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Ness (PM): Difference between revisions

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(→‎Attributes: Wrote a section on how the character works. I hope it looks all right.)
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==Attributes==
==Attributes==
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<!--attributes paragraph-->
Ness is a very versatile character. He has three [[projectile]]s that are of varied use in a match. [[PK Fire]] can be used as a punishing option, and followed by a grab and throw. [[PK Thunder]] can keep airborne opponents stuck the air for a larger amount of time, and if used on grounded opponents, can bring them closer to Ness so that he can use an aerial attack on them. [[PK Flash]] has a slow startup, but can be an effective finisher or edgeguarding move.
Ness is a very versatile character. He has three [[projectile]]s that each have varied but important uses. [[PK Fire]] can be used as a punishing option, leading to many follow ups, such as a grab or a smash attack. [[PK Thunder]] can juggle airborne opponents for a long time, and can be used to knock grounded opponents closer to Ness. [[PK Flash]] has a slow startup, but can be an effective finisher or edgeguarding move.


Ness' aerial moves are all effective. His neutral aerial comes out quickly and gives moderate knockback, making it a good choice for interrupting combos. The individual hits of his forward aerial cause low damage, but the move is useful in advancing combos. Ness' back, up, and down aerials are all extremely powerful if sweetspotted. In particular, Ness' down aerial, which comes out very fast, can KO quickly if it hits properly. The up aerial makes an excellent combo finisher for KOing foes above the upper [[blast line]]. The back aerial can finish off opponents who are at high percentage. Ness' ability to [[double jump cancel]] advances his already potent air game by giving him even more combo options.
Ness' aerial moves are all very useful and effective. His neutral aerial comes out quickly and deals moderate knockback, making it a good choice for interrupting combos. The individual hits of his forward aerial cause low damage, but the move is useful in advancing combos. Ness's down aerial is a powerful and quick meteor smash, making it effective in edgeguarding opponents. Up aerial is an excellent juggling move at lower percentages, and makes a great combo finisher for KOing foes above the upper [[blast line]]. Ness' back aerial is very strong when [[sweetspot]]ted, and is a great aerial for getting a KO off of the side blast lines. Ness' ability to [[double jump cancel]] advances his already potent air game by giving him even more combo options.


Ness' smash attacks all have unusual properties. The forward smash will send opponents flying if [[sweetspot]]ted. His up and down smashes all involve his yo-yo, which charges on the ground. If opponents get hit by the yo-yo while it is charging, they take damage, making these moves useful for situational [[spacing]] and [[edgeguarding]].
Ness' smash attacks all have unusual properties. His forward smash can reflect projectiles if timed correctly, and deals extreme damage and knockback if the  sweetspot near the tip of the bat is hit. His up and down smashes both involve his yo-yo, which do not deal more damage after charging but rather have a hitbox on the yoyo during the charging period, dealing a little damage and slight knockback.


Ness' throws are generally effective. His back throw is a very reliable KOing move at high percents. The forward, up and down throws can be used as combo starters. Following the down throw with a down aerial is particularly effective, especially if the down throw sends the opponent over a ledge.  
Ness' throws are generally effective. His back throw is a very reliable KOing move at high percents. Ness' forward, up and down throws can be used as combo starters, sending opponents into the air and setting up for an aerial attack.


Ness' recovery can be both safe to use and his greatest weakness at the same time. Once one learns to master how to direct the PK Thunder, it becomes one of the most reliable recovery moves in the game. Ness' [[PK Thunder 2]] is a deadly move that causes great damage and knockback to any opponent it hits. However, PK Thunder is not without its weaknesses. It is a very easy move to gimp. And opponent need only hit the PK Thunder, or allow themselves to be hurt by it, to force Ness into a [[helpless]] state. Besides that, certain characters such as {{PM|Falco}} can use their [[flinch]]-causing projectiles to hit Ness and enforce helplessness as well.
Ness' recovery is both a blessing and a curse. It deals massive damage and knockback, as well as travelling a very far distance, at the cost of being easy to gimp and having a huge amount of ending lag. The ending lag can be mitigated by sweetspotting the ledge with [[PK Thunder 2]], however this can be difficult, and doesn't help the fact that any projectile that causes knockback can destroy the PK Thunder and leave Ness helpless. Once one masters how to direct the PK Thunder, it becomes one of the most reliable recovery moves in the game.


