Editing Ness (SSBM)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 16: Line 16:
|rankingPAL  = 23
|rankingPAL  = 23
}}
}}
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a [[starter character]] in ''[[Super Smash Bros. Melee]]''. He was officially announced at [[E3]] 2001.
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a veteran [[starter character]] in ''[[Super Smash Bros. Melee]]'', switching his availability status as an [[unlockable character]] from the original ''[[Super Smash Bros.]]'' to being available at the beginning of the game in ''Melee''. He was one of the fourteen characters to be officially announced at [[E3]] 2001.  


Makiko Ōmoto reprises her role as Ness in ''Melee'' with new voice clips.
{{s|wikipedia|Makiko Ōmoto}} reprises her role as Ness' voice actor, providing a series of new voice-clips.


Ness is currently ranked 23rd out of 26 on the [[tier list]], placing within the D tier. This is a slight fall from his already very low placement in ''Smash 64'', where he was 10th out of 12 characters in the NTSC version, and his worst placement to date. While still possessing great throws and a great aerial and combo game thanks to his double jump cancel, Ness is strongly held back by having almost non-existent approach options on the ground due to significant range issues in most of his attacks; having one of the worst recoveries in the game, and he also has significant trouble KOing opponents, due to him possessing some of the worst smash attacks in the game, having overall very weak KO power and due to his aforementioned poor range. As a result of these significant weaknesses, Ness has terrible [[matchup]]s across the cast, is considered non-viable in competitive play, and has nearly non-existent representation in the modern metagame.
Ness is ranked 23rd out of 26 on ''Melee''{{'}}s current [[tier list]], ranking within the lower half of D tier. This is a slight decline from his previously low ranking in ''Smash 64'', where he was ranked 10th out of 12 characters in NTSC, and his technically dated as his worst ranking in the series to date. Ness still retains his excellent aerial and combo games thanks to his [[double jump canceling]] technique (a unique trait shared with {{SSBM|Peach}}, {{SSBM|Mewtwo}} and {{SSBM|Yoshi}}), with all of his aerials being strong, quick, and useful for both comboing and KOing. His [[grab]] game is among the best across the cast, as each of his throws have practical and respective usage: his [[down throw]] is a viable combo starter, his [[up throw]] is a great [[chain grab]] against fast-fallers, and his [[back throw]] is the most versatile KO throw in the game. However, Ness is strongly held back by his almost non-existent approaching options on the ground (because of his poor grounded mobility, lackluster [[range]], and his slow and short-ranged [[projectile]]s), as most characters can either easily predict/read him or punish his options, as well as his disproportionately weak KO power, as most of his finishers suffer from poor range, his [[smash attack]]s are extremely weak (up/down smashes) or are slow, have large and unreliable [[sourspot]]s ([[forward smash]]). Finally, he also has one of the worst recoveries in the game due to the combination of angling issues within [[PK Thunder]], and severe handicaps within PK Thunder 2. As a result of these significant weaknesses, Ness has terrible [[matchup]]s, with six nearly unwinnable, and his favorable matchups being either too slow or having even worse range to combat his tools. As such, he is considered non-viable in competitive play, with matchups remaining overall very poor and having almost non-existent representation in the modern metagame.


==Attributes==
==Attributes==
Ness is an unusual blend of character archetypes; many of his attributes are unique in comparison to other characters, such as his projectiles, his [[recovery]] and his midair [[jump]]. Ness has below average [[traction]] and a below average [[falling speed]], giving him an above-average [[wavedash]] that is relatively quick. Ness is a projectile-heavy character, as he has 3 projectiles: [[PK Flash]], [[PK Fire]], and [[PK Thunder]], while also having a healing move in his [[PSI Magnet]].
Ness is a unique, yet versatile blend of characteristic archetypes; several of his attributes are unique in comparison to other characters, such as his projectiles, his [[recovery]] and his [[midair jump]]. His movement is overall polarizing: while his [[walk]]ing and [[dash]]ing speeds are below-average, he has an above-average [[air speed]] and high [[air acceleration]]. Ness also has above-average [[traction]] and a below-average [[falling speed]], giving him an above-average [[wavedash]] that is relatively quick. Ness is a projectile-heavy character, as he possessing 3 projectiles: [[PK Flash]], [[PK Fire]] and [[PK Thunder]], while also featuring a healing move in his [[PSI Magnet]].


Arguably Ness's greatest strength is his combo game. Despite a poor [[SHFFL]] due to his high short hop and low falling speed, Ness has many ways to pressure and combo in the air thanks to his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; this is especially important considering the utility of his aerial attacks. His [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters (especially the latter) and his back, up and down air attacks serve as good KO moves. Due to this, his air approach is considered to be much better than his ground approach.
Arguably Ness' greatest strength is his excellent [[combo]] game. Despite a poor [[SHFFL]] due to his high short hop and low falling speed, Ness has several ways to pressure and combo in the air thanks to his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently perform his multiple aerial attacks to rack up damage and lead to KOs. This is especially important considering the utility of his aerial attacks, as his combo game is supported by Ness' great aerial game. His [[neutral aerial]] and [[forward aerial]] attacks function as potential combo starters (especially the latter) and the remainder of his aerials serve as good KO options. For their individual traits, neutral air serves as a viable get-off-me and gimping tool against recoveries, and forward air can chain into itself for [[wall of pain|walls of pain]] and is useful for edgeguarding as well. Meanwhile, his [[back aerial]], while limited by lackluster range, is a useful wall-of-pain or KOing option when clean. His [[up aerial]] has high [[juggling]] capability while serving as a viable KOing option at higher precents, while [[down aerial]] is among the strongest [[meteor smash]]es in ''Melee'', leading to easy gimps and early KOs even if stale. Due to this, his air-based approach is considered to be much better than his grounded approach.


Although Ness has a poor ground approach, he still boasts two effective options: his grab game and the [[Yo-yo glitch]]. Ness' throws all have excellent utility; his forward throw has extremely high base knockback, making it ideal for starting edgeguards. His down throw is a decent combo starter, having potential to lead into his DJC'd aerials. His up throw is a decent chain grab and can be used in conjunction with PK Thunder to rack up damage or play mindgames. Finally, his back throw is the strongest throw in the game, making it a deadly KOing option. As for the Yo-yo glitch, Ness is the only character to have access to this technique. It is initiated through his up smash, and can be used to attack or grab with near limitless range or attach certain single-hitbox attacks to Ness's body. This can significantly increase Ness' range and options when performed properly.
Although Ness has a poor grounded approach, he still boasts a pair of effective options: his [[grab]] game and the [[yo-yo glitch]]. Ness' throws all have excellent utility; his forward throw has extremely high base knockback, making it ideal for starting edgeguards. His down throw is a decent combo starter, having potential to lead into his DJC'd aerials. His up throw is a decent chain grab and can be used in conjunction with PK Thunder to rack up damage or play mindgames, while it shares similar combo potential like his down throw. Finally, his back throw is the strongest throw in the entire game, making it a deadly KOing option. As for the yo-yo glitch, Ness is the only character to have access to this technique. It is initiated through his up smash, and can be used to attack or grab with near limitless range or attach certain single-hitbox attacks to Ness' body. This can significantly increase Ness' range and options when performed properly.


