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'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is one of the main characters from the | '''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is one of the main characters from the {{uv|EarthBound}} franchise and appears in ''[[Super Smash Bros.]]'' as one of the four [[unlockable character]]s. He is voiced by Makiko Ōmoto, who would go on to voice him in later iterations. | ||
Ness ranks 10th on the [[tier list]], the third lowest ranked character. He is well-known for his unique | Ness ranks 10th on the [[tier list]], the third lowest ranked character. He is well-known for his unique [[double jump]] and technical movement: he, along with {{SSB|Yoshi}}, can cancel their double jump with an attack, granting him a burst of speed he can use to move and attack extremely quickly. Ness's fast movement combined with his powerful aerials give him a strong and flexible combo game. He's able to both juggle and tech chase his opponent, frequently using his up tilt and up air as launchers to setup a down air spike onto a platform. After building up damage, Ness has many ways to finish opponents, including kill throws, multiple high knockback aerials, and strong smash attacks. | ||
Although his weaknesses are few in number they can be easily exploitable. His long distanced recovery is hindered by being predictable and | Although his weaknesses are few in number they can be easily exploitable. His long distanced recovery is hindered by being slow, predictable, and easy to interrupt, leaving him one of the easiest characters in the game to [[gimp]]. Although his double jump cancel gives him very fast horizontal movement, his slowness in the air can make it very difficult to deal with vertical camping, especially from characters with strong down aerials like {{SSB|Kirby}} or {{SSB|Jigglypuff}}. The low range of most of his aerials compounds this weakness and can make it difficult to approach characters with better [[disjoint]]. As a result, despite his strengths he has poor matchups and low tournament representation and results. Conversely, Ness is ranked 5th on the Japanese tier list because he is much stronger in the Japanese version, rather than the international release, in which he was [[nerf]]ed. | ||
==How to unlock== | ==How to unlock== | ||
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Ness is a fairly small character with below average [[weight]]. He is very slow on the ground with the slowest [[walk]] and [[dash]] speeds (although he does have a fast initial dash) and his air mobility is below average outside of [[double jump cancel]]ing. This naturally gives Ness trouble with approaching, as most of the cast can easily outrun him. Ness also has average [[falling speed]] and [[gravity]]. | Ness is a fairly small character with below average [[weight]]. He is very slow on the ground with the slowest [[walk]] and [[dash]] speeds (although he does have a fast initial dash) and his air mobility is below average outside of [[double jump cancel]]ing. This naturally gives Ness trouble with approaching, as most of the cast can easily outrun him. Ness also has average [[falling speed]] and [[gravity]]. | ||
Ness' tools on the ground are a mixed bag overall. His jab is one of the fastest in the game, which allows it to lead his grab (via a [[jab grab]]) which is quite effective due to the strength of his throws, although both his jab and grab have short range. Up tilt is a solid combo starter which can easily lead to combos at lower percents at KO confirms at higher percents although it has limited horizontal range and it is rather unsafe. Forward tilt and dash attack are situational overall as they are both rather risky and not highly rewarding while down tilt is borderline useless, due to being unsafe on hit at realistic percents. Ness' smash attacks are not the most effective but they are solid overall. Forward smash and up smash are not incredibly strong but they are safe and the latter can lead into combos at some percents, while down smash is fairly powerful, disjointed and lingers for a very long time. Ness does have a strong grab game however. While his grab has a short amount of range, both his forward and back throw are among the strongest in the game, Easily leading to KOes and | Ness' tools