==Changes from ''Melee'' to ''PM''==
==Changes from ''Melee'' to ''PM''==
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[[File:NessDairPM.jpg|thumb|right|200px|Ness's down aerial in ''Project M''.]]
[[File:NessDairPM.jpg|thumb|right|200px|Ness's down aerial in ''Project M''.]]
===Aesthetics===
===Aesthetics===
*{{change|Forward smash's sourspot produces the "wooden bat" SFX from ''Brawl'', while sweetspot displays a [[ping]] sound like in ''Melee'' and ''Smash 64''.}}
*{{change|Forward smash's sourspot produces the "wooden bat" SFX from ''Brawl'', while the sweetspot displays a [[ping]] sound like in ''Melee'' and ''Smash 64''.}}
*{{change|Revamped [[on-screen appearance]]: the vortex of {{s|wikibound|Teleport}} now appears as well, similar to in ''Melee''{{'}}s opening.}}
*{{change|Revamped [[on-screen appearance]]: the vortex of {{s|wikibound|Teleport}} now appears as well, similar to in ''Melee''{{'}}s opening.}}
*{{change|Ness now has an up [[Smash Taunt]]: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, ''{{s|wikibound|EarthBound}}''.}}
*{{change|Ness now has a [[Smash Taunt]] that can be done using his up taunt: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, ''{{s|wikibound|EarthBound}}''.}}


===Attributes===
===Attributes===
*{{buff|Ness retains his [[double jump cancel]] ability, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.}}
*{{buff|Ness retains his double jump cancel ability, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.}}
*{{buff|[[Midair jump]] speed increased.}}
*{{buff|[[Midair jump]] speed increased.}}
*{{buff|Ness's additional lag from a grounded grab release has been removed.}}
*{{buff|Ness's additional lag from a grounded grab release has been removed.}}
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*{{buff|[[Forward smash]] has slightly more range and is much more powerful (went from on par with Mario's to being slightly stronger than Captain Falcon's forward smash).}}
*{{buff|[[Forward smash]] has slightly more range and is much more powerful (went from on par with Mario's to being slightly stronger than Captain Falcon's forward smash).}}
*{{buff|[[Up smash]] is much faster and deals better damage and knockback, being more reliable at juggling and KOing.}}
*{{buff|[[Up smash]] is much faster and deals better damage and knockback, being more reliable at juggling and KOing.}}
*{{buff|[[Down smash]] covers more distance and also deals better damage and knockback, serving as a powerful on-stage [[edge-guarding]] tool.}}
*{{buff|[[Down smash]] covers more distance and also deals higher damage and knockback, serving as a powerful on-stage [[edge-guarding]] tool.}}
*{{buff|Both up and down smashes can now be held even when near an edge.}}
*{{buff|Both up and down smashes can now be held even when near an edge.}}
*{{nerf|[[Down tilt]] now has a more vertical angle, removing its [[infinite]] capabilities.}}
*{{nerf|[[Down tilt]] now sends opponents at a more vertical angle, removing its [[infinite]] capabilities.}}
*{{nerf|[[Yoyo glitch|Yoyo/Jacket glitch]] has been removed.}}
*{{nerf|[[Yoyo glitch|Yoyo/Jacket glitch]] has been removed.}}


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===Special Moves===
===Special Moves===
*{{buff|[[PK Flash]] moves farther horizontally and is faster, greatly improving its use as an [[edgeguard]]ing move. It also no longer enforces [[helplessness]].}}
*{{buff|[[PK Flash]] moves farther horizontally and is faster, greatly improving its use as an [[edgeguard]]ing move. It also no longer enforces [[helplessness]].}}
*{{buff|[[PK Fire]]'s flame effect has ''Brawl'' power. It also keeps forward momentum when used in midair. The move can additionally "[[Fobble]]": the knockback of other hitboxes that hit within a 3 frame window of one of the [[PK Fire]]'s repeating hitboxes gets completely canceled due to [[Project M]]'s new knockback engine, allowing the player to rack up deadly amounts of damage.}}
*{{buff|[[PK Fire]]'s flame effect has the same power as in ''Brawl''. Ness also keeps his forward momentum when using it in midair. The move can additionally "[[Fobble]]": the knockback of other hitboxes that hit within a 3 frame window of one of the [[PK Fire]]'s repeating hitboxes gets completely canceled due to [[Project M]]'s new knockback engine, allowing the player to rack up deadly amounts of damage.}}
**{{nerf|The pillar has been reduced from being active for 100 frames to being active for 45 frames.}}
**{{nerf|The pillar has been reduced from being active for 100 frames to being active for 45 frames.}}
*{{buff|[[PK Thunder 2]] travels farther and keeps its hitbox throughout the move.}}
*{{buff|[[PK Thunder 2]] travels farther and keeps its hitbox throughout the move.}}
*{{buff|Ness can jump out of [[PSI Magnet]] (like how the [[space animal]]s can jump out of their [[Reflector]]s), and the move additionally deals consecutive damage, with a strong initial hit that sends foes above Ness and allows to link into aerials. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's [[Blaster]] from trapping him into the move indefinitely.}}
*{{buff|Ness can jump out of [[PSI Magnet]] (like how the [[space animal]]s can jump out of their [[Reflector]]s), and the move additionally deals consecutive damage, with a strong initial hit that sends foes above Ness and link into aerial attacks. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's [[Blaster]] from trapping him into the move indefinitely.}}
*{{nerf|PK Flash, though retaining its powerful knockback, is smaller and deals much less damage.}}
*{{nerf|PK Flash, though retaining its powerful knockback, is smaller and deals much less damage.}}


