Ness (SSB4): Difference between revisions

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|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Punches twice, then kicks. The first hit can jab [[lock]] at low percentages.
|neutraldesc=A pair of {{s|wikipedia|one-two combo}} punches, followed by a roundhouse kick. The first hit can [[jab lock]] at low precentages.
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname= 
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|ftiltsidedmg=9%
|ftiltsidedmg=9%
|ftiltdowndmg=10%
|ftiltdowndmg=10%
|ftiltdesc=A roundhouse kick. Can be angled, making it deal 1% more damage. It can also lock at low percents.
|ftiltdesc=An arcing {{s|wikipedia|roundhouse kick}}. Can be angled, making it deal 1% more damage. It can also lock at low percents. It has quick startup lag, hitting on frame 7, and possesses 17 frames of ending lag, giving it decent safety on shield and hit. It has rather decent power for a tilt attack of its kind, KOing middleweights at around 158% at the edge of Final Destination.
|utiltname= 
|utiltname= 
|utiltdmg=7% (arms) 5% (hands)
|utiltdmg=7% (arms) 5% (hands)
|utiltdesc=Pushes upward with both hands that produces a PSI spark. Has a sourspot located on his hands that deals 5%.
|utiltdesc=Hops and performs a vertical double-palm thrust that produces a PSI spark from his hands. It hits on frame 5, making it disproportionaly quick for a tilt attack. Possesses a [[sourspot]] located on his hands that deals 7%. A decent anti-air and [[juggling]] tool with surprisingly high power for a tilt attack similar to Ness' forward tilt, KOing middleweights at around 145% on Final Destination. It is also versatile for partaking in combos despite its moderate ending lag.
|dtiltname= 
|dtiltname= 
|dtiltdmg=4% (foot), 2% (toes)
|dtiltdmg=4% (foot), 2% (toes)
|dtiltdesc=A swift shin kick. Extremely spammable and can be used to jab reset. Has a sourspot located on the tip of his foot. Has a chance of making the opponent trip.
|dtiltdesc=A swift shin kick. Due to the move's lack of start-up lag and ending lag, it is extremely spammable and is useful for jab resetting, locking, pressuring shields, two-framing and racking up quick damage while the opponent is trapped at the edge. The move is a sourspot located on the tip of his foot. Has a chance of making the opponent [[tripping|trip]]. If it trips the opponent, it combos into his up smash, a forward tilt, forward smash, or another down tilt.
|dashname= 
|dashname= 
|dashdmg=4%/3% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3)
|dashdmg=4%/3% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3)
|dashdesc=Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. The first spark deals more damage to aerial targets. Good to set up juggles and pressuring from afar. Difficult to punish on shield if only the last hit connects.
|dashdesc=A double-palm thrust that launches three PSI sparks out in front of him, with the final spark knocking the opponent up into the air. It has rather impressive power for a dash attack, as the final hit starts KOing middleweights at around 141% on Final Destination. The first spark deals more damage to aerial opponents. The move is useful for setting up juggles and pressuring from afar. It is difficult to punish on shield if only the last hit connects. The disjointed hitboxes have considerable distances, offering it impressive range for a dash attack and giving it decent utility for approaching, as well as pressuring from a distance. The first hit is more damaging on opponents in the air.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|18}} (low), {{ChargedSmashDmgSSB4|20}} (mid), {{ChargedSmashDmgSSB4|22}} (tip), 2× damage (reflected projectiles)
|fsmashdmg={{ChargedSmashDmgSSB4|18}} (low), {{ChargedSmashDmgSSB4|20}} (mid), {{ChargedSmashDmgSSB4|22}} (tip), 2× damage (reflected projectiles)
|fsmashdesc=Swings his bat. It is the second strongest forward smash in the game when sweetspotted at the tip of the bat and still one of the strongest forward smashes when untippered, but it has some start-up and ending lag. The bat itself will [[reflect]] incoming projectiles when he swings it. However, reflecting a projectile that is too strong to reflect will result in Ness experiencing five full seconds of ending lag, although this is uncommon since it requires a strong projectile to be reflected multiple times.
|fsmashdesc=Swings his {{s|wikibound|baseball bat}}. It is the second-strongest forward smash in the game after {{SSB4|King Dedede}} when sweetspotted at the tip of the bat and still one of the strongest forward smashes when sourspotted at the base, KOing even the heaviest of characters at around 58% at the edge of Final Destination, but it has noticeable start-up and ending lag. The bat itself will [[reflect]] incoming projectiles when he swings it. However, reflecting a projectile that is too strong to reflect will result in Ness experiencing five full seconds of ending lag, although this is uncommon since it requires a strong projectile to be reflected multiple times. The reflector has a damage multiplier of 2.0 and a speed multiplier of 2.5, giving it both the highest damage and speed multiplier of any reflector in the game, excluding [[item]]s.