on the ground are a mixed bag overall. His jab is one of the fastest in the game, which allows it to lead his grab (via a [[jab grab]]) which is quite effective due to the strength of his throws, although both his jab and grab have short range. Up tilt is a solid combo starter which can easily lead to combos at lower percents at KO confirms at higher percents although it has limited horizontal range and it is rather unsafe. Forward tilt and dash attack are situational overall as they are both rather risky and not highly rewarding while down tilt is borderline useless, due to being unsafe on hit at realistic percents. Ness' smash attacks are not the most effective but they are solid overall. Forward smash and up smash are not incredibly strong but they are safe and the latter can lead into combos at some percents, while down smash is fairly powerful, disjointed and lingers for a very long time. Ness does have a strong grab game however. While his grab has a short amount of range, both his forward and back throw are among the strongest in the game, Easily leading to KOes and edgeguards at fairly low percents. | ||
Ness' aerial game is his strongest aspect. Ness has access to double jump canceling, which easily allows him to pressure opponents with his aerials, especially since if the opponent shields an aerial, Ness has the ability to perform a [[shield break combo]] by stringing together double jump canceled aerials on a shielding opponents. In addition to this, all of his aerials are solid on their own. Neutral aerial has decent power and lingers for almost the entire animation, back aerial has a good amount of power and forward aerial is decent at setting up combos and edgeguards, although it is his weakest aerial overall. Ness' best aerials however are his up and down aerials. Up aerial is a disjointed aerial which hits all around Ness and it has strong vertical knockback, which makes it an excellent combo tool at lower percents (especially when combined with double jump canceling) and a solid KO move at higher percents. Down aerial is an incredibly fast and powerful [[meteor smash]], which makes it an incredible edgeguarding tool off stage as well as an excellent combo tool on stage. It can easily set up combos against grounded opponents and it can put aerial opponents into a [[tech chase]] situation where the opponent can potentially get hit by another down aerial to reset the situation. | Ness' aerial game is his strongest aspect. Ness has access to double jump canceling, which easily allows him to pressure opponents with his aerials, especially since if the opponent shields an aerial, Ness has the ability to perform a [[shield break combo]] by stringing together double jump canceled aerials on a shielding opponents. In addition to this, all of his aerials are solid on their own. Neutral aerial has decent power and lingers for almost the entire animation, back aerial has a good amount of power and forward aerial is decent at setting up combos and edgeguards, although it is his weakest aerial overall. Ness' best aerials however are his up and down aerials. Up aerial is a disjointed aerial which hits all around Ness and it has strong vertical knockback, which makes it an excellent combo tool at lower percents (especially when combined with double jump canceling) and a solid KO move at higher percents. Down aerial is an incredibly fast and powerful [[meteor smash]], which makes it an incredible edgeguarding tool off stage as well as an excellent combo tool on stage. It can easily set up combos against grounded opponents and it can put aerial opponents into a [[tech chase]] situation where the opponent can potentially get hit by another down aerial to reset the situation. | ||
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Ness is also light and has average falling speed/gravity, which both make him a fairly easy character to combo and KO. Ness gets comboed easily at lower percents and dies rather early at higher percents due to his low weight, especially horizontally. He also does not have strong options to get out of combos or juggles. Ness has a slow double jump, he lacks any fully intangible options in the air and his only real options to escape combos are his neutral and down aerials which both have unimpressive range and they easily lose to disjoints. | Ness is also light and has average falling speed/gravity, which both make him a fairly easy character to combo and KO. Ness gets comboed easily at lower percents and dies rather early at higher percents due to his low weight, especially horizontally. He also does not have strong options to get out of combos or juggles. Ness has a slow double jump, he lacks any fully intangible options in the air and his only real options to escape combos are his neutral and down aerials which both have unimpressive range and they easily lose to disjoints. | ||
