among the strongest forward smashes in SSB4.

However, Ness has received a plethora of noticeable nerfs as well, especially directly. Ness' damage output has received major reductions, hindering his ability to rack up damage easily and early despite the changes to hitstun canceling drastically improving his combo game. In addition, a variety of his moveset have smaller hitboxes, which further amplifies one of Ness' most prominent weaknesses: his sub-par range. The changes in shieldstun also makes some of his attacks slightly less safe on shield compared to the cast. His forward smash's reflector now has a limit, where if he tries to reflect a projectile that is too strong to reflect, Ness will experience about 300 frames (5 seconds) of ending lag, thus making it relatively more punishable overall.

His aerial game has especially received various noticeable downgrades: on top of all of his aerial attacks receiving more landing lag (excluding down aerial), his neutral aerial has both a shorter-lasting hitbox and slightly decreased range; his forward aerial deals less damage, has significantly more landing lag and has much smaller hitboxes, making it a less effective spacing tool. His up aerial's repositioned hitbox and quicker animation makes it harder to use as an anti-air. Finally, his down aerial has been nerfed rather drastically: it deals considerably weaker knockback, and it has lost its extremely lenient auto-canceling window, causing it to no longer auto-cancel in a short hop and making it significantly inferior compared to its previous iterations. His pivot grab is no longer the fastest in the game, and his down throw also has considerably increased knockback, hindering its setup potential at higher percents.

Overall, Ness has been drastically improved in comparison to his incarnations in SSB4's predecessors due to the general changes to the mechanics greatly benefiting him overall. As a reflection of this perception, he has also received solid tournament representation and greatly improved results due to his vast improvements.

Aesthetics

  • Change Ness has a brighter color palette, and has lost the blushes on his cheeks and the purple hue in his eyes. He is also slightly taller and thinner, with a smaller and more proportionate headshape, and a smaller backpack. He also lacks the partial yellow stripe that he had at the bottom of his shirt.
  • Change Ness' backpack now has more various coloration schemes depending on his alternate costume, such as a blue backpack for his yellow outfit, and a red backpack for his green outfit, whereas in previous titles, his backpack for those aforementioned costumes equipped the default color scheme instead.
  • Change Like the rest of the returning veterans in SSB4, Ness is more expressive.
  • Change All of Ness' PSI-based attacks now emit a graphic effect similar to Lucas' attacks (forward aerial, up smash, etc.) instead of using the same graphic effect as his double jump.

Attributes

  • Buff Ness walks faster (0.86 → 0.8635).
  • Buff Ness dashes faster (1.39 → 1.46265).
  • Buff Ness' grounded grab release has much less ending lag (FAF 41 → 30), now matching the rest of the cast, and making him significantly less vulnerable to follow-ups out of a grab release, especially when combined with the removal of chain grabbing. The changes to air releases also benefits him, due to making him far less susceptible to follow-ups out of an air release.
  • Change All of Ness' electric attacks, excluding his special moves, are now a magic effect.
  • Change Ness' gravity is higher (0.0711 → 0.077).
  • Buff Air dodge has less startup lag (frame 4 → 3) and ending lag (FAF 49 → 34).
  • Buff Rolls have less ending lag (FAF 32 → 31).
  • Nerf Rolls have a shorter duration (frame 4-19 → 4-17).
  • Nerf Spot dodge has more startup lag, a shorter duration (frames 2-20 → 3-18) and more ending lag (FAF 26 → 28).
  • Nerf The changes in shieldstun makes some of his attacks slightly less safe on shield compared to the cast.

