Editing Ness (SSB4)
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|availability = [[Unlockable character|Unlockable]] (3DS)<br>[[Starter character|Starter]] (Wii U) | |availability = [[Unlockable character|Unlockable]] (3DS)<br>[[Starter character|Starter]] (Wii U) | ||
|tier = C | |tier = C | ||
|ranking = 28 | |ranking = 28 | ||
}} | }} | ||
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') returns as a playable character in ''[[Super Smash Bros. 4]]''. Ness was officially confirmed on October 3rd, 2014, alongside {{SSB4|Falco}} and {{SSB4|Wario}}, coinciding with the Western release of {{for3ds}}. As in every previous ''Smash Bros.'' installation, Ness is | '''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') returns as a playable character in ''[[Super Smash Bros. 4]]''. Ness was officially confirmed on October 3rd, 2014, alongside {{SSB4|Falco}} and {{SSB4|Wario}}, coinciding with the Western release of {{for3ds}}. 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 | Ness currently ranks 28th out of 55 characters on the [[tier list]] (tied with {{SSB4|Lucas}}), placing both him and Lucas as the lowest C tier characters and the lowest high tier characters. This is a vast improvement from his 26th out of 38 in ''Brawl'', and his best placement relative 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 {{SSB4|Mewtwo}}'s and {{SSB4|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. 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. 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. | 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. 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. | ||
While Ness has poor matchups against several characters that were ranked higher than him, particularly {{SSB4|Rosalina & Luma}}, {{SSB4|Marth}}, and {{SSB4|Corrin}}, Ness has achieved good representation and above average results thanks to top players such as {{Sm|FOW}}, {{Sm|BestNess}}, {{Sm|S1}}, {{Sm|The Great Gonzales}}, {{Sm|Gackt}}, and {{Sm|NAKAT}}. | Currently, Ness's tier placement is debatable. While Ness has poor matchups against several characters that were ranked higher than him, particularly {{SSB4|Rosalina & Luma}}, {{SSB4|Marth}}, and {{SSB4|Corrin}}, Ness has achieved good representation and above average results thanks to top players such as {{Sm|FOW}}, {{Sm|BestNess}}, {{Sm|S1}}, {{Sm|The Great Gonzales}}, {{Sm|Gackt}}, and {{Sm|NAKAT}}. | ||
==How to unlock | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
* Play 10 VS Matches. | * Play 10 VS Matches. | ||
* Clear {{SSB4-3DS|Classic Mode}} on any difficulty. | * Clear {{SSB4-3DS|Classic Mode}} on any difficulty. | ||
After completing one of the two methods, Ness must then be defeated on [[Magicant]]. | After completing one of the two methods, Ness must then be defeated on [[Magicant]]. | ||
In {{forwiiu}}, Ness is playable from the start. | |||
==Attributes== | ==Attributes== | ||
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 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 [[projectile]]s: [[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 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 attack, making it extremely effective against characters with slower projectiles such as Samus or the Mii Gunner. PSI Magnet has fast start-up and end-lag, this allows Ness to cancel his double jump momentum 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. | Ness possesses three [[projectile]]s: [[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 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 attack, making it extremely effective against characters with slower projectiles such as Samus or the Mii Gunner. PSI Magnet has fast start-up and end-lag, this allows Ness to cancel his double jump momentum 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. | ||
