Ness (SSBU): Difference between revisions

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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|ranking = 47
}}
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{{cquote|''Ness has a variety of moves, from long-range attacks using psychic powers known as "PSI," to short-range attacks with his bat and yo-yo.  Ness can also unleash PK Thunder, a guided attack that can launch him like a rocket or help him recover!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed along with the fellow ''EarthBound'' fighter {{SSBU|Lucas}} and all other previous veterans on June 12, 2018. As in the original ''[[Super Smash Bros.]]'', ''[[Super Smash Bros. Brawl]]'', and {{for3ds}}, he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Ness is classified as [[Fighter number|Fighter #10]].
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed along with all other previous veterans on June 12, 2018 and is classified as Fighter #10.


Makiko Omoto's portrayal of Ness from ''[[Super Smash Bros. 4]]'' was repurposed for ''Ultimate''. This makes ''Ultimate'' the only installment where Ness does not receive any new voice clips.
In a first for the series, {{s|wikipedia|Makiko Ōmoto}} does not provide Ness with any new voice clips, instead all [[PK Freeze|but one]] of his voice lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''.
 
Ness is currently ranked 47th out of 82 characters on the Ultimate [[tier list]], placing him in the B- tier. While this could be seen as a slight decline from ''Smash 4'', when he was ranked 28th/29th out of 54 characters (tied with {{SSB4|Lucas}}), his incarnation in ''Ultimate'' is generally considered his strongest in the series. Ness has a fairly well-rounded design in ''Ultimate,'' with useful tools in most phases of the game. He is most notable for his strong aerial game: all of his aerials are fast, powerful, disjointed, and useful for both racking up damage and KOing. His grab game is also among the best in the cast, as all of his throws have practical uses: His down throw is a viable combo starter, and his back throw is among the strongest KO throws in the game. Furthermore Ness' specials all have flexible utility: [[PK Flash]], [[PSI Magnet]], and [[PK Fire]] can all start or extend combos, while the latter can quickly rack up damage and set up strong punishes. Ness's recovery has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of having the longest directional air dodge distance in the game alongside {{SSBU|Lucas}}.
 
However, Ness does have some exploitable weaknesses. He suffers from poor grounded mobility and a lack of [[range]] in his normal attacks. Altogether, characters with large and/or [[disjointed hitbox]]es can easily outrange Ness, forcing him to play defensively and leaving him with few options in neutral and disadvantage. Because of his slow mobility on the ground, his approach options are also limited, especially when combined with his aforementioned sub-par range. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is exploitable by many characters.
 
As a result of his strengths and weaknesses, Ness is viewed as a strong but volatile character in competitive play. Players such as {{Sm|Gackt}}, {{Sm|Scend}}, and {{Sm|Syrup}} have seen consistent success with Ness in tournaments.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Ness being the 1st character to be unlocked.
*Play [[VS. match]]es, with Ness being the 1st character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the 1st character unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or anyone in his unlock tree, being the 1st character unlocked.
*Have Ness join the player's party in [[World of Light]].
*Have Ness join the player's party in [[World of Light]].
With the exception of the third method, Ness must then be defeated on [[Onett]].
With the exception of the third method, Ness must then be defeated on [[Onett]].


==Changes from ''[[Super Smash Bros. 4]]''==
==Attributes==
Ness has been significantly buffed in his transition to ''Ultimate''. Several of his moves are stronger and more useful in combos, with his [[forward tilt]] and [[dash attack]] becoming reliable KO options at high percents, his [[up tilt]] having increased combo potential, and his [[down tilt]] racking up damage much more effectively. One of his most significant buffs is his yo-yo smash attacks ([[up smash]] and [[down smash]]), not only have they regained their charging hitboxes, but can now also hang below edges, which is augmented by the ability to hold smash attacks for a longer time in ''Ultimate''. This noticeably improves his edge-guarding ability, especially due to his up smash having drastically increased KO ability at high percents. Ness's approach and zoning tools are more effective as well, with his [[down aerial]] having more range and regaining its ability to autocancel in a short hop, [[PK Flash]] charging much more quickly and no longer causing [[helplessness]], [[PK Fire]] having reduced lag, [[PK Thunder]] dealing more damage and knockback, and [[PSI Magnet]] gaining an offensive hitbox while maintaining his horizontal momentum.
Ness is a versatile character with strong tools for a variety of situations. Although he has relatively poor ground movement — his [[walking speed]], [[initial dash]], and [[dash]] speed are below average — his aerial movement shines thanks to his excellent [[air acceleration]], above-average [[jump]] height, and unique [[double jump cancel]]ling ability. 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 has three projectiles with numerous applications, including [[juggling]], [[edgeguarding]], and even [[recovery]]. Despite his small stature, Ness is a middleweight, tied with {{SSBU|Lucas}}, {{SSBU|Mii Brawler}}, and {{SSBU|Inkling}}.
 
Ness' outstanding aerial movement 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 chase situations at middle percents and has decent knockback at high percents, making it a viable edgeguarding and KO option.  His forward aerial has a large disjoint and is quite active, making it excellent for starting combos, edgeguarding, and approaching. Ness' new multi-hit up aerial is strong and great for juggling, and its drag-down properties allow Ness to set up grabs, combos, and KOs. Ness' back aerial is fast and very strong when sweetspotted, and his down aerial is a slow-but-powerful meteor smash useful for edgeguarding or starting vertical combos.
 
Ness' grab and throw game is also outstanding and among the best in the cast. His grab is relatively fast, and all of his throws have useful applications. Ness' down throw is a solid combo starter that will often lead into multiple forward airs, and his forward throw has very high base knockback, allowing Ness to reliably set up edgeguarding situations. Ness' up throw, while not as practical, is a solid mix-up that can set up juggling with PK Thunder or PK Flash. Most notorious, however, is Ness' back throw, which remains the most consistent kill throw in the game.
 
Ness' ground game, while limited by his poor ground mobility, features some powerful attacks. His forward tilt and dash attack are fast and strong enough to KO at high percents, and the latter has improved range. His up tilt is a good combo tool at low percents and can even KO at higher percents. His down tilt, which is very fast and highly spammable, can be used to two-frame, jab lock, pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. His forward smash (baseball bat) has high start-up and ending lag, but deals very high damage and knockback, especially when sweetspotted with the tip of the bat. The bat is also a [[reflection|reflector]] with a damage multiplier of 2.0 and a speed multiplier of 2.5, giving it the second highest damage multiplier (after Kazuya's [[Left Splits Kick]]) and the single highest speed multiplier of any reflector in the game, excluding items. Ness' up and down smashes (yo-yo) have significantly improved knockback, deal damage while charging, and can hang below the stage, making them some of the best and easiest-to-use edgeguarding tools in the game.
 
Ness is perhaps best known for his special moves. His neutral special, [[PK Flash]], is a large projectile that travels in an arc from Ness' head, gaining strength and distance depending on how long the input is held for. Because it has low ending lag and freezes opponents briefly when successful, PK Flash has great utility as a combo starter and juggling tool. It also no longer sends Ness into [[helplessness]], making it useful for knocking opponents away from the ledge while Ness is offstage. Ness' side special, [[PK Fire]], is a tiny projectile that travels horizontally a short distance and bursts into a pillar of flames on contact with an opponent, dealing multiple hits. When used in the air, PK Fire has a diagonal trajectory and decreased landing lag, bolstering its safety in neutral, especially on platforms. The move is infamously spammable and can set up combos, condition opponents to jump, or simply rack up damage itself. Ness' up special, [[PK Thunder]], doubles as a versatile projectile and Ness' primary recovery option. The move sends a ball of electricity upward from Ness' head that can be guided with the control stick, costing Ness his mobility while active, but granting him the ability to pressure deep offstage, juggle opponents repeatedly, or at times KO an opponent into the upper blast zone. Ness can also send the lightning into himself at any angle, launching him in that direction for an extremely powerful [[PK Thunder 2]] attack which also allows Ness to recover from deep offstage. Ness' down special, [[PSI Magnet]], creates a psychic field around Ness that absorbs energy-based attacks and heals Ness a proportionate percent. PSI Magnet also has newfound offensive utility in ''Ultimate'', as it now features an active hitbox with set knockback. The aerial hitbox can confirm into several of Ness' normal aerials, while the grounded hitbox places opponents in perfect range for a sweetspotted forward smash, making it practical in [[jab lock]] situations. PSI Magnet also alters the momentum of Ness' [[double jump]], a form of [[double jump cancel]]ling that makes for a unique aerial burst option and a stylish way to start or extend combos.
 
Ness' strengths are balanced by notable weaknesses. Grounded PK Fire does good damage, but is punishable on shield and easily escapable with good [[DI]], making it generally less useful than its aerial counterpart. While Ness' hitboxes are large and powerful, he can still be stuffed out by characters with even larger disjoints. Moreover, Ness' below-average run speed and average air speed, as well as his projectiles being rather slow or short-ranged, render him slightly vulnerable to [[camping]], especially against opponents with non-energy projectiles. Ness is also vulnerable to [[juggling]] given his floatiness and lack of reliable landing options, as well as the removal of multiple air dodges. However, Ness' most glaring weakness remains his recovery. Despite traveling a good distance, his PK Thunder 2 is quite exploitable: if the attack makes contact with an opponent or projectile mid-flight, its distance will be halved, often resulting in a gimp. Furthermore, opponents with good timing can hit Ness with a powerful attack or fall into PK Thunder 1 before he can launch himself. Because of its enormous knockback, PK Thunder 2 is also susceptible to many [[counterattack|counters]], and opponents who time their counter correctly will almost always kill Ness. Conversely, opponents who mistime an edgeguard against Ness will often die for it.


