Ness (SSBM): Difference between revisions

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Ness is a projectile-heavy character, as he has 3 projectiles: [[PK Flash]], [[PK Fire]] and [[PK Thunder]], while also having a very effective healing move in his [[PSI Magnet]]. [[PK Flash]] isn't very useful on the ground, but it can be used as a powerful punish or edgeguarding move, with it dealing huge knockback when fully charged, [[Star KO]]ing opponents at very low percentages. PK Fire is mostly used to rack-up damage in conjonction with other moves (such as his down throw), to trap his opponents and as a combo extender. However it has rather short range for a projectile. His [[PK Thunder]] can be used for mindgames in conjonction with up throw and PK Thunder 2 (the former being used to start mindgames and the latter being used as a punishing trick, as it can K.O. under 50%), to reset someone's position on the stage when off-stage (as it knocks the opponent back to Ness), to juggle and to extend combos, but it leaves Ness very vulnerable. Lastly, his PSI Magnet is very effective against other projectile-heavy characters (notably Samus or another Ness), as he can quickly heal himself to extremely low percents (even if Ness is at a high percentage) if the opponent fires a lot of projectiles.
Ness is a projectile-heavy character, as he has 3 projectiles: [[PK Flash]], [[PK Fire]] and [[PK Thunder]], while also having a very effective healing move in his [[PSI Magnet]]. [[PK Flash]] isn't very useful on the ground, but it can be used as a powerful punish or edgeguarding move, with it dealing huge knockback when fully charged, [[Star KO]]ing opponents at very low percentages. PK Fire is mostly used to rack-up damage in conjonction with other moves (such as his down throw), to trap his opponents and as a combo extender. However it has rather short range for a projectile. His [[PK Thunder]] can be used for mindgames in conjonction with up throw and PK Thunder 2 (the former being used to start mindgames and the latter being used as a punishing trick, as it can K.O. under 50%), to reset someone's position on the stage when off-stage (as it knocks the opponent back to Ness), to juggle and to extend combos, but it leaves Ness very vulnerable. Lastly, his PSI Magnet is very effective against other projectile-heavy characters (notably Samus or another Ness), as he can quickly heal himself to extremely low percents (even if Ness is at a high percentage) if the opponent fires a lot of projectiles.


Arguably Ness's greatest strength is his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; as Ness's ground-based options are poor, his various aerial attacks can act as superior alternatives to them, with his [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters and his back and up air attacks acting as potent KO moves. Furthermore, Ness alone has access to the [[Yo-yo glitch]], which can significantly increase his range and options when performed properly. While Ness's up and down smashes's knockback are poor, the former can be very versatile when used properly, being capable of activating the extremely powerful [[Yo-yo glitch]] and being a good juggling move. Additionally, both smashes are the only smashes who can damage opponents while charging.
Arguably Ness's greatest strength is his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; as Ness's ground-based options are poor, his various aerial attacks can act as superior alternatives to them, with his [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters and his back and up air attacks acting as potent KO moves. Furthermore, Ness alone has access to the [[Yo-yo glitch]], which can significantly increase his range and options when performed properly. While Ness's up and down smashes's knockback are exceedingly poor, the former can be very versatile when used properly, being capable of activating the extremely powerful [[Yo-yo glitch]]. Additionally, both smashes are the only smashes who can damage opponents while charging.


Ness also has some good KO options. On the ground, Ness's [[forward smash]] is very powerful, moderately fast, has a long, safe disjointed hitbox and has the ability to reflect some projectiles. Within the air, Ness's [[Up aerial|up]] and [[Back aerial|back air]] attacks are short-ranged, but very powerful, with the former acting as an excellent replacement for his weak up smash when DJCed and the latter powerfully semi-spiking opponents. Ness also has a very solid set of throws. His [[back throw]] is the most powerful throw in the game, and it acts as arguably Ness's best KOing option. Ness's [[forward throw]] has poor knockback scaling; while this makes it weak at high percentages, this low knockback growth can set up edgeguarding affairs and gimps. Ness's [[Up throw|up]] and [[down throw]]s can begin new combos, with the former easily chaingrabbing fast-fallers such as [[Fox]] and [[Falco]] and comboing into his DJC'd up air at some damage percentages and the latter comboing into his DJC'd fair.
Ness also has some good KO options. On the ground, Ness's [[forward smash]] is very powerful, moderately fast, has a long, safe disjointed hitbox and has the ability to reflect some projectiles. Within the air, Ness's [[Up aerial|up]] and [[Back aerial|back air]] attacks are short-ranged, but very powerful, with the former acting as an excellent replacement for his weak up smash when DJCed and the latter powerfully semi-spiking opponents. Ness also has a very solid set of throws. His [[back throw]] is the most powerful throw in the game, and it acts as arguably Ness's best KOing option. Ness's [[forward throw]] has poor knockback scaling; while this makes it weak at high percentages, this low knockback growth can set up edgeguarding affairs and gimps. Ness's [[Up throw|up]] and [[down throw]]s can begin new combos, with the former easily chaingrabbing fast-fallers such as [[Fox]] and [[Falco]] and comboing into his DJC'd up air at some damage percentages and the latter comboing into his DJC'd fair.