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===v2.5b===
===v2.5b===
*{{buff|[[Dash attack]] cannot be [[DI]]'d down or shielded inbetween hits.}}
*{{buff|[[Dash attack]] cannot be [[DI]]'d down or shielded in between hits.}}
*{{buff|[[Up tilt]] has better coverage in front of Ness, and can be interrupted earlier.}}
*{{buff|[[Up tilt]] has better coverage in front of Ness, and can be interrupted earlier.}}
*{{buff|Down tilt can be interrupted into itself quickly like in ''Melee'' and ''Brawl''.}}
*{{buff|Down tilt can be interrupted into itself quickly like in ''Melee'' and ''Brawl''.}}
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*{{buff|PK Flash can be charged for slightly longer.}}
*{{buff|PK Flash can be charged for slightly longer.}}
*{{buff|PK Fire travels for slightly longer.}}
*{{buff|PK Fire travels for slightly longer.}}
*{{buff|PK Thunder has a hitbox during startup, and the thunderbolt no longer vanishes when entering the horizontal blast lines. It also no longer dies when Ness is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit.}}
*{{buff|PK Thunder has a hitbox during startup, and the thunderbolt no longer vanishes when entering the horizontal blast lines. The thunderbolt also no longer disappears when Ness is hit, and instead continues travelling in the same direction before he got hit while damaging other players hit by it.}}
*{{buff|PK Thunder 2 travels a bit faster over the same distance, and its hitboxes have more coverage over Ness.}}
*{{buff|PK Thunder 2 travels a bit faster over the same distance, and its hitboxes have more coverage over Ness.}}
*{{buff|PSI Magnet's healing multiplier was slightly increased, and the move can be jumped out of. It additionally causes Ness to float for much longer at the start when used in midair.}}
*{{buff|PSI Magnet's healing multiplier was slightly increased, and the move can be jumped out of. It additionally causes Ness to float for much longer at the start when used in midair.}}
*{{buff|PSI Magnet was given damaging hitboxes; a weak launching one at the start, then repeated non-flinching ones afterwards.}}
*{{buff|PSI Magnet was given damaging hitboxes; a weak launching one at the start, then repeated non-flinching ones afterwards.}}
*{{nerf|[[Down throw]] has more ending [[lag]].}}
*{{nerf|[[Down throw]] has more ending lag.}}
*{{nerf|PK Thunder does not clip stages as easily.}}
*{{nerf|PK Thunder does not clip stages as easily.}}
*{{nerf|PSI Magnet's absorb collision is decreased in size (matching the graphic better).}}
*{{nerf|PSI Magnet's absorb collision is decreased in size (matching the graphic better).}}
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*{{buff|Up tilt has a slightly reduced cooldown.}}
*{{buff|Up tilt has a slightly reduced cooldown.}}
*{{buff|Up and down smashes' refresh time between hits while charging has been slightly reduced.}}
*{{buff|Up and down smashes' refresh time between hits while charging has been slightly reduced.}}
*{{buff|PSI Magnet can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's Blaster shots that can re-hit before the absorb lag ends from trapping him into it indefinitely. The absorb lag was also reduced greatly.}}
*{{buff|PSI Magnet can be released during the absorb lag to go into the end animation afterwards, preventing rapid firing projectiles like Fox's Blaster from trapping Ness in the lag that happens after absorbing a projectile. The absorb lag was also reduced greatly.}}
*{{nerf|[[Pivot grab]] has more startup, matching other pivot grabs.}}
*{{nerf|[[Pivot grab]] has more startup, matching other pivot grabs.}}
*{{nerf|PSI Magnet no longer allows Ness to [[roll]], [[sidestep]] or jump upon absorbing a projectile while grounded.}}
*{{nerf|PSI Magnet no longer allows Ness to [[roll]], [[sidestep]] or jump upon absorbing a projectile while grounded.}}
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===v3.5===
===v3.5===
*{{buff|Forward tilt has less endlag.}}
*{{buff|Forward tilt has less endlag.}}
**{{change|It has a more horizontal angle.}}
**{{change|It has a more horizontal knockback angle.}}
**{{nerf|It deals slightly less knockback.}}
**{{nerf|It deals slightly less knockback.}}
*{{change|The knockback values for Ness' down throw has been altered.}}
*{{change|The knockback values for Ness' down throw has been altered.}}