Ness's biggest strength is found in his superb aerial game. Most of Ness's aerial moves can be used 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 very little 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 helpful in [[approach]]ing opponents. 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 move that possesses low lag. His down aerial can occasionally be useful in edgeguarding, although it has significant startup in comparison to his other aerials. Down aerial has a large autocancel window, giving Ness the ability to decrease the length of his shorthop, as Ness extends his hurtbox by using the move. Ness can use this property to Tomahawk much more effectively, buffer landing options, mix up his platform movement, and occasionally avoid techchase situations. Thanks to his floatiness, Ness can perform a neutral aerial or up aerial after a short hop air dodge, allowing him to jump through moves with invincibility and whiff punish. | Ness's biggest strength is found in his superb aerial game. Most of Ness's aerial moves can be used 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 very little 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 helpful in [[approach]]ing opponents. 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 move that possesses low lag. His down aerial can occasionally be useful in edgeguarding, although it has significant startup in comparison to his other aerials. Down aerial has a large autocancel window, giving Ness the ability to decrease the length of his shorthop, as Ness extends his hurtbox by using the move. Ness can use this property to Tomahawk much more effectively, buffer landing options, mix up his platform movement, and occasionally avoid techchase situations. Thanks to his floatiness, Ness can perform a neutral aerial or up aerial after a short hop air dodge, allowing him to jump through moves with invincibility and whiff punish. | ||
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Ness is far from perfect, however. He possesses below average speed in both the ground and the air, making it hard for him to chase most opponents. His ground game is also generally weak as he possesses short-ranged tilt attacks. His up and down smashes are also somewhat situational. While 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, both KO considerably later than his other KO options in a neutral situation, and his forward smash, while extremely powerful, possesses both high startup and ending lag, making it 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 easy to gimp if Ness is not careful enough with his double jump offstage. Characters with multiple jumps, such as {{SSB4|Jigglypuff}}, {{SSB4|Kirby}} and {{SSB4|Meta Knight}}, with counters, such as most of the Fire Emblem characters, or with moves that [[reflect]] or [[absorb]], such as {{SSB4|Rosalina}}, | Ness is far from perfect, however. He possesses below average speed in both the ground and the air, making it hard for him to chase most opponents. His ground game is also generally weak as he possesses short-ranged tilt attacks. His up and down smashes are also somewhat situational. While 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, both KO considerably later than his other KO options in a neutral situation, and his forward smash, while extremely powerful, possesses both high startup and ending lag, making it 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 easy to gimp if Ness is not careful enough with his double jump offstage. Characters with multiple jumps, such as {{SSB4|Jigglypuff}}, {{SSB4|Kirby}} and {{SSB4|Meta Knight}}, with counters, such as most of the Fire Emblem characters, or with moves that [[reflect]] or [[absorb]], such as {{SSB4|Rosalina}}, | ||
{{SSB4|Villager}}, and {{SSB4|Pit}} can force Ness into disadvantage when offstage. | {{SSB4|Villager}}, and {{SSB4|Pit}} can force Ness into disadvantage when offstage. | ||
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 {{SSB4|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. | 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 {{SSB4|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. | ||
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==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
Ness has been heavily buffed in the transition from ''Brawl'' to ''SSB4''. His grab-release animation with 10 extra frames of ending lag, which was one of his most detrimental flaws, has been removed, and many of the other flaws he had (mainly his recovery) 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 while the weakening of [[SDI]] makes his multi hit moves more reliable. The introduction of [[rage]] also benefits him as it improves his KO potential when he's at higher percents. He also greatly benefits from the removal of [[chain grab]]bing which was one of the main reasons why his longer grounded grab release was so exploitable. | Ness has been heavily buffed in the transition from ''Brawl'' to ''SSB4''. His grab-release animation with 10 extra frames of ending lag, which was one of his most detrimental flaws, has been removed, and many of the other flaws he had (mainly his recovery) 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 while the weakening of [[SDI]] makes his multi hit moves more reliable. The introduction of [[rage]] also benefits him as it improves his KO potential when he's at higher percents. He also greatly benefits from the removal of [[chain grab]]bing which was one of the main reasons why his longer grounded grab release was so exploitable. | ||