Ness' other major weakness is his recovery. Distance-wise, it can go quite far not only due to PK Thunder 2's long range and ability to be angled but also because of Ness having a long ranged double jump. However, there are multiple downsides to Ness' recovery which make it one of the worst in the game. While Ness' double jump travels a long distance, it is rather slow and Ness has poor air speed, which makes it rather easy for the opponent to hit Ness out of it. Ness also cannot use his aerials to challenge opponents when trying to recover due to his double jump cancel, so his only real option is to try and play around the opponent with his double jump. When Ness has to use PK Thunder, it takes a long time for Ness to be able to set up PK Thunder 2 which gives the opponent time to either hit Ness out of the move or to hit/get hit by the PK Thunder itself, which can easily lead to him losing a stock. Even if Ness does get to use PK Thunder 2, it can be punished if the opponent is not too close to Ness when he activates it. Ness' best bet to recover is to use PK Thunder as low as he can and uses it diagonally to barely get back on stage. This means that various characters cannot challenge the PK Thunder | Ness' other major weakness is his recovery. Distance-wise, it can go quite far not only due to PK Thunder 2's long range and ability to be angled but also because of Ness having a long ranged double jump. However, there are multiple downsides to Ness' recovery which make it one of the worst in the game. While Ness' double jump travels a long distance, it is rather slow and Ness has poor air speed, which makes it rather easy for the opponent to hit Ness out of it. Ness also cannot use his aerials to challenge opponents when trying to recover due to his double jump cancel, so his only real option is to try and play around the opponent with his double jump. When Ness has to use PK Thunder, it takes a long time for Ness to be able to set up PK Thunder 2 which gives the opponent time to either hit Ness out of the move or to hit/get hit by the PK Thunder itself, which can easily lead to him losing a stock. Even if Ness does get to use PK Thunder 2, it can be punished if the opponent is not too close to Ness when he activates it. Ness' best bet to recover is to use PK Thunder as low as he can and uses it diagonally to barely get back on stage. This means that various characters cannot challenge the PK Thunder projectile without risking their own stock and if Ness recovers just right, he can [[auto-cancel]] the PK Thunder 2, giving it a lot less lag than normal although this can still be punished. Characters who can go deep for edgeguards like {{SSB|Pikachu}} and {{SSB|Kirby}} however can challenge PK Thunder even from max distance which leaves Ness in a really poor spot against these characters. | ||
Overall, Ness is a character who performs well when he gets his game plan going but he struggles when he does not have the advantage. Ness has a strong offensive game with strong aerials and an excellent double jump cancel but he has poor mobility and range, which makes it very difficult for him to land one of his attacks and start his strong punish game and when he ends up offstage, he heavily struggles to get back on stage against a strong opponent. Ness' punish game unfortunately is not strong enough to make up for his poor defence, approach and recovery. This naturally results in Ness having an unspectacular matchups in the North American version. Ness struggles against stronger characters who all outspeed and outrange Ness, with Kirby being considered to be his worst matchup. Kirby can easily outrange Ness with his large/safe disjoints and his incredible edgeguarding is naturally highly detrimental for Ness. Kirby's