Ness (SSB4): Difference between revisions

5,534 bytes added ,  3 months ago
no edit summary
mNo edit summary
Tag: Mobile edit
No edit summary
Tag: Reverted
Line 13: Line 13:
|ranking = 28-29
|ranking = 28-29
}}
}}
'''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 once again voiced by Makiko Ōmoto, who has now recorded new voice clips for both versions of the game.
'''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 all of ''Super Smash Bros. 4''{{'}}s predecessors, Ness is once again voiced by {{s|wikipedia|Makiko Ōmoto}}, who has now recorded new voice-clips for both versions of the game.


Ness is ranked 28th/29th out of 54 characters on the [[tier list]] (tied with {{SSB4|Lucas}}), placing both him and Lucas as the lowest C tier characters. This is a vast improvement from his 26th out of 38 in ''Brawl''. 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.
Ness is ranked 28th/29th out of 54 characters on the [[tier list]] (tied with {{SSB4|Lucas}}), placing both him and Lucas as the bottom of C tier. 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 possessing 10 extra frames upon getting [[grab release]]d, 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. Ness' other notable strengths include an effective [[projectile]]-zoning 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 [[disjointed hitbox]]es (especially swordies) or speed demons, such as {{SSB4|Cloud}} and {{SSB4|Sonic}}, respectively. Lastly, and the most problematic flaw 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}}.
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 the efforts of top players, such as {{Sm|FOW}}, {{Sm|BestNess}}, {{Sm|S1}}, {{Sm|The Great Gonzales}}, {{Sm|Gackt}}, and {{Sm|NAKAT}}.


==How to unlock (3DS version only)==
==How to unlock (3DS version only)==
Line 28: Line 28:


==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 uncommon blend of characteristic archetypes, being a short, projectile-heavy [[weight|middleweight]] with a lot of versatility with his moveset. While Ness has poor grounded mobility, as his [[walk]]ing speed is slow and his [[dash]]ing speed is below-average, his aerial mobility shines in comparison to his grounded movement. This is thanks to having the seventh-fastest [[air acceleration]], unique [[double jump cancel]]ling ability and above-average [[jump]]ing height; his [[double jump]], in particular, is the fifth-highest in the game. Even despite his slightly below-average [[air speed]], his aerial mobility is still respectable. Further bolstering his aerial game, Ness' low [[gravity]] and low [[falling speed]] allow him to perform multiple aerials in one [[short hop]], and all of his aerial normals can be [[auto-canceling|auto-canceled]].


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]]), with each of them providing their own applications and versatility. PK Flash can be used as an extremely powerful punishing or edge-guarding option, dealing huge knockback which can KO even {{SSB4|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 [[healing|heal]] him when hit with an energy-based projectiles at a proportionate precentage, making it extremely effective against characters with slower projectiles such as Samus or the Mii Gunner. PSI Magnet has quick start-up and end-lag, which allows Ness to [[double jump cancel|cancel the momentum of his double jump]] and allows him to reverse himself mid-air more reliably, making it effective for avoiding vertical attacks, such as {{SSB4|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.
Complimenting Ness' outstanding aerial movement, Ness' biggest strength is found in his superb aerial game. Most of Ness' aerial attacks have utility 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 minimal 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 useful in [[approach]]ing opponents, while the finishing hit deals enough knockback to KO at high precents while edgeguarding. 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 option that possesses low lag. His [[down aerial]] can occasionally be useful in edgeguarding, although it has significant startup in comparison to his other aerials. It has a large auto-canceling window, giving Ness the ability to decrease the length of his short hop, as Ness extends his hurtbox by using the move. Despite being the weakest of Ness' aerials, the clean hit is still strong enough to KO as early as 65% offstage. Ness can use this property to Tomahawk much more effectively, buffer landing options, mix up his platform movement, and occasionally avoid tech-chasing situations. Thanks to his floatiness, Ness can perform a neutral aerial or up aerial after a short hopped air dodge, allowing him to jump through moves with [[invincibility]] and whiff-punish.


While Ness's aerials make him a formidable fighter at close quarters, he can struggle to pressure from afar. His dash attack has an exceptionally long range and is a decent approach, but leaves him vulnerable to landing aerials and is only safe if properly spaced. PK Fire covers a lot of ground and can be used to perform a [[PK Jump]], a technique that allows Ness to approach or retreat by inputting the move 1 frame after double jumping. If Ness buffers an airdodge after double jumping, he can increase the height of his double. If Ness uses PSI Magnet then PK Thunder by the ledge, he will snap immediately, rather than stalling as he would normally. By combining these two traits together, Ness can often recover without having to use PK Thunder to travel, alleviating one of his biggest weaknesses.
While Ness' aerials make him a formidable fighter at close-ranged quarters, he can struggle to pressure from afar. His [[dash attack]] has an exceptionally long range and is a decent approach, but leaves him vulnerable to landing aerials and is only safe if properly spaced. PK Fire covers a lot of ground and can be used to perform a [[PK Jump]], a technique that allows Ness to approach or retreat by inputting the move 1 frame after double jumping. If Ness buffers an air dodge after double jumping, he can increase the height of his double. If Ness performs PSI Magnet then PK Thunder by the ledge, he will snap immediately, rather than stalling as he would typically. By combining these two traits together, Ness can often recover without having to rely on PK Thunder to travel, alleviating one of his biggest weaknesses.