|usmashname=Around The World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashname=Around The World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashdmg={{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|13}}
|usmashdmg={{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|13}}
|usmashdesc=Sends his yo-yo forward and performs "around-the-world" over himself. A decent anti-air and a good out of shield option. It is more powerful if the opponent is behind Ness, but it's still the weakest up smash in the game, not KOing until roughly 137%.
|usmashdesc=Sends his {{s|wikibound|yo-yo}} forward and performs an "around-the-world" all over himself, hitting first in front of and then above and behind. A decent anti-air and a good [[out of shield]] option. It has a hitbox while charging and can hang from the ledge, which makes it effective for edgeguarding and two-framing, but can only be held for an additional half of a second instead of two. Its knockback is more powerful if the opponent is behind Ness in comparison of being hit in front of him, but it is still the weakest up smash in the game, as it starts KOing at about 137%.
|dsmashname= Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashname= Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1, front and back) {{ChargedSmashDmgSSB4|1}} (hit 2, front and back) {{ChargedSmashDmgSSB4|10}} (hit 3, front and back)
|dsmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1, front and back) {{ChargedSmashDmgSSB4|1}} (hit 2, front and back) {{ChargedSmashDmgSSB4|10}} (hit 3, front and back)
|dsmashdesc=Sends his yo-yo backwards and "walk-the-dog" with it before pulling the yo-yo back. Covers get up options well, but cannot connect well if the opponent is at the longest range of the move.
|dsmashdesc=Sends his {{s|wikibound|yo-yo}} backward and performs the "walk-the-dog" with it, hitting first behind then in front. It has a hitbox while charging and can hang from the ledge, which makes it effective for edgeguarding and 2-frame punishing, but can only be held for an additional half of a second instead of two. It has relatively moderate power for a smash attack, as it starts KOing middleweights at around 121% at the edge of Final Destination. It covers get-up options greatly, but it occasionally has troubles linking correctly if the opponent is at the furthest point of the back-hit.
|nairname= 
|nairname= 
|nairdmg=11% (clean), 7% (late)
|nairdmg=11% (clean), 7% (late)
|nairdesc=Spins diagonally in the air with his arms outstretched. Quick, and acts like a [[sex kick]]. Can be followed-up after a down throw. Rather useful to break combos and as an out of shield option. Autocancels from a short hop.
|nairdesc=Spins diagonally in the air with his arms outstretched. It has quick startup lag, coming out on frame 5, with the properties of a [[sex kick]]. It is rather useful for breaking combos and as an out-of-shield option. The clean hitboxes deal decent knockback, making it a good edgeguarding and killing option, as it starts KOing middleweights at around 121% at the edge of Final Destination. It [[auto-cancel]]s from a short hop.
|fairname= 
|fairname= 
|fairdmg=1% (hit 1-3) 4% (hit 4)
|fairdmg=1% (hit 1-3) 4% (hit 4)
|fairdesc=Sticks his palms out, sending a stream of PSI sparks in front of him. Decently safe on shield if Ness retreats during the attack, useful to start and continue combos. Autocancels from a short hop.
|fairdesc=A double-palm trust while generating a stream of PSI out of his hands. It is tied with [[up aerial]] for the second-fastest startup out of Ness' aerials, coming out on frame 5. Due to Ness' excellent [[air acceleration]], it functions as an excellent approaching and [[spacing]] tool as Ness is capable of retreating while the opponent gets hit by the move's lingering and rather large hitboxes, and it is useful for starting and extending combos. It auto-cancels from a short hop. Can chain into itself multiple times at low percentages, making it an effective [[wall of pain]] tool.
|bairname= 
|bairname= 
|bairdmg=15% (clean), 8% (late)
|bairdmg=15% (clean), 8% (late)
|bairdesc=Ness kicks out backwards with both feet. The initial hit is immensely strong, KOing at 125% onstage and even lower at the ledge. Autocancels from a short hop.
|bairdesc=A {{s|wikipedia|dropkick}} that produces PSI from his feet. If landing the clean hitbox, it his Ness' strongest aerial and one of the strongest back aerials in the game, KOing middleweights at 125% on Final Destination and even lower at the ledge. Despite its high power, it also has relatively quick startup lag, hitting on frame 10, and low ending lag. It is also useful for edgeguarding an leading to a wall of pain at lower precentages. It auto-cancels from a short hop.