On top of his direct buffs, Ness benefits significantly from the universal changes in ''Ultimate''. All of his aerial attacks have drastically less landing lag, especially compared to other characters, with his neutral and down aerials having less than half their previous amount of landing lag. Combined with all of his aerials except neutral and back aerial dealing more damage and down aerial regaining its ability to autocancel in a short hop, this allows him to approach, pressure, and combo opponents far more effectively, especially with his new [[up aerial]]'s ability to drag opponents down and his down aerial's stronger meteor smash, improving his already great air game. Additionally, he is one of the characters that benefits the most from the changes to [[air dodge]] mechanics. The ability to only air dodge once allows him to proficiently pressure and edgeguard opponents offstage with PK Thunder, and his directional air dodge grants him more distance than all other characters, an attribute he shares with {{SSBU|Lucas}}; it not only renders him less vulnerable to juggling, but it noticeably improves his [[recovery]] by granting him a reliable mixup in place of PK Thunder 2, making him less vulnerable to being edge-guarded, which was one of his biggest weaknesses in previous ''Smash'' games.
Overall, Ness is somewhat of a "glass cannon" character who excels in most offensive aspects of the game, but suffers in certain defensive situations, especially when put offstage or high above his opponent. He also struggles against characters who can outrange his disjoints, though this is less of a problem than in previous games.


However, Ness did recieve some  nerfs, although minimal compared to his buffs. His new up aerial has less horizontal range and requires landing all hits (which start from behind and above Ness) to deal considerable damage, hindering Ness's ability to punish and juggle opponents when transitioning from air to ground; however, it may be used as a drag-down aerial as recompense. His grab game has also been moderately nerfed, with a slower, more standardized [[pummel]] that cannot rack up damage as effectively, and a [[down throw]] with more ending lag that worsens its combo potential past low percents. Lastly, his yo-yo smash attacks now only receive half as much of a power increase when charged, and PK Flash, in exchange for its much faster charge, is significantly weaker when fully charged.
==Changes from ''[[Super Smash Bros. 4]]''==
Ness has been significantly buffed in his transition from ''SSB4'' to ''Ultimate''. Various changes to his previous options and the addition of new ones have positively impacted his playstyle, and the changes to the game's engine strengthen his kit.


Because his neutral game, punishes, edge-guarding, and recovery have become much stronger in the face of the few minute nerfs they received, Ness has become a far more dangerous fighter than he was in previous games in the series. His tournament representation in ''Ultimate''{{'}}s early metagame has been generally stronger than in ''Smash 4'', with several players such as {{Sm|FOW}}, {{Sm|BestNess}}, {{Sm|Gackt}}, and {{Sm|Awestin}} achieving strong results with the character.
Ness' ground game is better compared to previous iterations; [[forward tilt]] is now a viable KO option, [[dash attack]] has increased knockback and range, [[up tilt]] has decreased ending lag and is useful for starting combos, and [[down tilt]] racks up damage much more effectively, especially near the ledge. Among his most significant buffs are the changes to his yo-yo smash attacks ([[up smash]] and [[down smash]]), which not only regained their charging hitboxes, but now hang below the ledge to very easily set up edgeguards against most characters; up smash has also lost its early hit and has dramatically higher knockback, making it a viable KO option for the first time.


===Aesthetics===
Many of Ness' other tools are more effective as well. All of his aerials, save for neutral aerial, deal more damage, and he has gained a new [[up aerial]] that hits multiple times, allowing for drag-down combos and set-ups while retaining most of its standalone KO power. [[Down aerial]] has more range, can once again be autocanceled from a short hop, and has a much stronger [[meteor smash]] effect. In terms of special moves, [[PK Flash]] charges much more quickly and no longer causes [[helpless]]ness; [[PK Fire]] has reduced lag (especially landing lag, making it far more useful when used in the air) that improves its combo and set-up potential, and [[PK Thunder]] deals more damage. His most notable buff, however, comes from a significantly improved [[PSI Magnet]]; the move now has a hitbox (similarly to {{SSBU|Lucas}}, although during the move rather than when canceling the move) that possesses a rehit rate, which gives it offensive use for the first time in the series, as it helps Ness extend combos and gives him newfound KO confirms at high percentages.
*{{change|As with all [[veteran]]s returning from ''Smash 4'', Ness' model features a more subdued color scheme, and some of the detailing on his clothes and weapons are more prominent, such as the stitching on his socks.}}
*{{change|Ness always faces the screen regardless of which direction he turns, causing his animations to be mirrored.}}
*{{change|Ness, like many other characters, has been made much more expressive. He is much angrier in battle, and his eyes bulge and grow more circular when he is hit or frozen.}}
*{{change|Ness has a new idle, [[dashing]], and [[air dodge]] animation.}}
*{{change|Ness' [[victory pose]]s have been slightly altered:}}
**{{change|When Ness poses with his bat, he swings his bat only once instead of multiple times.}}
**{{change|Ness skips into the victory area instead of hopping in place.}}
**{{change|He has a more astonished expression during his look-about victory pose.}}


===Attributes===
The universal changes in ''Ultimate'' have improved Ness as well, especially the new [[air dodge]] mechanics and general buffs to aerial attacks. The return of directional air dodges benefits Ness tremendously, as his own directional air dodge travels further than that of any character (aside from Lucas), providing a reliable [[recovery]] option aside from the notoriously exploitable PK Thunder 2. The removal of multiple air dodges also enables Ness to pressure opponents in the air with PK Thunder more consistently. Furthermore, Ness' already great aerial game is further compounded by the universal reductions to landing lag, improving their safety and combo potential.
*{{buff|Like all characters, Ness's [[jumpsquat]] animation takes 3 frames to complete (down from 5).}}
*{{buff|Ness [[run]]s faster (1.46265 → 1.609).}}
**{{buff|Ness's initial [[dash]] is much faster (1.3 → 1.826).}}
*{{buff|Ness [[walk]]s slightly faster (0.8635 → 0.907).}}
*{{buff|Ness's [[air speed]] is higher (0.9588 → 1.007).}}
*{{buff|Ness's [[traction]] has been significantly increased (0.0546 → 0.131), now being tied for the fifth highest traction in the game.}}
*{{buff|Ness [[jump]]s higher.}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 31 → 30).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 28 → 26).}}
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{buff|[[Air dodge]] grants more intangibility (frames 3-28 → 3-30).}}
*{{nerf|Air dodge has significantly more ending lag (FAF 34 → 60).}}
*{{buff|The reintroduction of directional air dodges benefits Ness more than the rest of the cast, as his directional air dodge grants more distance compared to other characters' (a trait he shares with {{SSBU|Lucas}}), and it provides him with a reliable recovery mixup to avoid leaving himself vulnerable by using [[PK Thunder]].}}


===Ground attacks===
However, Ness has also received a few nerfs. His new up aerial has less horizontal range, requires landing all hits (which start from behind and move in an arc above Ness) to deal considerable damage, and sends at a lower angle that hinders its KO potential, worsening Ness' ability to juggle opponents. His grab game has been toned down, as his slower, more standard [[pummel]] cannot rack up damage as effectively, [[back throw]] is very slightly worse for KOing (though it remains the strongest throw in the game), [[down throw]]'s higher ending lag hinders its combo potential past low to mid-percents, and the universal nerfs to grabs affects Ness just as much as the rest of the cast, as grabbing is a key component to his gameplan. Lastly, the power of his yo-yo smash attacks now only increases by half as much when charged, and PK Flash, in exchange for its much faster charge, is significantly weaker when fully charged.
*[[Neutral attack]]:
**{{buff|The first hit drags opponents towards Ness with the farthest hitboxes ([[361]]° → 180°), and the second hit uses a different angle throughout (70° → 361°). Both hits also have altered knockback (8 base/50 scaling → 30/20 base/25/15 scaling (hit 1), 30/20/25/20 (hit 2)). This allows for the full neutral attack to connect more reliably.}}
**{{buff|Consecutive uses of the first hit of neutral attack are faster (9 → 7 frames).}}
**{{buff|The first hit transitions faster into the second hit (frame 7 → 5), which transitions faster into the third hit (frame 7 → 6).}}
**{{nerf|All hits have a higher [[hitlag]] multiplier (1× → 1.7× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to [[SDI]] each hit and [[DI]] the last hit.}}
**{{nerf|The second hit deals less damage (2% → 1.5%).}}
**{{nerf|The third hit has a shorter hitbox duration (frames 6-9 → 6-7).}}
*[[Forward tilt]]:
**{{buff|Forward tilt has drastically increased base knockback (12 → 35), turning it into a viable KO option starting at around 155% from the center of {{SSBU|Final Destination}}.}}
**{{buff|It deals more damage when not angled (9% → 10%).}}
*[[Up tilt]]:
**{{buff|Up tilt has less startup with a longer hitbox duration (frames 7-8 → 5-8), and less ending lag (FAF 32 → 29). This improves its combo potential and allows it to function more effectively as an anti-air.}}
**{{buff|It has more knockback scaling (126 → 140), improving its KO potential, without worsening its combo ability due to its decreased startup and ending lag.}}
*[[Down tilt]]:
**{{buff|Down tilt deals more damage (4%/2% → 4.5%/3%).}}
**{{buff|It can be interrupted earlier by actions besides another down tilt (FAF 14 → 12).}}
**{{buff|Its base knockback and knockback scaling have been reversed (3/6 base/20 scaling → 20/3). This increases its safety on hit at low percents so that opponents in range can no longer [[shield]] in-between hits, improving its reliability for racking up damage.}}
**{{buff|The increased [[shieldstun]] for tilts allows down tilt to repeatedly hit and keep opponents locked into their shields until they get out of the move's range or are [[shield stab]]bed, improving its offensive utility.}}
**{{nerf|It no longer has a bonus [[trip]] chance, removing its setup potential.}}
*[[Dash attack]]:
**{{buff|Dash attack's last hit has drastically increased knockback scaling (104 → 133), significantly improving its KO potential despite its lowered angle (80° → 70°).}}
*Yoyo ([[up smash]] and [[down smash]]):
**{{buff|Up smash and down smash once again have their charging hitboxes from ''Melee'' and ''Brawl'', hitting opponents repeatedly for 1% damage per hit. Unlike in those games, however, charging these moves still increases their damage, making the charging hitboxes far more useful. The yo-yo can also hang below the ledge, improving Ness's edgeguarding abilities significantly.}}
**{{nerf|They have a lower maximum damage multiplier (1.4× → 1.2×) and cannot be held as long as most other smash attacks.}}
**{{change|The text on the yo-yo now reads "SUPER NINTENDO 2018 MOTHER".}}
*[[Up smash]]:
**{{buff|Up smash has less ending lag (FAF 56 → 53).}}
**{{buff|It no longer possesses an early hit that deals 9%, allowing it to KO more consistently.}}
**{{buff|It has considerably more knockback scaling (60 → 79), significantly improving its KO potential. }}
**{{nerf|It has more startup (frame 6 → 10), no longer hitting behind Ness during its first active frames.}}
*[[Down smash]]:
**{{nerf|Down smash deals one hit less at both sides, increasing its startup (frame 10 → 12) and reducing its total damage (12% → 11%).}}