Ground attacks

  • Neutral attack:
    • Nerf The first hit of neutral attack deals 1% less damage (3% → 2%).
    • Nerf All three hits have smaller hitboxes (3u/3u/2.5u → 3u/2u (hits 1 & 2), 4.5u/4u/3.8u → 4u/2.4u (hit 3)).
  • Forward tilt:
    • Nerf Forward tilt deals less damage (12%/11%/10% → 9% (unangled)/10% (angled)).
  • Up tilt:
    • Buff Up tilt now involves Ness releasing a PSI spark from his hands, increasing its vertical reach.
    • Nerf Up tilt has slightly higher startup (frame 5 → 7) and its old hitbox is now a sourspot that deals 2% less damage.
    • Nerf Its hitboxes are smaller (7.2u/7.2u → 6.5u/4.0u) to compensate the increased vertical range.
    • Change Up tilt's animation is more similar to that of Smash 64, and its sweetspot now has a magic sound effect instead of a punching sound effect.
  • Down tilt:
    • Nerf Down tilt now has a sourspot at the end of Ness's foot that deals less damage (4% → 2%) with its base knockback only slightly increased (3 → 6).
    • Nerf Down tilt has smaller hitboxes (4.32u/2.88u/3.36u → 2.5u/2.5u).
  • Dash attack:
    • Buff Dash attack now launches in front of Ness instead of behind him (100° → 80°), making followups easier.
    • Buff The final hit deals more knockback (70 (base), 100 (scaling) → 80/104), improving its KO potential.
    • Buff The final hit has a bigger hitbox (5u → 6u).
    • Change The first hit of dash attack no longer deals consistent damage (5% → 4%/7%/3%). This makes it better against aerial opponents, but worse on grounded ones.
    • Change Dash attack has more intense lighting effects.
    • Nerf The second hit of dash attack deals less damage (4% → 2%).
      • Nerf As the first hit no longer deals consistent damage, dash attack as a whole no longer deals consistent damage (13% → 9%/11%/13%).
  • Forward smash:
    • Buff Forward smash deals drastically more knockback (50 (base), 62 (scaling) → 70/67) (now having the same knockback values as its Japanese Smash 64 counterpart), going from a forward smash of above-average power in Brawl to one of the most powerful forward smashes in Smash 4.
  • Buff Its reflector now has a speed and power multiplier, drastically improving its punishing utility.
    • Nerf Forward smash's strongest tipper hitbox has been completely removed, so that its maximum damage potential when uncharged has been lowered (24% → 22%).
    • Nerf Its other hitboxes are also smaller (2.9u/3.6u/3.8u/4.099983u → 2.3u/2.6u/3.0u).
    • Nerf Its reflector now has a limit, where if he tries to reflect a projectile that is too strong to reflect, Ness will experience about 300 frames (5 seconds) of ending lag.
  • Yo-yo:
    • Buff Both up smash and down smashes are now properly affected by smash charging making them deal more damage when charged.
    • Nerf Yo-yo smashes are charged while still in Ness's hand, removing their pre-charge hitboxes.
    • Change Yo-yo is colored green instead of yellow.
  • Up smash:
    • Buff Up smash has much less startup lag with a longer duration (frames 10-34 → 6-30).
    • Nerf Up smash has more ending lag (FAF 55 → 56).
  • Down smash:
    • Buff Down smash has less ending lag (FAF 62 → 46).
    • Buff Down smash is now a semi-spike (55° → 28° (front), 33° (back)), greatly improving its edgeguarding ability.
    • Nerf Down smash's starting hit deals less damage (13% → 10%) without full compensation on knockback (90 (base), 60 (scaling) → 60/80 (front), 50/80 (back)).
    • Change Down smash now has weak initial hits before its front and back hits which deal 1% damage and low knockback; linking into the main hit. It hits four times at the front and two times at the back.
      • Buff Because of this, the frontal hit deals more damage overall (13% → 14%).
      • Nerf However, the back hit deals less damage overall (13% → 12%).
    • Nerf Down smash is no longer constantly active (frames 10-33 → 10-15/17-18/23-25/26-29/31-32).

Aerial attacks

  • Neutral aerial:
    • Nerf Neutral aerial has a shorter duration (frames 5-24 → 5-15).
    • Nerf The hand hitboxes have been positioned closer to Ness (x offset: 0.33 → 0), slightly decreased their range.
  • Forward aerial:
    • Buff Forward aerial's looping hits have a decreased SDI multiplier (1.5x → 0.8x) which, along with the weakening of SDI, makes forward aerial significantly more difficult to escape from.
    • Change The looping hits' angle has been altered (361° → 366°).
      • Buff This allows them to connect more reliably (with the move now being able to reliably chain into itself), improving Ness' comboing and damage-racking capabilities.
      • Nerf However, this also removes their ability to lock opponents removing Ness' most reliable aerial locking tool at higher percents.
    • Change The final hit has increased knockback (24 (base), 145 (scaling) → 32/150), improving forward aerial's edgeguarding potential, but hindering its ability to chain into itself.
    • Change Forward aerial a higher hitlag multiplier (0.5x → 1x (loop), 1.5x (final)).
    • Nerf Forward aerial deals less damage (2% → 1% (loop), 11% → 7% (total)).
    • Nerf It has smaller hitboxes (8.1u → 5u/1.5u (loop hits), 9u → 8u (final)).
    • Nerf The final hit has a shorter duration (frames 20-21 → 20).
    • Nerf Forward aerial has increased landing lag (12 frames → 20).
    • Nerf It auto-cancels later (frame 30 → 33).
  • Back aerial:
    • Nerf Back aerial has increased landing lag (12 frames → 17).
  • Up aerial:
    • Change Up aerial has an altered animation where Ness headbutts more quickly.
      • Buff This new animation increases the move's horizontal range.
      • Nerf However, this also makes the move slightly harder to use as an anti-air.
    • Change Up aerial's hitbox has been marginally repositioned (y offset: 3.408 → x offset: 3.4).
    • Nerf Up aerial has increased landing lag (12 frames → 14).
  • Down aerial:
    • Buff Late down aerial deals more damage (9% → 10%).
    • Change Down aerial has a new animation, where Ness spins during its startup and he is facing at a different orientation as he kicks downward with his toes instead of the stamp of his foot. The kick additionally now produces a spark of energy below Ness' foot.
    • Change Down aerial's hitbox is now static, rather than being attached to Ness' foot. This means that the hitbox now remains in the same position relative to Ness, rather than moving with his foot.
    • Change Down aerial emits the strong magic sound effect on hit instead of a strong/medium punching sound.
    • Nerf Down aerial has a shorter duration (frames 20-23 (clean)/24-28 (late) → 20-21/22-24).
    • Nerf Down aerial auto-cancels much later (frame 29 → 50), removing its ability to auto-cancel in a short hop, lead alone straight after the hitboxes are no longer active.
    • Nerf Down aerial has drastically decreased base knockback (90 → 20 (clean)/30 (late)), with both hits now being incapable of KOing at realistic percentages, even with the removal of meteor canceling and the late hit's increased damage.
    • Nerf Down aerial has smaller hitboxes (6.54u → 3.9u (clean)/6u (late)).
    • Nerf The late hit launches opponents at a slightly higher angle (361° → 45°).