As for direct changes outside of the length of his grounded grab release animation, he has seen a mix of buffs and nerfs. Ness overall has greater mobility, his smash attacks are stronger and 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-spike]]s opponents. | As for direct changes outside of the length of his grounded grab release animation, he has seen a mix of buffs and nerfs. Ness overall has greater mobility, his smash attacks are stronger and 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-spike]]s opponents. | ||
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===Aesthetics=== | ===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 head, and a smaller backpack. He also lacks the partial yellow stripe that he had at the bottom of his shirt.}} | *{{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 head, and a smaller backpack. He also lacks the partial yellow stripe that he had at the bottom of his shirt.}} | ||
*{{change|Ness is more expressive.}} | *{{change|Ness is more expressive.}} | ||
*{{change|All of Ness' PSI-based attacks now use a graphic effect similar to Lucas's attacks (forward aerial, up smash, etc.) instead of using the same graphic effect as his double jump.}} | *{{change|All of Ness' PSI-based attacks now use a graphic effect similar to Lucas's attacks (forward aerial, up smash, etc.) instead of using the same graphic effect as his double jump.}} | ||
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*{{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 grab release follow-ups especially when combined with the removal of [[chain grab]]bing. The changes to air releases also benefits him as he is far less susceptible to air release followups.}} | *{{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 grab release follow-ups especially when combined with the removal of [[chain grab]]bing. The changes to air releases also benefits him as he is far less susceptible to air release followups.}} | ||
*{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 49 → 34).}} | *{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 49 → 34).}} | ||
*{{change|All of Ness's [[electric]] attacks except for his specials are now a | *{{change|All of Ness's [[electric]] attacks except for his specials are now a [[magic]] effect.}} | ||
*{{change|Ness' gravity is higher (0.0711 → 0.077).}} | *{{change|Ness' gravity is higher (0.0711 → 0.077).}} | ||
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | *{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | ||
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**{{nerf|The second hit of dash attack deals less damage (4% → 2%) and as the first hit no longer deals consistent damage, dash attack as a whole no longer deals consistent damage (13% → 9%/11%/13%).}} | **{{nerf|The second hit of dash attack deals less damage (4% → 2%) and 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]]: | *[[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 | **{{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 below average power in ''Brawl'' to one of the most powerful forward smashes in ''Smash 4''. 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%). Its other hitboxes are also smaller (2.9u/3.6u/3.8u/4.099983u → 2.3u/2.6u/3.0u) and 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.}} | **{{nerf|Forward smash's strongest tipper hitbox has been completely removed, so that its maximum damage potential when uncharged has been lowered (24% → 22%). Its other hitboxes are also smaller (2.9u/3.6u/3.8u/4.099983u → 2.3u/2.6u/3.0u) and 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.}} | ||
*Yoyo: | *Yoyo: | ||
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*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{nerf|Neutral aerial has a shorter duration (frames 5-24 → 5-15).}} | **{{nerf|Neutral aerial has a shorter duration (frames 5-24 → 5-15).}} | ||