===Aerial attacks===
Overall, the buffs to Ness' neutral game, punish game, edgeguarding, and recovery outweigh the few nerfs he received, and while his main weaknesses —such as lack of range and an exploitable recovery— are still present, they are generally to a lesser extent than in previous ''Smash'' games. Thus, despite his similar position among the roster, Ness performs better than in ''SSB4'', and his incarnation in ''Ultimate'' is widely considered his strongest in the ''Smash'' series to date.  
*{{buff|All aerials  have much less landing lag (18 frames → 8 (neutral), 20 → 12 (forward), 17 → 10 (back), 14 → 8 (up), 28 → 12 (down)).}}
*[[Neutral aerial]]:
**{{change|Ness emits PSI from his hands when using the move. It also uses a [[magic]] effect and SFX, rather than a neutral effect with punch SFX.}}
*[[Forward aerial]]:
**{{buff|Forward aerial deals more damage (1% → 1.5% (hits 1-3), 4% → 5.5% (hit 4); 7% → 10% (total)), with knockback scaling not fully compensated on the last hit (150 → 128), improving its KO potential.}}
*[[Up aerial]]:
**{{change|Ness has a new up aerial: he waves his hand in an overhead arc while emitting PSI from his index finger. It is a multi-hit move, dealing up to five hits.}}
**{{buff|Up aerial has a longer hitbox duration (frames 8-11 → 8-14 (hits 1-4), 15-16 (hit 5)), and more disjointed vertical range above Ness.}}
**{{buff|It has less ending lag (FAF 42 → 34). Coupled with its longer duration and multi-hit nature (guaranteeing opponents are launched during the latest active frames), this allows it to combo into itself in the air from low to mid percents.}}
**{{buff|The first four hits use the [[autolink angle]] (366°). This allows Ness to drag opponents down to the ground with the move and combo into several others, which is further complemented by its lower landing lag.}}
**{{buff|It deals more total damage (13% → 2.5% (hits 1-4), 5% (hit 5); 15% total), with knockback compensated on the last hit if the damage from the previous hits is added (13 base/109 scaling → 40/180). Combined with its increased combo potential, this overall drastically strengthens its damage racking ability.}}
**{{nerf|Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.}}
**{{nerf|It [[auto-cancel]]s later (frame 27 → 34), no longer doing so before it is interruptible.}}
**{{change|The last hit launches at a more horizontal angle (85° → 73°). This slightly hinders its KO potential, but allows it to combo better into other moves.}}
*[[Down aerial]]:
**{{buff|Down aerial has less ending lag (FAF 60 → 55).}}
**{{buff|It deals more damage (12% → 14% (clean), 10% → 12% (late)) and knockback (20 base/70 scaling → 37/74 (clean), 70 scaling → 74 (late)), making it a significantly stronger [[meteor smash]].}}
**{{buff|It has a longer duration (frames 20-21 (clean)/22-25 (late) → 20-22/23-26).}}
**{{buff|It auto-cancels earlier (frame 50 → 41), allowing Ness to auto-cancel it in a [[short hop]] much like it could in earlier ''Smash'' titles.}}
**{{buff|The clean hit has a much larger hitbox (3.9u → 6u).}}
**{{buff|The removal of [[tech]]ing for grounded meteor smashes, coupled with down aerial's immensely decreased landing lag, significantly improve its combo potential onstage.}}
**{{change|Down aerial uses a kick SFX instead of a magic SFX on hit.}}


===Throws and other attacks===
{{SSB4 to SSBU changelist|char=Ness}}
*{{change|Ness [[grab]]s and [[pummel]]s his opponents using PSI, with accompanying sound effects.}}
*[[Grab]]s:
**{{nerf|Standing grab has increased ending lag (FAF 35 → 38).}}
**{{nerf|Dash grab has more startup (frame 8 → 9) and ending lag (FAF 43 → 46).}}
*[[Pummel]]:
**{{buff|Pummel deals slightly more damage (1.2% → 1.3%).}}
**{{nerf|It has less startup (frame 3 → 1) and ending lag (FAF 10 → 7), but deals much more hitlag (4 frames → 14), drastically increasing its effective duration. This hinders its damage racking ability, no longer being one of the fastest pummels in the game.}}
**{{change|It uses a magic effect, rather than a neutral effect.}}
*[[Back throw]]:
**{{nerf|Back throw releases the opponent closer to Ness, slightly reducing its KO potential.}}
*[[Down throw]]:
**{{buff|Down throw's first three hits have a lower hitlag multiplier (1× → 0.5×), allowing it to execute faster.}}
**{{nerf|It launches the opponent earlier (frame 30 → 28), and has a slightly longer duration (FAF 50 → 51), reducing its combo potential.}}
**{{change|While the move's total damage is unchanged, it deals four hits before the throw instead of five, which have redistributed timings (frames 10/14/18/22/26 → 6/10/14/27) and damage values (0.6% (hits 1-5) → 0.5% (hits 1-3), 1.5% (hit 4)).}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (7% → 9%).}}


===Special moves===
==Update history==
*[[PK Flash]]:
Ness has received a mix of [[buff]]s and [[nerf]]s, but he was buffed overall. Update 2.0.0 increased autocancel frames for up aerial matching the ending lag of the move and his down aerial deals more damage while keeping the knockback the same. Update 3.0.0, nerfed yo-yo charging smash attacks which was infamous for breaking shields easily. He also received buffs such as PK Flash having a larger hitbox, and physics changes to the yo-yo that improved its potential as an edge guarding tool. Update 3.1.0 reverted the yo-yo physics back to its pre-patch state, and his neutral attack connects more reliably.
**{{buff|PK Flash charges and travels faster.}}
**{{buff|It has less ending lag when uncharged (FAF 70 → 65), and significantly less startup (frame 150 → 121) and ending lag (FAF 176 → 142) when fully charged.}}
**{{buff|It can travel through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semisoft platforms]]. It also no longer dissipates immediately upon making contact with [[platform#Hard_platforms|hard platforms]], allowing its full charge to be unleashed on the ground by simply holding the button, much like in ''Melee''.}}
**{{buff|The explosion has a longer hitbox duration (1 → 4 frames) and is larger (size multiplier: 0.9× uncharged/1.43× fully charged → 1.05×/1.8×).}}
**{{buff|It no longer causes [[helplessness]] when used in the air, allowing Ness to hit opponents near edges from offstage without self-destructing.}}
**{{buff|It has much more base knockback (10 → 50), with knockback scaling barely compensated (70 → 65), strengthening it at lower charge levels.}}
**{{nerf|It deals significantly less damage when fully charged (37% → 27%), hindering its KO potential despite its increased knockback values.}}
**{{change|PK Flash has a more aquamarine color and emits its respective ''EarthBound'' graphic (specifically the "α" form) upon detonating.}}
*[[PK Fire]]:
**{{buff|PK Fire has less startup (frame 21 → 18), with its total duration reduced as well (FAF 59 → 56).}}
**{{buff|It has significantly less landing lag (30 frames → 12).}}
**{{buff|The spark is bigger and deals more damage on its initial hit (4% → 6%).}}
**{{buff|Due to the universal nerfs to roll intangibility frames, PK Fire can catch rolls more effectively.}}
**{{change|The flame pillar has a faster rehit rate (11 → 7), but no longer has a hitbox that deals more damage (2%/1% → 1%). As a result, it cannot deal as much damage, but it is more consistent overall.}}
**{{change|PK Fire pushes Ness back slightly, similar to {{SSBU|Lucas}}'s PK Fire.}}
**{{change|Ness uses one hand to fire the projectile while emitting a red spark from his index finger. Diamond-shaped PSI energy also rises up within the fire pillar, resembling PK Fire γ's graphics from ''EarthBound''.}}
*[[PK Thunder]]:
**{{buff|PK Thunder deals more damage (8% → 11%) and has increased knockback scaling (50 → 55), allowing it to KO near the top blast line at high percents.}}
**{{buff|The new air dodge mechanics significantly improve its edgeguarding ability, allowing Ness to [[mindgame]] opponents more reliably and force them to spend their air dodge, leaving them open to punishes.}}
**{{change|PK Thunder now emits yellow hexagon-shaped PSI energy, more closely resembles its appearance in ''EarthBound''.}}
**{{change|It has an angle indicator when the ball of lighting moves close to Ness. While this allows for the player to more accurately determine the trajectory Ness will travel during PK Thunder 2, though it also makes it more predictable to opponents.}}
*[[PK Thunder 2]]:
**{{buff|PK Thunder 2 travels further.}}
**{{buff|In addition to its full intangibility during frames 1-9, it grants intangibility on Ness's head during frames 10-32, improving its safety for recovery.}}
**{{buff|The window for using PK Thunder again after bouncing against a wall is much bigger. In addition, Ness enters the rebound animation when bouncing against the ground, instead of being [[Floor recovery|knocked down]], allowing him to use PK Thunder a second time.}}
**{{nerf|When hit by PK Thunder 2, the opponent is always launched in the horizontal direction Ness is facing. This makes KOing at very low percents much less likely if the opponent gets hit behind Ness.}}
**{{change|The clean hit triggers [[Special Zoom]] upon hitting an opponent.}}
*[[PSI Magnet]]:
**{{buff|PSI Magnet begins [[absorb]]ing projectiles faster (frame 10 → 7), and has less ending lag (FAF 30 → 25).}}
**{{buff|It no longer halts Ness's horizontal momentum in the air, now functioning as it did in ''Brawl'', improving Ness' movement options.}}
**{{buff|It has gained a hitbox close to Ness from frame 7 onward, which deals 4% damage with weak [[set knockback]], and can rehit opponents every 10 frames. This grants the move offensive utility, and alongside the changes above, allows it to be used in combos. The lingering hitbox can also destroy weak projectiles, improving its safety when used for absorption.}}
**{{change|PSI Magnet now emits pink diamond-shaped PSI from the center, more closely resembles its appearance in ''EarthBound''. It also features a visible suction effect around the magnet.}}
*[[Final Smash]]:
**{{change|[[PK Starstorm]] summons slower meteors that spread out over the stage, similar to its ''Brawl'' iteration, but can still be aimed horizontally like the ''Smash 4'' iteration. [[Paula]] and [[Poo]] now accompany Ness during the move. PK Starstorm particle effects from ''EarthBound'' accompany each meteor, and the Sound Stone's background pattern appears in the stage's background.}}
**{{buff|Ness no longer sinks downward while channeling PK Starstorm while airborne. In addition, if this Final Smash was initiated while in the air, Ness is propelled upward a moderate amount at the conclusion. This can assist in recovery.}}


==Update History==
However, Ness has received a number of buffs in 9.0.0. Up tilt, dash attack and up throw deal more damage, though with knockback adjusted for the former two. In addition, down aerial and PK Flash have less start-up lag. Overall, Ness remains a strong character who can compete well with the rest of the cast.
Ness has recieved a mix of [[buff]]s and [[nerf]]s. Update 2.0.0, increased autocancel frames for up aerial matching the ending lag of the move and his down aerial deals more damage while keeping the knockback the same. Update 3.0.0, nerfed yo-yo charging smash attacks which was infamous for breaking shields easily. He also received buffs such as PK Flash having a larger hitbox, and physics changes to the yo-yo that improved its potential as an edge guarding tool. Update 3.1.0 reverted the yo-yo physics back to its pre-patch state, and his neutral attack connects more reliably.