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**{{buff|Opponents can no longer shield between the fireball hit and 1st pillar hit.}}
**{{buff|Opponents can no longer shield between the fireball hit and 1st pillar hit.}}
*{{nerf|PK Fire duration has been reduced.}}
*{{nerf|PK Fire duration has been reduced.}}
*{{change|PK Fire pillar has higher gravity, preventing opponents from whiffing between the first few hits.}}
*{{change|The pillar of PK Fire has higher gravity, preventing opponents from whiffing between the first few hits.}}
*{{buff|PK Thunder can no longer hit Shy Guys and Smashville balloons.}}
*{{buff|PK Thunder can no longer hit Shy Guys and Smashville balloons.}}
*{{nerf|Can no longer reverse ledge grab after missing PK Thunder 1.}}
*{{nerf|Can no longer reverse ledge grab after missing PK Thunder 1.}}
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|-
|-
!Forward tilt
!Forward tilt
| || 12% (high), 11% (mid), 10% (low) || Ness kicks with a foot forward. Can be angled.
| || 12% (high), 11% (mid), 10% (low) || Ness kicks forwards with a foot. Can be angled.
|-
|-
!Up tilt
!Up tilt
| || 7% || Ness extends his arms quickly upwards. Can be used to juggle fast faller up to 70% which can lead into aerial attacks.
| || 7% || Ness extends his arms quickly upwards. Can be used to juggle fast fallers up to 70% which can then lead into an aerial attack.
|-
|-
!Down tilt
!Down tilt
| || 3% || Ness kicks his foot out slightly. Short ranged attack, but can be used in quick sucession.
| || 3% || Ness kicks his foot out slightly. Short ranged attack, but can be used in quick succession.
|-
|-
!Dash attack
!Dash attack
| || 5% (hit 1), 4% (hits 2-3) (13% total) || Ness runs forward and creates three disjointed PSI bubbles from his hands. The first two hits have a [[semi-spike]] trajectory, while the last hit sends opponents straight upwards which can lead into up tilt combos against fast fallers.
| || 5% (hit 1), 4% (hits 2-3) (13% total) || Ness runs forward and creates three disjointed PSI bubbles from his hands. The first two hits have a [[semi-spike]] trajectory, while the last hit sends opponents straight upwards which can lead into aerials.
|-
|-
!Forward smash
!Forward smash
| || {{ChargedSmashDmgSSBM|18}} (body),{{ChargedSmashDmgSSBM|20}} (handle), {{ChargedSmashDmgSSBM|22}} (mid), {{ChargedSmashDmgSSBM|24}} (tip) || Ness takes out his trusty cracked bat and swings it at his opponents. Sweetspot is located at the bat's tip. [[Reflect]]s [[projectile]]s.
| || {{ChargedSmashDmgSSBM|18}} (body),{{ChargedSmashDmgSSBM|20}} (handle), {{ChargedSmashDmgSSBM|22}} (mid), {{ChargedSmashDmgSSBM|24}} (tip) || Ness takes out his trusty cracked bat and swings it at his opponents. The sweetspot is located at the bat's tip. [[Reflect]]s [[projectile]]s.
|-
|-
!Up smash
!Up smash
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|-
|-
!Forward aerial
!Forward aerial
| || 3% (hits 1-5) (15% total) || Ness produces PSI bubbles in front of him that hit consecutively, the latter hit having stronger knockback.
| || 3% (hits 1-5) (15% total) || Ness produces PSI bubbles in front of him that hit consecutively, the last hit having stronger knockback.
|-
|-
!Back aerial
!Back aerial
| || 15% (clean), 10% (late) || Ness extends his feet outward. Sweetspot is electrical and posseses high KO potential.
| || 15% (clean), 10% (late) || Ness extends his feet outward. Sweetspot is electrical and possess high KO potential.
|-
|-
!Up aerial
!Up aerial
| || 13% || Ness uses his noggin to hit the opponent.
| || 13% || Ness headbutts upwards. Good for juggling at lower percents and a good KO move at higher percents.
|-
|-
!Down aerial
!Down aerial
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|-
|-
!Up throw
!Up throw
| || 10% || Psycho-kinetically spins the opponent horizontally above him, then throws upward. Can chain grab at very low percentage and set up an uair or up tilt against fast fallers.
| || 10% || Psycho-kinetically spins the opponent horizontally above him, then throws upward. Can chain grab at very low percentage and set up for aerial followups.
|-
|-
!Down throw
!Down throw
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|-
|-
!Neutral special
!Neutral special