Ness's grab game is also very potent. His standing grab has slightly below average range and is fast. His pivot grab is surprisingly disjointed and his dash grab gives him a substantial speed boost. As mentioned earlier, Ness can trap opponents with PK Fire or PK Jump in order to set up for a grab. Ness possesses one of the fastest [[pummel]]s in the game, allowing him to deal a decent amount of damage before throwing. His down throw neatly sets up for aerial attacks, leading into a forward air chain at lower percents or an up air at higher percents. Ness's forward throw has very high base knockback and can set up edgeguards. Up throw can be used to play situational [[mindgames]] with PK Thunder. Ness's infamous back throw is the strongest throw in the game; while it has very low base knockback, it has extremely high knockback scaling and is often regarded as his most effective and commonly used KO option.
Ness' [[grab]] game is also among the most potent across the entire cast. His standing grab has slightly below-average range at best while being quick. His pivot grab is surprisingly disjointed and his dash grab gives him a substantial speed-boost. As mentioned earlier, Ness can trap opponents with PK Fire or PK Jump in order to set up for a grab. Ness possesses one of the fastest [[pummel]]s in the game, allowing him to inflict a decent amount of damage before throwing. His [[down throw]] neatly sets up for aerial attacks, leading into a forward air chain at lower percents or an up air at higher percents. Ness' [[forward throw]] possesses disproportionate base knockback, allowing it to easily set up edgeguards. His [[up throw]] can KO at higher precents with high levels of [[rage]], while it can be used to play situational [[mindgames]] or lead into juggles in conjunction with PK Thunder. Ness' infamous [[back throw]] is the strongest throw in the entire game; while it has minimal base knockback, it has extremely high knockback scaling and is often regarded as his most effective and common KO option in his kit.


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' strengths are, however, counterbalanced by his weaknesses. Due to his aforementioned sub-par mobility, certain speed demons (such as {{SSB4|Fox}} and {{SSB4|Sonic}}) can easily outspeed Ness. When combined with his predictable and short-ranged projectiles, this also makes him vulnerable to [[camping]], despite the potency of his own projectile-zoning game. In addition, while Ness' hitboxes are large and powerful, his overall range is still poor, thus allowing characters with superior disjoints (especially swordies) to outrange him with ease, such as {{SSB4|Cloud}} and {{SSB4|Marth}}. All in all, Ness is forced to play more methodically with approaches and more defensively in order to gain the lead, respectively.
{{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.
His grounded game is also overall polarizing. However, it is not without its certain perks. In addition to all of his tilts having quick frame-data, his [[forward tilt]] can KO at reasonably high precents near the edge, [[up tilt]] is a versatile juggling tool that can lead into combos at lower precents while the move itself can KO at higher precents, and his weak [[down tilt]] is extremely spammable, thus allowing it to two-frame, jab lock, pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. However, his tilt attacks are offset by being short-ranged. His [[smash attack]]s are also considered to be double-edged swords as well. 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, but both KO considerably later than his other KO options in a neutral situation, and his [[forward smash]] is among the strongest in the game (sourspotted) and the second-strongest forward smash in the game (tippered). However, it possesses both high startup and ending lag, making it easily punishable if it misses.  


Overall, Ness is viewed as a viable character in tournament play, due to his good combo game and extremely potent kill options. Despite this, he is believed to have a somewhat volatile matchup spread; he is especially vulnerable to characters that can abuse his poor mobility and low range to zone him out. Characters such as Rosalina and Luma, Marth, and Corrin are seen as especially troublesome matchups for Ness.
Lastly, Ness' biggest flaw remains his exploitable [[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 exploit and gimp if Ness is not careful enough with his double jump offstage. In addition, PK Thunder can easily be destroyed by hitting a platform or an opponent, while Ness can forcibly be pushed out of the way since he is left vulnerable during PK Thunder, along with PK Thunder often being difficult to connect with Ness due to its curving issues. As such, 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.
 
[[Custom move]]sets can give Ness great advantages and brand new options in his kit. [[PK Freeze]] can [[freeze]] opponents, allowing free follow-ups, especially with PK Fire. PK Fire Burst has more range and power and typically goes straight, rendering it as 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 in terms of distance, 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 the normal PK Thunder 2. Forward PSI Magnet shares the same properties of the normal PSI Magnet, but has a [[semi-spike]] hitbox in front of Ness, functioning similar to {{SSB4|Fox}}'s [[Reflector]]. Finally, if the opponent has no energy-based projectiles, PSI Vacuum is the optimal choice, as it draws opponents in and is the strongest of Ness' down special moves damage-wise.
 