'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
*{{buff|Up air autocancels earlier (frame 40 → 34), matching the move's [[interruptibility]].}}
{{UpdateList (SSBU)/2.0.0|char=Ness}}
*{{buff|Down air deals more damage (12% → 14% (clean), 10% → 12% (late)), albeit with its knockback compensated.}}


'''{{GameIcon|SSBU}} {{SSBU|3.0.0}}'''
'''{{GameIcon|SSBU}} {{SSBU|3.0.0}}'''
*{{nerf|Up smash and down smash are automatically unleashed from charging state earlier and hit less often while charging (frames between hits: 3 → 5).}}
{{UpdateList (SSBU)/3.0.0|char=Ness}}
*{{buff|PK Flash has a larger hitbox.}}
*{{buff|The physics of Ness' yo-yo string are stiffer. This improves the consistency of up smash and down smash at the ledge.}}


'''{{GameIcon|SSBU}} {{SSBU|3.1.0}}'''
'''{{GameIcon|SSBU}} {{SSBU|3.1.0}}'''
*{{buff|Neutral attack 2 has more range and the hitbox is moved forward, causing it to connect into neutral attack 3 more reliably.}}
{{UpdateList (SSBU)/3.1.0|char=Ness}}
*{{nerf|The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Ness}}


==Moveset==
==Moveset==
*Ness possesses a special jump. When jumping in midair, Ness will ascend in a floatier, curved trajectory. The upward momentum of Ness's double jump can be affected through various actions if timed correctly, such as aerial attacks, air dodges or special moves.
*Ness possesses a special jump. When jumping in midair, Ness will ascend in a floatier, curved trajectory. The upward momentum of Ness' double jump can be [[double jump cancel|canceled]] by inputting a special move or throwing an item. This trait is shared with {{SSBU|Mewtwo}}, {{SSBU|Lucas}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}}.
''For a gallery of Ness' hitboxes, see [[Ness (SSBU)/Hitboxes|here]].''
 
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname= 
|neutralname=Jab ({{ja|ジャブ|Jyabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Two punches followed by a front kick. The first and second hits can [[lock]].
|neutraldesc=Two punches followed by a front kick. The first and second hits can [[lock]].
|ftiltname= 
|ftiltname= Side Kick ({{ja|サイドキック|Saido Kikku}})
|ftiltdmg=10%
|ftiltdmg=10%
|ftiltdesc=A roundhouse kick that can be angled. Surprisingly good power, KOing at around 120% at the ledge.
|ftiltdesc=A roundhouse kick that can be angled. Surprisingly good power, KOing at around 120% at the ledge.
|utiltname= 
|utiltname=PK Toss ({{ja|PKトス|Pīkei Tosu}})
|utiltdmg=7% (spark), 5% (body)
|utiltdmg=9% (spark), 7% (body)
|utiltdesc=Jumps and attacks with an upward double palm thrust that produces a PSI spark from his hands. Has a sourspot located on his body that deals 5%. A decent anti-air and juggling tool.
|utiltdesc=Jumps and attacks with an upward double palm thrust that produces a PSI spark from his hands. Has a sourspot located on his body that deals 7%. A decent anti-air and juggling tool.
|dtiltname= 
|dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}})
|dtiltdmg=4.5% (foot), 3% (toes)
|dtiltdmg=4.5% (foot), 3% (toes)
|dtiltdesc=A swift shin kick. Extremely spammable and can be used to lock. Has a sourspot located on the tip of his foot.
|dtiltdesc=A swift shin kick. Extremely spammable and can be used to lock. Has a sourspot located on the tip of his foot.
|dashname= 
|dashname=PK Hand Stamp ({{ja|PKハンドスタンプ|Pīkei Hando Sutanpu}})
|dashdmg=4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3)
|dashdmg=4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3)
|dashdesc= A double palm thrust that 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. The disjointed hitboxes go very far, giving it impressive range for a dash attack. The first hit is more damaging on opponents in the air.  
|dashdesc= A double palm thrust that 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. The disjointed hitboxes go very far, giving it impressive range for a dash attack. The first hit is more damaging on opponents in the air.
|fsmashname=Batter Up!
|fsmashname=Batter Up! ({{ja|バットスイング|Batto Suingu}}, ''Bat Swing'')
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (low), {{ChargedSmashDmgSSBU|20}} (mid), {{ChargedSmashDmgSSBU|22}} (tip), 2× damage (reflected projectiles)
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (low), {{ChargedSmashDmgSSBU|20}} (mid), {{ChargedSmashDmgSSBU|22}} (tip), 2× damage (reflected projectiles)
|fsmashdesc=Swings his bat. It can [[reflect]] incoming projectiles with a high multiplier and is one of the strongest forward smashes in the game, killing most characters around 50% by the ledge. However, its lag is considerable and makes it easy to punish up close.
|fsmashdesc=Swings his {{s|wikibound|baseball bat}}. It can [[reflect]] incoming projectiles with a high multiplier and is one of the strongest forward smashes in the game, killing most characters around 50% by the ledge. However, its lag is considerable and makes it easy to punish up close.
|usmashname=Around the World
|usmashname=Around the World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashdmg=1% (charge), {{ChargedSmashDmgSSBU|13|1.2}}
|usmashdmg=1% (charge), {{ChargedSmashDmgSSBU|13|1.2}}
|usmashdesc=Sends his yo-yo forward and performs an "around-the-world", hitting first in front then above and behind. It has a hitbox while charging and can hang from the ledge, but can only be held for an additional half of a second instead of two, and has a max charge damage multiplier of 1.2×.
|usmashdesc=Sends his {{s|wikibound|yo-yo}} forward and performs an "around-the-world", hitting first in front then above and behind. It has a hitbox while charging and can hang from the ledge, but can only be held for an additional half of a second instead of two, and has a max charge damage multiplier of 1.2×.
|dsmashname=Walk the Dog
|dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashdmg=1% (charge), {{ChargedSmashDmgSSBU|10|1.2}}
|dsmashdmg=1% (charge), {{ChargedSmashDmgSSBU|10|1.2}}
|dsmashdesc=Sends his 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, but can only be held for an additional half of a second instead of two, and has a max charge damage multiplier of 1.2×. Might have troubles linking correctly if the opponent is at the furthest point of the back hit.
|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, but can only be held for an additional half of a second instead of two, and has a max charge damage multiplier of 1.2×. Might have troubles linking correctly if the opponent is at the furthest point of the back hit.
|nairname= 
|nairname=Ness Spin ({{ja|ネススピン|Nesu Supin}})
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late)
|nairdesc=Spins diagonally in the air with his arms outstretched, emitting PSI from his hands. Quick, coming out on frame 4 and acts like a [[sex kick]]. Rather useful to break combos and as an out-of-shield option. Autocancels from a short hop. It has decent knockback, making it a good edgeguarding and KOing option.
|nairdesc=Spins diagonally in the air with his arms outstretched, emitting PSI from his hands. Quick, coming out on frame 5 and acts like a [[sex kick]]. Rather useful to break combos and as an out-of-shield option. Autocancels from a short hop. It has decent knockback, making it a good edgeguarding and KOing option.
|fairname= 
|fairname=Aerial PK Hand Stamp ({{ja|空中PKハンドスタンプ|Kūchū Pīkei Hando Sutanpu}}
|fairdmg={{ShortHopDmgSSBU|1.5}} (hit 1-3), {{ShortHopDmgSSBU|5.5}} (hit 4)
|fairdmg={{ShortHopDmgSSBU|1.5}} (hit 1-3), {{ShortHopDmgSSBU|5.5}} (hit 4)
|fairdesc= A double palm thrust that generates a stream of PSI sparks from his hands. Comes out on frame 8,making it tied with up aerial for the second fastest out of Ness's aerials. Decently safe on shield if Ness backs away during the attack, and it's useful to start and continue combos. Autocancels from a short hop. Can chain into itself multiple times at low percentages, making it a useful wall-of-pain tool.
|fairdesc= A double palm thrust that generates a stream of PSI sparks from his hands. Comes out on frame 8, making it tied with up aerial for the second fastest out of Ness' aerials. Decently safe on shield if Ness backs away during the attack, and it's useful to start and continue combos. Autocancels from a short hop. Can chain into itself multiple times at low percentages, making it a useful wall-of-pain tool.
|bairname= 
|bairname=PK Drop Kick ({{ja|PKドロップキック|Pīkei Doroppu Kikku}})
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|8}} (late)
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|8}} (late)
|bairdesc=A dropkick that produces a PSI spark. Comes out on frame 10. The clean hit is very strong, being his strongest aerial overall. Autocancels from a short hop.
|bairdesc=A dropkick that produces a PSI spark. Comes out on frame 10. The clean hit is very strong, being his strongest aerial overall. Autocancels from a short hop.
|uairname= 
|uairname=PK Wiper ({{ja|PKワイパー|Pīkei Waipā}})
|uairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5)
|uairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5)
|uairdesc=Waves his finger in an arc above his head while generating PSI sparkles, hitting up to 5 times. Autocancels from a short hop. A great combo tool, as its linking hits and last hit's vertical angle combine to make it a great combo extender. It can also KO well near the upper blast line at high percentages since the final hit has extremely high knockback scaling. Overall great power.  
|uairdesc=Waves his finger in an arc above his head while generating PSI sparkles, hitting up to 5 times. Autocancels from a short hop. A great combo tool, as its linking hits and last hit's vertical angle combine to make it a great combo extender. It can also KO well near the upper blast line at high percentages since the final hit has extremely high knockback scaling. Overall great power.
 
|dairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}})
|dairname= 
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdesc=Twirls before kicking down into the air, producing a PSI spark. The clean hit can [[meteor smash]], and can be used to start combos on-stage fairly reliably if landed against grounded opponents. Autocancels from a short hop. Ness's slowest aerial, coming out on frame 20.
|dairdesc=Twirls before kicking down into the air, producing a PSI spark. The clean hit can [[meteor smash]], and can be used to start combos on-stage fairly reliably if landed against grounded opponents. Autocancels from a short hop. Ness' slowest aerial, coming out on frame 18.
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs with both hands. A fast grab with a slight amount of ending lag.
|grabdesc=Grabs with both hands. A fast grab with a slight amount of ending lag.
|pummelname= 
|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Attacks the opponent with a discharge of PSI energy.
|pummeldesc=Attacks the opponent with a discharge of PSI energy.
|fthrowname=PK Throw
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|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, or KO'ing an opponent early on if near the blastzone.
|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, or KO'ing an opponent early on if near the blastzone.
|bthrowname=Reverse PK Throw
|bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}})
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backward, in a diagonally upwards motion. It is the opposite of his forward throw, possessing very low base knockback but incredibly high knockback scaling, making it one of the strongest back throws in the game, and considered the most versatile KO throw overall, as it can KO much more reliably anywhere onstage at higher percentages than most other back throws at its level of strength like {{SSBU|Incineroar}}'s or {{SSBU|Dr. Mario}}'s, due to its much higher knockback scaling.
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backward, in a diagonally upwards motion. It is the opposite of his forward throw, possessing very low base knockback but incredibly high knockback scaling, making it one of the strongest back throws in the game, and considered the most versatile KO throw overall, as it can KO much more reliably anywhere onstage at higher percentages than most other back throws at its level of strength like {{SSBU|Incineroar}}'s or {{SSBU|Dr. Mario}}'s, due to its much higher knockback scaling.
|uthrowname= 
|uthrowname=Cowboy PK Throw ({{ja|カウボーイPKスルー|Kaubōi Pīkei Surū}})
|uthrowdmg=10%
|uthrowdmg=12%
|uthrowdesc=Psychokinetically spins the opponent above his head before sending them up. It leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.
|uthrowdesc=Psychokinetically spins the opponent above his head before sending them up. It leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.
|dthrowname= 
|dthrowname=Rapid PK Fire ({{ja|ラピッドPKファイヤー|Rapiddo Pīkei Faiyā}})
|dthrowdmg=0.5% (hits 1-3), 1.5% (hit 4), 4% (throw)
|dthrowdmg=0.5% (hits 1-3), 1.5% (hit 4), 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, having guaranteed follow-ups into neutral aerial, forward aerial and up aerial.
Line 267: Line 156:
|nsname=PK Flash
|nsname=PK Flash
|nsdmg=11%-27%
|nsdmg=11%-27%
|nsdesc=A green sphere of light appears above Ness and flies forward in an arc if charged. The arc it travels can be controlled, and the projectile is able to go through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semisoft platforms]] and will not dissipate upon contact with [[platform#Hard_platforms|hard platforms]].
|nsdesc=A light blue sphere of light appears above Ness and flies forward in an arc if charged. The arc it travels can be controlled, and the projectile is able to go through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semisoft platforms]] and will not dissipate upon contact with [[platform#Hard_platforms|hard platforms]].
The longer the special button is held, the stronger the explosion will be.
The longer the special button is held, the stronger the explosion will be.
|ssname=PK Fire
|ssname=PK Fire
Line 283: Line 172:
|dsname=PSI Magnet
|dsname=PSI Magnet
|dsdmg=4% per hit
|dsdmg=4% per hit
|dsdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectiles (such as {{SSBU|Mario}}'s [[Fireball]], {{SSBU|Fox}}'s [[Blaster (Fox)|Blaster]] or {{SSBU|Samus}}'s [[Charge Shot]]) or explosions (including all of {{SSBU|Snake}}'s explosives) and heal for 1.6× the damage he would have taken, but only at a maximum of 30% damage per projectile.
|dsdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectiles (such as {{SSBU|Mario}}'s [[Fireball]], {{SSBU|Fox}}'s {{b|Blaster|Fox}} or {{SSBU|Samus}}'s [[Charge Shot]] or explosions (including all of {{SSBU|Snake}}'s explosives) and heal for 1.6× the damage he would have taken, but only at a maximum of 30% damage per projectile.
It possesses a hitbox on startup and if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spotdodge. Can also be used to stall Ness's vertical momentum slightly in the air.
It possesses a hitbox on startup if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. Can also be used as a [[Fall Break]] to stall Ness' vertical momentum slightly in the air.
|fsname=PK Starstorm
|fsname=PK Starstorm
|fsdmg=8% per hit
|fsdmg=8% per hit
|fsdesc=[[Paula]] and [[Poo]] join Ness, assisting him in summoning [[wikibound:PK Starstorm|a shower of falling stars]] to attack his enemies. The comets will rain down over the stage and can be slightly aimed left and right.
|fsdesc=[[Paula]] and [[Poo]] join Ness, assisting him in summoning [[wikibound:PK Starstorm|a shower of falling stars]] to attack his enemies. The comets will rain down over the stage and can be slightly aimed left and right.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=94 | rweight=48-51
| dash=1.826 | rdash=59-61
| run=1.609 | rrun=58
| walk=0.907 | rwalk=70
| trac=0.131 | rtrac=5-8
| airfric=0.0225 | rairfric=4
| air=1.007 | rair=58
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.09 | raddaccel=7-10
| gravity=0.077 | rgravity=73
| fall=1.31 | rfall=79
| ff=2.096 | rff=79
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=34.48 | rjumpheight=26
| shorthop=16.65 | rshorthop=34
| djump=45.65 | rdjump=6
}}
===[[Announcer]] calls===
<gallery>
Ness English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Ness Dutch Announcer SSBU.wav|Dutch
Ness French Announcer SSBU.wav|French
Ness German Announcer SSBU.wav|German
Ness Italian Announcer SSBU.wav|Italian
Ness Russian Announcer SSBU.wav|Russian
Ness Spanish Announcer SSBU.wav|Spanish
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot which he then shakes off his body.
*Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot which he then shakes off his body.
<gallery>
NessOnScreenAppearanceSSBU.gif|Ness's on-screen appearance
</gallery>


===[[Taunts]]===
===[[Taunt]]s===
*'''Up taunt''': Turns toward the screen and nods while saying "Okay." The pose is similar to that of his clay model from ''EarthBound''.
*'''Up taunt''': Turns toward the screen and nods while saying "Okay." The pose is similar to that of his clay model from ''EarthBound''.
*'''Side taunt''': Swings his bat out in front of him and strikes a pose.
*'''Side taunt''': Swings his bat out in front of him and strikes a pose, similar to how baseball players use it to indicate they are hitting a home run.
*'''Down taunt''': Waves his hand in an S motion while emitting a stream of PSI from his finger.
*'''Down taunt''': Waves his hand in an S motion while emitting a stream of PSI from his finger.
<gallery>
<gallery>
SSBUNessTaunt1.gif|Ness's up taunt.
SSBUNessTaunt1.gif|Ness' up taunt.
SSBUNessTaunt2.gif|Ness's side taunt.
SSBUNessTaunt2.gif|Ness' side taunt.
SSBUNessTaunt3.gif|Ness's down taunt.
SSBUNessTaunt3.gif|Ness' down taunt.
</gallery>
</gallery>


===[[Idle pose]]s===
===[[Idle pose]]s===
*Look to his right, then to his left.
*Look to his left, then to his right.
*Places his finger to his forehead before pointing it forward.
*Places his finger to his forehead before pointing it forward.
<gallery>
<gallery>
SSBUNessIdle1.gif|Ness's first idle pose
SSBUNessIdle1.gif|Ness' first idle pose.
SSBUNessIdle2.gif|Ness's second idle pose
SSBUNessIdle2.gif|Ness' second idle pose.
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!style="width: 20%" | Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Ness Cheer English SSBU.ogg|center]]||[[File:Ness Cheer Japanese SSBU.ogg|center]]||[[File:Ness Cheer Italian SSBU.ogg|center]]||[[File:Ness Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Ness Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ness Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Su-per Ness! || Ness Ness Ness! || Forza Ness ole ole! || Ness Ness Ness! - Go - Ness Ness Ness! - Go - Ness Ness Ness! - Go - Ness Ness Ness! || Ness Ness Ness! Ohhhhh!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Ness Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Ness Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ness Cheer Spanish PAL SSBU.ogg|center]]||[[File:Ness Cheer Russian SSBU.ogg|center]]||[[File:Ness Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Ness Ness Ness! Yaaaaa! || Viva Ness! *claps 5 times* || Ness! Ness! Ness! || Ne - seu!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
Line 321: Line 284:
</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
Upon the release of ''Ultimate'', Ness was considered to be a low-high or upper mid tier character at best and that he was on par with his ''[[Smash 4]]'' counterpart. This was seen due to the game's most popular characters being swordfighters who have mostly been some of Ness's hardest matchups throughout the Smash series. On top of this, many players believed that the loss of him being able to airdodge multiple times and his up air having a smaller hitbox gave him a much harder time at landing and ultimately much worse than in ''Smash 4''.  
===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 -->