Ness' greatest flaw, however, is his significant range problems. All of his attacks (especially his tilts) have little range or small hitboxes, making hitting an opponent very difficult. Although wavedashing can help out this problem somewhat, Ness' ground based options have too little utility overall to be consistently applicable. When combined with his somewhat slow movement, Ness has significant trouble approaching opponents. Thus, his dash attack is considered to be his only reliable ground approach option, due to its decent range unlike most of his other attacks. Also, Ness's grab has the second shortest range in all of the game (only to {{SSBM|Pikachu}}), thus making it difficult for him to take advantage of his versatile throws, while his dash grab is extremely laggy and barely improves its range. Finally, against opponents with particularly good spacing games, most notoriously {{SSBM|Marth}}, Ness can be easily overwhelmed in his attempts to approach opponents in the air despite the power of his DJC.
While he fares considerably worse on the ground, Ness' grounded game is not fundamentally useless, as it has some notable utility; his forward tilt is a solid poking/spacing tool that can be angled, and can KO at high precents while edgeguarding. His up tilt can easily set up into his combos, especially with DJC'd aerials. The move itself can juggle and KO at higher precents, especially on platforms. His down tilt is extremely spammable, making it useful for racking up immediate damage, [[jab lock]]ing, two-framing, confirming into a grab and inflicting high shield pressure. His dash attack is considered Ness' best grounded approaching option because of its considerable disjoint and quick speed. Its final hit can KO at higher precents, while it can lead into guaranteed aerial follow-ups. His [[smash attack]]s are a mixed bag overall: his [[forward smash]] is among the strongest in the game when the bat is tipped. It also has incredible range for Ness' size, and can [[reflection|reflect]] projectiles with correct timing, although it lasts for only 2 frames. However, it has slow startup and high ending lag, and has unimpressive power when untippered. His [[up smash|up]] and [[down smash]]es can 2-frame and edgeguard, while the former is a viable [[out of shield]] option and the contributor for the yo-yo glitch, and the latter can punish rolls, both KO considerably later than his other KO options in a neutral situation as the two are by far the weakest smash attacks of all kinds in the game.


Even when attempting to approach his opponents, Ness suffers from noticeable KOing problems, largely due to his poor power and range. He possesses a terrible set of smash attacks in the game: his up and down smashes are by far the weakest of their kind and his forward smash relies on a sweetspot at the tip of the bat to KO effectively. Outside of his smash attacks, most of his strongest finishers suffer from poor range (his back, up and down aerials, along with his back throw), long start-up and ending lag (his down aerial), low base knockback (up aerial and back throw), having small, unreliable sweetspots (his aforementioned forward smash), or simply being unsafe and situational (PK Flash and PK Thunder 2).
Even though his [[special move]]s are widely situational, there are some notable exceptions: [[PK Flash]] boasts extreme power at full charge and is great for punishing poorly positioned opponents or predictable recoveries offstage, such as [[Fox (SSBM)|the space]] [[Falco (SSBM)|animals]], or vulnerable recoveries, such as {{SSBM|Mr. Game & Watch}}. It can also punish ledge-based options, such as ledge jumping, [[ledge attack]]ing and/or rolling, making it formidable at [[edgeguarding]]. However, its usage is otherwise limited to that because of its considerable sluggishness. [[PK Fire]] is a projectile which creates a pillar of fire if it hits an opponent. It can trap opponents and leave them open for follow-ups, and can even gimp fast-fallers. While this can lead into followups, PK Fire is a slow and laggy projectile, which does not cover a lot of distance for a similar projectile. It is easily avoidable and punishable and even if it hits the opponent, they can very easily SDI out of the pillar and even potentially punish Ness. [[PK Thunder]] is a projectile which can be controlled and if it connects with Ness, he will shoot forwards, travelling a long distance with a powerful hitbox (known as [[PK Thunder 2]]). PK Thunder is Ness' most useful special move; it is unique for controlling a electrical ball which can be moved in any direction, allowing for mindgames, offstage gimps, and even a powerful KOing option in PK Thunder 2. However it has one critical flaw: the player loses control of Ness during the move, leaving him open to extremely powerful attacks if he cannot hit the opponent quick enough. While PK Thunder lasts for a long time and it can be controlled, it is rather laggy and the opponent can hit the PK Thunder to beat it out. If Ness is in the air after PK Thunder is destroyed, he will be sent into immediate [[helplessness]], which can lead to him falling to the end of his stock offstage. PK Thunder 2 is Ness' primary means of [[recovery]]: while it does travel a long distance and can be angled in any direction, it takes a long time to set up, it can be interrupted during the second half of the dash and if Ness lands after entering helplessnesss, he will suffer from considerable amounts of of landing lag, all of which make PK Thunder and PK Thunder 2 an incredibly exploitable recovery. Finally, [[PSI Magnet]] can [[healing|heal]] Ness and put him in a better position defensively. This also allows Ness to outmatch characters with projectile-heavy playstyles, such as {{SSBM|Samus}}, but it is rather slow and completely dependent on the opposing character, as it only absorbs energy-based projectiles. Additionally, it takes a long time to start absorbing projectiles and if Ness does absorb a projectile, he will suffer from considerable amount of lag, which can potentially be punished.


Ness' special moveset also has some problems: it is rather situational overall. PK Flash boasts extreme power when fully charged and is great for punishing poorly positioned opponents offstage, but it is limited to edgeguarding due to it being very slow and difficult to land. PK Fire can trap opponents and leave them open for follow-ups, and can even gimp fast-fallers. However, it has short reach for a projectile and is very easy to SDI out of, making it easy to punish. PK Thunder is Ness' most useful special move; it is unique for controlling a thunder ball which can be moved in any direction, allowing for mindgames, offstage gimps, and even a powerful KOing option in PK Thunder 2. However it has one critical flaw: the player loses control of Ness during the move, leaving him open to extremely powerful attacks if he can't hit the opponent quick enough. Finally, PSI Magnet can heal Ness and put him in a better position defensively, but it is rather slow and completely dependent on the opposing character, as it only absorbs energy-based projectiles.
Ness' greatest flaw, however, is his lack of [[range]]. All of his attacks (especially his tilts) have little range and/or small hitboxes, making his ability to hit an opponent very difficult. Although [[wavedashing]] can somewhat assist this problem, Ness' ground-based options have too little utility overall to benefit from it noticeably. When combined with his somewhat slow mobility, Ness has significant trouble approaching opponents. Thus, his dash attack is considered to be his only reliable grounded approach option, due to its decent range unlike most of his other attacks. In addition, Ness' grab has the second-shortest range in all of the game (only to {{SSBM|Pikachu}}), thus making it difficult for him to take advantage of his versatile throws, while his dash grab is extremely laggy and barely improves its range. In turn, his dash grab has the shortest range in the game. Finally, against opponents with particularly good spacing games, most notoriously {{SSBM|Marth}}, Ness can be easily overwhelmed in his attempts to approach opponents in the air despite the power of his DJC.