Throws/other attacks

  • Grabs:
    • Buff All grabs are positioned further outwards (z offset: 6.8 (standing)/8 (dash)/-12 (pivot) → z stretch: 8/10/14), improving their range.
    • Nerf Pivot grab has more startup lag (frame 6 → 10), no longer being the fastest in the game.
    • Nerf Dash and pivot grab have more ending lag (FAF 36 (both) → 43 (dash), 41 (pivot)).
    • Nerf Dash grab has a smaller grabbox (4u/3.5u/3.5u → 3.2u).
  • Pummel:
    • Buff Pummel deals slightly more damage (1% → 1.2%).
  • Down throw:
    • Buff The changes to hitstun canceling and DI significantly benefits down throw, as Ness can now make usage of it to set up into his aerials much more effectively at lower percents when combined with its lowered base knockback (90 → 70).
    • Change Down throw has less fire graphics.
    • Nerf Down throw's fire hits deal less damage (1% → 0.6%), reducing its total damage output (9% → 7%).
    • Nerf The throw has much more knockback scaling (30 → 80), hindering its combo potential at higher percents.

Special moves

  • PK Flash:
    • Buff PK Flash travels faster. It travels even faster and gains even more distance if directed behind Ness. Turning around before using this move might prove useful, depending on prediction.
    • Change PK Flash's coloration is now a much darker green.
  • PK Fire:
    • Buff PK Fire travels slightly farther.
    • Nerf PK Fire has slightly more ending lag.
    • Nerf It now travels much farther back to Ness if reflected rather than petering out after traveling its set distance.
    • Change PK Fire's effect after hitting an opponent produces darker colored flames and more smoke.
    • Change When interrupted whilst starting up PK Fire, Ness stops reciting the attack's name.
  • PK Thunder:
    • Buff PK Thunder travels faster, has less ending lag, much larger hitboxes, deals much better knockback, travels in a drastically tighter arc and goes through opponents until the tail disconnects from Ness with 1% more damage, making him less susceptible to being gimped. PK Thunder 2 is much faster and when Ness bounces off a wall while recovering with it, he can initiate PK Thunder again during the bounce.
    • Change PK Thunder is now light blue like in Melee.
  • PK Thunder 2:
  • PSI Magnet:
    • Buff PSI Magnet has significantly less ending lag, with Ness now being able to act out of it much quicker. The magnet is also larger, increasing its range.
    • Nerf PSI Magnet swirls projectiles around it, causing a slight delay until Ness can actually be healed. If Ness were to drop PSI Magnet and/or be launched, the absorbed projectiles potentially requires an even longer time to reach him, but they will still heal him eventually.
    • Change The swirling of captured attacks by PSI Magnet completely nullifies even projectiles that would continue past Ness, including Thoron and Pikachu's Thunder.
    • Change PSI Magnet's coloration is now light blue like in Melee.
  • PK Starstorm:
    • Change PK Starstorm now fires a thin, aimable line of meteors from the top-center of the stage, similar to how Aura Storm functioned. This enables it to deal damage more reliably at the cost of having blind spots.
    • Change PK Starstorm now has a flame effect, instead of an electric effect.

Update history

Ness has been slightly nerfed overall in game updates. His most notable nerfs are the reductions received to damage output to his down throw and PK Fire possessing slightly more ending lag. Update 1.1.0 and 1.1.1's changes to shielding mechanics and the latter update's increase to shieldstun both also indirectly hinder Ness slightly due to the majority of his non-PSI attacks possessing rather low damage outputs. Update 1.0.8 has also nerfed Ness' recovery by increasing PK Thunder 2's deceleration rate, causing it to cover less distance. To compensate, however, PK Thunder 2's deceleration rate has been reduced after hitting an opponent, causing it to cover the same distance. Update 1.1.3 has also noticeably worsened Ness' potential in doubles play by halving PSI Magnet's healing output when absorbing a teammate's projectiles.

On the other hand, Ness has also received some useful buffs, however, such as a quicker PSI Magnet and his down aerial possessing a bigger hitbox that lasts one frame longer (though it still remains his least effective aerial). The former also absorbs projectile faster, which improves its overall utility. In addition, rising PK Flash's increased power has improved its KO potential, while PK Flash executes and charges quicker. Update 1.0.4 has also gained PK Fire's five hits additional hitboxes, preventing them from flatting out whiff against Mr. Game & Watch.

Overall, while the aforementioned buffs fail to truly compensate for his received nerfs, Ness remains a popular fighter in competitive play.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff The period Ness can be at his maximum fall speed before using hard landing lag has been lengthened: 4 → 5 frames.
  • Nerf PK Thunder and all custom variations have 6 frames more ending lag.
  • Buff Down throw's five hits have gained additional hitboxes, allowing them to hit Mr. Game & Watch.
  • Nerf Down throw's five hits before release deal less damage: 1% → 0.6%.
  • Nerf Down throw's release has increased knockback: 90 base/30 growth → 70/80, hindering its combo ability at high percents.