floaty nature also makes him awkward for Ness to combo while Kirby can combo Ness with ease. It is overall an extremely difficult matchup for Ness at the top level. Ness' matchups against the low tiers are closer, with Ness potentially winning against some of them although not by much. | Overall, Ness is a character who performs well when he gets his game plan going but he struggles when he does not have the advantage. Ness has a strong offensive game with strong aerials and an excellent double jump cancel but he has poor mobility and range, which makes it very difficult for him to land one of his attacks and start his strong punish game and when he ends up offstage, he heavily struggles to get back on stage against a strong opponent. Ness' punish game unfortunately is not strong enough to make up for his poor defence, approach and recovery. This naturally results in Ness having an unspectacular matchups in the North American version. Ness struggles against stronger characters who all outspeed and outrange Ness, with Kirby being considered to be his worst matchup. Kirby can easily outrange Ness with his large/safe disjoints and his incredible edgeguarding is naturally highly detrimental for Ness. Kirby's floaty nature also makes him awkward for Ness to combo while Kirby can combo Ness with ease. It is overall an extremely difficult matchup for Ness at the top level. Ness' matchups against the low tiers are closer, with Ness potentially winning against some of them although not by much. | ||
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As a result of all of these factors, while Ness was once considered a strong character in the game's early meta due to his strong punish game, he dropped off considerably over time due to the severity of his weaknesses, which ultimately resulted in him being considered to be one of the weakest characters in the game, and subsequently getting below average results and representation in tournaments in the international versions of the game. | As a result of all of these factors, while Ness was once considered a strong character in the game's early meta due to his strong punish game, he dropped off considerably over time due to the severity of his weaknesses, which ultimately resulted in him being considered to be one of the weakest characters in the game, and subsequently getting below average results and representation in tournaments in the international versions of the game. | ||
In the Japanese version however, Ness is considered to be a much stronger character. This is because in the Japanese version, Ness had a stronger combo game (with an up tilt which could combo for much longer) and he had many stronger KO moves (such as all of his smash attacks, up aerial and PK Thunder 2). Ness' combos in general were more consistent and harder to escape due to the lower [[hitlag]]/strength of SDI, which particularly made his combos into down aerial off stage considerably more consistent. Ness also had a better recovery as PK Thunder 2 was not only much stronger but it also had more [[invincibility]], a larger hitbox and more active frames which made it considerably harder and riskier to challenge (although his recovery overall was still very poor). All these factors combined made Ness an even scarier character with an even stronger punish game and a slightly better recovery, with Ness being considered a mid tier in the Japanese version. Ness received a plethora of | In the Japanese version however, Ness is considered to be a much stronger character. This is because in the Japanese version, Ness had a stronger combo game (with an up tilt which could combo for much longer) and he had many stronger KO moves (such as all of his smash attacks, up aerial and PK Thunder 2). Ness' combos in general were more consistent and harder to escape due to the lower [[hitlag]]/strength of SDI, which particularly made his combos into down aerial off stage considerably more consistent. Ness also had a better recovery as PK Thunder 2 was not only much stronger but it also had more [[invincibility]], a larger hitbox and more active frames which made it considerably harder and riskier to challenge (although his recovery overall was still very poor). All these factors combined made Ness an even scarier character with an even stronger punish game and a slightly better recovery, with Ness being considered a mid tier in the Japanese version. Ness received a plethora of impactful nerfs in the North American version which pushed him down into the low tier, which was then also carried into the PAL versions. | ||
