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 every previous Smash Bros. installation, Ness is voiced by Makiko Ōmoto, who has now recorded new voice clips for both versions of the game.
Ness currently ranks 24th out of 58 characters on the tier list, placing him at the very start of the C tier and the top of mid tier. This is a vast improvement from his 26th out of 38 in Brawl, and his best placement compared to previous Smash Bros. games. Ness no longer suffers from having 10 extra grab release frames, 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), with his forward and up throws leaving opponents in very unfavorable positions, his down throw being a great combo starter and his back throw being the most powerful throw in the game, on top of being difficult to DI properly. Other notable strengths include an effective projectile 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 greater range on their attacks such as Cloud. His KO power, while consistent, is relegated to only his back throw and his up-air, as most of his powerful attacks are hard to land in the neutral game. Lastly and the most problematic 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.
Ness's favorable traits have led him to gain good tournament representation and use by many top players, such as FOW, S1, The Great Gonzales, Shaky, and NAKAT, and he also attained above-average results. Ness's tier placement, however, has been debated; despite his strengths, his poor matchups against several characters that are higher tiered than him, particularly Cloud, Rosalina & Luma, Marth, and Corrin, have led to some smashers to question how viable he is as a solo main.
How to unlock
Complete one of the following:
After completing one of the two methods, Ness must then be defeated on Magicant.
In Super Smash Bros. for Wii U, Ness is playable from the start.
Ness is an unusual blend of character archetypes, being a short, projectile-heavy character with a lot of versatility with his moves. Ness's weight is average and his falling speed is rather slow, giving him no disadvantage with weight alone. His walking speed is slow while his dashing speed and air speed are both sub-par, but his air acceleration is very high.
Ness possesses three projectiles: PK Flash, PK Fire, and PK Thunder. PK Flash can be used as an extremely powerful punishing or edge-guarding option, dealing huge knockback which can Star KO even Bowser, the heaviest character under 60%. PK Fire is fairly quick, possesses a good amount of range, and the projectile holds opponents in it when it hits them (while being difficult to SDI out of), allowing Ness free follow-ups (it can combo into a grab, a PK Fire or down tilt infinite and a forward smash to finish the opponent) as long as he acts quickly enough, also, it can be used off-stage to gimp fast-fallers and heavyweights in conjunction with 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 and powerful thunder ball for a few seconds. PK Thunder can essentially be used to knock opponents towards Ness for follow ups, to mindgame opponents in conjunction with PK Thunder 2 to finish them, edgeguard and 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, and it can allow him to use the massively powerful PK Thunder 2. His down special move, PSI Magnet, provides a psychic shield that can heal him when hit with an energy based attack and is extremely effective against characters such as Samus or the Mii Gunner, quickly healing him until very low percentages.
Ness's biggest strength is found in his superb aerial game. All of Ness's aerial moves can be used to either space, combo, or KO. All except down aerial are capable of auto-canceling in a short hop. His neutral aerial possesses very little startup and ending lag, and hits on both sides of Ness, making it a very useful out of shield option. His forward aerial has quick startup, a large, disjointed hitbox, and traps opponents, essentially allowing it to chain into either itself or another move. It is a powerful spacing tool and very useful in approaching opponents. His up aerial can be used to combo at lower percents and KO reliably at higher percents. It possesses a large hitbox and little lag, allowing it to be of low risk to use. His back aerial is another reliable KO move that possesses low lag. His down aerial has long range and can be useful in edgeguarding and breaking juggles, although it has significant startup in comparison to his other aerials.
While Ness's aerial make him a formidable fighter at close quarters, he can also pressure from afar. His dash attack has an exceptionally long range and is useful to approach. PK Fire covers a lot of ground and can be used to perform a PK Jump, which has amazing range and is very rewarding, yet very risky. A less risky maneuver known as PSI Floating can be performed involves airdodging as the double jump is activated. The timing window for this is much less strict, and results in the jump sending Ness around 25% higher. This lets Ness travel farther and longer than expected, improving his recovery. As well, Ness can instantly snap the ledge by doing PSI Floating and then immediately starting PK Thunder when it's nearby the ledge.
Ness's grab game is also very strong. His standing grab has decent range and is fast, his pivot grab is surprisingly disjointed and his dash grab gives him a substantial speed boost. Also, Ness can easily trap careless opponents with aforementioned PK Fire and PK Jump in order to set up for a grab combo. Ness possesses one of the fastest pummels in the game, allowing him to deal a decent amount of damage before throwing. His down throw easily sets up for aerial attacks, leading into a forward air at lower percents (which can be used multiple times by following the opponent's DI) or an up air at higher percents. Ness's forward throw has very high base knockback and can set up edgeguards. Up throw can be used to play situational mindgames with PK Thunder. Ness's infamous back throw is the strongest throw in the game; while it has very low base knockback, it has extremely high knockback scaling and is often regarded as his most effective and commonly used KO option.