Super Smash Bros. 4 1.0.6

  • Change Forward smash's has an updated sound effect when reflecting projectiles.
  • Change Down throw's screen shaking effect is more pronounced.

Super Smash Bros. 4 1.0.8

  • Change The PK Starstorm trophy adds "Ness" in parentheses once Lucas is downloaded, as Lucas's trophy is also named "PK Starstorm."
  • Nerf PK Thunder 2 has a greater deceleration rate (0.072 → 0.08), making it cover less distance.
    • Buff PK Thunder 2 has a lower deceleration rate after hitting an opponent (0.072 → 0.064), making it cover the same distance after hitting an opponent despite the previous change.
  • Buff PSI Magnet and its custom variants' minimum hold time has been decreased (30 frames → 18 (PSI Magnet), 26 frames → 16 (PSI Vacuum), 36 frames → 20 (forward PSI Magnet)).
  • Buff PSI Magnet absorbs projectiles faster (20 frames → 6).

Super Smash Bros. 4 1.1.0

  • Buff Down aerial's meteor smash hitbox size increased: 3.5u → 3.9u and duration increased.
  • Nerf PK Fire's ending lag increased.

Super Smash Bros. 4 1.1.1

  • Buff Rising PK Flash has less startup lag when it is detonated (frame 8 → 6).
  • Buff Rising PK Flash deals more damage (2% → 4%) and knockback (80 (base)/30 (scaling) → 50/80), improving its KO potential.
  • Buff Rising PK Flash's range increased (10 → 13).
  • Nerf Rising PK Flash's first hitbox's duration decreased (3 frames → 2).
  • Nerf Rising PK Flash has a smaller size multiplier (2.2x → 2x).
  • Change Rising PK Flash minimum charge increased.
  • Buff PK Freeze range increased (10 → 11).
  • Buff PK Freeze has less startup lag when it is detonated (frame 15 → 8).
  • Buff PK Freeze deals more damage (8% → 10%) and has a larger damage multiplier (0.11x → 0.16x).
  • Nerf PK Freeze has more landing lag (25 frames → 30).
  • Buff PK Fire Burst deals 1% more damage: 1%/8% → 2%/9% and hits earlier.

Super Smash Bros. 4 1.1.3

  • Nerf PSI Magnet heals halved damage from absorbing teammates' projectiles.


Moveset

For a gallery of Ness's hitboxes, see here.