|uairname= 
|uairname= 
|uairdmg=13%
|uairdmg=13%
|uairdesc=An upwards headbutt. It is considered one of Ness' best aerials, due to its rather quick startup, power that makes it effective for comboing at low percentages and KOing at high ones, starting at 115%. Autocancels from a short hop.
|uairdesc=An upward-arcing headbutt. Due to hitting on frame 5, it is tied with [[forward aerial]] for the second-fastest startup out of Ness' aerials. It is considered one of Ness' best tools in his kit, due to its rather quick startup, power that makes it effective for comboing at low percentages and KOing at high ones, starting at 115% against middleweights. Can be used as a follow-up to an [[up throw]] or [[down throw]] at low percentages and leads into several tricks with PK Thunder. It can also be used as a finisher to combos from PK Fire. It is effective at [[juggling]] in conjunction with Ness' double jump due to the move's impressive vertical range. It can combo grounded opponents into a grab at minimal percentages. It auto-cancels from a short hop.
|dairname= 
|dairname= 
|dairdmg=12% (sweetspot), 10% (sourspot)
|dairdmg=12% (sweetspot), 10% (sourspot)
|dairdesc=Pulls his legs to his body before stomping down into the air, producing a PSI spark. This attack can [[meteor smash]] on the first frame. It has slow start up, as it comes out on frame 20 and has lots of landing lag (28 frames). It only autocancels before the hitbox comes out, making it useful to cancel the tumble animation when Ness is near the ground.
|dairdesc=Twirls before stomping below himself, producing a spark of PSI from his foot. The clean hitbox [[meteor smash]]es and KOs early offstage, and is versatile for starting and/or extending combos onstage if landed against grounded opponents. The late hitbox is a [[semi-spike]] that can KO middleweights at around 178% at the edge of Final Destination with [[rage]]. It auto-cancels from a short hop. It is Ness' slowest aerial, however, coming out on frame 20, and has considerable landing lag (frame 28). Unlike in ''Brawl'', it starts auto-canceling before the hitbox comes out, making it useful to cancel the [[tumbling]] animation when Ness is near the ground.
|grabname= 
|grabname= 
|grabdesc=Grabs with both hands. Fast, but below average range.
|grabdesc=Grabs with both hands. Fast, but below average range.
|pummelname= 
|pummelname= 
|pummeldmg=1.2%
|pummeldmg=1.2%
|pummeldesc=Headbutts the opponent. A fast pummel.
|pummeldesc=Headbutts the opponent. Tied with {{SSB4|Lucas}}, {{SSB4|Kirby}} and {{SSB4|Fox}}'s pummels as the third-fastest pummel in the game. However, it is tied with Lucas, Fox and {{SSB4|Samus}}' pummel for being the second-least damaging pummel in the game, surpassed by {{SSB4|Lucario}} at 0% [[aura]].
|fthrowname= 
|fthrowname= 
|fthrowdmg=11%
|fthrowdmg=11%
|fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Very high base knockback, but incredibly low knockback scaling, which gives it little to no KO potential even after Sudden Death percentages. It is useful for setting up an edgeguard, however.
|fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. It has disproportional base knockback, but almost lacks knockback scaling, which gives it little/no KO potential even after [[Sudden Death]] percentages. It is useful for setting up an edgeguard, however, or KOing an opponent early on if nearing the horizontal blast zones.
|bthrowname= 
|bthrowname= 
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Possesses very low base knockback but incredibly high knockback scaling, making it the strongest throw in the entire game, KOing even the heaviest characters with optimal DI at 122% near the ledge without rage.
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backwards, in a diagonal and vertical motion. Its knockback values are the opposite of forward throw; it possesses minimal base knockback, but also possesses incredibly high knockback scaling, rendering it the absolute strongest throw of all kinds in ''SSB4'', KOing even the heaviest characters with optimal DI at 122% near the edge of Final Destination without rage.
|uthrowname= 
|uthrowname= 
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Psychokinetically spins the opponent above his head before sending them up. Leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.
|uthrowdesc=Psychokinetically spins the opponent overhead before sending them straight into the air. It leaves the opponent in an unfavorable position that leads into juggling, especially by using PK Thunder. It can KO middleweights at around 144% from anywhere on Final Destination with high levels of rage, tying it with {{SSB4|Lucas}}' up throw for being the third-strongest up throw in the game, being surpassed by only {{SSB4|Mewtwo}} and {{SSB4|Charizard}}'s.  
|dthrowname= 
|dthrowname= 
|dthrowdmg=0.6% (hits 1-5), 4% (throw)
|dthrowdmg=0.6% (hits 1-5), 4% (throw)
|dthrowdesc=Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, having guaranteed follow-ups into neutral aerial, forward aerial and up aerial.
|dthrowdesc=Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, possessing guaranteed follow-ups into neutral aerial, forward aerial and up aerial. As of update [[1.0.4]], PK Fire no longer whiffs against {{SSB4|Mr. Game & Watch}} due to its collateral hits gaining additional hitboxes.
|floorfname= 
|floorfname=Sweep kicks in front of and behind himself in a circle.