| [[PK Flash]] || 8-22% || Ness generates a green ray that is sent upwards, then explodes. Can be charged, and doing so nudges the ray downwards. Can be moved sideways effectively, and is also Ness's deadliest edge-guarding move due to its very strong knockback scaling. The explosion can be [[Absorption|absorbed]] and reflected, though the latter only affects Ness if he's close to it.
| [[PK Flash]] || 8-22% || Ness generates a green ray that is sent upwards, then explodes. It can be charged, increasing damage and knockback while causing it to curve downwards, and it can be moved sideways. This can be used as an effective edgeguarding move, due to its range and power. The explosion can be [[Absorption|absorbed]] and reflected, though the latter only affects Ness if he's close to it.
|-
|-
!Side special
!Side special
| [[PK Fire]] || 8% (bolt), 1% (pillar hits 1-5) || Ness shoots a bolt from his fingers forward, which then bursts into a pillar of flames upon hitting a foe. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed.
| [[PK Fire]] || 8% (bolt), 1% (pillar hits 1-5) || Ness shoots a bolt forwards from his fingers, which then bursts into a pillar of flames upon hitting a foe. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed.
|-
|-
!Up special
!Up special
| [[PK Thunder]] || 4% (startup), 8% (head), 6% (tail); PK Thunder 2: 25% (clean), 21% (mid), 15% (late) || Ness produces an electric beam from his head, which he can then control freely. When he produces it, a brief hitbox covers his body, repelling foes attempting to stop the attack. The beam vanishes upon hitting a foe or surface (though foes can be hit by its tail without the beam vanishing), and Ness can hit himself with it to launch into a distance for [[recovery]], known as PK Thunder 2. Ness will launch in the opposite direction the beam hits him (if aiming to the center of his body), and will travel a far distance while keeping a powerful hitbox with KO potential. When hitting a wall or ceiling, he will either travel paralell to it or rebound off it, depending on how perpendicular he blasts against it. When launching against the ground, he will [[Floor recovery|lie on the floor]]. Ness will lose control of the beam if he's hit or it becomes reflected. Can also be absorbed. Though an effective recovery move, it's difficult to recover with it between tall walls (such as the buildings in [[Saffron City]]).
| [[PK Thunder]] || 4% (startup), 8% (head), 6% (tail); PK Thunder 2: 25% (clean), 21% (mid), 15% (late) || Ness produces an electric beam from his head, which he can then control freely. When the beam is produced, a brief hitbox covers his body, repelling foes attempting to stop the attack. If the beam hits Ness, he will be propelled in the same direction that the beam was travelling in surrounded by a powerful electric hitbox, known as PK Thunder 2. If the tip of the beam hits a surface, foe, or disjointed hitbox that deals knockback, or the beam is absorbed, the beam will disappear and leave Ness helpless. If the beam is reflected or Ness is hit while controlling the beam, he will lose control of the beam. When hitting a wall or ceiling with PK Thunder 2, Ness will either travel parallel to it or rebound off it, depending on how perpendicular to the wall he was when he blasted into it. When PK Thunder 2 is launched against the ground, he will [[Floor recovery|lie on the floor]]. Though an effective recovery move, it's difficult to recover with it between tall walls (such as the buildings in [[Saffron City]]).
|-
|-
!Down special
!Down special
| [[PSI Magnet]] || 4% (startup), 2% (loop) || Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the [[damage]] a projectile would have dealt. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials.
| [[PSI Magnet]] || 4% (startup), 2% (loop) || Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the [[damage]] the projectile would have dealt. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials.
|-
|-
!Final Smash
!Final Smash
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|colspan=2|
|colspan=2|
|}
|}
==Trivia==
*There exists a cosmetic issue for Ness' pajamas. If Ness gains a [[Smash Ball]] while in any of his pajamas, there will appear to be an eerie dark area over his eyes.
**This issue also happens when Ness performs his Smash Taunt, even if it is not in his alternate costumes. There are, however, [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208446 unofficial patches] that exist to address this problem.