  Name Damage Description
Neutral attack   2% A pair of one-two combo punches, followed by a roundhouse kick. The first hit can jab lock at low precentages.
2%
4%
Forward tilt   10% An arcing roundhouse kick. Can be angled, making it deal 1% more damage. It can also lock at low percents. It has quick startup lag, hitting on frame 7, and possesses 17 frames of ending lag, giving it decent safety on shield and hit. It has rather decent power for a tilt attack of its kind, KOing middleweights at around 158% at the edge of Final Destination.
9%
10%
Up tilt   7% (arms) 5% (hands) Hops and performs a vertical double-palm thrust that produces a PSI spark from his hands. It hits on frame 5, making it disproportionaly quick for a tilt attack. Possesses a sourspot located on his hands that deals 7%. A decent anti-air and juggling tool with surprisingly high power for a tilt attack similar to Ness' forward tilt, KOing middleweights at around 145% on Final Destination. It is also versatile for partaking in combos despite its moderate ending lag.
Down tilt   4% (foot), 2% (toes) A swift shin kick. Due to the move's lack of start-up lag and ending lag, it is extremely spammable and is useful for jab resetting, locking, pressuring shields, two-framing and racking up quick damage while the opponent is trapped at the edge. The move is a sourspot located on the tip of his foot. Has a chance of making the opponent trip. If it trips the opponent, it combos into his up smash, a forward tilt, forward smash, or another down tilt.
Dash attack   4%/3% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) A double-palm thrust that launches three PSI sparks out in front of him, with the final spark knocking the opponent up into the air. It has rather impressive power for a dash attack, as the final hit starts KOing middleweights at around 141% on Final Destination. The first spark deals more damage to aerial opponents. The move is useful for setting up juggles and pressuring from afar. It is difficult to punish on shield if only the last hit connects. The disjointed hitboxes have considerable distances, offering it impressive range for a dash attack and giving it decent utility for approaching, as well as pressuring from a distance. The first hit is more damaging on opponents in the air.
Forward smash   18% (low), 20% (mid), 22% (tip), 2× damage (reflected projectiles) Swings his baseball bat. It is the second-strongest forward smash in the game after King Dedede when sweetspotted at the tip of the bat and still one of the strongest forward smashes when sourspotted at the base, KOing even the heaviest of characters at around 58% at the edge of Final Destination, but it has noticeable start-up and ending lag. The bat itself will reflect incoming projectiles when he swings it. However, reflecting a projectile that is too strong to reflect will result in Ness experiencing five full seconds of ending lag, although this is uncommon since it requires a strong projectile to be reflected multiple times. The reflector has a damage multiplier of 2.0 and a speed multiplier of 2.5, giving it both the highest damage and speed multiplier of any reflector in the game, excluding items.
Up smash Around The World (シャトルループ, Shuttle Loop) 9%-13% Sends his yo-yo forward and performs an "around-the-world" all over himself, hitting first in front of and then above and behind. A decent anti-air and a good out of shield option. It has a hitbox while charging and can hang from the ledge, which makes it effective for edgeguarding and two-framing, but can only be held for an additional half of a second instead of two. Its knockback is more powerful if the opponent is behind Ness in comparison of being hit in front of him, but it is still the weakest up smash in the game, as it starts KOing at about 137%.
Down smash Walk the Dog (ヨーヨーショット, Yo-Yo Shot) 1% (hit 1, front and back) 1% (hit 2, front and back) 10% (hit 3, front and back) Sends his yo-yo backward and performs the "walk-the-dog" with it, hitting first behind then in front. It has a hitbox while charging and can hang from the ledge, which makes it effective for edgeguarding and 2-frame punishing, but can only be held for an additional half of a second instead of two. It has relatively moderate power for a smash attack, as it starts KOing middleweights at around 121% at the edge of Final Destination. It covers get-up options greatly, but it occasionally has troubles linking correctly if the opponent is at the furthest point of the back-hit.
Neutral aerial   11% (clean), 7% (late) Spins diagonally in the air with his arms outstretched. It has quick startup lag, coming out on frame 5, with the properties of a sex kick. It is rather useful for breaking combos and as an out-of-shield option. The clean hitboxes deal decent knockback, making it a good edgeguarding and killing option, as it starts KOing middleweights at around 121% at the edge of Final Destination. It auto-cancels from a short hop.
Forward aerial   1% (hit 1-3) 4% (hit 4) A double-palm trust while generating a stream of PSI out of his hands. It is tied with up aerial for the second-fastest startup out of Ness' aerials, coming out on frame 5. Due to Ness' excellent air acceleration, it functions as an excellent approaching and spacing tool as Ness is capable of retreating while the opponent gets hit by the move's lingering and rather large hitboxes, and it is useful for starting and extending combos. It auto-cancels from a short hop. Can chain into itself multiple times at low percentages, making it an effective wall of pain tool.
Back aerial   15% (clean), 8% (late) A dropkick that produces PSI from his feet. If landing the clean hitbox, it his Ness' strongest aerial and one of the strongest back aerials in the game, KOing middleweights at 125% on Final Destination and even lower at the ledge. Despite its high power, it also has relatively quick startup lag, hitting on frame 10, and low ending lag. It is also useful for edgeguarding an leading to a wall of pain at lower precentages. It auto-cancels from a short hop.
Up aerial   13% An upward-arcing headbutt. Due to hitting on frame 5, it is tied with forward aerial for the second-fastest startup out of Ness' aerials. It is considered one of Ness' best tools in his kit, due to its rather quick startup, power that makes it effective for comboing at low percentages and KOing at high ones, starting at 115% against middleweights. Can be used as a follow-up to an up throw or down throw at low percentages and leads into several tricks with PK Thunder. It can also be used as a finisher to combos from PK Fire. It is effective at juggling in conjunction with Ness' double jump due to the move's impressive vertical range. It can combo grounded opponents into a grab at minimal percentages. It auto-cancels from a short hop.
Down aerial   12% (sweetspot), 10% (sourspot) Twirls before stomping below himself, producing a spark of PSI from his foot. The clean hitbox meteor smashes and KOs early offstage, and is versatile for starting and/or extending combos onstage if landed against grounded opponents. The late hitbox is a semi-spike that can KO middleweights at around 178% at the edge of Final Destination with rage. It auto-cancels from a short hop. It is Ness' slowest aerial, however, coming out on frame 20, and has considerable landing lag (frame 28). Unlike in Brawl, it starts auto-canceling before the hitbox comes out, making it useful to cancel the tumbling animation when Ness is near the ground.