Outside of his poor approach, Ness also suffers from a catastrophic recovery. Ness's recovery has its merits; he has the second highest midair jump in the game (second to only Yoshi) and his midair jump has unusual properties in its trajectory; PK Thunder 2 also grants a rather long distance, with a moderately large sweetspot and a long period of invincibility frames. The move is also very risky to block due to possessing KO power that reliably KOs at 90%. Despite these benefits, however, Ness's recovery still is cited as arguably the worst in the game, in spite of its long length, due to possessing many notable flaws. If Ness uses an aerial to fend off edgeguarders, his double jump is cancelled and can prevent him from recovering if unable to act soon enough. PK Thunder's projectile instantly disappears upon hitting opponents, and this is very easily abusable by edgeguarders, further worsened by PK Thunder 2's slow startup. In the process of having to start PK Thunder 2, characters with good recoveries (such as {{SSBM|Jigglypuff}} or {{SSBM|Samus}}) can merely jump into the projectile and take minor knockback and damage, immediately sending Ness into a state of [[helplessness]], though this is a risky strategy. Projectiles such as {{SSBM|Link}}'s Boomerangs and the {{SSBM|Ice Climbers}}' [[Ice Shot]] can easily disrupt the projectile as well, and in these cases, damage is not even inflicted to the opponent. PK Thunder 2 also suffers from a number of problems. Notably, it is difficult to angle correctly, and it can easily curve under lips of stages, most notably on {{SSBM|Battlefield}}. Its linear nature can also make it easy to read and edgeguard for many characters, despite the invincibility frames found within it, and attacks like Mario's [[Cape]] or Link's [[Spin Attack]] can easily intercept the attack as Ness charges to the stage. Finally, PK Thunder 2 has significant ending lag, and if Ness recovers directly onto the stage after using it, opponents can easily capitalize on this ending lag by landing a powerful hit on Ness that he cannot hope to counter.
Assuming he can approach his opponents, Ness finds noticeable trouble KOing consistently, largely due to his poor power and range. He possesses by far the worst set of smash attacks in the game: his up and down smashes are by far the weakest of their kind, and his forward smash needs to be sweetspotted at the tip of the bat to KO effectively. Outside of his smash attacks, most of his strongest finishers suffer from poor range (his back, up and down aerials), long start-up and ending lag (his down aerial), low base knockback (up aerial and back throw), having small, unreliable sweetspots (his aforementioned forward smash), or simply being unsafe and situational (PK Flash and PK Thunder 2). While his back throw is a pratically safe and powerful KOing option, it requires grabbing the opponent first, which is an extremely high hassle considering the awful range of Ness' grabs.
Ness' special moveset also features some problems, being rather situational overall: PK Flash boasts extreme power when fully charged and is great for punishing poorly positioned opponents offstage, but it is limited to edgeguarding due to its sluggishness and being difficult to land. In addition, PK Flash's hitbox doesn't completely cover the visual radius of the explosion, making PK Flash overall surprisingly misleading. PK Fire can trap opponents and leave them open for follow-ups, and can even gimp fast-fallers. However, it has short reach for a projectile and is very easy to SDI out of, making it easy to punish. PK Thunder is Ness' most useful special move; it is unique for controlling a thunder ball which can be moved in any direction, allowing for mindgames, offstage gimps, and even a powerful KOing option in PK Thunder 2. However it has one critical flaw: the player loses control of Ness during the move, leaving him open to extremely powerful attacks if he can't hit the opponent quick enough. Finally, PSI Magnet can heal Ness and put him in a better position defensively, but it is rather slow and completely dependent on the opposing character, as it only absorbs energy-based projectiles.
 
Outside of his poor approach, Ness also suffers from a catastrophic recovery. Ness' recovery has its merits; he has the second highest [[midair jump]] in the game (second to only {{SSBM|Yoshi}}) and his midair jump has unusual properties in its trajectory; PK Thunder 2 also grants a rather long distance, with a moderately large sweetspot and a long period of [[invincibility]]. The move is also very risky to block due to possessing KO power that reliably KOs at 90%. Despite these benefits, however, Ness' recovery still is cited as arguably the worst in the game, in spite of its long length, due to possessing several notable flaws. If Ness performs an aerial to fend off edgeguarders, his double jump is cancelled and can prevent him from recovering if unable to act soon enough. PK Thunder's projectile instantly disappears upon hitting opponents, and this is very easily abusable by edgeguarders, further worsened by PK Thunder 2's slow startup. In the process of having to start PK Thunder 2, characters with good recoveries (such as {{SSBM|Jigglypuff}} or {{SSBM|Samus}}) or long-ranged vertical recoveries (such as {{SSBM|Mr. Game & Watch}} can merely jump into the projectile and take minor knockback and damage, immediately sending Ness into a state of [[helplessness]], though this is a risky strategy. Projectiles, such as {{SSBM|Link}}'s Boomerangs and the {{SSBM|Ice Climbers}}' [[Ice Shot]], can easily disrupt the projectile as well, and in these cases, damage is not even inflicted to the opponent. PK Thunder 2 also suffers from a number of problems. Notably, it is difficult to angle correctly, and it can easily curve under lips of stages, most notably on {{SSBM|Battlefield}}. Its linear nature can also make it easy to read and edgeguard for many characters, despite the invincibility frames found within it, and attacks like Mario's [[Cape]] or Link's [[Spin Attack]] can easily intercept the attack as Ness charges to the stage. Finally, PK Thunder 2 has significant ending lag, and if Ness recovers directly onto the stage after using it, opponents can easily capitalize on this ending lag by landing a powerful hit on Ness that he cannot hope to counter.
 
Overall, Ness has a high tendency to run hot and cold, comparatively like {{SSBM|Mewtwo}} and {{SSBM|Zelda}}. Ness is a character who performs well when he gets his gameplan going, but he struggles heavily when in a disadvantage. Ness has a strong offensive game with strong aerials and an excellent double jump cancel, but he suffers from poor mobility and range, which makes it very difficult for him to land a hit and initiate his strong punishing game and when he ends up offstage, he heavily struggles to return back onstage against a strong opponent due to the severe exploitability of his recovery. In the end, Ness fits the epitome of a zoner glass cannon, as while Ness' punishing and offensive games are not to be underestimated, especially in conjunction of his DJC, those are outbalanced by his poor defensive game, approach and recovery, combined with his lack of options to easily escape disadvantage.


==Changes from ''[[Super Smash Bros.]]''==
==Changes from ''[[Super Smash Bros.]]''==
While Ness is considered to be a low tier in ''Smash 64'' owing to his poor range, mobility and most notably; his poor recovery, he was initially considered to be top tier character in the game's early meta due to the strength of his [[double jump cancel]] which gave him a powerful combo game as well as giving him excellent [[shield]] pressuring potential. Likely as a result of this, Ness received a mix of buffs and nerfs in his transition from ''Smash 64'' to ''Melee'' but was ultimately [[nerf]]ed overall.
While Ness was considered to be a low-tier in ''Smash 64'' owing to his poor range, mobility and most notably; his exploitable recovery, he was initially considered to be top-tier character in the game's early metagame due to his incredible KOing power, and the strength of his [[double jump cancel]], which gave him a powerful combo game, as well as giving him excellent [[shield]] pressuring potential. Likely as a result of this, Ness received a mixture of buffs and nerfs in his transition from ''Smash 64'' to ''Melee'', but was ultimately significantly [[nerf]]ed overall.