==External links==
==External links==

Revision as of 12:48, May 25, 2015

Ness
in Project M and Project+
Ness SSBB.jpg
EarthboundSymbol.svg
Universe EarthBound
Base game appearance Brawl
Moveset inspiration Ness (SSBM), Ness (SSB)
Alternate costume Pajama Ness
NessHeadSSBB.png

Ness is a playable character in the Brawl mod Project M. Because of his very low position on the Melee tier list, he has been significantly buffed from his Melee version for his appearance in Project M.

Attributes

Ness is a very versatile character. He has three projectiles that each have varied but important uses. PK Fire can be used as a punishing option, leading to many follow ups, such as a grab or a smash attack. PK Thunder can juggle airborne opponents for a long time, and can be used to knock grounded opponents closer to Ness. PK Flash has a slow startup, but can be an effective finisher or edgeguarding move.

Ness' aerial moves are all very useful and effective. His neutral aerial comes out quickly and deals moderate knockback, making it a good choice for interrupting combos. The individual hits of his forward aerial cause low damage, but the move is useful in advancing combos. Ness's down aerial is a powerful and quick meteor smash, making it effective in edgeguarding opponents. Up aerial is an excellent juggling move at lower percentages, and makes a great combo finisher for KOing foes above the upper blast line. Ness' back aerial is very strong when sweetspotted, and is a great aerial for getting a KO off of the side blast lines. Ness' ability to double jump cancel advances his already potent air game by giving him even more combo options.

Ness' smash attacks all have unusual properties. His forward smash can reflect projectiles if timed correctly, and deals extreme damage and knockback if the sweetspot near the tip of the bat is hit. His up and down smashes both involve his yo-yo, which do not deal more damage after charging but rather have a hitbox on the yoyo during the charging period, dealing a little damage and slight knockback.

Ness' throws are generally effective. His back throw is a very reliable KOing move at high percents. Ness' forward, up and down throws can be used as combo starters, sending opponents into the air and setting up for an aerial attack.

Ness' recovery is both a blessing and a curse. It deals massive damage and knockback, as well as travelling a very far distance, at the cost of being easy to gimp and having a huge amount of ending lag. The ending lag can be mitigated by sweetspotting the ledge with PK Thunder 2, however this can be difficult, and doesn't help the fact that any projectile that causes knockback can destroy the PK Thunder and leave Ness helpless. Once one masters how to direct the PK Thunder, it becomes one of the most reliable recovery moves in the game.

Changes from Melee to PM

Ness received many considerable buffs from Melee to Project M, having many more options for racking up damage and KOing.

Ness's down aerial in Project M.

Aesthetics

  • Change Forward smash's sourspot produces the "wooden bat" SFX from Brawl, while the sweetspot displays a ping sound like in Melee and Smash 64.
  • Change Revamped on-screen appearance: the vortex of Teleport now appears as well, similar to in Melee's opening.
  • Change Ness now has a Smash Taunt that can be done using his up taunt: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, EarthBound.

Attributes

  • Buff Ness retains his double jump cancel ability, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.
  • Buff Midair jump speed increased.
  • Buff Ness's additional lag from a grounded grab release has been removed.

Ground Attacks

  • Buff Forward smash has slightly more range and is much more powerful (went from on par with Mario's to being slightly stronger than Captain Falcon's forward smash).
  • Buff Up smash is much faster and deals better damage and knockback, being more reliable at juggling and KOing.
  • Buff Down smash covers more distance and also deals higher damage and knockback, serving as a powerful on-stage edge-guarding tool.
  • Buff Both up and down smashes can now be held even when near an edge.
  • Nerf Down tilt now sends opponents at a more vertical angle, removing its infinite capabilities.
  • Nerf Yoyo/Jacket glitch has been removed.

Aerial Attacks

  • Buff Neutral aerial initiates slightly faster.
  • Buff Up aerial and the sweetspot of back aerial were given more KO power.
  • Buff Down aerial reverted to Smash 64 speed, which almost removes its startup lag entirely. It also has much higher knockback scaling and deals 2% more damage.

Grabs and Throws

  • Buff Dash grab range from Melee increased.
  • Buff Back throw is slightly stronger from Melee.

Special Moves

  • Buff PK Flash moves farther horizontally and is faster, greatly improving its use as an edgeguarding move. It also no longer enforces helplessness.
  • Buff PK Fire's flame effect has the same power as in Brawl. Ness also keeps his forward momentum when using it in midair. The move can additionally "Fobble": the knockback of other hitboxes that hit within a 3 frame window of one of the PK Fire's repeating hitboxes gets completely canceled due to Project M's new knockback engine, allowing the player to rack up deadly amounts of damage.
    • Nerf The pillar has been reduced from being active for 100 frames to being active for 45 frames.
  • Buff PK Thunder 2 travels farther and keeps its hitbox throughout the move.
  • Buff Ness can jump out of PSI Magnet (like how the space animals can jump out of their Reflectors), and the move additionally deals consecutive damage, with a strong initial hit that sends foes above Ness and link into aerial attacks. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's Blaster from trapping him into the move indefinitely.
  • Nerf PK Flash, though retaining its powerful knockback, is smaller and deals much less damage.
Ness' alternate costume.