Grab   Grabs with both hands. Fast, but below average range.
Pummel   1.2% Headbutts the opponent. Tied with Lucas, Kirby and Fox's pummels as the third-fastest pummel in the game. However, it is tied with Lucas, Fox and Samus' pummel for being the second-least damaging pummel in the game, surpassed by Lucario at 0% aura.
Forward throw   11% Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. It has disproportional base knockback, but almost lacks knockback scaling, which gives it little/no KO potential even after Sudden Death percentages. It is useful for setting up an edgeguard, however, or KOing an opponent early on if nearing the horizontal blast zones.
Back throw   11% Psychokinetically swings the opponent over his head before sending them off backwards, in a diagonal and vertical motion. Its knockback values are the opposite of forward throw; it possesses minimal base knockback, but also possesses incredibly high knockback scaling, rendering it the absolute strongest throw of all kinds in SSB4, KOing even the heaviest characters with optimal DI at 122% near the edge of Final Destination without rage.
Up throw   10% Psychokinetically spins the opponent overhead before sending them straight into the air. It leaves the opponent in an unfavorable position that leads into juggling, especially by using PK Thunder. It can KO middleweights at around 144% from anywhere on Final Destination with high levels of rage, tying it with Lucas' up throw for being the third-strongest up throw in the game, being surpassed by only Mewtwo and Charizard's.
Down throw   0.6% (hits 1-5), 4% (throw) Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, possessing guaranteed follow-ups into neutral aerial, forward aerial and up aerial. As of update 1.0.4, PK Fire no longer whiffs against Mr. Game & Watch due to its collateral hits gaining additional hitboxes.
Floor attack (front)   7% Sweep kicks in front of and behind himself in a circle.
Floor attack (back)   7% Planting on the ground, Ness sweeps his leg behind and in front of himself in a circle.
Floor attack (trip)   5% Performs a dropkick behind and in front of himself with both hands planted on the ground.
Edge attack   7% Cartwheels onto the stage and performs a sweep kick in front of himself.
Neutral special Default PK Flash 9%-37% Generates a green, energetic pulse of sphere light that appears above him. As the special input is held, the sphere curves downwards and increases its power, until the attacking input is released or until the move's level of charge is maxed out, it explodes. PK Flash is effective at edgeguarding and gimping characters with predictable or linear recoveries, like Zelda and Sonic, respectively. PK Flash boasts extreme power at full charge, KOing even the heaviest characters at around 63% on Final Destination. PK Flash is also a hard punish if reading the opponent's options from a ledge. The arc it travels can be controlled, but the projectile dissipate upon contact with platforms. The longer the special button is held, the stronger the explosion will be.
Custom 1 Rising PK Flash 8%-24% A magenta-colored PK Flash that will continue rising, hence the name. Possesses minimal control and inflicts less damage, albeit has a larger hitbox.
Custom 2 PK Freeze 10%-19% Inflicts less damage, but freezes opponents. It shares the functionality and utility of Lucas's neutral special, with the exceptions of possessing PK Flash's movement. His voice-clip is also altered, depicting him yelling "PK Freeze." instead of "PK Flash."
Side special Default PK Fire 4% (lightning), 2% (fire) Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an opponent or destructible portion of a stage, at which point, it explodes into into a gradually-fading and quick-hitting pillar of fire, making said opponent vulnerable to guaranteed followups or KO confirms. Due to SDI being drastically weakened since Brawl, it is a versatile tool for racking up quick damage. When performed in midair, Ness fires the bolt at a 45° angle.
Custom 1 PK Bonfire 2% (lightning), 3%-5% (fire) The lightning bolt lacks a lot of distance, but the flame pillar is stronger and it sticks around longer. It sacrifices combo potential, however, due to its increased ending lag and knockback.
Custom 2 PK Fire Burst 2% (lightning), 9% (fire) Releases a single flame when it hits and knocks opponents farther. It will typically travel horizontally even when performed in the air, similar to Lucas's variant of PK Fire. It also travels further distance, which makes it more effective at zoning.
Up special Default PK Thunder 8% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox) Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. It can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a powerful human-projectile. Aiming the head of the projectile into Ness himself will launch him in a trajectory opposite to the side the projectile collided onto Ness, which is referred to as PK Thunder 2. PK Thunder 2 has brief invincibility during the first half of the move. Ness' primary means of recovery, but it can be easily gimped during startup. PK Thunder invulnerability during its early frames and is constituted of an early and late hit. Colliding with a projectile, opponent or an item during PK Thunder 2 will shorten the distance traveled, and slamming into a wall will result in instant helplessness. The tail of the thunder projectile can be useful for juggling and disrupt opponents recovering.
Custom 1 Lasting PK Thunder 7% (PK Thunder), 1% (Thunder's tail), 1.5% (PK Thunder 2, each hit), 10% (PK Thunder 2, last hit) It has identical functionality to Lucas's PK Thunder, with tighter curving/angling and both the projectile and Ness piercing opponents. It inflicts less damage, but launches Ness further, which improves his recovery.
Custom 2 Rolling PK Thunder 12% (PK Thunder), 1% (Thunder's tail), 30% (PK Thunder 2) Creates a slower, yet larger PK Thunder. Both the projectile and Ness do more damage and knockback. However, the distance Ness moves with PK Thunder 2 is significantly shorter, making this a high-risk, high-reward move.
Down special Default PSI Magnet 0% Surrounds Ness with a purple energy field, allowing him to absorb energy-based projectiles (such as Mario's Fireball, Fox's Blaster or Samus's Charge Shot, which will heal for 1.6× the damage he would have received, but only at a maximum of 30% damage per projectile. PSI Magnet can be held indefinitely by holding the special input. It will slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. PSI Magnet is also useful as a fall break to stall Ness' vertical momentum slightly in the air.
Custom 1 PSI Vacuum 10% Ness draws opponents in, releasing an explosion that damages nearby opponents upon releasing. It cannot absorb projectiles.
Custom 2 Forward PSI Magnet 9% The magnet surges in front of Ness instead of around himself, like Lucas's PSI Magnet. Like PSI Vaccum, it damages an opponent inside the magnet upon releasing.
Final Smash PK Starstorm 8% per hit Summons meteoric stars to fall from the sky to annihilate his opponents. The comets descend in a straight line over Ness, and can sweep the screen with directional inputs to the left and right.