However as the metagame began to develop, it was proven that Ness has become significantly better than he was in ''Smash 4''. The overall mechanics of ''Ultimate'' and the changes made to his aerials and specials have given Ness a significantly better neutral, advantage state, punish game, and approach options. On top of this, many of his hardest matchups from ''Smash 4'' (most notably {{SSBU|Rosalina & Luma}} and {{SSBU|Corrin}}) were nerfed and are considered to be less troublesome for Ness in general. Due to him having much more frightening and versatile options, Ness has obtained great results due to {{Sm|BestNess}} and {{Sm|Gackt}}, with many professional players such as {{Sm|ESAM}}, {{Sm|ZeRo}} and {{Sm|Dabuz}} consider him to be a high tier character.
''See also: [[:Category:Ness players (SSBU)]]''


===Notable players===
*{{Sm|ATATA|USA}} - One of the best Ness players in the United States. He began attending more out-of-region events in 2022 and has seen strong showings such as 13th at {{Trn|Low Tide City 2022}} and 17th at {{Trn|Get On My Level 2022}}. He is ranked 91st on the [[UltRank 2022]] for the second half of 2022.
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
*{{Sm|Gackt|Japan}} - The best Ness player of all time, having placed top 8 at more majors than any other Ness player. He finished 3rd at both {{Trn|Kagaribi 7}} and {{Trn|Maesuma TOP 12}}, the highest placements for a Ness player at a major.
*{{Sm|PeW|France}} - The best Ness player in Europe since the end of the online era, and was also the second-best Ness player in Europe in the early metagame. He placed top 32 at several majors, including 13th at {{Trn|VCA 2022}} and 25th at both {{Trn|Albion 4}} and {{Trn|COLOSSEL 2022}}. Since late-2022, he has been playing Ness as a secondary alongside {{SSBU|Min Min}}.
*{{Sm|S1|Netherlands}} - The best Ness player in Europe in the early metagame and was also a top 10 player in Europe during that time. Consistently placed top 8 at European tournaments, including placing 7th at the major {{Trn|Albion 4}} and 5th at the superregional {{Trn|Valhalla III}}. He has been mostly inactive since early-2020, occasionally entering tournaments while using secondaries.
*{{Sm|Syrup|USA}} - Came to prominence in the online metagame, placing 2nd at the {{Trn|SWT: NA Northeast Ultimate Online Qualifier}}. He has also established himself as one of two best Ness players in the United States in 2022, placing 5th at the major {{Trn|Get On My Level 2022}} as well as the superregionals {{Trn|Shine 2022}} and {{Trn|Apex 2022}}. However since early-2023 he has shifted his focus towards {{SSBU|Steve}}, although he still uses Ness as a secondary.
*{{Sm|Scend|USA}} - The second-best Ness player of all time. He has consistently placed top 64 at majors, including 5th at {{Trn|Let's Make Big Moves 2022}} and 9th at both {{Trn|Low Tier City 7}} and {{Trn|MomoCon 2022}}. He was also one of the best players in the online metagame, and notably won {{Trn|The Box}}, the largest ''Smash'' tournament in terms of entrants.


''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
===Tier placement and history===
====Active====
Initial opinions of Ness were fairly positive, as the numerous buffs he received during the transition from ''Smash 4'' and the addition of several new mechanics in ''Ultimate'' improved his neutral, advantage, recovery, and movement options. Ness' early results reflected these improvements: The character saw strong performances at majors from players such as {{Sm|Gackt}} and {{Sm|Scend}}; regionally, he was represented well by a multitude of players, including {{Sm|ATATA}}, {{Sm|Awestin}}, {{Sm|PeW}}, {{Sm|S1}}, and {{Sm|FOW}}. As such, Ness was widely considered a high-tier character in the early metagame of ''Ultimate''. Notably, perception of Ness is even higher in online play, as the presence of increased [[Wi-Fi lag|input lag]] ostensibly makes his quick aerials even safer and his recovery more difficult to challenge, allowing players such as Scend and {{Sm|Syrup}} to flourish during the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]], which temporarily relegated all large tournaments to an online format.  
*{{Sm|ATATA|USA}} - A very strong Ness player from the Midwest. Placed 1st at {{Trn|Midwest Arena 2: Doubles Masters}}, 2nd at Second City Smash 3, and 5th at {{Trn|Midwest Arena}}. He has defeated {{Sm|MuteAce}}, {{Sm|8BitMan}}, {{Sm|Daybreak}}, and {{Sm|Ned}}. Ranked 2nd on the [[Chicago Power Rankings#Super Smash Bros. Ultimate|Chicago Ultimate Power Rankings]].
*{{Sm|Awestin|USA}} - One of the best Ultimate players in Texas, as well as one of the best Ness players in the world. Consistently places 1st in large tournaments in his region, especially the {{Trn|Shockwave}} series. Placed 1st at {{Trn|No Fun Allowed 3}} and 4th at {{Trn|Ultimatum}} and has wins over multiple top players such as {{Sm|BestNess}}, {{Sm|Dakpo}}, {{Sm|ESAM}}, {{Sm|Fatality}}, {{Sm|Lima}}, {{Sm|MVD}}, {{Sm|SDX}}, {{Sm|CaptainZack}}, {{Sm|tamim}}, {{Sm|Trela}}, and {{Sm|Magister}}.
*{{Sm|BestNess|USA}} - Considered one of the best Ness players in the world. Placed 9th at {{Trn|Low Tier City 7}}, 17th at {{Trn|Shine 2019}} and {{Trn|Super Smash Con 2019}}, 5th at {{Trn|Super Splat Bros}} (in conjunction with {{SSBU|Wii Fit Trainer}}) and 33rd at {{Trn|GENESIS 6}}. Has wins over {{Sm|Abadango}}, {{Sm|Awestin}}, {{Sm|Captain L}}, {{Sm|Dark Wizzy}}, {{Sm|Elegant}}, {{Sm|Goblin}}, {{Sm|Larry Lurr}}, [[Smasher:Light (Connecticut)|Light]], {{Sm|Raito}}, and {{Sm|yeti}}.
*{{Sm|FOW|USA}} - One of the best Ness players in the world. Consistently places 1st in Las Vegas tournaments, placed 2nd at {{Trn|LVL Up Expo 2019}} and 25th at {{Trn|GENESIS 6}}. Ranked 1st on the [[Las Vegas Power Rankings]]. Has taken sets off of {{Sm|Mr.R}}, {{Sm|Tsu}}, yeti, BestNess, Dakpo, and {{Sm|K9sbruce}}.
*{{Sm|Gackt|Japan}} - The best Ness player in Japan, and one of the best Ness players in the world. Placed 3rd at {{Trn|Sumabato SP 2}} and 5th at {{Trn|Umebura SP 2}} and {{Trn|Umebura SP 4}} with wins over {{Sm|Abadango}}, {{Sm|Choco}}, {{Sm|Eim}}, {{Sm|kameme}}, {{Sm|Lea}}, {{Sm|ProtoBanham}}, {{Sm|Raito}}, {{Sm|T}}, {{Sm|Tea}}, {{Sm|Tsu}}, and {{Sm|Umeki}}.
*{{Sm|Lumbre|USA}} - The best Ness player in So-Cal. Ranked 6th on the Inland Empire. Placed 49th at {{Trn|2GG: SwitchFest 2019}} and {{Trn|2GG: Prime Saga}}. Has wins over {{Sm|Lui$}}, {{Sm|Nitro}}, {{Sm|Eim}}, {{Sm|KiraFlax}}, {{Sm|Jaredisking}}, {{Sm|falln}}, and {{Sm|MrConCon}}.
*{{Sm|Luco|Australia}} - One of the best Ness players in Australia, along with {{Sm|Poppt1}}. Placed 1st at {{Trn|Phantom 2019}}.
*{{Sm|PEW|France}} - One of the best Ness players in Europe. Placed 5th at both {{Trn|Elysium: Yggdrasil}} and {{Trn|Ultimate WANTED 1}}.
*{{Sm|PkChris|USA}} - The best Ness player in the tri-state area. Placed 17th at {{Trn|Smash at The Paramount}} and 33rd at both {{Trn|Pound 2019}} and {{Trn|Super Smash Con 2019}}. He has defeated players such as {{Sm|ZD}} and {{Sm|Wizzrobe}}.
*{{Sm|Poppt1|Australia}} - Placed 1st at {{Trn|BigWinSmash Ultimate Showdown 2}} and 9th at {{Trn|Battle Arena Melbourne 11}}.
*{{Sm|S1|Netherlands}} - One of the best Ness players in Europe. Placed 9th at {{Trn|Tech Republic IV}} 5th at {{Trn|Elysium: Yggdrasil}} and 7th at {{Trn|Albion 4}}.
*{{Sm|Shaky|USA}} - Placed 13th at {{Trn|Pre-Genesix}} and 33rd at {{Trn|GENESIS 6}}.
*{{Sm|taranito|Japan}} - Placed 17th at {{Trn|Umebura SP 2}} and 17th at {{Trn|Sumabato SP 5}}. Has wins over {{Sm|Songn}}, and {{Sm|Akasa}}.


====Inactive====
Ness has remained popular in the post-online metagame, with representation in or around the top 20 among all characters. Although he continues to see high tournament placements, he has generally underperformed his online results, and his weaknesses have become more apparent over time. As in previous Smash titles, Ness' limited attack range hinders his neutral against certain characters, particularly swordfighters such as {{SSBU|Lucina}} and {{SSBU|Shulk}}. He also struggles to recover without the use of his double jump, and his floatiness leaves him susceptible to juggling. Furthermore, several characters introduced via [[DLC]] are believed to be overpowered, rendering traditional characters less appealing by comparison. Given his pronounced strengths and weaknesses, even Ness' strongest players face inconsistency — Gackt followed a top 3 finish at {{Trn|Kagaribi 7}} with 49th at {{Trn|Maesuma TOP 8}} a month later — or have picked up other characters to alleviate Ness' weaknesses — Syrup picked up {{SSBU|Steve}} and has gradually used the character more in competitive play.
*{{Sm|Jtails|USA}} - Placed 5th at {{Trn|Don't Park on the Grass 2018}} and 49th at {{Trn|MomoCon 2019}}. Retired from competitive smash.
 
