Editing Ness (SSBM)

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**{{nerf|Ness's grabs have more startup lag (frame 6 → 8 (standing), 10 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).}}
**{{nerf|Ness's grabs have more startup lag (frame 6 → 8 (standing), 10 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{change|Forward throw deals less damage (16% → 11%) and while it has increased base knockback (90 → 120), it also has drastically lower knockback scaling (70 → 10). This completely removes its combo potential, as well as not being able to ko until beyond sudden death percents (no longer being the strongest forward throw), but is much more effective and consistent as a edgeguarding tool at low and mid percents, as well as being much safer and. Lastly, it is now the strongest forward throw at low percents.}}
**{{change|Forward throw deals less damage (16% → 11%) and while it has increased base knockback (90 → 120), it also has drastically lower knockback scaling (70 → 10). This completely removes its combo potential, as well as not being able to ko until sudden death percents (no longer being the strongest forward throw), but is much more effective and consistent as a edgeguarding tool at low and mid percents, as well as being much safer and. Lastly, it is now the strongest throw at low percents.}}
**{{nerf|Forward throw has more ending lag (FAF 45 → 53).}}
**{{nerf|Forward throw has more ending lag (FAF 45 → 53).}}
**{{nerf|Forward throw no longer has a collateral hit which can hit bystanders.}}
**{{nerf|Forward throw no longer has a collateral hit which can hit bystanders.}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw deals less damage (16% → 11%) and its knockback was not fully compensated (90 (base), 70 (scaling) → 15/130). This significantly hinders it's safety and edgeguarding potential at low and mid percents to the point that it is now the weakest back throw at low percents, but makes it more reliable as combo tool and also a much stronger ko tool at higher percents, now being the strongest back throw in the game.}}
**{{change|Back throw deals less damage (16% → 11%) and its knockback was not fully compensated (90 (base), 70 (scaling) → 15/130). This significantly hinders it's safety and edgeguarding potential at low and mid percents, but makes it more reliable as combo tool and also a much stronger ko tool at higher percents, now being the strongest back throw in the game.}}
**{{nerf|Back throw has more ending lag (FAF 45 → 53).}}
**{{nerf|Back throw has more ending lag (FAF 45 → 53).}}
**{{nerf|Back throw no longer has a collateral hit which can hit bystanders.}}
**{{nerf|Back throw no longer has a collateral hit which can hit bystanders.}}

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