*[[Forward aerial]]: | *[[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.}} | **{{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.}} | ||
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**{{nerf|Back aerial has increased landing lag (12 frames → 17).}} | **{{nerf|Back aerial has increased landing lag (12 frames → 17).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{nerf|Up aerial has increased landing lag (12 frames → 14).}} | **{{nerf|Up aerial has increased landing lag (12 frames → 14).}} | ||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{change|Down aerial now has an extra spin in its animation, with Ness facing at a different orientation as he kicks downward with his toes instead of the stamp of his foot.}} | |||
**{{change|Down aerial has | **{{buff|The new special effect at his toes gives its hitbox more vertical range, along with having its sourspot deal slightly more damage (9% → 10%). The removal of [[meteor cancel]]ing also improves its reliability.}} | ||
**{{ | **{{nerf|Down aerial's clean and late hits have smaller hitboxes (6.54u/6.54u (clean/late) → 3.9u/6u), a shorter duration (4 frames → 2 (clean), 5 frames → 4 (late)), and have drastically decreased base knockback (90/90 (clean/late) → 20/30), with both hits now being incapable of KOing at realistic percentages. Down aerial also [[auto-cancel]]s significantly later (frame 29 → 50) removing its ability to auto-cancel in a short hop. As a result, the meteor smash is much harder to hit with, and the move is now generally inferior to his other aerials.}} | ||
**{{change|Down aerial uses the magic sound effect on hit instead of a punch sound effect in prior games.}} | |||
**{{nerf|Down aerial | |||
**{{ | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|Pivot grab's range is now large and disjointed.}} | |||
*{{nerf|Pivot grab has more startup lag (frame 6 → 10) no longer being the fastest in the game. It along with dash grab also have more ending lag (FAF 36 (both) → 43 (dash), 41 (pivot)).}} | |||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{buff|Pummel deals slightly more damage (1% → 1.2%).}} | **{{buff|Pummel deals slightly more damage (1% → 1.2%).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|The changes to [[hitstun canceling]] | **{{buff|The changes to [[hitstun canceling]] significantly benefits down throw, as Ness can now use 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.}} | **{{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|Down throw's fire hits deal less damage (1% → 0.6%) reducing its total damage output (9% → 7%). It also has much more knockback scaling (30 → 80) hindering its combo potential at higher percents.}} | ||
===Special moves=== | ===Special moves=== | ||
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**{{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.}} | **{{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 may take even longer to reach him, but they will still heal him eventually.}} | **{{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 may take even longer to reach him, but they will still heal him eventually.}} | ||
**{{change|The swirling of captured attacks by PSI Magnet utterly nullifies even projectiles that would continue past Ness, including [[Thoron]] and | **{{change|The swirling of captured attacks by PSI Magnet utterly nullifies even projectiles that would continue past Ness, including [[Thoron]] and {{b|Thunder|Pokémon}}.}} | ||
**{{change|PSI Magnet is now light blue like in ''Melee''.}} | **{{change|PSI Magnet is now light blue like in ''Melee''.}} | ||
*[[PK Starstorm]]: | *[[PK Starstorm]]: | ||
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'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{nerf|PK Thunder 2 has a greater deceleration rate (0.072 → 0.08), making it cover less distance.}} | *{{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|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.}} | ||
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*{{nerf|[[PK Fire]]'s ending lag increased.}} | *{{nerf|[[PK Fire]]'s ending lag increased.}} | ||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{buff|Rising PK Flash has less startup lag when it is detonated (frame 8 → 6).}} | *{{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 deals more damage (2% → 4%) and knockback (80 (base)/30 (scaling) → 50/80), improving its KO potential.}} | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