Divergent opinions on Ness' viability were reflected in ''Ultimate''{{'}}s first "official" [[tier list]], with his average ranking varying considerably across regions: Japan in particular ranked him much lower compared to other countries, especially the United States.<ref>{{cite web|url=https://blog.start.gg/ultranks-first-official-ssbu-tier-list-4a35bf3dcfc3|title=First Official SSBU Tier List}}, data located in the "Regional Differences" section</ref> Overall, Ness debuted at 40th out of 82 characters on ''Ultimate's'' first tier list, in the B+ tier. Following this, Syrup made the transition to Steve while relegating Ness to a secondary, and Scend's performances at major events declined. Reflecting this, Ness fell seven spots on the second LumiRank tier list, dropping to the B- tier.
 
Despite his middling tier list placement, Ness still enjoys strong results at most levels of competition: Gackt remains the preeminent representative of Ness on a global scale, earning the 27th spot on the [[LumiRank 2023]] and defeating {{Sm|MkLeo}} at {{Trn|GENESIS X}}, while ATATA and Scend have placed highly at the regional level. As such, opinions of Ness' current stance in the metagame remain varied: While some regions, especially Japan, continue to believe Ness lacks the representation for a higher tier placing, some regions, especially the United States and Latin America, still view Ness as a solid high-tier character and ranked him higher for the second tier list. Overall, Ness' incredible offensive tools are offset by weaknesses in his neutral and disadvantage; he therefore remains a common yet polarizing character in competitive play.


=={{SSBU|Classic Mode}}: Home to Onett!==
=={{SSBU|Classic Mode}}: Home to Onett!==
Line 352: Line 310:
Ness fights opponents largely based on his journey in ''EarthBound'' in reverse from [[Magicant]] to [[Onett]].
Ness fights opponents largely based on his journey in ''EarthBound'' in reverse from [[Magicant]] to [[Onett]].


{|class="wikitable sortable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||Ness {{Head|Ness|g=SSBU|s=20px|cl=Blue}}||[[Magicant]]||''{{SSBUMusicLink|EarthBound|Magicant (for 3DS / Wii U)}}''||The opponent has his 5th alternate costume equipped, referencing Ness' younger self that he encounters in Magicant. If the player is using the 5th alternate costume, the CPU fighter will be default Ness {{Head|Ness|g=SSBU|s=20px}} instead.
|1||{{CharHead|Ness|SSBU|hsize=20px|color=Blue}}||[[Magicant]]||''{{SSBUMusicLink|EarthBound|Magicant (for 3DS / Wii U)}}''||The opponent has his blue alternate costume equipped, referencing Ness' younger self that he encounters in Magicant. If the player is using the blue alternate costume, {{Head|Ness|g=SSBU|s=20px}} default Ness will appear as the enemy instead.
|-
|-
|2||{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px}}||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|You Call This a Utopia?!}}''||
|2||{{CharHead|Lucas|SSBU|hsize=20px}}||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|You Call This a Utopia?!}}''||
|-
|-
|3||{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}} (x3)||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside}}''||A reference to the robots fought in the {{s|wikibound|Monotoli Building}}.
|3||{{CharHead|R.O.B.|SSBU|hsize=20px|color=Purple}} (x3)||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside}}''||A reference to the Sentry Robots fought in the {{s|wikibound|Monotoli Building}}.
|-
|-
|4||{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|EarthBound|Bein' Friends}}''||A reference to {{s|wikibound|Dusty Dunes Desert}}.
|4||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|EarthBound|Bein' Friends}}''||A reference to {{s|wikibound|Dusty Dunes Desert}}.
|-
|-
|5||{{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=Black}} (x2)||[[Luigi's Mansion]]||''{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}''||A reference to the zombies fought in {{s|wikibound|Threed}}. When used, the only Assist Trophy summoned will be [[Jeff]].
|5||{{CharHead|Toon Link|SSBU|hsize=20px|color=Black}} (x2)||[[Luigi's Mansion]]||''{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}''||A reference to the zombies fought in {{s|wikibound|Threed}}. When used, the only Assist Trophy summoned will be [[Jeff]].
|-
|-
|6||{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px}} and {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=20px}}||[[Onett]]||''{{SSBUMusicLink|EarthBound|Onett Theme / Winters Theme}}''||A reference to the {{s|wikibound|Sharks}} and the dogs fought in Onett. When used, the only Assist Trophy summoned will be [[Starman (EarthBound)|Starman]].
|6||{{CharHead|Villager|SSBU|hsize=20px}} and {{CharHead|Isabelle|SSBU|hsize=20px}}||[[Onett]]||''{{SSBUMusicLink|EarthBound|Onett Theme / Winters Theme}}''||A reference to the {{s|wikibound|Sharks}} and the dogs fought in Onett. When used, the only Assist Trophy summoned will be {{b|Starman|EarthBound}}.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 378: Line 336:
==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-10Ness.jpg|thumb|Finding Ness in World of Light|left]]
[[File:WoL-10Ness.jpg|thumb|Finding Ness in World of Light|left]]
Although Ness does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Ness has been absent from the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (minus {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.


