Ness (SSBM): Difference between revisions

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Ness is a character known for his powerful throws, good aerial attacks, and a a variety of [[projectile]]s. His forward throw is good for knoackback at low percentages. His back throw is (according to Simna) the strongest throw in the game. His up and down throws are good for setting up combos. However, Ness's grab range is the second shortest (next to [[Pikachu (SSBM)|Pikachu]]), which means his throws are usually unused in battle. His aerial attacks are good for comboing, killing, and edgeguarding. Ness's down aerial is a [[meteor smash]] with high range, but it's slow and weak. Three out of four of Ness's special attacks are projectiles. However, they are overall slow and have various amounts of cool down time with them. Additionally, each one has very limited use (making them all situational). a majority of Ness's attacks are fast with little lag, but many of his attacks are also short-ranged. Ness has a powerful side smash that can reflect projectiles, but his up and down smashes are weak and near useless. If an opponent's projectile is unable to be reflected by Ness's side smash, he can use his down special move (PSI Magnet) to absorb it. Ness has fairly slow dash speed, but his fast (although short) wavedash can help this problem. Ness also has an effective, as well as the lowest, [[double jump cancel]]. Ness's main form of recovery is [[PK Thunder 2]]. When mastered, this covers great distance and is very powerful (and having a large sweetspot range also helps his recovery). However, it takes precise aim, has high ending lag if the angle and hight isn't right, and it can be stopped by walls, opponents, and certain items.
Ness is a character known for his powerful throws, good aerial attacks, and a a variety of [[projectile]]s. His forward throw is good for knoackback at low percentages. His back throw is (according to Simna) the strongest throw in the game. His up and down throws are good for setting up combos. However, Ness's grab range is the second shortest (next to [[Pikachu (SSBM)|Pikachu]]), which means his throws are usually unused in battle. His aerial attacks are good for comboing, killing, and edgeguarding. Ness's down aerial is a [[meteor smash]] with high range, but it's slow and weak. Three out of four of Ness's special attacks are projectiles. However, they are overall slow and have various amounts of cool down time with them. Additionally, each one has very limited use (making them all situational). A majority of Ness's attacks are fast with little lag, but many of his attacks are also short-ranged. Ness has a powerful side smash that can reflect projectiles, but his up and down smashes are weak and near useless. Ness can reflect projectiles with his side smash, and he can use his down special move (PSI Magnet) to absorb energy projectiles. Ness has fairly slow dash speed, but his fast (although short) wavedash can help this problem. Ness also has an effective, as well as the lowest, [[double jump cancel]]. Ness's main form of recovery is [[PK Thunder 2]]. When mastered, this covers great distance and is very powerful (and having a large sweetspot range also helps his recovery). However, it takes precise aim, has high ending lag if the angle and hight isn't right, and it can be stopped by walls, opponents, and certain items.


==Moveset==  
==Moveset==  

Revision as of 11:53, July 27, 2009

This page is about Ness's appearance in Super Smash Bros. Melee. For other uses, see Ness.
Ness
Ness
EarthboundSymbol.svg
Universe EarthBound
Appears in SSB
SSBM
SSBB
Availability Starter
Tier Bottom (21)


Ness (ネス, Nesu) is a default character in Super Smash Bros. Melee. Announced at E3 2001, He was originally going to be replaced by Lucas from Mother 3, but the game wasn't released by the time Melee was completed. He is currently ranked at 21st place on the tier list due to a large nerf from the original Super Smash Bros.

Attributes

Ness is a character known for his powerful throws, good aerial attacks, and a a variety of projectiles. His forward throw is good for knoackback at low percentages. His back throw is (according to Simna) the strongest throw in the game. His up and down throws are good for setting up combos. However, Ness's grab range is the second shortest (next to Pikachu), which means his throws are usually unused in battle. His aerial attacks are good for comboing, killing, and edgeguarding. Ness's down aerial is a meteor smash with high range, but it's slow and weak. Three out of four of Ness's special attacks are projectiles. However, they are overall slow and have various amounts of cool down time with them. Additionally, each one has very limited use (making them all situational). A majority of Ness's attacks are fast with little lag, but many of his attacks are also short-ranged. Ness has a powerful side smash that can reflect projectiles, but his up and down smashes are weak and near useless. Ness can reflect projectiles with his side smash, and he can use his down special move (PSI Magnet) to absorb energy projectiles. Ness has fairly slow dash speed, but his fast (although short) wavedash can help this problem. Ness also has an effective, as well as the lowest, double jump cancel. Ness's main form of recovery is PK Thunder 2. When mastered, this covers great distance and is very powerful (and having a large sweetspot range also helps his recovery). However, it takes precise aim, has high ending lag if the angle and hight isn't right, and it can be stopped by walls, opponents, and certain items.