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|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=Punches twice, then kicks. The first hit can | |neutraldesc=Punches twice, then kicks. The first hit can [[lock]] at low percents. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
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|dtiltname= | |dtiltname= | ||
|dtiltdmg=4% (foot), 2% (toes) | |dtiltdmg=4% (foot), 2% (toes) | ||
|dtiltdesc=A swift shin kick. Extremely spammable and can be used to jab reset. Has a sourspot located on the tip of his foot. Has a chance of making the opponent trip. | |dtiltdesc=A swift shin kick. Extremely spammable and can be used to jab reset. Has a sourspot located on the tip of his foot. Has a chance of making the opponent trip. | ||
|dashname= | |dashname= | ||
|dashdmg=4%/3% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) | |dashdmg=4%/3% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) | ||
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|fsmashdmg={{ChargedSmashDmgSSB4|18}} (low), {{ChargedSmashDmgSSB4|20}} (mid), {{ChargedSmashDmgSSB4|22}} (tip), 2× damage (reflected projectiles) | |fsmashdmg={{ChargedSmashDmgSSB4|18}} (low), {{ChargedSmashDmgSSB4|20}} (mid), {{ChargedSmashDmgSSB4|22}} (tip), 2× damage (reflected projectiles) | ||
|fsmashdesc=Swings his bat. It is the second strongest forward smash in the game when sweetspotted at the tip of the bat and still one of the strongest forward smashes when untippered, but it has some 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. | |fsmashdesc=Swings his bat. It is the second strongest forward smash in the game when sweetspotted at the tip of the bat and still one of the strongest forward smashes when untippered, but it has some 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. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|13}} | |usmashdmg={{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|13}} | ||
|usmashdesc=Sends his yo-yo forward and performs "around-the-world" over himself. A decent anti-air and a good out of shield option. It is more powerful if the opponent is behind Ness, but it's still the weakest up smash in the game, not KOing until roughly 137%. | |usmashdesc=Sends his yo-yo forward and performs "around-the-world" over himself. A decent anti-air and a good out of shield option. It is more powerful if the opponent is behind Ness, but it's still the weakest up smash in the game, not KOing until roughly 137%. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1, front and back) {{ChargedSmashDmgSSB4|1}} (hit 2, front and back) {{ChargedSmashDmgSSB4|10}} (hit 3, front and back) | |dsmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1, front and back) {{ChargedSmashDmgSSB4|1}} (hit 2, front and back) {{ChargedSmashDmgSSB4|10}} (hit 3, front and back) | ||
|dsmashdesc=Sends his yo-yo backwards and "walk-the-dog" with it before pulling the yo-yo back. Covers get up options well, but cannot connect well if the opponent is at the longest range of the move. | |dsmashdesc=Sends his yo-yo backwards and "walk-the-dog" with it before pulling the yo-yo back. Covers get up options well, but cannot connect well if the opponent is at the longest range of the move. | ||
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|nsdefname=PK Flash | |nsdefname=PK Flash | ||
|nsdefdmg=9%-37% | |nsdefdmg=9%-37% | ||
|nsdefdesc=A green plasma-like energy projectile appears above Ness. As the special attack button is held, the sphere moves downwards and increases in power, until the attack button is released or until it is fully charged, it explodes. Can KO as low 37% | |nsdefdesc=A green plasma-like energy projectile appears above Ness. As the special attack button is held, the sphere moves downwards and increases in power, until the attack button is released or until it is fully charged, it explodes. Can KO as low 37% fully charged. | ||
|nsc1name=Rising PK Flash | |nsc1name=Rising PK Flash | ||
|nsc1dmg=8%-24% | |nsc1dmg=8%-24% | ||
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|dsc1name=PSI Vacuum | |dsc1name=PSI Vacuum | ||
|dsc1dmg=10% | |dsc1dmg=10% | ||
|dsc1desc=Ness draws opponents in, releasing an explosion that damages nearby foes when the move is released. It cannot absorb projectiles. | |dsc1desc=Ness draws opponents in, releasing an explosion that damages nearby foes when the move is released. It cannot absorb projectiles. | ||
|dsc2name=Forward PSI Magnet | |dsc2name=Forward PSI Magnet | ||