==Differences between game versions== | ==Differences between game versions== | ||
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==Moveset== | ==Moveset== | ||
[[File:SSB64 Ness.gif|right]] | [[File:SSB64 Ness.gif|right]] | ||
[[File:NESS SSB Air Attacks.PNG | [[File:NESS SSB Air Attacks.PNG|thumb|175px|Ness' aerial attacks.]] | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB | |game=SSB | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname=Hook ({{ja|フック|Fukku}}) / Straight ({{ja|ストレート|Sutorēto}}) / Middle Kick ({{ja|ミドルキック|Midoru Kikku}}) | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
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|neutraldesc=Two fairly fast punches, followed by a kick. Very similar to {{SSB|Mario}}'s and {{SSB|Luigi}}'s, but it has short range. | |neutraldesc=Two fairly fast punches, followed by a kick. Very similar to {{SSB|Mario}}'s and {{SSB|Luigi}}'s, but it has short range. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname=Spinning Kick ({{ja|スピニングキック|Supiningu Kikku}}) | ||
|ftiltupdmg=11% | |ftiltupdmg=11% | ||
|ftiltsidedmg=10% | |ftiltsidedmg=10% | ||
|ftiltdowndmg=9% | |ftiltdowndmg=9% | ||
|ftiltdesc=Kicks in front rapidly, his body moves with it, giving it minor ending lag. Decent close-up spacer. | |ftiltdesc=Kicks in front rapidly, his body moves with it, giving it minor ending lag. Decent close-up spacer. | ||
|utiltname= | |utiltname=Toss ({{ja|トス|Tosu}}) | ||
|utiltdmg=7%, 8% (NTSC-J) | |utiltdmg=7%, 8% (NTSC-J) | ||
|utiltdesc=Two-handed open-palm uppercut. Thrusts both his hands directly upwards above him, which is a great aerial setup, especially because of its good speed and decent power. | |utiltdesc=Two-handed open-palm uppercut. Thrusts both his hands directly upwards above him, which is a great aerial setup, especially because of its good speed and decent power. | ||
|dtiltname= | |dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}}) | ||
|dtiltdmg=3% | |dtiltdmg=3% | ||
|dtiltdesc=Does a fast kick while crouching, which can chain into itself, or a grab. | |dtiltdesc=Does a fast kick while crouching, which can chain into itself, or a grab. | ||
|dashname= | |dashname=Hand Stamp ({{ja|ハンドスタンプ|Hando Sutanpu}}) | ||
|dashdmg=12% (clean), 9% (late) | |dashdmg=12% (clean), 9% (late) | ||
|dashdesc=Puts both of his hands in front of him with good duration. Usually launches foes in front of him. | |dashdesc=Puts both of his hands in front of him with good duration. Usually launches foes in front of him. | ||
|fsmashname= | |fsmashname=Batter Up! ({{ja|バットスイング|Batto Suingu}}, ''Bat Swing'') | ||
|fsmashdmg=18%, 20% (NTSC-J) | |fsmashdmg=18%, 20% (NTSC-J) | ||
|fsmashdesc=Home-run swing. Takes out a bat and swings it, making a pinging sound if it connects. Good speed, range, and power. Can also be used as a reflector. | |fsmashdesc=Home-run swing. Takes out a bat and swings it, making a pinging sound if it connects. Good speed, range, and power. Can also be used as a reflector. | ||
|usmashname= | |usmashname=Around the World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'') | ||
|usmashdmg=17% (clean), 15% (mid), 13% (late), 19% (NTSC-J clean), 17% (NTSC-J mid), 14% (NTSC-J late), | |usmashdmg=17% (clean), 15% (mid), 13% (late), 19% (NTSC-J clean), 17% (NTSC-J mid), 14% (NTSC-J late), | ||
|usmashdesc=Does an "around the world" yo-yo swing, which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Above average speed. | |usmashdesc=Does an "around the world" yo-yo swing, which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Above average speed. | ||
|dsmashname= | |dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'') | ||
|dsmashdmg=19%, 21% (NTSC-J) | |dsmashdmg=19%, 21% (NTSC-J) | ||
|dsmashdesc=Ness does a "walk the dog" yo-yo swing. Extremely low hitbox, though it has extremely long range and an extremely long duration. Longest horizontal range of all down smashes. | |dsmashdesc=Ness does a "walk the dog" yo-yo swing. Extremely low hitbox, though it has extremely long range and an extremely long duration. Longest horizontal range of all down smashes. | ||