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=
|floorfdesc=
|floorbname= 
|floorbname=Planting on the ground, Ness sweeps his leg behind and in front of himself in a circle.
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=
|floorbdesc=
|floortname= 
|floortname=Performs a dropkick behind and in front of himself with both hands planted on the ground.
|floortdmg=5%
|floortdmg=5%
|floortdesc=
|floortdesc=
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|nsdefname=PK Flash
|nsdefname=PK Flash
|nsdefdmg=9%-37%
|nsdefdmg=9%-37%
|nsdefdesc=A green plasma-like energy projectile appears above Ness. As the special attack button is held, the sphere moves downwards and increases in power, until the attack button is released or until it is fully charged, it explodes. Can KO as low 37% when fully charged.
|nsdefdesc=Generates a green, energetic pulse of sphere light that appears above him. As the special input is held, the sphere curves downwards and increases its power, until the attacking input is released or until the move's level of charge is maxed out, it explodes. PK Flash is effective at edgeguarding and gimping characters with predictable or linear recoveries, like {{SSB4|Zelda}} and {{SSB4|Sonic}}, respectively. PK Flash boasts extreme power at full charge, KOing even the heaviest characters at around 63% on Final Destination. PK Flash is also a hard punish if reading the opponent's options from a ledge. The arc it travels can be controlled, but the projectile dissipate upon contact with [[platform]]s. The longer the special button is held, the stronger the explosion will be.
|nsc1name=Rising PK Flash
|nsc1name=Rising PK Flash
|nsc1dmg=8%-24%
|nsc1dmg=8%-24%
|nsc1desc=A magenta colored PK Flash that keeps rising, hence the name. Has minimal control and deals less damage, but has a larger hitbox.
|nsc1desc=A magenta-colored PK Flash that will continue rising, hence the name. Possesses minimal control and inflicts less damage, albeit has a larger hitbox.
|nsc2name=[[PK Freeze]]
|nsc2name=[[PK Freeze]]
|nsc2dmg=10%-19%
|nsc2dmg=10%-19%
|nsc2desc=Inflicts less damage, but freezes opponents. Works like {{SSB4|Lucas}}'s neutral special, except with the same movement as PK Flash. His voice clips also changes.
|nsc2desc=Inflicts less damage, but freezes opponents. It shares the functionality and utility of {{SSB4|Lucas}}'s [[neutral special]], with the exceptions of possessing PK Flash's movement. His voice-clip is also altered, depicting him yelling "PK Freeze." instead of "PK Flash."
|ssdefname=PK Fire
|ssdefname=PK Fire
|ssdefdmg=4% (lightning), 2% (fire)
|ssdefdmg=4% (lightning), 2% (fire)
|ssdefdesc=Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an enemy or destructible portion of a stage, at which point it explodes into a gradually-fading pillar of fire, making said enemy vulnerable. Fires at a downward 50 degree angle if used in the air.
|ssdefdesc=Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an opponent or destructible portion of a stage, at which point, it explodes into into a gradually-fading and quick-hitting pillar of fire, making said opponent vulnerable to guaranteed followups or KO confirms. Due to [[SDI]] being drastically weakened since ''Brawl'', it is a versatile tool for racking up quick damage. When performed in midair, Ness fires the bolt at a 45° angle.
|ssc1name=PK Bonfire
|ssc1name=PK Bonfire
|ssc1dmg=2% (lightning), 3%-5% (fire)
|ssc1dmg=2% (lightning), 3%-5% (fire)
|ssc1desc=The lightning-bolt doesn't travel as far, but the flame pillar is stronger and it sticks around longer. Has much less combo potential due to its increased ending lag and knockback.
|ssc1desc=The lightning bolt lacks a lot of distance, but the flame pillar is stronger and it sticks around longer. It sacrifices combo potential, however, due to its increased ending lag and knockback.
|ssc2name=PK Fire Burst
|ssc2name=PK Fire Burst
|ssc2dmg=2% (lightning), 9% (fire)
|ssc2dmg=2% (lightning), 9% (fire)
|ssc2desc=Releases a single flame when it hits and knocks opponents farther. It will always travel horizontally even when used in the air, similar to {{SSB4|Lucas}}'s variant of PK Fire. It also travels further distance.
|ssc2desc=Releases a single flame when it hits and knocks opponents farther. It will typically travel horizontally even when performed in the air, similar to {{SSB4|Lucas}}'s variant of PK Fire. It also travels further distance, which makes it more effective at zoning.
