Ness (SSBU): Difference between revisions

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Ness's ground game, while inferior to his aerials and throws, has some perks too. His forward tilt and dash attack are strong enough to KO at high percents and the latter has significant range, making it good for approaching. His up tilt is a good combo starter at low percents and can even KO at higher percents. His down tilt is fast and spammable. It's able to do good damage, trap opponents at the ledge, two-frame, and confirm into a grab. His forward smash, which uses his baseball bat, deals high damage and the sweetspot on the tip is among the strongest forward smashes, while his up and down smashes use his yo-yo and can deal damage during their charge, are excellent for edgeguarding and have KO potential. If Ness uses his yo-yo on shielding opponent at the ledge, he can possibly break their shield. Ness is very good at edgeguarding thanks to his yo-yo smash attacks, forward aerial and PK Thunder.
Ness's ground game, while inferior to his aerials and throws, has some perks too. His forward tilt and dash attack are strong enough to KO at high percents and the latter has significant range, making it good for approaching. His up tilt is a good combo starter at low percents and can even KO at higher percents. His down tilt is fast and spammable. It's able to do good damage, trap opponents at the ledge, two-frame, and confirm into a grab. His forward smash, which uses his baseball bat, deals high damage and the sweetspot on the tip is among the strongest forward smashes, while his up and down smashes use his yo-yo and can deal damage during their charge, are excellent for edgeguarding and have KO potential. If Ness uses his yo-yo on shielding opponent at the ledge, he can possibly break their shield. Ness is very good at edgeguarding thanks to his yo-yo smash attacks, forward aerial and PK Thunder.


However, Ness isn't without his flaws. While his attack hitboxes are big and powerful, they have very short range. As such, he can be heavily and easily outspaced by characters who have long disjoints, such as {{SSBU|Shulk}}, {{SSBU|Chrom}}, or {{SSBU|Lucina}}. Aside from his poor range, Ness's below-average run and air speed, as well as his lack of a quick, long-ranged projectile, renders him relatively prone to [[camping]]. This is especially true if the character utilizes many projectiles that are not energy-based, such as {{SSBU|Mega Man}} or {{SSBU|Simon}}. Another noticeable issue that Ness has is his ability to get [[juggling|juggled]] rather easily. Coupled with the removal of multiple air dodges and his low falling speed, Ness is very susceptible to being juggled by quick, powerful aerials such as {{SSBU|Palutena}}'s up aerial, or by wide, disjointed aerials such as {{SSBU|Ike}}'s up aerial. Arguably the most glaring weakness of Ness, however, is his recovery. His recovery, while traveling a good distance, is extraordinarily exploitable. If he is hit while in PK Thunder 2, the distance will drastically shorten, potentially ending in a gimp. Many characters with quick aerials can even hit Ness while he is in the startup lag of PK Thunder, before he even begins to launch himself. Furthermore, PK Thunder 2 is liable to many [[counterattack|counters]], and, if struck by one, will essentially guarantee Ness's death due to its immense power.
However, Ness isn't without his flaws. While his attack hitboxes are big and powerful, they have very short range. As such, he can be heavily and easily outspaced by characters who have long disjoints, such as {{SSBU|Shulk}}, {{SSBU|Chrom}}, or {{SSBU|Lucina}}. Aside from his poor range, Ness's below-average run and air speed, as well as his lack of a quick, long-ranged projectile, renders him relatively prone to [[camping]]. PK Fire does good damage, but it's very easy to [[SDI]] out of and punishable on shield. This is especially true if the character utilizes many projectiles that are not energy-based, such as {{SSBU|Mega Man}} or {{SSBU|Simon}}. Another noticeable issue that Ness has is his ability to get [[juggling|juggled]] rather easily. Coupled with the removal of multiple air dodges and his low falling speed, Ness is very susceptible to being juggled by quick, powerful aerials such as {{SSBU|Palutena}}'s up aerial, or by wide, disjointed aerials such as {{SSBU|Ike}}'s up aerial. Arguably the most glaring weakness of Ness, however, is his recovery. His recovery, while traveling a good distance, is extraordinarily exploitable. If he is hit while in PK Thunder 2, the distance will drastically shorten, potentially ending in a gimp. Many characters with quick aerials can even hit Ness while he is in the startup lag of PK Thunder, before he even begins to launch himself. Furthermore, PK Thunder 2 is liable to many [[counterattack|counters]], and, if struck by one, will essentially guarantee Ness's death due to its immense power.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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