Overall, Ness is best described as a zoner glass cannon, in a similar vein to {{SSB4|Zelda}}. Unlike Zelda, however, Ness is considered as a viable character in tournament play, due to his excellent combo game and extremely potent KO options. Despite this, he is believed to have a somewhat volatile matchup spread: he is especially vulnerable to characters that can abuse his sub-par mobility and low range to zone him out. In turn, certain top-tiers, such as {{SSB4|Rosalina and Luma}}, {{SSB4|Marth}}, and {{SSB4|Corrin}}, are seen as especially troublesome matchups for Ness.


==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.
In ''Super Smash Bros. Brawl'', Ness was considered a solid mid-tier character due to possessing a dominating aerial game, impressive KO potential, a solid normal and [[special move]]set. On the other hand, Ness suffered from poor range, an unspectacular grounded game, an exploitable [[recovery]] and the vulnerability to follow-ups out of [[grab release]]s. His grounded grab release was 10 frames longer than almost the rest of the cast, making him vulnerable to inescapable [[chain grab]]s and KO setups, while his aerial grab release was also fairly exploitable. As such, Ness has been heavily [[buff]]ed in the transition from ''Brawl'' to ''SSB4''.  
 
His grab released animation with 10 additional frames of ending lag, which was one of his most detrimental flaws, has been removed, and several of the other flaws he suffered from (especially his exploitable recovery) have been addressed. Ness also greatly benefits from the general changes of ''SSB4'', as the new [[ledge trump]]ing mechanic makes his recovery much harder to gimp, and the changes to [[hitstun canceling]] renders his combo game significantly more efficient, while the weakening of [[SDI]] makes his multi-hitting moves more reliable and consistent. The introduction of [[rage]] also benefits his KO potential once he gains high levels of it upon being heavily damaged. He also greatly benefits from the removal of [[chain grab]]bing, which was one of the primary reasons his lengthy grounded grab release was so exploitable.
 
As for direct changes outside of the length of his grounded grab released animation, he has received a mixture of buffs and [[nerf]]s, being buffed overall. The universal growth to mobility in ''Smash 4'' benefits Ness, as it improves his ability to approach the cast. Although his aerial mobility is slower relative to the cast due to his [[air speed]] remaining intact and other characters' air speeds receiving varying improvements, his aerial mobility still remains capable due to his high [[air acceleration]] and above-average [[jump]]ing height. His [[smash attack]]s boast more versatility and strength: 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. His [[forward smash]] has been made much stronger, now being among the strongest forward smashes in ''SSB4''.


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.
However, Ness has received a plethora of noticeable nerfs as well, especially directly. Ness' damage output has received major reductions, hindering his ability to rack up damage easily and early despite the changes to [[hitstun canceling]] drastically improving his combo game. In addition, a variety of his moveset have smaller hitboxes, which further amplifies one of Ness' most prominent weaknesses: his sub-par [[range]]. The changes in [[shieldstun]] also makes some of his attacks slightly less safe on shield compared to the cast. His [[forward smash]]'s 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, thus making it relatively more punishable overall.


However, Ness has seen more direct nerfs overall. Ness' damage output is overall lower and a variety of his moves have smaller hitboxes. His aerial game has seen some downgrades as his forward aerial deals less damage, has more landing lag and has much smaller hitboxes making it a less effective spacing tool while his down aerial has less range, is considerably weaker and it has lost its extremely lenient [[auto-cancel]] window making it no longer auto-cancel in a short hop and making it a much worse move overall. His down throw also has considerably increased knockback hindering its setup potential at higher percents.
His aerial game has especially received various noticeable downgrades: on top of all of his aerial attacks receiving more landing lag (excluding down aerial), his [[neutral aerial]] has both a shorter-lasting hitbox and slightly decreased range; his [[forward aerial]] deals less damage, has significantly more [[landing lag]] and has much smaller hitboxes, making it a less effective spacing tool. His [[up aerial]]'s repositioned hitbox and quicker animation makes it harder to use as an anti-air. Finally, his [[down aerial]] has been nerfed rather drastically: it deals considerably weaker knockback, and it has lost its extremely lenient [[auto-cancel]]ing window, causing it to no longer auto-cancel in a short hop and making it significantly inferior compared to its previous iterations. His [[pivot grab]] is no longer the fastest in the game, and his down throw also has considerably increased knockback, hindering its setup potential at higher percents.


Overall, Ness is significantly better than he ever was in previous ''Super Smash Bros.'' games due to the general changes to the mechanics greatly benefiting him overall and he has also seen solid tournament representation and greatly improved results due to his vast improvement.
Overall, Ness has been drastically improved in comparison to his incarnations in ''SSB4''{{'}}s predecessors due to the general changes to the mechanics greatly benefiting him overall. As a reflection of this perception, he has also received solid tournament representation and greatly improved results due to his vast improvements.


===Aesthetics===
===Aesthetics===
349

edits