|usdefname=PK Thunder
|usdefname=PK Thunder
|usdefdmg=8% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox)
|usdefdmg=8% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox)
|usdefdesc=Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. Aiming the head into Ness himself will launch him in a trajectory opposite to the side he was hit on, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has invincibility frames during the first half of the move. Ness' recovery move, but it can be easily gimped during startup.
|usdefdesc=Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. It can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a powerful human-projectile. Aiming the head of the projectile into Ness himself will launch him in a trajectory opposite to the side the projectile collided onto Ness, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has brief [[invincibility]] during the first half of the move. Ness' primary means of [[recovery]], but it can be easily gimped during startup. PK Thunder invulnerability during its early frames and is constituted of an early and late hit. Colliding with a projectile, opponent or an item during PK Thunder 2 will shorten the distance traveled, and slamming into a wall will result in instant [[helpless]]ness. The tail of the thunder projectile can be useful for juggling and disrupt opponents recovering.
|usc1name=Lasting PK Thunder
|usc1name=Lasting PK Thunder
|usc1dmg=7% (PK Thunder), 1% (Thunder's tail), 1.5% (PK Thunder 2, each hit), 10% (PK Thunder 2, last hit)
|usc1dmg=7% (PK Thunder), 1% (Thunder's tail), 1.5% (PK Thunder 2, each hit), 10% (PK Thunder 2, last hit)
|usc1desc=Functions identically to {{SSB4|Lucas}}'s counterpart, with tighter turning and both the projectile and Ness piercing enemies. Deals less damage, but launches Ness further.
|usc1desc=It has identical functionality to {{SSB4|Lucas}}'s PK Thunder, with tighter curving/angling and both the projectile and Ness piercing opponents. It inflicts less damage, but launches Ness further, which improves his recovery.
|usc2name=Rolling PK Thunder
|usc2name=Rolling PK Thunder
|usc2dmg=12% (PK Thunder), 1% (Thunder's tail), 30% (PK Thunder 2)
|usc2dmg=12% (PK Thunder), 1% (Thunder's tail), 30% (PK Thunder 2)
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|dsdefname=PSI Magnet
|dsdefname=PSI Magnet
|dsdefdmg=0%
|dsdefdmg=0%
|dsdefdesc=A purple energy field around him which allows him to [[absorb]] any energy-based projectile (like Samus' [[Charge Shot]]). It can be held in order to use it repeatedly. Heals 1.6× the damage Ness would have taken, but only heals a maximum of 30% damage.
|dsdefdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectiles (such as {{SSB4|Mario}}'s [[Fireball]], {{SSB4|Fox}}'s {{b|Blaster|Fox}} or {{SSB4|Samus}}'s [[Charge Shot]], which will heal for 1.6× the damage he would have received, but only at a maximum of 30% damage per projectile. PSI Magnet can be held indefinitely by holding the special input. It will slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. PSI Magnet is also useful as a [[Fall Break|fall break]] to stall Ness' vertical momentum slightly in the air.
|dsc1name=PSI Vacuum
|dsc1name=PSI Vacuum
|dsc1dmg=10%
|dsc1dmg=10%
|dsc1desc=Ness draws opponents in, releasing an explosion that damages nearby foes when the move is released. It cannot absorb projectiles.
|dsc1desc=Ness draws opponents in, releasing an explosion that damages nearby opponents upon releasing. It cannot absorb projectiles.
|dsc2name=Forward PSI Magnet
|dsc2name=Forward PSI Magnet
|dsc2dmg=9%
|dsc2dmg=9%
|dsc2desc=The magnet appears in front of him, just like {{SSB4|Lucas}}'s version. It damages an opponent inside the magnet when the move is released.
|dsc2desc=The magnet surges in front of Ness instead of around himself, like {{SSB4|Lucas}}'s PSI Magnet. Like PSI Vaccum, it damages an opponent inside the magnet upon releasing.
|fsname=PK Starstorm
|fsname=PK Starstorm
|fsdmg=8% per hit
|fsdmg=8% per hit
|fsdesc=Summons stars to fall from the sky to annihilate his enemies. The comets descend in a straight line over Ness and can sweep the screen with directional inputs to the left and right.
|fsdesc=Summons meteoric stars to fall from the sky to annihilate his opponents. The comets descend in a straight line over Ness, and can sweep the screen with directional inputs to the left and right.