Ness received a number of helpful buffs; his range was increased as a whole to help alleviate one of his main flaws from the previous game. This can most notably be seen with his altered dash attack and forward aerial which have now become disjointed multi hitting moves. The former has become a decent combo starter and an edgeguarding tool while the latter in particular has now become a solid spacing move with good combo potential (something he sorely lacked in the previous game).
Ness received a number of beneficial buffs to address some of his flaws from the previous game; his [[range]] was increased as a whole, alleviating one of his most prominent flaws from ''Smash 64''. This can most notably be regarded with his altered [[dash attack]] and [[forward aerial]], which have now become disjointed multi-hitting attacks. The former has become a decent combo starter and an edgeguarding tool while the latter, in particular, has now become a solid [[spacing]] move with good combo potential (something he sorely lacked in the previous game).


Ness' mobility has been drastically improved, possessing a much faster dashing speed and air speed, making it much easier for him to approach, run away and chase opponents. Ness also benefits from the introduction of [[air dodging]] for two reasons; it gives him a much needed additional recovery and it gives him access to [[wavedash]]ing. Ness overall has a solid wavedash due to his average traction and short jumpsquat giving him a useful movement option. Ness overall has a better recovery outside of [[PK Thunder]] due to his aforementioned increased air speed and ability to air dodge meaning that Ness does not have to rely on PK Thunder to recover as much.
Ness' mobility has been drastically improved (which was among the slowest in ''Smash 64''), possessing much quicker [[dashing]] and [[air speed]]s, making it much easier for him to approach, flee and chase-down opponents. Ness also benefits from the introduction of [[air dodging]] for a pair of reasons; it gives him a much needed additional/secondary option for [[recovery]] and it gives him access to [[wavedash]]ing. Ness overall has a solid wavedash due to his average [[traction]] and short [[jumpsquat]] giving him a useful movement-based option, which improves his grounded approach. Ness overall has a better recovery outside of [[PK Thunder]] due to his aforementioned increased air speed and ability to air dodge, meaning that Ness does not have over-reliance on PK Thunder to recover as much.


Ness is also significantly heavier which considerably improves his endurance along with his higher falling speed, though these factors also make him more vulnerable to combos. Ness has also gained a useful up throw and down throw with both throws being decent combo starters. Lastly, Ness now has access the Yo-yo glitch if he charges his up smash and releases it at the right time. When performed correctly, Ness has access to much greater range, as well as having hitboxes attached to him and new mindgames giving him a unique and unpredictable option.
Ness is also significantly [[weight|heavier]], which considerably improves his endurance when combined with his increased [[falling speed]], although these factors also make him more vulnerable to combos. Ness has also received a useful [[up throw]] and [[down throw]], with both throws being decent combo starters. Lastly, Ness now has access the uo-yo glitch if he charges his up smash and releases it at the right time. When performed correctly, Ness has access to much greater range, as well as having the access to attaching hitboxes to him and leading to new mindgames, giving him a unique and unpredictable option.


However, Ness has received a much greater quantity of nerfs which along with universal changes, have drastically crippled him overall. Ness' damage output has been reduced which has also hindered the KO potential of many of his moves. Some moves such as up aerial, forward smash and back throw simply KO later than in the previous game while moves such as up smash, down smash, forward aerial and forward throw are now practically useless moves for KOing. This naturally hinders Ness' damage racking capabilities as well as his ability to close out stocks and as a result of these changes, Ness' ability to KO opponents has gone from being disproportionately high to rather low.
However, Ness has received a much greater quantity of nerfs which, along with ''Melee''{{'}}s universal mechanical changes, have drastically crippled him overall. Ness' overall damage output has received noticeable reductions, which has also hindered the KO potential of the majority of his moveset. Some attacks, such as [[up aerial]], [[forward smash]] and [[back throw]] simply KO comparatively later than in the previous game, while other attacks, such as [[up smash]], [[down smash]], [[forward aerial]] and [[forward throw]] are now practically useless moves for KOing: forward aerial has been repurposed into a combo option, forward throw is now just for setting up edgeguards and up and down smash have been drastically weakened, not KOing on startup until 200%, and the swinging portions of both don't even KO until well beyond Sudden Death percents. This naturally hinders Ness' damage-racking capabilities, as well as his ability to close out stocks and as a result of these collective changes, Ness' ability to KO opponents has gone from being disproportionately high from ''Smash 64'' to rather low in ''Melee''.


Ness' aerial game has also been considerably toned down both due to nerfs to his key aerials in the previous game as well as various universal changes. All of Ness' aerials have increased landing lag and (with the exception of neutral aerial) worse auto-cancel windows. Due to the weakening of [[L-canceling]], these changes do impact Ness hindering his aerial combo game when combined with the reduction of hitstun and the introduction of [[DI]] as well as making his aerials easier to punish. Ness is also one of the characters who was the most affected by the changes to [[shield]]s. With shields having more HP, taking less damage from attacks and with shieldstun being significantly lower; this combined with the aforementioned weakening of L-canceling has greatly hindered Ness' shield pressuring potential with his DJC, completely removing his ability to perform [[shield break combo]]s. Ness' own out of shield options are also worse due to his longer jumpsquat, slower grab and his slower down aerial.
Ness' aerial game has also been considerably toned down both due to the nerfs to his key aerials in the previous game, as well as various universal changes. All of Ness' aerials have increased [[landing lag]] and (with the exception of neutral aerial) stricter [[auto-canceling]] windows, though this hurts him less compared to other veterans, as he, Luigi and Samus are still capable to autocancel all their aerials in a short hop. However, due to the weakening of [[L-canceling]], these changes impact Ness by a considerable degree by hindering his aerial combo game when combined with the reduction of [[hitstun]] and the introduction of [[DI]] as well as making his aerials easier to punish. Ness is also one of the characters who were the most affected adversely by the universal changes to [[shield]]s. Due to shields possessing more HP, sustaining less damage from attacks and with [[shieldstun]] being significantly toned down; this, combined with the aforementioned weakening of L-canceling, has greatly hindered Ness' shield pressuring potential with his DJC, completely removing his ability to perform [[shield break combo]]s. Ness' own [[out of shield]] options are also worse due to his lengthened [[jumpsquat]], slower grab and his slower down aerial.


Ness' down aerial in particular has seen rather drastic nerfs. Previously, it was an extremely fast and powerful meteor smash which was a good combo starter as well as an excellent combo ender, edgeguarding tool and shield pressuring tool. In ''Melee'', the move has about 5x as much startup lag and 3x as much ending lag and the move no longer auto-cancels while its hitboxes are out now having decently high landing lag (although it still has one of the most lenient auto-cancel windows in the game). Being a [[meteor smash]], it also suffers from the addition of meteor cancelling making it significantly easier to survive against despite its much higher base knockback. When combined with the aforementioned changes to shields and L-canceling, this removes most of its KO potential and completely removes its use in shield break combos and DJC combos in general, significantly hurting its damage racking ability.
Ness' [[down aerial]], in particular, has been perhaps his most drastically nerfed aerial attack. In ''Smash 64'', it was formally an extremely quick and powerful [[meteor smash]] that serves as a viable combo starter, as well as an excellent combo ender, edgeguarding tool and shield-pressuring tool. In ''Melee'', the move has about five times more startup lag, its ending lag has been drastically increased, removing its interruptibility, and the move no longer auto-cancels while its hitboxes are out, now possessing relatively high landing lag (although it still has one of the most lenient auto-canceling windows in the game). Being a [[meteor smash]], it also suffers from the addition of [[meteor cancel]]ling in ''Melee'', making it significantly easier to survive against despite its much higher base knockback. When combined with the aforementioned changes to shields and L-canceling, this removes most of its KO potential and completely removes its usage in shield breaking combos and DJC combos in general, significantly impairing its damage-racking ability.