Moveset

Ground Attacks

Tilts

  • Standard Attack: Ness punches forwards, hooking the opponent. 3% If pressed twice more, Ness will punch forwards the kick. 2% punch, 4% kick.
  • Dash Attack: Ness uses PK Brainshock forwards. Has three hits. Good, disjointed range. Sends opponent in random directions. 12%
  • Forward Tilt: Ness does a roundhouse kick forward. 11%
  • Up Tilt: Ness thrusts his hands upwards, as if hitting a volley ball. 7%
  • Down Tilt: Ness thrusts his leg downwards, then pivots his foot to hit the opponent. Can combo into itself by mashing A after the move is executed. 3%

Smashes

  • Forward Smash: Ness swings a bat forwards. If hit on the tip, there is more knockback and damage. Has high knockback and damage, but a little bit of start-up lag. 32%
  • Down Smash: Ness swings his yo-yo backwards then forwards. Has decent knockback and good range. 25%
  • Up Smash: Ness does a "Around the World" trick, swinging his yo-yo above his head. Has decent knockback and range. Can be used to perform the Yo-yo Glitch. 22%

Aerial Attacks

  • Neutral Aerial: Ness spins around, arms stretched out. Has medium knockback. 11%
  • Forward Aerial: Ness uses PK Brainshock forwards. Is a multi-hitting move. 15%
  • Back Aerial: Ness thrusts his feet backwards. If sweetspotted, it electrifies the opponent. Has very high knockback. 16%
  • Up Aerial: Ness headbutts upwards. 13%
  • Down Aerial: Ness kicks downwards. It is a meteor smash, and has start-up lag. 12%

Grabs and Throws

  • Pummel: Ness headbutts the opponent. 3%
  • Forward Throw: Ness throws the opponent forwards. Is stronger at lower percents. 11%
  • Back Throw: Ness throws the opponent behind him. Can KO at high percents. 11%
  • Up Throw: Ness throws the opponent upwards. Can chain with many Uairs. Decent knockback. 10%
  • Down Throw: Ness throws the opponent downwards, and hits the enemy with PK Fire. Low knockback. 8%

Special Moves

Changes from N64 to Melee

  • Available as a starter
  • New Neutral B (PK Flash). PK Fire is now Ness' Side B.
  • Bat has longer reach.
  • Up Smash and Down Smash have decreased in range and power.
  • PK Thunder 2 has a little less knockback. (Ness also doesn't travel as far as in 64)
  • Color of PSI Magnet changed from green to blue.
  • Ground Jump is now normal, rather than psychokinetic.
  • Dash A and and Forward Air are now psychokinetic.
  • PK Thunder moves faster and probably travels less distance.
  • New Voice Samples.
  • The crowd no longer cheers when Ness absorbs a projectile with Down B.
  • Slightly heavier compared to 64. (In 64, he was lighter than Fox, now he's heavier than Fox)

Trophies

"Ness is a young boy who's mastered the psychic power known as PSI. Ness was living a normal life in the suburbs of Onett until a meteor crashed into a nearby mountain and sent him on a wild adventure. Believing in the ultimate powers of wisdom, courage, and friendship, Ness proves that some heroes come in small packages."

Game: Earthbound (06/95)

Smash Red

"The key to mastering Ness is controlling his unique midair jump, which makes up for what he lacks in speed. His PK Flash attack may seem weak at first glance, but it grows more powerful the longer you hold down the B button. To do a lot of damage with PK Fire, try to burn your opponent as many times as possible."

Smash Blue

"Ness's mind is his best weapon. PK Thunder is a PSI missile weapon that can be guided using the Control Stick, and if Ness hits himself with it, he turns into a living missile capable of doing massive damage. This move can also be used for recovery. PSI Magnet turns energy missile attacks into health; try out certain Pokémon for stamina replenishment."

Costume Gallery

File:Alt-ness2.jpg
Ness' changeable clothing in SSBM