}}
}}


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===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Ness teleports on the screen using PSI Teleport. He then shakes the ash off of his body.
|desc=Ness teleports onto the stage using PSI Teleport, ending in an explosion leaving him covered in soot, which he then shakes off his body.
|char=Ness
|char=Ness
|game=SSB4}}
|game=SSB4}}
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{{Taunt/SSB4
{{Taunt/SSB4
|char=Ness
|char=Ness
|desc-up=Turns to the screen and nods his head while saying "Okay".
|desc-up=Turns toward the screen, positions his arms on his hips and nods while saying "Okay." The pose is similar to that of his clay model from ''EarthBound''.
|desc-side=Takes his bat out and points it in front of him.
|desc-side=Points his bat outward in front of him and strikes a pose, similar to how {{s|wikipedia|baseball players}} strike this pose to indicate they are hitting a home-run.
|desc-down=Releases a wave of PSI from his finger.}}
|desc-down=Waves his hand in an S-motion while releasing a stream of PSI from his finger.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
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{{Victory/SSB4
{{Victory/SSB4
|victory-theme=MotherUniverseTheme.ogg
|victory-theme=MotherUniverseTheme.ogg
|victory-desc=A flourished remix directly from ''Brawl''. It is a sped-up remix of a portion of the title theme from the original ''MOTHER'' for the Famicom.
|victory-desc=A flourished remix directly from ''[[Super Smash Bros. Brawl]]''. It is a sped-up remix of a portion of the title theme from the original ''MOTHER'' for the Famicom.
|desc-1=Skips in place and then nods similar to his up taunt.
|desc-1=Skips in place of the victory screen, then nods slightly while facing the screen with his arms akimbo, holding a pose similar to his official clay model, up taunt, and his official artwork from ''Super Smash Bros. Brawl''.
|desc-2=Looks to his sides quickly before facing the screen, putting his hand on the back of his head.
|desc-2=Looks around quickly before facing the screen, rubbing the back of his head with his hand. This is his "character chosen" animation in ''[[Super Smash Bros. 64]]'', albeit much more subtle.
|desc-3=Swings his bat multiple times, then points it forward.
|desc-3=Swings his bat multiple times, then points it forward.
|char=Ness}}
|char=Ness}}
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
===Tier placement and history===
Opinions on Ness' competitive viability have shifted throughout the game's lifespan. During the early metagame, smashers immediately noticed the vast buffs made to Ness, including the removal of the 10 extra frame grab-release animations, significant improvements to his combo game, and edge-trumping making his recovery less exploitable. These buffs, alongside Ness having one of the best throw games in ''SSB4'', a highly versatile aerial game, and excellent KO power and damage output, led many players to believe that Ness was at least a high tier, with a few going as far as to call him a top tier. These claims were backed up with above-average results in competitive play throughout the first 2 years of the game's lifespan, with {{Sm|FOW}} playing 5th at {{Trn|GENESIS 3}} and 7th at {{Trn|EVO 2015}} and {{Sm|Shaky}} placing 7th at {{Trn|CEO 2015}} and 9th at GENESIS 3. Ness's positive reception solidified him into the 13th position on the first official ''4BR'' [[tier list]]. This reception continued onto the second tier list, where Ness saw a small drop to 16th, mainly due to the additions of {{SSB4|Bayonetta}} and {{SSB4|Corrin}}.
Opinions on Ness' competitive viability have shifted throughout the game's lifespan. During the early metagame, smashers immediately noticed the vast buffs made to Ness, including the removal of the 10 extra frames to his [[grab release]]d animation, significant improvements to his combo game, and edge-trumping making his recovery less exploitable. These buffs, alongside Ness possessing one of the best throw games in ''SSB4'', a dominating aerial game, and excellent KO power and damage output, led several players to believe that Ness was at least a high-tier, with a few going as far as to consolidate him a top-tier. These claims were backed up with above-average results in competitive play throughout the first 2 years of the game's lifespan, with {{Sm|FOW}} playing 5th at {{Trn|GENESIS 3}} and 7th at {{Trn|EVO 2015}} and {{Sm|Shaky}} placing 7th at {{Trn|CEO 2015}} and 9th at GENESIS 3. Ness' positive reception solidified him into the 13th position on the first official ''4BR'' [[tier list]]. This reception continued onto the second tier list, where Ness saw a small drop to 16th, primarily due to the additions of {{SSB4|Bayonetta}} and {{SSB4|Corrin}}.