Revisions

v2.1

  • Buff Ness' PK Flash no longer causes him to become helpless.

v2.5b

  • Buff Dash attack cannot be DI'd down or shielded in between hits.
  • Buff Up tilt has better coverage in front of Ness, and can be interrupted earlier.
  • Buff Down tilt can be interrupted into itself quickly like in Melee and Brawl.
  • Buff Forward smash can now be angled, and its tipper hit has increased knockback scaling.
  • Buff PK Flash can be charged for slightly longer.
  • Buff PK Fire travels for slightly longer.
  • Buff PK Thunder has a hitbox during startup, and the thunderbolt no longer vanishes when entering the horizontal blast lines. The thunderbolt also no longer disappears when Ness is hit, and instead continues travelling in the same direction before he got hit while damaging other players hit by it.
  • Buff PK Thunder 2 travels a bit faster over the same distance, and its hitboxes have more coverage over Ness.
  • Buff PSI Magnet's healing multiplier was slightly increased, and the move can be jumped out of. It additionally causes Ness to float for much longer at the start when used in midair.
  • Buff PSI Magnet was given damaging hitboxes; a weak launching one at the start, then repeated non-flinching ones afterwards.
  • Nerf Down throw has more ending lag.
  • Nerf PK Thunder does not clip stages as easily.
  • Nerf PSI Magnet's absorb collision is decreased in size (matching the graphic better).
  • Change Midair jump animation touched up near the end.
  • Change Forward air animation touched up near the end.
  • Change Back air animation touched up.
  • Change Dash grab has a new animation.
  • Change Up Smash Taunt implemented.

v2.6b

  • Buff Up tilt has a slightly reduced cooldown.
  • Buff Up and down smashes' refresh time between hits while charging has been slightly reduced.
  • Buff PSI Magnet can be released during the absorb lag to go into the end animation afterwards, preventing rapid firing projectiles like Fox's Blaster from trapping Ness in the lag that happens after absorbing a projectile. The absorb lag was also reduced greatly.
  • Nerf Pivot grab has more startup, matching other pivot grabs.
  • Nerf PSI Magnet no longer allows Ness to roll, sidestep or jump upon absorbing a projectile while grounded.

v3.5

  • Buff Forward tilt has less endlag.
    • Change It has a more horizontal knockback angle.
    • Nerf It deals slightly less knockback.
  • Change The knockback values for Ness' down throw has been altered.
  • Nerf PK Fire no longer activates on shielded opponents.
    • Buff Opponents can no longer shield between the fireball hit and 1st pillar hit.
  • Nerf PK Fire duration has been reduced.
  • Change The pillar of PK Fire has higher gravity, preventing opponents from whiffing between the first few hits.
  • Buff PK Thunder can no longer hit Shy Guys and Smashville balloons.
  • Nerf Can no longer reverse ledge grab after missing PK Thunder 1.
  • Buff PK Thunder 2 has less landing lag.
  • Change Dash attack, forward aerial, and PK Thunder all have normal hitlag.

Moveset

Up to date as of version 3.5.