|nairname= | |nairname=Ness Kick ({{ja|ネスキック|Nesu Kikku}}) | ||
|nairdmg=14% (clean), 11% (late) | |nairdmg=14% (clean), 11% (late) | ||
|nairdesc=Does a falling Split Kick, somewhat similar to {{SSB|Jigglypuff}}'s. The hitbox is Ness's entire body. Has similar properties to a [[sex kick]]. Good spacing move. | |nairdesc=Does a falling Split Kick, somewhat similar to {{SSB|Jigglypuff}}'s. The hitbox is Ness's entire body. Has similar properties to a [[sex kick]]. Good spacing move. | ||
|fairname= | |fairname=Aerial Hand Stamp ({{ja|空中ハンドスタンプ|Kūchū Hando Sutanpu}} | ||
|fairdmg=12% (clean), 10% (late) | |fairdmg=12% (clean), 10% (late) | ||
|fairdesc=Similar to his dash attack, puts both hands in front of him for good damage and knockback. Quick attacking move, though the range is restricted to his small opened hands. | |fairdesc=Similar to his dash attack, puts both hands in front of him for good damage and knockback. Quick attacking move, though the range is restricted to his small opened hands. | ||
|bairname= | |bairname=Backward Drop Kick ({{ja|後方ドロップキック|Kōhō Doroppu Kikku}}) | ||
|bairdmg=16% (clean), 10% (late) | |bairdmg=16% (clean), 10% (late) | ||
|bairdesc=Thrusts his feet backwards for tremendous KO power. | |bairdesc=Thrusts his feet backwards for tremendous KO power. | ||
|uairname= | |uairname=Jumping Headbutt ({{ja|ジャンピングヘッドバット|Janpingu Heddobatto}}) | ||
|uairdmg=15%, 17% (NTSC-J) | |uairdmg=15%, 17% (NTSC-J) | ||
|uairdesc=He does a quick and short ranged headbutt above him with good power. Good for juggling. Ness's head is invincible during this attack. | |uairdesc=He does a quick and short ranged headbutt above him with good power. Good for juggling. Ness's head is invincible during this attack. | ||
|dairname= | |dairname=Needle Kick ({{ja|ニードルキック|Nīdoru Kikku}}) | ||
|dairdmg=15% | |dairdmg=15% | ||
|dairdesc=A [[Stomp (archetype)|stomp]] kick. Comes out extremely quickly and is a powerful [[meteor smash]], though lacks range. With [[double jump cancel]], it can be used to rack up extremely high damage, in some cases being used in zero-to-death combos. | |dairdesc=A [[Stomp (archetype)|stomp]] kick. Comes out extremely quickly and is a powerful [[meteor smash]], though lacks range. With [[double jump cancel]], it can be used to rack up extremely high damage, in some cases being used in zero-to-death combos. | ||
|grabname= | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc= | ||
|fthrowname= | |fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}}) | ||
|fthrowdmg=16% (throw), 10% (collateral) | |fthrowdmg=16% (throw), 10% (collateral) | ||
|fthrowdesc=Takes foe, lifts them with PSI, and twirls them whilst launching them forward for great power. High knockback. | |fthrowdesc=Takes foe, lifts them with PSI, and twirls them whilst launching them forward for great power. High knockback. | ||
|bthrowname= | |bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}}) | ||
|bthrowdmg=16% (throw), 10% (collateral) | |bthrowdmg=16% (throw), 10% (collateral) | ||
|bthrowdesc=Similar to his forward throw, only he takes the foe and launches them behind him. | |bthrowdesc=Similar to his forward throw, only he takes the foe and launches them behind him. | ||
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|dsdesc=The PSI Magnet is not an attack. Rather, it heals 2.0x damage if an [[energy]] or [[electric]] projectile hits it. | |dsdesc=The PSI Magnet is not an attack. Rather, it heals 2.0x damage if an [[energy]] or [[electric]] projectile hits it. | ||
}} | }} | ||
===[[Announcer]] call=== | |||
<gallery> | |||
File: Ness Announcer SSB.wav|English/Japanese/Chinese | |||
File: Ness French Announcer SSB.wav|French | |||
File: Ness German Announcer SSB.wav|German | |||
</gallery> | |||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
:''See also: [[:Category:Ness | :''See also: [[:Category:Ness players (SSB)]]'' | ||
*{{Sm|Firo|USA}} | *{{Sm|Firo|USA}} - The best Ness player in the United States during the mid-2010s. His best results are 4th at {{Trn|The Empire Smashes Back}} and 5th at {{Trn|SuperBoomed}}, using Ness to beat top players such as {{Sm|TR3GTheZ}} and {{Sm|Robert}} at these respective events. He has not been seen competing ever since 2017. | ||