|dsc2dmg=9% | |dsc2dmg=9% | ||
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|fsdesc=Summons stars to fall from the sky to annihilate his enemies. The comets descend in a straight line over Ness and can sweep the screen with directional inputs to the left and right. | |fsdesc=Summons stars to fall from the sky to annihilate his enemies. The comets descend in a straight line over Ness and can sweep the screen with directional inputs to the left and right. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|char=Ness}} | |char=Ness}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=1113 | |set10=1113 | ||
}} | }} | ||
=== | ===Notable 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.'' | |||
====Active==== | |||
*{{Sm|ATATA|USA}} - The best Ness player in the Midwest, and is ranked 3rd on the [[Chicago Power Rankings|Chicago Smash 4 Power Rankings]]. He has wins over {{Sm|Ned}}, {{Sm|Tyroy}}, {{Sm|Dark Wizzy}}, {{Sm|JJROCKETS}}, {{Sm|Seth}}, {{Sm|Sinnyboo242}}, and {{Sm|Ling Ling}}. | |||
*{{Sm|Awestin|USA}} - The best Ness player in Texas, consistently achieves top 8 at Shockwave tournaments. Placed 9th at [[Aftershock 2016]] and 17th at [[Low Tier City 4]]. Has multiple wins over {{Sm|Lima}}, and has taken a set off of {{Sm|Cosmos}}. | |||
*{{Sm|BestNess|USA}} - Considered to be the best Ness player in the world. Ranked 1st on the Utah Smash 4 Power Rankings. Placed 4th at [[Flatiron 3]], 7th at [[Rise 2018]], and 25th at [[GENESIS 5]]. Has wins over {{Sm|ANTi}}, {{Sm|Darkshad}}, {{Sm|JK}}, {{Sm|Larry Lurr}}, {{Sm|Light|p=Connecticut}}, {{Sm|Elegant}}, {{Sm|Charliedaking}}, {{Sm|Vinnie}}, {{Sm|Shoyo James}}, and {{Sm|Shuton}}. | |||
*{{Sm|BooBear|US}} - Co-mains Ness with {{SSB4|Mewtwo}}. Placed 13th at [[Little Big House 4]] and 25th at [[Showdown: Battle Royale 2]], and has taken sets off of players such as {{Sm|WaDi}} and {{Sm|Ryuga}}. Currently ranked 1st on the [https://smash.gg/rankings/super-smash-bros-for-wii-u/series/west-michigan/winter-2018-1 West Michigan Power Rankings]. | |||
*{{Sm|Gackt|Japan}} - The best Ness main in Japan, and considered one of the best in the world. He is famous for his insane PK thunder reads. Placed 13th at [[Umebura 26]] and 17th at [[The Big House 7]]. He has notably beaten {{Sm|ANTi}}, {{Sm|Earth}}, {{Sm|komorikiri}}, {{Sm|Locus}}, {{Sm|tamim}}, {{Sm|Ned}}, {{Sm|T}}, {{Sm|shky}}, {{Sm|Abadango}}, {{Sm|dyr}}, and {{Sm|Tsu-}}. | |||
<!--NOTE: Please mention Gackt's placing at The Big House 7 as a reason for Ness being considered high tier.--> | |||
*{{Sm|MASA|Japan}} - Notably plays using a Nintendo 3DS. Placed 7th at [[Sumabato 7]] and 9th at [[Sumabato 15]]. Has a win over {{Sm|HIKARU}}. | |||
*{{Sm|NAKAT|USA}} (#49) - Co-mains Fox and Ness and is considered one of the best Ness players in the world. Has taken sets off of {{Sm|Ally}}, {{Sm|ANTi}}, {{Sm|CaptainZack}}, {{Sm|Larry Lurr}}, {{Sm|Locus}}, {{Sm|Mistake}}, {{Sm|Nairo}}, {{Sm|Salem}}, and {{Sm|Zinoto}} with Ness. Placed 2nd at [[Smash the Record 2015]], 9th at [[CEO 2016]], 13th at [[EVO 2017]] and [[Get On My Level 2018]], 17th at [[GameTyrant Expo 2017]], and 17th at [[2GGC: Fire Emblem Saga]] with him. Formerly ranked 33rd on [[Panda Global SSB4 Rankings]]. | |||
*{{Sm|Ribs|USA}} - Formerly ranked ranked 6th on the [[New York City Power Rankings|New York Smash 4 Power Rankings]]. Has beaten {{Sm|Vinnie}} and {{Sm|Mr. ConCon}}. Currently on a semi-active state. | |||
*{{Sm|Shaky|USA}} (#83) - The best Ness main in Northern California. Placed 7th at [[CEO 2015]] and 9th at [[GENESIS 3]]. Has beaten {{Sm|6WX}}, {{Sm|Ally}}, {{Sm|ESAM}}, {{Sm|Falln}}, {{Sm|Fatality}}, {{Sm|Ito}}, {{Sm|Mew2King}}, {{Sm|MVD}}, {{Sm|NAKAT}}, {{Sm|Tyrant}}, and {{Sm|Tweek}}. | |||
*{{Sm|SlamSHADY|USA}} - Ranked 15th on the [[Michigan Power Rankings|Michigan Smash 4 Power Rankings]]. Placed 49th at [[Smash 'N' Splash 4]]. Has taken a set off of {{Sm|Mistake}} | |||
*{{Sm|Spencer|USA}} - The best Ness in Wisconsin, ranked 2nd on the [[Wisconsin Power Rankings]]. Placed 33rd at [[Smash 'N' Splash 3]]. | |||
*{{Sm|SS|USA}} - Co-mains Ness and Villager, considered a top Ness player in the United States. Has beaten Captain Zack while using Ness. Ranked 1st on the [[Arizona Power Rankings|Arizona Smash 4 Power Rankings]]. | |||
*{{Sm|taranito|Japan}} - One of the best Ness players in Japan. Placed 5th at [[Umebura 25]], 9th at [[Umebura 26]], and 17th at [[EVO Japan 2018]]. He has wins over {{Sm|9B}}, {{Sm|Choco}}, {{Sm|Rain}}, {{Sm|Sigma}}, {{Sm|Gackt}}, {{Sm|Ke-ya}}, Tsu-, and T. | |||