Stats

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 94 1.3 – Initial dash
1.46265 – Run
0.8635 0.0546 0.0225 0.9588 0.01 – Base
0.09 – Additional
0.077 1.31 – Base
2.096Fast-fall
5 34.476265 - Base
16.652296 - Short hop
34.476265

Announcer call

On-screen appearance

  • Ness teleports onto the stage using PSI Teleport, ending in an explosion leaving him covered in soot, which he then shakes off his body.
NessOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Turns toward the screen, positions his arms on his hips and nods while saying "Okay." The pose is similar to that of his clay model from EarthBound.
  • Side taunt: Points his bat outward in front of him and strikes a pose, similar to how baseball players strike this pose to indicate they are hitting a home-run.
  • Down taunt: Waves his hand in an S-motion while releasing a stream of PSI from his finger.
Up taunt Side taunt Down taunt
Ness's up taunt in Smash 4 Ness's side taunt in Smash 4 Ness's down taunt in Smash 4

Idle poses

  • Looks around curiously.
  • Closes his eyes and places his fingers on his forehead, concentrating his PSI, and then points it forward.
NessIdlePose1WiiU.jpg NessIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Su-per Ness! Ness! Ness! Ness!
Pitch Group chant Group chant

Victory poses

A flourished remix directly from Super Smash Bros. Brawl. It is a sped-up remix of a portion of the title theme from the original MOTHER for the Famicom.
  • Skips in place of the victory screen, then nods slightly while facing the screen with his arms akimbo, holding a pose similar to his official clay model, up taunt, and his official artwork from Super Smash Bros. Brawl.
  • Looks around quickly before facing the screen, rubbing the back of his head with his hand. This is his "character chosen" animation in Super Smash Bros. 64, albeit much more subtle.
  • Swings his bat multiple times, then points it forward.
NessPose1WiiU.gif NessPose2WiiU.gif NessPose3WiiU.gif

In competitive play

Tier placement and history

Opinions on Ness' competitive viability have shifted throughout the game's lifespan. During the early metagame, smashers immediately noticed the vast buffs made to Ness, including the removal of the 10 extra frames to his grab released animation, significant improvements to his combo game, and edge-trumping making his recovery less exploitable. These buffs, alongside Ness possessing one of the best throw games in SSB4, a dominating aerial game, and excellent KO power and damage output, led several players to believe that Ness was at least a high-tier, with a few going as far as to consolidate him a top-tier. These claims were backed up with above-average results in competitive play throughout the first 2 years of the game's lifespan, with FOW playing 5th at GENESIS 3 and 7th at EVO 2015 and Shaky placing 7th at CEO 2015 and 9th at GENESIS 3. Ness' positive reception solidified him into the 13th position on the first official 4BR tier list. This reception continued onto the second tier list, where Ness saw a small drop to 16th, primarily due to the additions of Bayonetta and Corrin.

Overtime, however, Ness' flaws came to be more apparent, with players noticing that his sub-par mobility, mediocre ground game, and notably gimpable recovery made him struggle against several high and top-tiers, most notably Rosalina & Luma and Corrin. As a result, opinions on Ness began to fall off drastically: his results stagnated as several of his best players became less active by the end of 2016. In addition, Ness's EarthBound pseudo-clone, Lucas, saw a shift in perception: while Lucas was initially considered inferior to Ness, overtime opinions shifted the other direction around due to Lucas' buffs received from patches and his commendable results thanks to Taiheita. At the same time, Ness gained new counters in the form of Marth and Lucina, whose buffs also helped create a large spike in popularity. Although Ness still saw strong results, such as FOW placing 17th at 2GGT: ZeRo Saga and S1 placing 5th at BEAST 7, it failed to compensate the loss of his stagnant results he had already suffered. This resulted in a much larger decline to 24th on the third tier list, being tied with Pac-Man for the largest tier drop between the second and third tier lists; this drop also had him reassessed as a mid-tier character.

Throughout 2017, several mains began to return to the scene, with FOW briefly coming out of retirement to place 13th at 2GGC: Nairo Saga and 25th at 2GGC: Civil War respectively. NAKAT, despite using Ness as a secondary in favor of Fox in 2016, began to co-main Ness. Using Ness, NAKAT saw great results such as 3rd at Smash Factor 6, 13th at EVO 2017, and 17th at both GameTyrant Expo 2017 and 2GGC: Fire Emblem Saga. Other notable players include The Great Gonzales, who placed 5th at Royal Flush and 17th at Smash 'N' Splash 3, and Gackt, who had a breakout performance at The Big House 7 by defeating ANTi, Locus, and Mistake, ultimately placing 17th. These improved results, however, failed to shift opinions on Ness as several top players, including ZeRo, Dabuz, MkLeo, and Nairo, widely believed that Lucas was superior to Ness. Due to this, Ness dropped once again on the fourth and final tier list to 28th/29th, now sharing the spot with Lucas, though due to the expansion of the tiers, he was once again considered a high-tier character, tying with Lucas as the lowest-ranking high-tiers in the game.