Ness is not completely infallible, however. He possesses below average speed in both the ground and the air, making it hard for him to chase faster opponents. His ground game is also generally weak as he possesses short-ranged tilt attacks. His up and down smashes are also lackluster. While his up smash can be used as an out of shield option and his down smash as a situational edgeguard, both KO considerably later than his other KO options in a neutral situation, and his forward smash, while extremely powerful, possesses high ending lag and is easily punishable if it misses. Ness's biggest flaw, however, is his 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 relatively easy to gimp for characters with multiple jumps, such as Jigglypuff, Kirby and Meta Knight, or with moves that reflect or absorb, such as Rosalina, Fox, Villager, and Pit.
Custom moves can give Ness great advantages and brand new options. PK Freeze can freeze opponents, allowing free follow-ups, especially with PK Fire. PK Fire Burst has more range and power and always goes straight, making it 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, 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 normal PK Thunder 2. Forward PSI Magnet is the same, but has a semi-spike hitbox in front of Ness, functioning similar to Fox's Reflector. Finally, if the opponent has no energy projectiles, PSI Vacuum is the optimal choice, as it draws opponents in and is the strongest of Ness's down special moves damage-wise.
Overall, Ness is viewed as a very potent character in tournament play. He is believed to have a very solid matchup spread, with Rosalina and Luma and perhaps Villager being the only characters that truly counter him solidly.
Changes from Brawl
Ness has been heavily buffed in the transition from Brawl to SSB4. His 10 extra frame grab-release animation, which was one of his most detrimental flaws, has been removed, and many of the other flaws he had have been addressed. Ness also greatly benefits from the general changes of SSB4, as the new edge-trumping mechanic makes his recovery much harder to gimp, and the changes to hitstun canceling allows him to combo with his moves much more efficiently. Overall, Ness is significantly better than he ever was in previous Super Smash Bros. games and he has also seen solid tournament representation and greatly improved results due to his vast improvement.
Ness has been slightly nerfed overall in game updates. His most notable nerfs are the reduced damage output to his down throw and PK Fire having slightly more endlag. The changes to shield mechanics also hamper him slightly due to the majority of his non PSI-based moves having a rather low damage output. Ness has also got some other useful buffs, however, such as a faster PSI Magnet and his down aerial having a bigger hitbox and lasts one more frame (though it's still his least useful aerial), and while the buffs do not truly compensate for his nerfs, he remains a strong character.
In competitive play
Tier placement and history
During the early life of SSB4, players immediately noticed the buffs made to Ness. He was widely considered to be either a high, or even a top-tier character due to his amazing throw game and his fantastic KO power and damage output. However, overtime, many people have learned about Ness's bad matchups against many of the top tier characters in the game, including many ways to exploit his recovery despite the improvements made to it. Regardless, Ness's expectations have been strong, leading to great tournament representation and results, and securing the 13th position on the first official 4BR tier list. While his results slightly fell since the first tier list, as well as the release of Bayonetta, the significant buffs to Mewtwo and the increased representation for Mega Man having a strong impact on the metagame, he would drop slightly on the second tier list, placing at 16th.
Later on, Ness results would be very stagnant since many of his players had been significantly inactive than ever before in such a long time (Specifically after EVO 2016 to 2GGT: ZeRo Saga). Despite again gaining results on Winter 2016 and 2017, most noticeably FOW's 17th placement in 2GGT: ZeRo Saga and S1's 5th placement in B.E.A.S.T 7, it didn't compensate the loss of his stagnant results he had suffered from mid to late 2016. Some of his previously not so troublesome matchups such as Marth and Lucina would also gain a large spike in popularity, and prove to now be worrisome matchups for Ness. This resulted in a much larger tier drop to 24th on the third and current tier list, this drop being tied with Pac-Man for the largest between the second and third tier lists.
Currently, Ness' ranking on the tier list is a fair topic of debate, as some players feel that Ness' commendable results as of late such as FOW placing 13th at 2GGC: Nairo Saga and 25th at 2GGC: Civil War respectively. While NAKAT placed 13th at EVO 2017 and 33rd at Genesis 4 while using Ness a fair amount along with Fox. Also, most recently, NAKAT got 3rd at Smash Factor 6 while using Ness a majority of the tournament (although he did not use Ness at all in top 6). Finally, The Great Gonzales placed 5th at Royal Flush and 17th at Smash 'N' Splash 3 respectively. Many smashers claim that these results are sufficient enough for him to gain a higher tier placement once again in the future, though others feel that he should be placed slightly lower due to his glaring weaknesses and not as dominant results.
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