*{{Sm|The Great Gonzales|USA}} - The best Ness player in the Tri-State area, then-ranked 3rd on the New Jersey Smash 4 Power Rankings, and is also considered to be one of the best in the world. Has a long streak of success at The Break Weekly, and placed 5th at Royal Flush and 17th at both KTAR XX and Smash 'N' Splash 3. Has beaten {{Sm|6WX}}, {{Sm|Lima}}, Light, Mr.E, Pink Fresh, Pugwest, Salem, ScAtt, and WaDi. He has a Diddy Kong as a co-main, but still uses Ness most of the time. | |||
====Inactive==== | |||
*{{Sm|Deimos|France}} | |||
*{{Sm|Greward|Spain}} | |||
*{{Sm|FOW|USA}} (#56) - Widely considered the best solo Ness player of all time but is currently inactive. Placed 4th at [[PAX Arena]], 4th at [[2GGT: Fresh Saga]], 5th at [[GENESIS 3]], 7th at [[EVO 2015]], 13th at [[2GGC: Nairo Saga]], 17th at [[2GGT: ZeRo Saga]], 25th at [[2GGC: Civil War]] and many more high placings. Has beaten players such as {{Sm|Ally}}, {{Sm|ANTi}}, {{Sm|CaptainZack}}, {{Sm|Elegant}}, {{Sm|ESAM}}, {{Sm|Larry Lurr}}, {{Sm|Manny}}, {{Sm|Marss}}, and {{Sm|VoiD}}. He was formerly ranked 50th on the [[Panda Global SSB4 Rankings|Panda Global Rankings v3]]. | |||
<!--NOTE: Please do not add more names to FOW's list of players he's beaten. Having 9 here is more than enough.--> | |||
*{{Sm|Fsann|Japan}} - Formerly ranked 15th on the [[Umebura Smash 4 Power Rankings]]. | |||
*{{Sm|S1|Netherlands}} - Formerly the best Ness player in Europe prior to his retirement. Placed 5th at [[B.E.A.S.T 7]] and [[Midwest Mayhem 11]], 7th at [[B.E.A.S.T 6]] and [[Syndicate 2017]], and 9th at [[Syndicate 2016]]. Has beaten top Dutch players such as {{Sm|iStudying}} and {{Sm|Mr.R}}. Ranked 2nd on the [[Dutch Power Rankings|Dutch Smash 4 Power Rankings]], tied with iStudying. | |||
*{{Sm|Sho|USA}} - Now mains {{SSB4|Meta Knight}}. | |||
===Tier placement and history=== | |||
Opinions on Ness' competitive viability have been controversial throughout the game's lifespan. During the early life of ''SSB4'', smashers immediately noticed the vast buffs made to Ness. Many smashers recognized that Ness no longer have the 10 extra frame grab-release animations, his combo game has been markedly improved, and his recovery is much harder to gimp by the addition of a new edge-trumping mechanic. From these initial buffs, Ness was widely considered to be a prominent high tier or even a top-tier character. From possessing arguably one of the best throw games in ''SSB4'', a highly versatile aerial game, alongside excellent KO power and damage output, Ness's expectations continued strong, leading to great tournament representation. His results had been splendid throughout 2015-Early 2016 thanks to likes of {{Sm|FOW}} and {{Sm|Shaky}}. With FOW's 7th placement at [[EVO 2015]] and 5th place at [[GENESIS 3]] and Shaky's 7th placement at [[CEO 2015]] and 9th placement at GENESIS 3, it solidified Ness into 13th position on the first official ''4BR'' [[tier list]]. | |||
After the first tier list, his results slightly fell from the slight inconsistency from {{Sm|FOW}} and the sudden inactivity from {{Sm|Shaky}}. While Ness made a slight decline, the release of {{SSB4|Bayonetta}}, the significant buffs to {{SSB4|Mewtwo}} and the increased representation of {{SSB4|Mega Man}} drop Ness even further. Despite this, Ness' results and representation went on strong and would drop slightly on the second tier list, placing at 16th. | |||
'' | Over time, Ness' flaws came to be more apparent, with players noticing that his subpar mobility, mediocre ground game, and notably gimpable recovery made him struggle against high and top tiers, despite his buffs. | ||
As a result, opinions on Ness began to fall off drastically. His results would become stagnant, as many of his players became significantly inactive (Specifically after [[EVO 2016]] to [[2GGT: ZeRo Saga]]). During the period of stagnation, Ness had been rivaled against his fellow EarthBound semi-clone, Lucas. While Lucas was initially considered inferior to Ness in the Smash community, over time, the community questioned about Ness' and Lucas' viability. Lucas' buffs received from patches and his commendable results thanks to {{Sm|Taiheita}} slowly led the community into believing that Lucas is superior to Ness. At the same time, some of his previously not so troublesome matchups such as {{SSB4|Marth}} and {{SSB4|Lucina}} would also gain a large spike in popularity and viability, and prove to now be worrisome matchups for Ness. 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. This resulted in a much larger tier drop to 24th on the third tier list, being tied with {{SSB4|Pac-Man}} for the largest between the second and third tier lists. | |||