Despite already being an exploitable recovery move, PK Thunder has been made much worse. PK Thunder itself travels faster but has received angling issues due to this change and Ness can no longer auto-snap the ledge while using it making it completely useless to use at the ledge if Ness does not hit himself. PK Thunder 2 travels a much shorter distance and has increased ending lag making it even easier to exploit than it already was. PK Thunder 2 is also much weaker as a KO move and has received a weaker late hit reducing its utility outside of recovering. This makes Ness' recovery arguably the worst in the game.
Despite already being an exploitable [[recovery]], [[PK Thunder]] has been rendered much worse. PK Thunder itself travels quicker, but has received angling issues due to this change and Ness can no longer auto-snap the ledge while using it, making it completely useless to use at the ledge if Ness does not hit himself. PK Thunder 2 travels a much shorter distance (even shorter than PK Thunder 2's maximum distance in NTSC ''Smash 64'') and has increased ending lag, making it even easier to exploit than it previously was. PK Thunder 2 is also much less effective as a KO option and has received a weaker late hit, reducing its utility outside of recovering. This renders Ness' recovery arguably the worst and the most exploitable in ''Melee''.


Lastly, Ness' weaknesses from the previous game were not properly addressed. While the range in some of his attacks has increased, his range is still among the absolute shortest in the game and his mobility is still mediocre even though its not quite as poor as it previous was. As a result, Ness still has a difficult time approaching opponents and winning the neutral as he can still easily be outspaced. His recovery also is now among the absolute worst as while he has better aerial mobility and he can airdodge to avoid having to use PK Thunder, PK Thunder retains all of the issues it had in the previous game and has even become a considerably worse move/recovery option overall.
Lastly, Ness' aforementioned weaknesses from ''Smash 64'' have been failed to be properly addressed. While Ness' overall [[range]] has been increased relative to the cast, his range is still among the absolute shortest in the game and his mobility is still mediocre, even though its not quite as poor as it previously was in ''Smash 64''. As a result, Ness still has a difficult time approaching opponents and winning the neutral as he can still easily be outspaced and outsped. His recovery also is now among the absolute worst, as while he has better aerial mobility and he can air dodge to avoid the over-reliance of PK Thunder, PK Thunder retains all of the issues it had in the previous game and has even become a considerably worse recovering option overall.


Overall, Ness still retains the weaknesses he had in the previous game while the strengths he had were either toned down or removed. As a result of these changes, Ness is one of the most severely nerfed characters and he remains one of the worst characters in the game.
Overall, Ness still retains the weaknesses he possessed in ''Smash 64'', while his retained strengths were either considerably toned down or removed altogether. As a result of these changes, Ness is one of the characters who was nerfed the most ultimately alongside {{SSBM|Pikachu}} and {{SSBM|Kirby}}, and he remains one of the worst characters in the game.


===Aesthetics===
===Aesthetics===
*{{change|Ness's grounded jump is no longer psychokinetic.}}
*{{change|Ness' grounded jump is no longer psychokinetic.}}
*{{change|Ness has new voice samples.}}
*{{change|Ness has new voice samples.}}
*{{change|Ness's cap is turned right.}}
*{{change|Ness' cap is turned right.}}
*{{change|Ness's backpack is two strapped.}}
*{{change|Ness' backpack is two strapped.}}
*{{change|Ness now has a blue hue in his eyes.}}
*{{change|Ness now has a blue hue in his eyes.}}
*{{change|Ness's default costume have been slightly changed (red cap has blue instead of purple, beige and blue striped shirt and blue shorts instead of yellow/purple and purple, blue cap has purple instead of violet, tan and purple striped shirt and purple shorts instead of yellow/violet and violet, and green cap has orange and brown striped shirt and green shorts instead of light green/orange and orange like Mario's team battle costume.)}}
*{{change|Ness' default costume have been slightly changed (his red cap has blue instead of purple, beige and blue-striped shirt and blue shorts instead of yellow/purple and purple, blue cap has purple instead of violet, tan and purple-striped shirt and purple shorts instead of yellow/violet and violet, and green cap has orange and brown-striped shirt and green shorts instead of light green/orange and orange, like {{SSBM|Mario}}'s [[Team Battle]] costume.)}}
*{{change|Ness now faces the screen if he uses his [[taunt]] while facing left. It also has a new voice clip.}}
*{{change|Ness now faces the screen if he uses his [[taunt]] while facing left. It also has a new voice clip.}}
*{{change|Ness now consistently smiles instead of only doing it during his taunt and victory poses.}}
*{{change|Ness now consistently smiles instead of only doing it during his taunt and victory poses.}}
Line 80: Line 86:
**{{change|Ness' [[short hop]] is drastically lower (23.5367 (706.1) → 13.26), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials.}}
**{{change|Ness' [[short hop]] is drastically lower (23.5367 (706.1) → 13.26), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials.}}
*{{nerf|Ness' [[fast-fall]]ing speed is significantly slower (2.95 (88.5) → 2.2). The difference between his falling speed and fast falling speed is much lower (increase: 60.5% → 20.2%), which makes it more predictable when landing and gives him fewer options in the air.}}
*{{nerf|Ness' [[fast-fall]]ing speed is significantly slower (2.95 (88.5) → 2.2). The difference between his falling speed and fast falling speed is much lower (increase: 60.5% → 20.2%), which makes it more predictable when landing and gives him fewer options in the air.}}
*{{buff|Ness is drastically [[weight|heavier]] (81.818181 (1.1) → 94) which significantly improves his endurance.}}
*{{buff|Ness is drastically [[weight|heavier]] (81.818181 (1.1) → 94), which significantly improves his endurance.}}
**{{nerf|However, this also makes him much more vulnerable to combos and makes him susceptible to {{SSBM|Fox}}'s waveshine combos.}}
**{{nerf|However, this also makes him much more vulnerable to combos and makes him susceptible to {{SSBM|Fox}}'s waveshine combos.}}
*{{buff|The introduction of [[air dodging]] benefits Ness as it gives him a much needed additional recovery option as well as an additional movement option in the form of [[wavedash]]ing.}}
*{{buff|The introduction of [[air dodging]] benefits Ness as it gives him a much needed additional recovery option, as well as an additional movement option in the form of [[wavedash]]ing.}}