Name Damage Description
Neutral attack 3% (hit 1), 2% (hit 2), 4% (hit 3), (9% total) Ness punches twice, then kicks.
Forward tilt 12% (high), 11% (mid), 10% (low) Ness kicks forwards with a foot. Can be angled.
Up tilt 7% Ness extends his arms quickly upwards. Can be used to juggle fast fallers up to 70% which can then lead into an aerial attack.
Down tilt 3% Ness kicks his foot out slightly. Short ranged attack, but can be used in quick succession.
Dash attack 5% (hit 1), 4% (hits 2-3) (13% total) Ness runs forward and creates three disjointed PSI bubbles from his hands. The first two hits have a semi-spike trajectory, while the last hit sends opponents straight upwards which can lead into aerials.
Forward smash 18% (body),20% (handle), 22% (mid), 24% (tip) Ness takes out his trusty cracked bat and swings it at his opponents. The sweetspot is located at the bat's tip. Reflects projectiles.
Up smash 2% (hits 1-7 [hold]), 12% (swing) Ness takes out his yoyo and swings it above him. Fast for an up smash; covers a wide area above him. Can be charged, but doing so does not increase the attack's damage. It is also affected slightly by gravity when used near an edge.
Down smash 2% (hits 1-7 [hold]), 12% (swing) Ness takes out his yo-yo and swings it across the floor. Strong power, can be used to safely edge-guard from the stage. Same properties as the up smash.
Neutral aerial 11% (clean), 8% (late) Ness spins around with his arms stretched out.
Forward aerial 3% (hits 1-5) (15% total) Ness produces PSI bubbles in front of him that hit consecutively, the last hit having stronger knockback.
Back aerial 15% (clean), 10% (late) Ness extends his feet outward. Sweetspot is electrical and possess high KO potential.
Up aerial 13% Ness headbutts upwards. Good for juggling at lower percents and a good KO move at higher percents.
Down aerial 14% Ness kicks with one foot downward. A fast meteor smash useful for edge-guarding. Combined with double-jump canceling and L-canceling, it can also pressure shields efficiently.
Grab Grabs with both hands. The fastest grab in the game, but has short reach.
Pummel 3% Hits grabbed opponent with his head.
Forward throw 11% Throws the opponent forward with PSI power.
Back throw 11% Uses PSI to throw the opponent backwards. Has low base knockback, but a surprisingly strong knockback scaling, becoming a powerful KO move and also one of the strongest throws in the game.
Up throw 10% Psycho-kinetically spins the opponent horizontally above him, then throws upward. Can chain grab at very low percentage and set up for aerial followups.
Down throw 1% (hits 1-5), 4% (throw) (9% total) Ness pushes the opponent onto the floor and hits repeatedly with PK Fire.
Floor attack (front) 6% Does a low kick going from back to front.
Floor attack (back) 6% Does a low kick going from back to front.
Floor attack (trip) 5% Kicks with both of his feet from back to front.
Edge attack (fast) 6% (body), 8% (foot) Ness pulls himself off the side of a stage, rolls, and kicks his feet out.
Edge attack (slow) 10% Ness climbs up the side of a stage and throws out a punch.
Neutral special PK Flash 8-22% Ness generates a green ray that is sent upwards, then explodes. It can be charged, increasing damage and knockback while causing it to curve downwards, and it can be moved sideways. This can be used as an effective edgeguarding move, due to its range and power. The explosion can be absorbed and reflected, though the latter only affects Ness if he's close to it.
Side special PK Fire 8% (bolt), 1% (pillar hits 1-5) Ness shoots a bolt forwards from his fingers, which then bursts into a pillar of flames upon hitting a foe. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed.
Up special PK Thunder 4% (startup), 8% (head), 6% (tail); PK Thunder 2: 25% (clean), 21% (mid), 15% (late) Ness produces an electric beam from his head, which he can then control freely. When the beam is produced, a brief hitbox covers his body, repelling foes attempting to stop the attack. If the beam hits Ness, he will be propelled in the same direction that the beam was travelling in surrounded by a powerful electric hitbox, known as PK Thunder 2. If the tip of the beam hits a surface, foe, or disjointed hitbox that deals knockback, or the beam is absorbed, the beam will disappear and leave Ness helpless. If the beam is reflected or Ness is hit while controlling the beam, he will lose control of the beam. When hitting a wall or ceiling with PK Thunder 2, Ness will either travel parallel to it or rebound off it, depending on how perpendicular to the wall he was when he blasted into it. When PK Thunder 2 is launched against the ground, he will lie on the floor. Though an effective recovery move, it's difficult to recover with it between tall walls (such as the buildings in Saffron City).
Down special PSI Magnet 4% (startup), 2% (loop) Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the damage the projectile would have dealt. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials.
Final Smash PK Starstorm 20% (each star) Ness calls down a rain of stars from the sky, yelling "PK Starstorm!".

In competitive play

Notable players

Alternate costumes

Ness' alternate costume is his striped blue pajamas he has been seen wearing in the beginning of EarthBound and while in Magicant in the American version of EarthBound.

3.5 gave Ness' pajamas some recolors to be used for team battles, and a purple costume based off of Yes Man Jr.

Ness's alternate costumes in PM
NessHeadSSBB.png NessHeadWhiteSSBB.png NessHeadYellowSSBB.png NessHeadGreenSSBB.png NessHeadBlueSSBB.png NessHeadPurpleSSBB.png NessHeadPurplePM.png
NessHeadPajamaPM.png NessHeadPajamaRedPM.png NessHeadPajamaGreenPM.png

Trivia

  • There exists a cosmetic issue for Ness' pajamas. If Ness gains a Smash Ball while in any of his pajamas, there will appear to be an eerie dark area over his eyes.
    • This issue also happens when Ness performs his Smash Taunt, even if it is not in his alternate costumes. There are, however, unofficial patches that exist to address this problem.

External links