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. With his Ness, NAKAT placed 3rd at [[Smash Factor 6]], 13th at EVO 2017, 17th at [[GameTyrant Expo 2017]], and 17th at [[2GGC: FE Saga]]. The Tristate Ness main, The Great Gonzales, placed 5th at Royal Flush and 17th at Smash 'N' Splash 3 respectively. Most recently, a Japanese Ness player, Gackt, made a breakout performance at [[The Big House 7]] by claiming wins against {{Sm|ANTi}}, {{Sm|Locus}}, {{Sm|Mistake}} and secured 17th place. Regardless of these improved results, opinion from Ness worsened and many Smashers, including {{Sm|ZeRo}}, {{Sm|Dabuz}}, {{Sm|MkLeo}}, and {{Sm|Nairo}}, widely believed that Lucas is superior to Ness, despite Ness' accomplishments. From this, Ness dropped once again on the fourth and current tier list, at 28th, now sharing the spot with his Earthbound representative {{SSB4|Lucas}} though due to the expansion of the tiers, he is now considered a high tier character rather than a mid tier character. | |||
Fortunately, opinions from Ness began to improve for the first time as he continues to net above average results thanks to Gackt, BestNess, taranito, and S1 earning notable results in their regions, and even in some major tournaments such as {{Sm|BestNess}} getting 25th at [[GENESIS 5]] and 13th at {{Trn|The Big House 8}}, S1 placing 5th at [[Midwest Mayhem 11]] and almost causing a huge upset vs {{Sm|CaptainZack}}, {{Sm|taranito}} placing 17th at [[EVO Japan 2018]], and {{Sm|Gackt}} placing 2nd at [https://smash.gg/tournament/frostbite-ursa-minor-2/events/smash-4-singles/brackets/204261 Frostbite Ursa Minor 2] and taking sets off of {{Sm|komorikiri}}, {{Sm|dyr}}, and {{Sm|Ned}}. These results have even been more impressive than some of the characters ranked above him such as {{SSB4|Greninja}}, {{SSB4|Villager}}, and {{SSB4|Bowser}}. While Ness continued to grow, his fellow EarthBound representative, {{SSB4|Lucas}} (Who is currently tied with Ness for 28th on the current Smash 4 tier list) dropped in quality from his declining results in Japan and the absence of {{Sm|Taiheita}}, leading Dabuz to say that Ness is the superior character. On top of this, FOW recently confirmed his return to the Smash scene and has had decent placings such as 2nd at [[Expand Gong 3]]. Because of these notable results and his continuous rise, it is unknown whether Ness will continue to stay as a mid to high tier or if he will regain his former glory. Regardless, Ness is still viewed as a viable character in tournament play and can even achieve favorable placements in national level when solo-mained. However, he may require to have secondaries on certain matchups. | |||
==Trophies== | |||
:'''Ness''' | |||
::{{Flag|ntsc}} ''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!'' | |||
::{{Flag|pal}} ''From Onett in Eageland 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!'' | |||
{{Trophy games|console1=SNES|game1=[[EarthBound (game)|EarthBound]] -- 06/1995|console2=GBA|game2=[[wikibound:Mother 1+2|Mother 1+2]] -- 2003 (JP)}} | |||
:'''Ness (Alt.)''' | |||
::{{Flag|ntsc}} ''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!'' | |||
::{{Flag|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 have a lot of range, meaning when you play as Ness, it's always easy to land hits on your foes!'' | |||
{{ | |||
| | |||
{{Trophy games|console1=SNES|game1=[[EarthBound (game)|EarthBound]] -- 06/1995|console2=GBA|game2=[[wikibound:Mother 1+2|Mother 1+2]] -- 2003 (JP)}} | |||
:'''PK Starstorm''' | |||
::''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.'' | |||
< | <center> | ||
<gallery> | |||
NessTrophy3DS.png|Classic (3DS) | |||
NessAltTrophy3DS.png|Alt. (3DS) | |||
NessTrophyWiiU.png|Classic (Wii U) | |||
NessAltTrophyWiiU.png|Alt. (Wii U) | |||
PKStarstormTrophyWiiU.png|[[PK Starstorm]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Ness amiibo.png|Ness' [[amiibo]] | Ness amiibo.png|Ness's [[amiibo]]. | ||
SSB4 - Ness Screen-1.jpg|Posing with [[Jeff]]. | SSB4 - Ness Screen-1.jpg|Posing with [[Jeff]]. | ||
SSB4 - Ness Screen-2.jpg|Posing with {{SSB4|Pikachu}}. | SSB4 - Ness Screen-2.jpg|Posing with {{SSB4|Pikachu}}. |