===Ground Attacks===
===Ground Attacks===
Line 100: Line 106:
***{{buff|This improves its KO potential (though it still cannot reliably KO).}}
***{{buff|This improves its KO potential (though it still cannot reliably KO).}}
***{{nerf|However, this along with the reduction of [[hitstun]] and the introduction of [[DI]] significantly hinders its combo potential.}}
***{{nerf|However, this along with the reduction of [[hitstun]] and the introduction of [[DI]] significantly hinders its combo potential.}}
**{{nerf|Up tilt has a much shorter duration (frames 5-19 → 5-9) hindering its use as an anti air and giving it more cooldown.}}
**{{nerf|Up tilt has a much shorter duration (frames 5-19 → 5-9), hindering its use as an anti-air and giving it more cooldown.}}
**{{nerf|Ness's head has less [[intangibility]] (frames 5-19 → 5-6) further hindering up tilt's use as an anti-air.}}
**{{nerf|Ness's head has less [[intangibility]] (frames 5-19 → 5-6), further hindering up tilt's use as an anti-air.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has less startup lag (frame 4 → 3) and Ness can perform another down tilt sooner (frame 11 → 8).}}
**{{buff|Down tilt has less startup lag (frame 4 → 3) and Ness can perform another down tilt sooner (frame 11 → 8).}}
Line 111: Line 117:
**{{change|Dash attack is now a multi-hitting move where Ness produces three PSI rings in front of him.}}
**{{change|Dash attack is now a multi-hitting move where Ness produces three PSI rings in front of him.}}
**{{buff|Dash attack deals slightly more damage if all hits connect (12% (clean)/9% (late) → 5% (hit 1)/4% (hits 2 & 3)/12.28% (total)) and has significantly more range and overall utility.}}
**{{buff|Dash attack deals slightly more damage if all hits connect (12% (clean)/9% (late) → 5% (hit 1)/4% (hits 2 & 3)/12.28% (total)) and has significantly more range and overall utility.}}
**{{change|The final hit of dash attack has higher base knockback (16 → 70) and launches opponents vertically (361° → 100°) improving its combo potential but hindering its KO and edgeguarding potential when combined with its lower damage.}}
**{{change|The final hit of dash attack has higher base knockback (16 → 70) and launches opponents vertically (361° → 100°) improving its combo potential, but hindering its KO and edgeguarding potential when combined with its lower damage.}}
**{{nerf|Dash attack has a shorter duration (frames 8-11 (clean)/12-25 (late) → 8/15/22) and each hit has high base knockback making it extremely difficult to connect properly.}}
**{{nerf|Dash attack has a shorter duration (frames 8-11 (clean)/12-25 (late) → 8/15/22) and each hit has high base knockback, making it extremely difficult to connect properly.}}
**{{nerf|Dash attack has more ending lag (FAF 38 → 40).}}
**{{nerf|Dash attack has more ending lag (FAF 38 → 40).}}
*[[Forward smash]]:
*[[Forward smash]]:
Line 118: Line 124:
**{{buff|Forward smash has less startup lag (frame 18 → 16).}}
**{{buff|Forward smash has less startup lag (frame 18 → 16).}}
**{{buff|Forward smash no longer deals consistent damage with the tipper of the bat being the strongest (18% → 18%/20%/22%/24%).}}
**{{buff|Forward smash no longer deals consistent damage with the tipper of the bat being the strongest (18% → 18%/20%/22%/24%).}}
**{{nerf|Forward smash deals less knockback (70 (base), 65 (scaling) → 50/62) drastically hindering the sourspots' KO potential at high percentages.}}
**{{nerf|Forward smash deals less knockback (70 (base), 65 (scaling) → 50/62), drastically hindering the sourspots' KO potential at high percentages.}}
**{{nerf|Forward smash has a shorter duration (frames 18-21 → 16-17), increasing its ending lag.}}
**{{nerf|Forward smash has a shorter duration (frames 18-21 → 16-17), increasing its ending lag.}}
**{{nerf|Forward smash's reflector has a shorter duration (frames 16-21 → 16-17).}}
**{{nerf|Forward smash's reflector has a shorter duration (frames 16-21 → 16-17).}}
**{{nerf|Ness's bat will now clash with projectiles if it hits them, making forward smash much less reliable as a reflector.}}
**{{nerf|Ness's bat will now clash with projectiles if it hits them, making forward smash much less reliable as a reflector.}}
**{{nerf|Forward smash has a reduced reflection multiplier (1.8x → 1.5x) much like its Japanese ''Smash 64'' counterpart.}}
**{{nerf|Forward smash has a reduced reflection multiplier (1.8x → 1.5x), much like its Japanese ''Smash 64'' counterpart.}}
**{{nerf|Forward smash's reflector can now only deal up to 50% damage and the reflector will break if Ness reflects a projectile which deals over 50% (much like Fox's).}}
**{{nerf|Forward smash's reflector can now only deal up to 50% damage and the reflector will break if Ness reflects a projectile which deals over 50% (much like Fox's).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash has less startup lag with a longer duration (frames 13-25 → 12-31).}}
**{{buff|Up smash has less startup lag with a longer duration (frames 13-25 → 12-31).}}
**{{buff|Ness can use up smash to perform the [[Yo-yo glitch]] improving its utility.}}
**{{buff|Ness can use up smash to perform the [[yo-yo glitch]] improving its utility.}}
**{{change|Up smash no longer has a mid hit.}}
**{{change|Up smash no longer has a mid hit.}}
**{{buff|The late hit launches opponents at a slightly higher angle compared to the previous mid hit (78° → 80°).}}
**{{buff|The late hit launches opponents at a slightly higher angle compared to the previous mid hit (78° → 80°).}}
Line 132: Line 138:
**{{nerf|The clean hit has a shorter duration (frames 13-17 → 12-14).}}
**{{nerf|The clean hit has a shorter duration (frames 13-17 → 12-14).}}
**{{nerf|The clean hit no longer launches opponents towards Ness (110° → 70°).}}
**{{nerf|The clean hit no longer launches opponents towards Ness (110° → 70°).}}
**{{nerf|Up smash deals significantly less damage (17% → 9% (clean), 15%/13% → 6% (late)). The clean hit's knockback was not fully compensated (20 (base), 100 (scaling) → 80/80) while the late hit deals less knockback (0 (base), 100 (scaling) → 60/45) completely removing its KOing capabilities and making it completely useless and unsafe.}}
**{{nerf|Up smash deals significantly less damage (17% → 9% (clean), 15%/13% → 6% (late)). The clean hit's knockback was not fully compensated (20 (base), 100 (scaling) → 80/80) while the late hit deals less knockback (0 (base), 100 (scaling) → 60/45), completely removing its KOing capabilities and making it completely useless and unsafe.}}
**{{nerf|Up smash has more ending lag (FAF 40 → 49).}}
**{{nerf|Up smash has more ending lag (FAF 40 → 49).}}
*[[Down smash]]:
*[[Down smash]]:
Line 139: Line 145:
**{{nerf|Down smash has less range.}}
**{{nerf|Down smash has less range.}}
**{{nerf|Down smash has a much shorter duration (frames 13-52 → 12 (clean), 13-31 (late)) and now has a drastically weaker late hit.}}
**{{nerf|Down smash has a much shorter duration (frames 13-52 → 12 (clean), 13-31 (late)) and now has a drastically weaker late hit.}}
**{{nerf|Down smash deals drastically less damage (19% → 11%/7%) and its knockback was not fully compensated (0 (base), 100 (scaling) → 70/80 (clean), 70/60 (late)) completely removing its KO potential.}}
**{{nerf|Down smash deals drastically less damage (19% → 11%/7%) and its knockback was not fully compensated (0 (base), 100 (scaling) → 70/80 (clean), 70/60 (late)), completely removing its KO potential.}}
**{{nerf|Down smash has more ending lag (FAF 55 → 59).}}
**{{nerf|Down smash has more ending lag (FAF 55 → 59).}}