Ness, however, suffers from very poor range in his attacks, which, in turn, significantly increases his difficultly in approaching and KOing opponents, especially on the ground. Ness's tilts have little range; furthermore, while Ness does have a decently-lengthed wavedash, a moderately fast, disjointed and extremely powerful forward smash and a very versatile, long-ranged up smash, Ness' up and down smash has poor knockback, making them ineffective for KOing. Also, Ness's grab has the second shortest range in all of the game (only to {{SSBM|Pikachu}}), thus making it difficult for him to KO opponents via his powerful throws; while his dash grab does slightly increase its range, it also features considerable lag if it whiffs.  
Ness, however, suffers from very poor range in his attacks, which, in turn, significantly increases his difficultly in approaching and KOing opponents, especially on the ground. Ness's tilts have little range; furthermore, while Ness does have a decently-lengthed wavedash, it is very laggy if it misses, and only his forward smash (or situationally his up smash to activate the yo-yo glitch) can be used in wavesmashing, as his up and down smash have awkwardly weak knockback. Also, Ness's grab has the second shortest range in all of the game (only to {{SSBM|Pikachu}}), thus making it difficult for him to KO opponents via his powerful throws; while his dash grab does slightly increase its range, it also features considerable lag if it whiffs.  


Furthermore, despite the high potential power of his DJC, Ness's aerial approach is also below-average. Like his ground approach, it also suffers from the short range in many of his attacks, and against opponents with particularly good spacing games, like {{SSBM|Marth}}, Ness can easily and quickly be overwhelmed in his attempts to approach opponents. As two of Ness's best finishers are aerial based attacks, KOing in the air requires a good read in order to potentially pull off a DJCed aerial. As Ness has a high short hop and a low falling speed, he also has a very poor [[SHFFL]].
Furthermore, despite the extremely high potential power of his DJC, Ness's aerial approach is average. Like his ground approach, it also suffers from the short range in many of his attacks, and against opponents with particularly good spacing games, like {{SSBM|Marth}}, Ness can be overwhelmed in his attempts to approach opponents. As two of Ness's best finishers are aerial based attacks, KOing in the air requires a good read in order to potentially pull off a DJCed aerial. As Ness has a high short hop and a low falling speed, he also has a rather poor [[SHFFL]].


Outside of his poor approach, Ness also suffers from a abysmal recovery. Ness's recovery has its merits; he has the second highest midair jump in the game (second to only Yoshi) and his midair jump has unusual properties in its trajectory; PK Thunder 2 also grants a rather long distance, with a moderately large sweetspot and a long period of invincibility frames. Despite these benefits, however, Ness's recovery still is exceedingly vulnerable to gimping, in spite of its long length. If Ness uses an aerial to fend off edgeguarders, his double jump is cancelled and can prevent him from recovering if unable to act soon enough. PK Thunder's projectile instantly disappears upon hitting opponents, and this is very easily abusable by edgeguarders, further worsened by PK Thunder 2's slow startup. In the process of having to start PK Thunder 2, characters with good recoveries (such as {{SSBM|Jigglypuff}} or {{SSBM|Samus}}) can merely jump into the projectile and take minor knockback and damage, immediately sending Ness into a state of [[helplessness]] (however, this is extremely risky, as if they miss, they will be hit by PK Thunder 2, which K.O.s at 30% in most cases). Projectiles such as {{SSBM|Link}}'s Boomerangs and the {{SSBM|Ice Climbers}}' [[Ice Shot]] can easily disrupt the projectile as well, and in these cases, damage is not even inflicted to the opponent. PK Thunder 2 also has significant angling issues, and it can easily curve under lips of stages, most notably on {{SSBM|Battlefield}}. Additionally, should Ness end up parallel to the ground while using the attack, the ending lag can easily be abused and [[punish]]ed. Finally, its linear nature can make it easy to read and edgeguard for many characters, despite the invincibility frames found within it; attacks like Mario's [[Cape]] or Link's [[Spin Attack]] can easily intercept the attack as Ness charges to the stage.
Outside of his poor approach, Ness also suffers from a abysmal recovery. Ness's recovery has its merits; he has the second highest midair jump in the game (second to only Yoshi) and his midair jump has unusual properties in its trajectory; PK Thunder 2 also grants a rather long distance, with a moderately large sweetspot and a long period of invincibility frames. Despite these benefits, however, Ness's recovery still is exceedingly vulnerable to gimping, in spite of its long length. If Ness uses an aerial to fend off edgeguarders, his double jump is cancelled and can prevent him from recovering if unable to act soon enough. PK Thunder's projectile instantly disappears upon hitting opponents, and this is very easily abusable by edgeguarders, further worsened by PK Thunder 2's slow startup. In the process of having to start PK Thunder 2, characters with good recoveries (such as {{SSBM|Jigglypuff}} or {{SSBM|Samus}}) can merely jump into the projectile and take minor knockback and damage, immediately sending Ness into a state of [[helplessness]] (however, this is extremely risky, as if they miss, they will be hit by PK Thunder 2, which K.O.s at 30% in most cases). Projectiles such as {{SSBM|Link}}'s Boomerangs and the {{SSBM|Ice Climbers}}' [[Ice Shot]] can easily disrupt the projectile as well, and in these cases, damage is not even inflicted to the opponent. PK Thunder 2 also has significant angling issues, and it can easily curve under lips of stages, most notably on {{SSBM|Battlefield}}. Additionally, should Ness end up parallel to the ground while using the attack, the ending lag can easily be abused and [[punish]]ed. Finally, its linear nature can make it easy to read and edgeguard for many characters, despite the invincibility frames found within it; attacks like Mario's [[Cape]] or Link's [[Spin Attack]] can easily intercept the attack as Ness charges to the stage.
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