*{{Sm|Fray|Canada}} - The current best Ness player in the world. He is known for his online showings such as his 5th place at {{Trn|Quarantined Rapport}} East{{OnlineIcon}} and offline has placed 9th at {{Trn|Get On My Level 2017}} and 25th at {{Trn|Super Smash Con 2022}}. He is currently ranked 21st on the [[2023 Smash 64 Power Rankings]]. | |||
*{{Sm| | *{{Sm|Nangoku|Japan}} - The best Ness player from Japan and the previous best in the world. He holds some of the best Ness results to this day with regionals such as 5th at {{Trn|Autumn Kanto Tournament}} and 9th at {{Trn|Kansai 2020}} and a major placement of 8th at {{Trn|Apex 2013}}. | ||
*{{Sm|Raychu|USA}} - One of the best Ness players in the world. He was considered the best Ness player during 2019 shown with his placements of 3rd at {{Trn|Shine 2019}}, 7th at {{Trn|Smashtoberfest}}, and 17th at {{Trn|Super Smash Con 2019}}. He was formerly ranked 23rd on the [[2019-2020 Smash 64 Power Rankings]]. | |||
*{{Sm|Nangoku|Japan}} - Japan | *{{Sm|Tokiwa|Japan}} - The second best Ness player in Japan. His 5th place at {{Trn|Kansai 2022}} is the best Ness result seen in the region post-pandemic, beating both {{Sm|Hebiichigo}} and {{Sm|Shizuku}} at the event. He also had a streak of nationals during 2017 with 5th at {{Trn|Kanto 2017}} where he beat {{Sm|FAUST}} and 13th at {{Trn|Kansai 2017}} and {{Trn|Japan Smash Cup 2017}}. | ||
*{{Sm|Raychu|USA}} | |||
*{{Sm|Tokiwa|Japan}} - Japan | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Ness used to rank very high at 3rd place on the first '' | Ness used to rank very high at 3rd place on the first ''Smash 64'' tier list, just only below {{SSB|Pikachu}} and {{SSB|Kirby}}. With [[double jump cancelling]], Ness was a dominant force in the ''Smash 64'' metagame, as his DJC'ed aerials can rack up a huge amount of damage, and can be used to perform deadly [[zero-to-death combo]]s. However, Ness became less effective as the metagame progressed. His short range in his attacks made his DJC combos lose recognition and effectiveness, and Ness' recovery, despite covering a great distance, can be exploitable due to it being predictable. This caused Ness to drop from a top tier 3rd place to a low-mid tier 8th place by the second tier list and dropping again to 9th in the third tier list and by the fourth tier list, to 10th. This is also currently the proportionally largest tier list drop of any character in any ''Smash Bros.'' game. Ness is currently 5th of the Japanese matchups, he is in a higher position due to the fact he is stronger than the international versions. | ||
==Techniques== | ==Techniques== | ||
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===Double jump landing=== | ===Double jump landing=== | ||
[[File:Nesslevator.gif|250px|thumb|{{Sm|Nangoku}} performing the | [[File:Nesslevator.gif|250px|thumb|{{Sm|Nangoku}} performing a double jump land onto the side platform, then quickly attacking {{Sm|Nintendude}}.]] | ||
By double jumping, then immediately canceling the 2nd jump with an aerial when he reaches the height of a platform, Ness can quickly move to platforms. | |||
===Double jump rushing=== | ===Double jump rushing=== | ||
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*On the [[Character selection screen]], Ness's portrait greatly resembles his artwork from ''{{b|EarthBound|game}}''. | *On the [[Character selection screen]], Ness's portrait greatly resembles his artwork from ''{{b|EarthBound|game}}''. | ||
*Ness's [[congratulations screen]] is the only one in ''Smash 64'' to feature characters who are otherwise not present anywhere else in the game. | *Ness's [[congratulations screen]] is the only one in ''Smash 64'' to feature characters who are otherwise not present anywhere else in the game. | ||
**Additionally, his congratulations screen features the lead singers of the Runaway Five, who appear with their Japanese design from ''EarthBound''. In the Western version of ''EarthBound'', they wore red and green suits. | |||
*Prior to ''Ultimate'', this is the only game in the ''Smash'' series where Ness's back throw is not the strongest back throw in the game. | *Prior to ''Ultimate'', this is the only game in the ''Smash'' series where Ness's back throw is not the strongest back throw in the game. | ||
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