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|All aerials have increased landing lag (14 frames → 22 (neutral), 16 frames → 18 (forward), 15 frames → 18 (back), 4/8 frames → 18 (up), 4/8 frames → 28 (down)).}}
*{{nerf|All aerials have increased landing lag (14 frames → 22 (neutral), 16 frames → 18 (forward), 15 frames → 18 (back), 4/8 frames → 18 (up), 4/8 frames → 28 (down)).}}
*{{nerf|All aerials except neutral aerial [[auto-cancel]] later (frame 27 → 30 (forward), frame 20 → 25 (back), frame 1 → 27 (up), frame 1 → 29 (down)).}}
*{{nerf|All aerials excluding neutral aerial [[auto-cancel]] later (frame 27 → 30 (forward), frame 20 → 25 (back), frame 1 → 27 (up), frame 1 → 29 (down)).}}
*{{nerf|The weakening of [[L-canceling]] has hindered Ness's combo game with landing aerials as well as their safety with the increasing landing lag and worse auto-cancel windows on his aerials only further exacerbating this.}}
*{{nerf|The weakening of [[L-canceling]] has hindered Ness's combo game with landing aerials as well as their safety with the increasing landing lag and worse auto-cancel windows on his aerials only further exacerbating this.}}
**{{nerf|This combined with the changes to [[shield]]s has severely harmed Ness's shield pressuring potential; making his aerials much less safe against shield and completely removing his ability to perform [[shield break combo]]s.}}
**{{nerf|This combined with the changes to [[shield]]s has severely harmed Ness's shield pressuring potential; making his aerials much less safe against shield and completely removing his ability to perform [[shield break combo]]s.}}
Line 177: Line 183:
**{{buff|Down aerial has much higher base knockback (10/0 → 90), improving its edgeguarding potential at lower percents.}}
**{{buff|Down aerial has much higher base knockback (10/0 → 90), improving its edgeguarding potential at lower percents.}}
**{{nerf|Down aerial has drastically increased start-up lag with a shorter duration (frames 4-20 → 20-28).}}
**{{nerf|Down aerial has drastically increased start-up lag with a shorter duration (frames 4-20 → 20-28).}}
**{{nerf|Down aerial has twice the amount of ending lag (FAF 30 → 60) no longer being possible to perform twice in a short hop or even out of a full height double jump.}}
**{{nerf|Down aerial has twice the amount of ending lag (FAF 30 → 60) no longer being possible to perform twice in a short hop or even out of a full height double jump and has lost its interruptibility.}}
**{{nerf|Down aerial deals 3% less damage (15% → 12%) and has much lower knockback scaling (120 → 70), weakening the meteor smash's power at high percents and removing its KO potential on-stage..}}
**{{nerf|Down aerial deals 3% less damage (15% → 12%) and has much lower knockback scaling (120 → 70), weakening the meteor smash's power at high percents and removing its KO potential on-stage.}}
**{{nerf|Down aerial no longer auto-cancels while the hitbox is out, now having 28 frames of landing lag (14 if L-cancelled).}}
**{{nerf|Down aerial no longer auto-cancels while the hitbox is out, now having 28 frames of landing lag (14 if L-cancelled).}}
**{{nerf|The addition of [[meteor canceling]], when combined with down aerial's new angle (-90° → 280°) allows it to be meteor cancelled.}}
**{{nerf|The addition of [[meteor canceling]], when combined with down aerial's new angle (-90° → 280°) allows it to be meteor cancelled.}}
Line 202: Line 208:
**{{change|As a result of PK Flash now being Ness's neutral special, PK Fire is now Ness's side special.}}
**{{change|As a result of PK Flash now being Ness's neutral special, PK Fire is now Ness's side special.}}
**{{buff|PK Fire has less ending lag (FAF 72 → 70).}}
**{{buff|PK Fire has less ending lag (FAF 72 → 70).}}
**{{buff|PK Fire pillar's duration is slightly longer (frame 98 -> 100).}}
**{{buff|PK Fire pillar duration: 98 -> 100 frames.}}
**{{buff|PK Fire pillar's hitboxes are larger and no longer shrink as its lifetime decreases.}}
**{{buff|PK Fire pillar's hitboxes are larger and no longer shrink as its lifetime decreases.}}
**{{buff|PK Fire spark is less likely to knock opponents away from the pillar at higher percents.}}
**{{buff|PK Fire spark is less likely to knock opponents away from the pillar at higher percents.}}
Line 281: Line 287:
|bairname=PK Drop Kick ({{ja|PKドロップキック|Pīkei Doroppu Kikku}})
|bairname=PK Drop Kick ({{ja|PKドロップキック|Pīkei Doroppu Kikku}})
|bairdmg=16% (clean), 10% (late)
|bairdmg=16% (clean), 10% (late)
|bairdesc=Thrusts both his feet backwards. If sweetspotted, it electrifies the opponent, dealing massive damage. Is fast with very high knockback albeit somewhat poor range. Can shield poke if fastfalled out of a DJC. The fourth most powerful back aerial in the game, beaten by {{SSBM|Zelda}}, {{SSBM|Ganondorf}}, and {{SSBM|Samus}}.
|bairdesc=Thrusts both his feet backwards. If sweetspotted, it electrifies the opponent, dealing massive damage. Is fast with very high knockback albeit somewhat poor range. Can shield poke if fastfalled out of a DJC. The fourth most powerful back aerial in the game.
|uairname=Jumping Headbutt ({{ja|ジャンピングヘッドバット|Janpingu Heddobatto}})
|uairname=Jumping Headbutt ({{ja|ジャンピングヘッドバット|Janpingu Heddobatto}})
|uairdmg=13%
|uairdmg=13%
Line 411: Line 417:


===[[Taunt]]===
===[[Taunt]]===
{{Taunt/SSBM|char=Ness|desc=Turns to the screen and nods his head while saying "Okay".}}
{{Taunt/SSBM|char=Ness|desc=Turns toward the screen and nods his head, saying "Okay," while posing his arms akimbo. The pose is similar to that of his clay model from ''EarthBound''.}}


===[[Idle pose]]===
===[[Idle pose]]===
{{Idle|desc=Looks from side to side.|image=Ness Idle Pose Melee.gif}}
{{Idle|desc=Looks from side to side cautiously.|image=Ness Idle Pose Melee.gif}}


===[[Crowd cheer]]===
===[[Crowd cheer]]===
Line 428: Line 434:
{{Victory/SSBM
{{Victory/SSBM
|victory-theme=Ness Victory.ogg
|victory-theme=Ness Victory.ogg
|victory-desc=An orchestrated version of the final four Soundstone Melodies from ''[[EarthBound (game)|EarthBound]]''. They also play in the game's credits, ''Smiles and Tears''.
|victory-desc=An orchestrated version of the final four Soundstone Melodies from ''[[EarthBound (game)|EarthBound]]''. The melodies also play in the game's credits, ''Smiles and Tears''.
|desc-1=Looks to the left and right of him, then places his right arm on the back of his head.
|desc-1=Looks around himself curiously, then faces the screen while rubbing the back of his head with his right hand. This is his "character chosen" animation in ''Super Smash Bros. 64'', albeit much more subtle.
|desc-2=Swings around his bat four times, then poses with it.
|desc-2=Swings his bat multiple times before posing with it.
|desc-3=Jumps up and down twice, places arms on waist, and says "Okay!"
|desc-3=Skips in place twice, then nods twice while facing the screen with his arms akimbo and saying "Okay," holding a pose similar to his official clay model from ''EarthBound''.
|char=Ness}}
|char=Ness}}


Line 437: Line 443:
===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
:''Any number following the Smasher name indicates placement on the [[MPGR Summer 2022]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Melee]].''