Over time, however, Ness' flaws came to be more apparent, with players noticing that his subpar mobility, mediocre ground game, and notably gimpable recovery made him struggle against several high and top tiers, most notably {{SSB4|Rosalina & Luma}} and {{SSB4|Corrin}}. As a result, opinions on Ness began to fall off drastically: his results stagnated as many of his best players became less active by the end of 2016. In addition, Ness's EarthBound pseudo-clone Lucas saw a shift in perception: while Lucas was initially considered inferior to Ness, over time opinions shifted the other way around due to Lucas' buffs received from patches and his commendable results thanks to {{Sm|Taiheita}}. At the same time, Ness gained new counters in the form of {{SSB4|Marth}} and {{SSB4|Lucina}}, whose buffs also helped create a large spike in popularity. Although Ness still saw strong results, such as FOW placing 17th at {{Trn|2GGT: ZeRo Saga}} and {{Sm|S1}} placing 5th at {{Trn|BEAST 7}}, it didn't compensate the loss of his stagnant results he had already suffered. This resulted in a much larger decline to 24th on the third tier list, being tied with {{SSB4|Pac-Man}} for the largest tier drop between the second and third tier lists; this drop also had him reassessed as a mid-tier character.
Overtime, however, Ness' flaws came to be more apparent, with players noticing that his sub-par mobility, mediocre ground game, and notably gimpable recovery made him struggle against several high and top-tiers, most notably {{SSB4|Rosalina & Luma}} and {{SSB4|Corrin}}. As a result, opinions on Ness began to fall off drastically: his results stagnated as several of his best players became less active by the end of 2016. In addition, Ness's ''EarthBound'' [[pseudo-clone]], {{SSB4|Lucas}}, saw a shift in perception: while Lucas was initially considered inferior to Ness, overtime opinions shifted the other direction around due to Lucas' buffs received from patches and his commendable results thanks to {{Sm|Taiheita}}. At the same time, Ness gained new counters in the form of {{SSB4|Marth}} and {{SSB4|Lucina}}, whose buffs also helped create a large spike in popularity. Although Ness still saw strong results, such as FOW placing 17th at {{Trn|2GGT: ZeRo Saga}} and {{Sm|S1}} placing 5th at {{Trn|BEAST 7}}, it failed to compensate the loss of his stagnant results he had already suffered. This resulted in a much larger decline to 24th on the third tier list, being tied with {{SSB4|Pac-Man}} for the largest tier drop between the second and third tier lists; this drop also had him reassessed as a mid-tier character.


Throughout 2017, several mains began to return to the scene, with FOW briefly coming out of retirement to place 13th at {{Trn|2GGC: Nairo Saga}} and 25th at {{Trn|2GGC: Civil War}} respectively. NAKAT, despite using Ness as a secondary in favor of Fox in 2016, began to co-main Ness. With Ness, NAKAT saw great results such as 3rd at {{Trn|Smash Factor 6}}, 13th at {{Trn|EVO 2017}}, and 17th at both {{Trn|GameTyrant Expo 2017}} and {{Trn|2GGC: Fire Emblem Saga}}. Other notable players include {{Sm|The Great Gonzales}}, who placed 5th at {{Trn|Royal Flush}} and 17th at {{Trn|Smash 'N' Splash 3}}, and {{Sm|Gackt}}, who had a breakout performance at {{Trn|The Big House 7}} by defeating {{Sm|ANTi}}, {{Sm|Locus}}, and {{Sm|Mistake}}, ultimately placing 17th. These improved results, however, failed to shift opinions on Ness as many top players, including {{Sm|ZeRo}}, {{Sm|Dabuz}}, {{Sm|MkLeo}}, and {{Sm|Nairo}}, widely believed that Lucas was superior to Ness. Due to this, Ness dropped once again on the fourth and final tier list to 28th/29th, now sharing the spot with Lucas, though due to the expansion of the tiers, he was once again considered a high tier character.
Throughout 2017, several mains began to return to the scene, with FOW briefly coming out of retirement to place 13th at {{Trn|2GGC: Nairo Saga}} and 25th at {{Trn|2GGC: Civil War}} respectively. NAKAT, despite using Ness as a secondary in favor of Fox in 2016, began to co-main Ness. Using Ness, NAKAT saw great results such as 3rd at {{Trn|Smash Factor 6}}, 13th at {{Trn|EVO 2017}}, and 17th at both {{Trn|GameTyrant Expo 2017}} and {{Trn|2GGC: Fire Emblem Saga}}. Other notable players include {{Sm|The Great Gonzales}}, who placed 5th at {{Trn|Royal Flush}} and 17th at {{Trn|Smash 'N' Splash 3}}, and {{Sm|Gackt}}, who had a breakout performance at {{Trn|The Big House 7}} by defeating {{Sm|ANTi}}, {{Sm|Locus}}, and {{Sm|Mistake}}, ultimately placing 17th. These improved results, however, failed to shift opinions on Ness as several top players, including {{Sm|ZeRo}}, {{Sm|Dabuz}}, {{Sm|MkLeo}}, and {{Sm|Nairo}}, widely believed that Lucas was superior to Ness. Due to this, Ness dropped once again on the fourth and final tier list to 28th/29th, now sharing the spot with Lucas, though due to the expansion of the tiers, he was once again considered a high-tier character, tying with Lucas as the lowest-ranking high-tiers in the game.


