Ness (SSBU): Difference between revisions

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==Attributes==
==Attributes==
Ness is a versatile character with strong tools for a variety of situations, having a unique moveset that borrows from various archetypes. His three projectiles allow for some zoning, but his fast normals and punishing grab game make him most dangerous at short distances. Although he has relatively poor grounded mobility — his [[walking]] speed, [[initial dash]], and [[dash]]ing speed are below-average — his aerial mobility shines thanks to his excellent [[air acceleration]], average [[air speed]], above-average [[jump]]ing height, and unique [[double jump cancel]]ling ability; the former, in particular, is tied with {{SSBU|Falco}}, {{SSBU|Pichu}} and {{SSBU|Pikachu}} for the 6th-fastest, while his [[double jump]] is the 6th-highest. Further bolstering his aerial game, Ness' low [[gravity]] and slow [[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 has three projectiles with numerous applications, including [[juggling]], [[edgeguarding]], and even [[recovery]]. Despite his small stature, Ness is a [[weight|middleweight]], tied with {{SSBU|Lucas}}, {{SSBU|Mii Brawler}}, and {{SSBU|Inkling}}.
Ness is a versatile character with strong tools for a variety of situations. His three projectiles allow for some zoning, but his fast normals and punishing grab game make him most dangerous at short distances. Although he has relatively poor grounded mobility — his [[walking]] speed, [[initial dash]], and [[dash]]ing speed are below-average — his aerial mobility shines thanks to his excellent [[air acceleration]], average [[air speed]], above-average [[jump]]ing height, and unique [[double jump cancel]]ling ability; the former, in particular, is tied with {{SSBU|Falco}}, {{SSBU|Pichu}} and {{SSBU|Pikachu}} for the 6th-fastest, while his [[double jump]] is the 6th-highest. Further bolstering his aerial game, Ness' low [[gravity]] and slow [[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 has three projectiles with numerous applications, including [[juggling]], [[edgeguarding]], and even [[recovery]]. Despite his small stature, Ness is a [[weight|middleweight]], tied with {{SSBU|Lucas}}, {{SSBU|Mii Brawler}}, and {{SSBU|Inkling}}.


Ness' outstanding aerial mobility is supported by one of the best sets of aerial normals in the entire game. His [[neutral aerial]] activates on frame 5 and functions well as a combo-breaker and out-of-shield option. It also sets up [[tech-chasing]] situations at middle percents and deals decent knockback at high percents, making it a viable edgeguarding and KO option.  His [[forward aerial]] has a large disjoint and is quite active for a lengthy time, making it excellent for starting combos, edgeguarding, and approaching. The final hit can KO at higher precents near the edge, while it is an effective [[wall of pain]] tool due to its ability to chain into itself multiple times. Ness' new multi-hitting [[up aerial]] is strong for KOs at high precents and great for juggling, and its drag-down properties allow Ness to set up grabs, combos, and KOs. Ness' [[back aerial]] is quick and powerful when sweetspotted, making it another reliable KO option in his kit. Finally, his [[down aerial]] is a slow-but-powerful meteor smash useful for edgeguarding or starting vertical combos.
Ness' outstanding aerial mobility is supported by one of the best sets of aerial normals in the entire game. His [[neutral aerial]] activates on frame 5 and functions well as a combo-breaker and out-of-shield option. It also sets up [[tech-chasing]] situations at middle percents and deals decent knockback at high percents, making it a viable edgeguarding and KO option.  His [[forward aerial]] has a large disjoint and is quite active for a lengthy time, making it excellent for starting combos, edgeguarding, and approaching. The final hit can KO at higher precents near the edge, while it is an effective [[wall of pain]] tool due to its ability to chain into itself multiple times. Ness' new multi-hitting [[up aerial]] is strong for KOs at high precents and great for juggling, and its drag-down properties allow Ness to set up grabs, combos, and KOs. Ness' [[back aerial]] is quick and powerful when sweetspotted, making it another reliable KO option in his kit. Finally, his [[down aerial]] is a slow-but-powerful meteor smash useful for edgeguarding or starting vertical combos.
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