This ranking, as well as his tie with Lucas, was challenged in 2018 as several dedicated players, including Gackt, S1, and BestNess, continued to see above-average placements at a national level, with Gackt placing 17th at EVO Japan 2018, S1 placing 5th at Midwest Mayhem 11, and BestNess placing 13th at The Big House 8, to name a few. Furthermore, Lucas' results dropped significantly as Taiheita entered retirement. With Ness' rise by the end of the game's active lifespan, as well as improved results over characters such as Greninja, Villager, and Bowser, players such as Dabuz once again believed that Ness was the superior EarthBound character and deserved to be higher on the tier list.

Despite the ups and downs Ness had faced, he is unanimously considered superior to all of his previous incarnations, although several players use secondaries in order to complement the character on a national level.

Official Custom Moveset Project

Character Custom sets available
Ness's stock icon in Super Smash Bros. for Wii U. Ness 1112 1121 1122 1311 1312
1321 1322 1212 2111 1113

Most historically significant players

Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.

See also: Category:Ness players (SSB4)

Trophies

Ness's Main Trophy in Smash 3DS.
3DS Classic Mode trophy
Wii U Classic Mode trophy
Ness
NTSCSuper Smash Bros. for Nintendo 3DS Hailing from Onett, a small town in Eagleland, this young boy's ordinary looks hide his psychic powers. Ness fought against the evil Giygas in EarthBound, and in Smash Bros. he unleashes some of the same PSI moves. Watch out for PK Thunder, a guided attack that can also launch Ness like a rocket!
NTSCSuper Smash Bros. for Wii U Hailing from Onett, a small town in Eagleland, this young boy sports ordinary looks that hide his psychic powers. Ness fought against the evil Giygas in EarthBound, and in Smash Bros. he unleashes some of the same PSI moves. Watch out for PK Thunder, a guided attack that can also launch Ness like a rocket!
SNES: EarthBound (06/1995)
PAL From Onett in Eagleland comes this young lad. He may not look like much, but he has powerful psychic abilities, and they really come in handy in EarthBound. They come in handy in this game, too. Did you know you can control his PK Thunder bolt? Aim it at Ness himself to send him flying, absolutely clobbering anyone in his path!
Super Famicom: EarthBound (1994 (JP))
GB Advance: Mother 1+2 (2003 (JP))
Ness's Alternate Trophy in Smash 3DS.
3DS All-Star Mode trophy
Wii U alternate trophy
Ness (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DS Ness may have psychic powers, but that doesn't mean he shies away from getting physical. His side smash packs a real punch if you hit enemies with the end of his bat, and it can even deflect projectiles! His up and down smashes also have a lot of range—Ness can land his strikes with ease!
NTSCSuper Smash Bros. for Wii U Ness may have psychic powers, but that doesn't mean he shies away from getting physical. His side smash packs a real punch if you hit enemies with the end of his bat, and it can even deflect projectiles! His up and down smashes also have a lot of range—try giving them a spin!
SNES: EarthBound (06/1995)
PAL Ness may have psychic powers, but that doesn't mean he shies away from getting physical. His side smash packs a real punch if you hit enemies with the end of his bat, and it can even reflect projectiles! His up and down smashes also have a lot of range, meaning when you play as Ness, it's always easy to land hits on your foes!
Super Famicom: EarthBound (1994 (JP))
GB Advance: Mother 1+2 (2003 (JP))
The PK Starstorm trophy from Super Smash Bros. for Wii U.
PK Starstorm (Ness)[fs 1] trophy
PK Starstorm (Ness)[fs 1]
In EarthBound, this PSI ability belonged to Poo, the Crown Prince of Dalaam and one of Ness's friends. Ness must have learned it especially for Smash Bros.! The attack makes a shower of meteors fall onto the stage, damaging any foes it hits. While the attack's in progress, Ness is invincible and can adjust the meteors' trajectory.
  1. ^ Simply "PK Starstorm" if Lucas has not been downloaded.

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Ness Palette (SSB4).png
Ness's stock icon in Super Smash Bros. for Wii U. NessHeadWhiteSSB4-U.png NessHeadYellowSSB4-U.png NessHeadGreenSSB4-U.png NessHeadBlueSSB4-U.png NessHeadBlackSSB4-U.png NessHeadCyanSSB4-U.png NessHeadPurpleSSB4-U.png

Gallery

Trivia

  • Ness and Palutena are the only characters in SSB4 with different voice-clips for custom moves; in Ness's case, he has a unique voice-clip when using PK Freeze.
  • Ness's amiibo description on the North American amiibo website is based on his trophy description from Melee.
  • Ness's yo-yo in this game reads "SUPER NINTENDO 2014" and "MOTHER", in reference to his console of origin, SSB4's year of release, and his home series.
  • Ness's custom special, PK Freeze, is one of only three custom specials in the game that have a preview image featuring a non-silhouetted character besides the user of the attack (alongside Mega Man's Ice Slasher and Lucas's PK Freeze). This is likely due to the characters being frozen.
  • Ness and Jigglypuff are the only original 12 characters to be excluded from newcomer poster art.
  • One set of Ness' custom moves reference Lucas' moveset in Brawl (and as later included in Smash 4).
  • Super Smash Bros. for Nintendo 3DS is the only game where Ness and Captain Falcon do not have the same availability.