This placement, as well as his tie with Lucas, was challenged in 2018 as several dedicated players, including Gackt, S1, and {{Sm|BestNess}}, continued to see above-average placements at a national level, with Gackt placing 17th at {{Trn|EVO Japan 2018}}, S1 placing 5th at {{Trn|Midwest Mayhem 11}}, and BestNess placing 13th at {{Trn|The Big House 8}}, to name a few. Furthermore, Lucas's results dropped significantly as {{Sm|Taiheita}} entered retirement. With Ness's rise by the end of the game's active lifespan as well as improved results over characters such as {{SSB4|Greninja}}, {{SSB4|Villager}}, and {{SSB4|Bowser}}, players such as Dabuz once again believed that Ness was the superior ''EarthBound'' character and deserved to be higher on the tier list.
This ranking, as well as his tie with Lucas, was challenged in 2018 as several dedicated players, including Gackt, S1, and {{Sm|BestNess}}, continued to see above-average placements at a national level, with Gackt placing 17th at {{Trn|EVO Japan 2018}}, S1 placing 5th at {{Trn|Midwest Mayhem 11}}, and BestNess placing 13th at {{Trn|The Big House 8}}, to name a few. Furthermore, Lucas' results dropped significantly as {{Sm|Taiheita}} entered retirement. With Ness' rise by the end of the game's active lifespan, as well as improved results over characters such as {{SSB4|Greninja}}, {{SSB4|Villager}}, and {{SSB4|Bowser}}, players such as Dabuz once again believed that Ness was the superior ''EarthBound'' character and deserved to be higher on the tier list.


Despite the ups and downs Ness had faced, he is unanimously considered superior to any of his previous incarnations, although several players use secondaries in order to complement the character on a national level.
Despite the ups and downs Ness had faced, he is unanimously considered superior to all of his previous incarnations, although several players use secondaries in order to complement the character on a national level.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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==Trivia==
==Trivia==
*Ness and {{SSB4|Palutena}} are the only characters in ''SSB4'' with different voice clips for custom moves; in Ness's case, he has a unique voice clip when using [[PK Freeze#Ness|PK Freeze]].
*Ness and {{SSB4|Palutena}} are the only characters in ''SSB4'' with different voice-clips for custom moves; in Ness's case, he has a unique voice-clip when using [[PK Freeze#Ness|PK Freeze]].
*Ness's [http://www.nintendo.com/amiibo/detail/ness-amiibo-super-smash-bros-series amiibo description] on the North American [[amiibo]] website is based on his trophy description from ''Melee''.
*Ness's [http://www.nintendo.com/amiibo/detail/ness-amiibo-super-smash-bros-series amiibo description] on the North American [[amiibo]] website is based on his trophy description from ''Melee''.
*Ness's yo-yo in this game reads "SUPER NINTENDO 2014" and "MOTHER", in reference to his console of origin, ''SSB4''{{'}}s year of release, and his home series.
*Ness's yo-yo in this game reads "SUPER NINTENDO 2014" and "MOTHER", in reference to his console of origin, ''SSB4''{{'}}s year of release, and his home series.
*Ness's custom special PK Freeze is one of only three custom specials in the game that have a preview image featuring a non-silhouetted character besides the user of the attack (alongside {{SSB4|Mega Man}}'s Ice Slasher and {{SSB4|Lucas}}'s PK Freeze). This is likely due to the characters being frozen.
*Ness's custom special, PK Freeze, is one of only three custom specials in the game that have a preview image featuring a non-silhouetted character besides the user of the attack (alongside {{SSB4|Mega Man}}'s Ice Slasher and {{SSB4|Lucas}}'s PK Freeze). This is likely due to the characters being frozen.
*Ness and Jigglypuff are the only original 12 characters to be excluded from newcomer poster art.
*Ness and {{SSB4|Jigglypuff}} are the only original 12 characters to be excluded from newcomer poster art.
*One set of Ness's custom moves reference Lucas's moveset in ''Brawl'' (and as later included in ''Smash 4'').
*One set of Ness' custom moves reference Lucas' moveset in ''Brawl'' (and as later included in ''Smash 4'').
*{{for3ds}} is the only game where Ness and {{SSB4|Captain Falcon}} do not have the same [[Unlockable character|availability]].
*{{for3ds}} is the only game where Ness and {{SSB4|Captain Falcon}} do not have the same [[Unlockable character|availability]].


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