Ness can be found in a pink cloud area reminiscent of [[Magicant]].
Ness can be found in a pink cloud area reminiscent of [[Magicant]], and to access him the player needs to defeat the [[Flying Man]] [[List of spirits (EarthBound series)|spirit]].
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable" style="width:100%;"
|-
|-
! style="width:5%;"|No.
!style="width:5%;"|No.
! style="width:5%;"|Image
!style="width:5%;"|Image
! Name
!Name
! Type
!Type
! Power
!Power
! Stage
!Stage
! Music
!Music
|-
|-
| 10
|10
| [[File:Ness SSBU.png|center|108x108px]]
|[[File:Ness SSBU.png|center|64x64px]]
| {{SSBU|Ness}}
|Ness
| {{color|#dc1029|Attack}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| 7,500
|7,500
| [[Magicant]] ([[Ω form]])
|[[Magicant]] ([[Ω form]])
| ''{{SSBUMusicLink|EarthBound|Magicant (for 3DS / Wii U)}}''
|''{{SSBUMusicLink|EarthBound|Magicant (for 3DS / Wii U)}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]==
Ness's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Ness in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Ness' fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Ness has been unlocked. Unlocking Ness in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
NessSpirit.png|563. '''''Ness'''''
SSBU spirit Ness.png|563. '''''Ness'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 431: Line 389:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|307
|307
|[[File:Slugger Green Glove Spirit.png|center|64x64px]]
|{{SpiritTableName|Slugger & Green Glove|size=64}}
|{{anchor|Slugger & Green Glove}}Slugger & Green Glove
|''Yoshi'' Series
|''Yoshi series''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Green}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,500
|1,500
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 443: Line 401:
|•The enemy starts the battle with a [[Home-Run Bat]]
|•The enemy starts the battle with a [[Home-Run Bat]]
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|Slugger
|-
|-
|565
|565
|[[File:Ninten Spirit.png|center|64x64px]]
|{{SpiritTableName|Ninten|size=64}}
|Ninten
|''EarthBound'' Series
|''Earthbound series''
|•{{SSBU|Ness}} Team {{Head|Ness|g=SSBU|s=20px|cl=White}}{{Head|Ness|g=SSBU|s=20px|cl=Yellow}}{{Head|Ness|g=SSBU|s=20px|cl=Green}}{{Head|Ness|g=SSBU|s=20px|cl=Blue}} (60 HP)
|•{{SSBU|Ness}} Team (×4) ({{Head|Ness|g=SSBU|s=20px|cl=White}}{{Head|Ness|g=SSBU|s=20px|cl=Yellow}}{{Head|Ness|g=SSBU|s=20px|cl=Green}}{{Head|Ness|g=SSBU|s=20px|cl=Blue}})
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,700
|13,700
|[[Magicant]]
|[[Magicant]] (hazards off)
|N/A
|N/A
|•The enemy's PSI attacks have increased power<br>•[[Stamina battle]]<br>•The enemy's FS Meter charges quickly
|•The enemy's PSI attacks have increased power<br>•[[Stamina battle]]<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|EarthBound|Bein' Friends}}
|{{SSBUMusicLink|EarthBound|Bein' Friends}}
|
|-
|-
|571
|571
|[[File:Starmen Spirit.png|center|64x64px]]
|{{SpiritTableName|Starman|customname={{b|Starman|EarthBound}}|size=64}}
|{{b|Starman|EarthBound}}
|''EarthBound'' Series
|''Earthbound series''
|•Metal {{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}} (140 HP)
|•Metal {{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,200
|4,200
|[[Lylat Cruise]]
|[[Lylat Cruise]]
|•Assist Trophy Enemies ([[Starman]])<br>•Item: Stars
|•Assist Trophy Enemies (Starman)<br>•Item: Stars
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy is metal
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy is metal
|{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}
|{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}
|
|-
|-
|579
|579
|[[File:RamblinEvilMushroom.png|center|64x64px]]
|{{SpiritTableName|Ramblin' Evil Mushroom|link=y|size=64}}
|[[Ramblin' Evil Mushroom]]
|''EarthBound'' Series
|''Earthbound series''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,600
|1,600
|[[Distant Planet]]
|[[Distant Planet]]
Line 479: Line 437:
|•The enemy starts the battle with a Ramblin' Evil Mushroom
|•The enemy starts the battle with a Ramblin' Evil Mushroom
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|
|-
|-
|1,087
|1,087
|{{anchor|Nico Fire}}[[File:Nico Fire Spirit.png|center|64x64px]]
|{{SpiritTableName|Nico Fire|size=64}} {{Flag|North America}}<br>Nico Flame {{Flag|PAL}}
|Nico Fire
|''StreetPass Mii Plaza'' Series
|''StreetPass Mii Plaza series''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|{{SpiritType|Attack}}
|1,500
|1,500
|[[Big Blue]]
|[[Big Blue]]
|•Uncontrollable Speed
|•Uncontrollable Speed
|•All fighters move faster and can't stop quickly
|•All fighters move faster and can't stop quickly
|{{SSBUMusicLink|Nintendo|Wii Sports Resort}}
|{{SSBUMusicLink|Other|Wii Sports Resort}}
|
|-
|-
|1,116
|1,116
|{{anchor|Pitcher & Batter}}[[File:Pitcher Batter Spirit.png|center|64x64px]]
|{{SpiritTableName|Pitcher & Batter|size=64}}
|Pitcher & Batter
|''Baseball''
|''Baseball''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Red}} (×2)
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Red}}×2
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|{{SpiritType|Grab}}
|1,700
|1,700
|[[Pokémon Stadium 2]] ([[Ω form]])
|[[Pokémon Stadium 2]] (hazards off)
|•Item Tidal Wave<br>•Item: Sports
|•Item Tidal Wave<br>•Item: Sports
|•The enemy favors side smash attacks<br>•The enemy starts the battle with a [[Home-Run Bat]]<br>•Certain items will appear in large numbers
|•The enemy favors side smash attacks<br>•The enemy starts the battle with a [[Home-Run Bat]]<br>•Certain items will appear in large numbers
|{{SSBUMusicLink|Nintendo|Baseball (Training)}}
|{{SSBUMusicLink|Other|Baseball (Training)}}
|Batter
|-
|rowspan="2"|1,466
|{{SpiritTableName|Sophia|size=64|dlcalt=y}}
|rowspan="2"|''Persona'' Series
|rowspan="2"|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}<br>•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}}×3 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×3 (JP/CH/KR)
|rowspan="2"|{{SpiritType|Neutral}}
|rowspan="2"|9,500
|[[New Pork City]] ([[Battlefield form]])
|rowspan="2"|N/A
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy is metal
|{{SSBUMusicLink|Other|Light Plane (Vocal Mix) (for 3DS / Wii U)}}
|-
|style="background-color:#EEE;"|[[Mementos]] ([[Battlefield form]])<ref group="SB" name="DLC"/>
|style="background-color:#EEE;"|{{SSBUMusicLink|Persona|Last Surprise}}<ref group="SB" name="DLC"/>
|
|-
|1,519
|{{SpiritTableName|Power Pro-Kun, Aoi Hayakawa, & Mamoru Ikari|size=64}}
|''eBASEBALL: POWER PROS''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|9,600
|[[Pokémon Stadium 2]] (hazards off)
|•Item: [[Beastball]]
|•The enemy starts the battle with a [[Home-Run Bat]]
|{{SSBUMusicLink|Other|Baseball (Training)}}
|Power Pro-Kun
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
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|-
|-
|566
|566
|[[File:Ana spirit.png|center|64x64px]]
|{{SpiritTableName|Ana|size=64}}
|Ana
|''EarthBound'' Series
|''Earthbound series''
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}} (100 HP)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}} (80 HP)
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,200
|9,200
|[[Magicant]] (hazards off)
|[[Magicant]] (hazards off)
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|-
|-
|570
|570
|[[File:Flying Man Spirit.png|center|64x64px]]
|{{SpiritTableName|Flying Man|link=y|size=64}}
|[[Flying Man]]
|''EarthBound'' Series
|''Earthbound series''
|•{{SSBU|Mii Brawler}} Team {{Head|Mii Brawler|g=SSBU|s=20px}}×5 (50 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Flying Man Hat, Flying Man Outfit)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}} (100 HP)
|•{{SSBU|Mii Brawler}} Team {{Head|Mii Brawler|g=SSBU|s=20px}} (Flying Man Hat, Flying Man Outfit) (×5)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,100
|9,100
|[[Magicant]]
|[[Magicant]] (hazards off)
|N/A
|N/A
|•Defeat the main fighter to win<br>•[[Stamina battle]]
|•Defeat the main fighter to win<br>•[[Stamina battle]]
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|-
|-
|572
|572
|[[File:Paula Spirit.png|center|64x64px]]
|{{SpiritTableName|Paula|link=y|size=64}}
|[[Paula]]
|''EarthBound'' Series
|''Earthbound series''
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}} (120 HP)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}} (120 HP)
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,300
|13,300
|[[Onett]]
|[[Onett]]
Line 565: Line 547:
|-
|-
|576
|576
|[[File:Ness's Father.png|center|40x40px]]
|{{SpiritTableName|Ness's Father|customname=[[wikibound:Ness's family|Ness's Father]]|size=40}}
|Ness's Father
|''EarthBound'' Series
|''Earthbound series''
|•Clear {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Black}}
|•Clear {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|13,500
|13,500
|[[Onett]]
|[[Onett]]
Line 578: Line 559:
|-
|-
|1,156
|1,156
|[[File:Komurasaki Spirit.png|center|64x64px]]
|{{SpiritTableName|Girl from Hajimari no Mori|size=64}}
|Girl from Hajimari no Mori
|''Hajimari no Mori''
|''Hajimori no Mori''
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|{{SpiritType|Shield}}
|2,300
|2,300
|{{b|Duck Hunt|stage}} ([[Battlefield form]])
|{{b|Duck Hunt|stage}} ([[Battlefield form]])
|•Hazard: Fog
|•Hazard: Fog
|•The stage is covered in fog<br>•The enemy favors down specials
|•The stage is covered in fog<br>•The enemy favors down specials
|{{SSBUMusicLink|Nintendo|Yūyūki Medley}}
|{{SSBUMusicLink|Other|Yūyūki Medley}}
|Protagonist of ''Hajimari no Mori''
|Protagonist of ''Hajimari no Mori''
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Ness|Alternate costumes]]==
==[[Alternate costume (SSBU)#Ness|Alternate costumes]]==
Line 608: Line 592:
==Gallery==
==Gallery==
<gallery>
<gallery>
SSBU Ness Number.png|Ness' fighter card.
SSBU Ness Number.png|Ness's fighter card.
SSBUWebsiteNess1.jpg|Ness [[idling]] on the [[Bridge of Eldin]].  
Ness unlock notice SSBU.jpg|Ness's unlock notice.
SSBUWebsiteNess1.jpg|Ness [[idling]] on the [[Bridge of Eldin]].
SSBUWebsiteNess2.jpg|Performing his [[up smash]] on [[Kalos Pokémon League]].
SSBUWebsiteNess2.jpg|Performing his [[up smash]] on [[Kalos Pokémon League]].
SSBUWebsiteNess3.jpg|Performing [[PK Flash]] on [[Frigate Orpheon]].
SSBUWebsiteNess3.jpg|Performing [[PK Flash]] on [[Frigate Orpheon]].
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</gallery>
</gallery>


===Character Showcase Video===
===Fighter Showcase Video===
{{#widget:YouTube|id=jtlUHmonMGQ}}
{{#widget:YouTube|id=jtlUHmonMGQ}}


==Trivia==
==Trivia==
*Ness was the only one of the four original [[unlockable character]]s from ''Smash 64'' to be playable in the E3 demo.
*Ness was the only one of the four original [[unlockable character]]s from ''Super Smash Bros. 64'' to be playable in the E3 demo.
**Ness is also the only one to appear on the box art. However, {{SSBU|Captain Falcon}} is featured in the full group artwork.
**Ness is also the only one to appear on the box art. However, {{SSBU|Captain Falcon}} is featured in the full group artwork.
**Ness is also the only one not to fight a unique boss and instead face [[Master Hand]] as his final boss.
*Although most characters from the original ''Super Smash Bros.'' are [[Fighter number|numbered]] by their debut game's original release date, Captain Falcon and Ness can be considered an exception; ''F-Zero'' was originally released in 1990, four years before ''EarthBound''. Additionally, in ''Super Smash Bros.'', Captain Falcon will always be fought first if the unlock conditions for both him and Ness are met simultaneously. However, it is also possible that Ness is numbered per the 1989 release of ''Mother'', which is also how he is ordered in ''Brawl''{{'}}s [[All-Star Mode#Super Smash Bros. Brawl|All-Star Mode]].
*Although most characters from the original ''Super Smash Bros.'' are numbered by their debut game's original release date, Captain Falcon and Ness can be considered an exception; ''F-Zero'' was originally released in 1990, four years before ''EarthBound''. Additionally, in ''Super Smash Bros.'', Captain Falcon will always be fought first if the unlock conditions for both him and Ness are met simultaneously. However, it is also possible that Ness is numbered per the 1989 release date of ''EarthBound Beginnings'', which is also how he is ordered in ''Brawl''{{'}}s [[All-Star Mode#Super Smash Bros. Brawl|All-Star Mode]].
*''Ultimate'' marks the first time since ''[[Super Smash Bros. Melee]]'' where Ness' artwork depicts him holding his baseball bat.
*''Ultimate'' is the first ''Smash'' game where Ness does not receive any new voice clips.
*''Ultimate'' is the first ''Smash'' game in which Ness has a greater number of aerials that use PSI than Lucas, being 5 to 4 as opposed to 2 and 3 to 3 in ''Brawl'' and ''Smash 4'' respectively.
*Ness being unlocked by clearing Classic Mode as Kirby could be a reference to Ness being unlocked on {{SSB|Dream Land}} in the original ''Super Smash Bros.'', that both are voiced by Makiko Ōmoto, or that both are from games developed by [[HAL Laboratory, Inc.]]
*Ness being unlocked by clearing Classic Mode as Kirby could be a reference to Ness being unlocked on {{SSB|Dream Land}} in the original ''Super Smash Bros.'', that both are voiced by Makiko Ōmoto, or that both are from games developed by [[HAL Laboratory, Inc.]]
*As of ''[[Ultimate]]''{{'}}s release, Ness has had more different victory themes than any other character, receiving new ones in ''[[Brawl]]'' and ''Ultimate'', in addition to his original one from the first two games.
*As of ''[[Ultimate]]''{{'}}s release, Ness has had more different victory themes than any other character, receiving new ones in ''[[Brawl]]'' and ''Ultimate'', in addition to his original one from the first two games.
*Ness's official artwork resembles [[:Image:Ness SSB4 Hoax.png|a hoax that claimed he would appear in ''Super Smash Bros. 4'']] [[Ness (SSB4)|before he was actually revealed]].
*Ness is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one way, as he is the first character to be unlocked through VS. Matches and the first unlock in {{SSBU|Kirby}}'s Classic Mode tree. The other character who shares this distinction is {{SSBU|Villager}}.
*Ness is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one way. These being through the timed based challenges and through Kirby's Classic mode. The other character who shares this distinction is {{SSBU|Villager}}.
*Despite the fact that Ness's [[PSI Magnet]] can absorb [[Bob-omb]] explosions, Ness cannot absorb explosions from the Bob-ombs that drop from the sky during [[Sudden Death]].


{{SSBUCharacters}}
{{SSBUCharacters}}
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