:''See also: [[:Category:Ness players (SSBM)]]''
:''See also: [[:Category:Ness players (SSBM)]]''


*{{Sm|Simna ibn Sind|USA}} - Considered the best Ness player from 2006 to 2008, from 2015 to 2020, and of all time. He holds the best major results for Ness with 13th at {{Trn|EVO World 2007}} and 17th at {{Trn|Super Champ Combo}}. Mainly only attended {{Trn|EVO}} and [[GENESIS (tournament series)|GENESIS]] before his inactivity from competition. Simna ibn Sind is also known to be the person who discovered the [[Thunder Jacket]].
*{{Sm|Simna ibn Sind|USA}} - Placed 13th at [[EVO 2007]] and 17th at [[Super Champ Combo]]. Currently only attends [[EVO]] and [[GENESIS (tournament series)|GENESIS]], funded by his Twitch Livestream donations. Simna ibn Sind is also known to be the person who discovered the [[Thunder Jacket]].
*{{Sm|Mofo|USA}} - One of the most influential Ness mains known for discovering many [[glitch]]es such as the [[Star Jacket]], [[Spike Jacket]] and the [[yoyo stack glitch]]. Considered the best Ness in the world from 2009 to 2014 before retiring, has taken a set off {{Sm|Gravy}} and {{Sm|Captain Smuckers}}.
*{{Sm|Mofo|USA}} - One of the most influential Ness mains known for discovering many [[glitch]]es such as the [[Star Jacket]], [[Spike Jacket]] and the [[yoyo stack glitch]]. Considered the best Ness in the world from 2009 to 2014 before retiring, has taken a set off {{Sm|Gravy}} and {{Sm|Captain Smuckers}}.
*{{Sm|JoeyBats|Canada}} - The current best Ness player in the world, gaining notoriety during online tournaments through [[Slippi]]. He boast the highest tournament placements and highest rates of tournament participation among Ness players in 2021 on [[Project Slippi]] netplay and offline placed 17th at the superregional {{Trn|Rise 'N Grind 2023}}.
*{{Sm|JoeyBats|Canada}} - Top Canadian Ness boasting the highest tournament placements and highest rates of tournament participation among Ness players in 2021 on [[Project Slippi]] netplay.


===Tier placement and history===
===Tier placement and history===
Ness was initially viewed as low-mid tier character in the metagame, with a peak of 15th place on the second tier list. While he originally not considered terrible, his strengths never outshined his weaknesses; as the metagame went on, his glaring issues in range, inconsistent KOing potential, and terrible recovery caused his competitive perception to tank. This is reflected following the third tier list, where he has consistently been ranked as a bottom tier.
Ness was initially consolidated as a solid mid-tier character in the early metagame of ''Melee'', with a peak of his 15th position on the second tier list, tying with {{SSBB|Zelda}} and {{SSBB|Link}} for the 14th-16th position in the third tier list, as his flaws were not properly highlighted often during that time, and his retained strengths, such as a fearsome combo game in conjunction with DJC, the potency of his grab game and the [[yo-yo glitch]] were discovered more often. Following this, however, Ness' standing on the tier list almost instantly fell down to the bottom-tier, beginning with the eighth tier list, with most players noticing that his [[nerf]]s from ''[[Super Smash Bros.]]'' drastically impaired his KOing power and his already poor and linear, exploitable recovery; this was especially noted in the earlier ''Smash 64'' metagame, as Ness was initially perceived as a top-tiered character. This has caused a drastic decline, and Ness persistently hovered around bottom 4/6 around the following tier lists.


On the current tier list, Ness places at 23rd, in the D tier, and he is widely considered non-viable for tournament play. Dedicated Ness players in high-level play are extremely rare in the current metagame, with most Ness players using him only as a situational counterpick. {{Sm|Hungrybox}} only used Ness once in all of {{Trn|Apex 2013}}, in an attempt to catch {{Sm|Armada}}'s {{SSBM|Young Link}} (which was developed specifically to fight Hungrybox) off-guard, and he mostly used {{SSBM|Jigglypuff}} for the rest of the tournament. Other players of Ness are semi-active and generally do not place very well with him.
On the current tier list, Ness ranks 23rd (as a bottom 4 character), near the bottom of the D tier, and he is considered non-viable for tournament play. Dedicated Ness players are rare in the current metagame, with most Ness players often using him only as a situational counterpick. {{Sm|Hungrybox}} only used Ness once in all of [[Apex 2013]], in an attempt to catch {{Sm|Armada}}'s {{SSBM|Young Link}} (which was developed specifically to fight Hungrybox) offguard, and he mostly used {{SSBM|Jigglypuff}} for the rest of the tournament, while other players of Ness are semi-active and generally fail to receive high placings with him.


==In 1-P Mode==
==In 1-P Mode==
Line 541: Line 549:
[[File:SSBM-Nessyoyo.png|thumb|The yoyo's texture.]]
[[File:SSBM-Nessyoyo.png|thumb|The yoyo's texture.]]
[[File:Elnessjabsmaller.gif|thumb|The "Electric Ness" glitch being performed.]]
[[File:Elnessjabsmaller.gif|thumb|The "Electric Ness" glitch being performed.]]
*Although Ness is no longer able to auto-snap to the ledge out of aerial PK Thunder, modifying the move to be able to do so and grabbing the ledge while PK Thunder is being controlled reveals that it will despawn as it would in the original ''Super Smash Bros.'' This even happens with v1.00 behavior where normally, the thunder ball continues to fly if Ness is hit while controlling it, possibly suggesting that PK Thunder auto-ledge-snap may have been considered initially.
*Although Ness is no longer able to auto-snap to the ledge out of aerial PK Thunder, modifying the move to be able to do so and grabbing the ledge while PK Thunder is being controlled reveals that it will despawn as it would in the original ''Super Smash Bros.''. This even happens with v1.00 behavior where normally, the thunder ball continues to fly if Ness is hit while controlling it, possibly suggesting that PK Thunder auto-ledge-snap may have been considered initially.
*When Ness's profile page was updated on July 17th, 2001, [[Sakurai]] revealed that Ness was meant to be replaced by [[Lucas]] from ''Mother 3''. However, as ''Mother 3'' was facing development issues and had its original Nintendo 64 release cancelled, Ness was brought back instead.
*When Ness's profile page was updated on July 17th, 2001, [[Sakurai]] revealed that Ness was meant to be replaced by [[Lucas]] from ''Mother 3''. However, as ''Mother 3'' was facing development issues and had its original Nintendo 64 release cancelled, Ness was brought back instead.
*Interestingly, the command structure for Ness's Down-Aerial matches up with its ''Brawl'' counterpart, though it lacks the late hitbox. It is very likely that Down-Aerial was programmed this way erroneously, since it has two 'Synchronous Timer' flags (4 frames and 5 frames) before the hitbox is cleared, adding up to 9 frames, while most moves only have one.
*Interestingly, the command structure for Ness's Down-Aerial matches up with its ''Brawl'' counterpart, though it lacks the late hitbox. It is very likely that Down-Aerial was programmed this way erroneously, since it has two 'Synchronous Timer' flags (4 frames and 5 frames) before the hitbox is cleared, adding up to 9 frames, while most moves only have one.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: