Super Smash Bros. Ultimate

Ness (SSBU): Difference between revisions

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|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 Ōmoto'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 drop 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 fantastic air game: all of his aerials can autocancel in a short hop, have low landing lag and 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, his forward and up throw force opponents in unfavourable situations where they can be juggled or edgeguarded 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]].


==Attributes==
==Attributes==
{{incomplete|A lot for this character, I only went through some basic things.}}
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, as well as his [[air speed]] — 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 is a very peculiar character in that he doesn't fit in any single stereotype. Although Ness has low gravity, a below-average falling speed and air speed as well as average weight, he has above average jump height and his air acceleration is among one of the best in the game, which benefits his powerful aerial combos. His walk speed is quite slow, and his initial dash and dash speed are a bit below average.
 
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.


Some of Ness's most useful tools are his PSI moves, [[PK Flash]], [[PK Fire]], [[PK Thunder]], and [[PSI Magnet]]. PK Flash is a relatively slow move that deals more damage the more it is charged. Since it no longer puts Ness into helplessness, PK Flash can be used to knock opponents away from edge guarding Ness or even combo into moves like up air. PK Fire is infamous for being a spammable move due to its relatively low landing lag, and the move itself is able to help set up combos, trap opponents for a grab, or simply rack up damage. [[PK Thunder]] is Ness's most useful special, as it can be used to gimp opponents off-stage or KO them from the upper blast zone. Ness can also send the tail into himself, causing him to fly forward; "PK Thunder 2" can be used to recover or to take an early stock from an unsuspecting opponent. Finally, PSI Magnet allows Ness to absorb energy projectiles to heal himself. It also has an active hitbox that deals weak knockback, allowing Ness to use it to extend combos or potentially leading into a Smash attack.
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 has an amazing air game. His aerials are fast, have big hitboxes, can combo into each other, can KO opponents and all of them autocancel in a short hop. First, his neutral aerial comes out frame 4. It's useful for breaking combos and getting out-of-shield. It has decent knockback, making it a good edgeguarding and KOing option at higher percents. His forward aerial is good for combos, edgeguarding and approaching, his up aerial has good KO potential and is a multihit attack that deals very high damage and is great for juggling, back aerial is one of the strongest in the game if it's sweetspotted and down aerial is a slow but powerful meteor smash that can assist in combos.
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's grab and throw game are outstanding and among the best of the cast, with a fast grab and throws that have a high damage output and can combo and KO. His back throw is the strongest in the game along with {{SSBU|Incineroar}}, {{SSBU|Shulk}} (with Smash [[Monado Art]]), {{SSBU|Dr. Mario}}, and {{SSBU|Zelda}}, and down throw is a very good combo starter, while forward throw is useful for edgeguarding and up throw is good for juggling and pressuring with PK Thunder.
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's ground game, while inferior to his aerials and throws, has some perks too. His forward tilt and dash attack are strong enough to KO at high percents and the latter has significant range, making it good for approaching. His up tilt is a good combo starter at low percents and can even KO at higher percents. His down tilt is fast and spammable. It's able to do good damage, trap opponents at the ledge, two-frame, and confirm into a grab. His forward smash, which uses his baseball bat, deals high damage and the sweetspot on the tip is among the strongest forward smashes, while his up and down smashes use his yo-yo and can deal damage during their charge, are excellent for edgeguarding and have KO potential. If Ness uses his yo-yo on shielding opponent at the ledge, he can possibly break their shield. Ness is very good at edgeguarding thanks to his yo-yo smash attacks, forward aerial and PK Thunder.
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.


However, Ness isn't without his flaws. PK Fire does good damage, but it's very easy to [[DI]] out of, laggy, and punishable on shield. While his attack hitboxes are big and powerful, they have very short range. As such, he can be heavily and easily outspaced by characters who have long disjoints, such as {{SSBU|Shulk}}, {{SSBU|Chrom}}, or {{SSBU|Lucina}}. Aside from his poor range, Ness's below-average run and air speed, as well as his lack of a quick, long-ranged projectile, renders him relatively prone to [[camping]]. This is especially true if the character utilizes many projectiles that are not energy-based, such as {{SSBU|Mega Man}} or {{SSBU|Simon}}. Another noticeable issue that Ness has is his ability to get [[juggling|juggled]] rather easily. Coupled with the removal of multiple air dodges and his low falling speed, Ness is very susceptible to being juggled by quick, powerful aerials such as {{SSBU|Palutena}}'s up aerial, or by wide, disjointed aerials such as {{SSBU|Ike}}'s up aerial. Arguably the most glaring weakness of Ness, however, is his recovery. His recovery, while traveling a good distance, is extraordinarily exploitable. If he is hit while in PK Thunder 2, the distance will drastically shorten, potentially ending in a gimp. Many characters with quick aerials can even hit Ness while he is in the startup lag of PK Thunder, before he even begins to launch himself. Furthermore, PK Thunder 2 is liable to many [[counterattack|counters]], and, if struck by one, will essentially guarantee Ness's death due to its immense power.
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.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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 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.
 
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.
 
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.


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%), no longer dealing less damage than the angled versions.}}
**{{nerf|Forward tilt's hitboxes have been moved slightly inwards (X offset: 0.7/2.9 → 0.6/2.7), marginally reducing its range.}}
*[[Up tilt]]:
**{{buff|Up tilt has less startup with a longer hitbox duration aking to '' Brawl''(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 the sweetspot's KO potential, while still improving the move's combo ability due to its decreased startup and ending lag combined with Ness's faster jumpsquat.}}
*[[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, weakening 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°).}}
**{{buff|Dash attack's second hit now extends backwards (Z offset: 16 → 13-16), improving its ability to hit opponents next to Ness.}}
*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.}}
*[[Back aerial]]:
**{{buff|Back aerial's outer hitbox has been moved (X offset: 2.7 → 3.7, Y offset: 0 → 2), having being moved outwards and downwards, thus improving its reach and making its height better match the inner hitbox.}}
*[[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), now matching its interruptibility.}}
**{{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), making it easier to land.}}
**{{buff|The removal of [[tech]]ing for grounded meteor smashes, coupled with down aerial's immensely decreased landing lag and better autocancel window 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).}}
**{{nerf|Dash grab doesn't extend as far (Z offset: 4-10 → 4-9.8), slightly reducing its range.}}
*[[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=A point-blank blast of PSI energy. Average power and speed.
|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 286: 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 302: 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 340: 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 -->
 
''See also: [[:Category:Ness players (SSBU)]]''


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}}, {{Sm|Awestin}}, and {{Sm|Gackt}}.
*{{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.
*{{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 {{Trn|Kagaribi 7}}, {{Trn|Maesuma TOP 12}} and {{Trn|S Factor 11}}, 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.


As of now, player viewpoints of Ness have somewhat fallen, with his overall perception matching that of the one he received during the release ''Ultimate''. Though some players still consider him to be a high tier character, such as {{Sm|Leffen}} and {{Sm|Samsora}}, other players, such as {{sm|ESAM}}, {{sm|Armada}}, and {{sm|VoiD}}, only consider him to be an upper mid tier character, with {{sm|Dabuz}} in particular regarding him as a mid tier at best. This is up for debate, however, as Ness's results continue to remain strong during the early metagame of ''Ultimate''
===Tier placement and history===
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.


===Notable players===
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.  
<!--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.-->


''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.''
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.
====Active====
*{{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 the best Ness player 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|Captain L}}, {{Sm|Dark Wizzy}}, {{Sm|Elegant}}, {{Sm|Goblin}}, {{Sm|Larry Lurr}}, [[Smasher:Light (Connecticut)|Light]], {{Sm|Prodigy}}, {{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 SoCal. Ranked 15th on the [[SoCal Power Rankings]]. 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|PSI Force|Philippines}} - The best Ness player in the Philippines. Placed 2nd at {{Trn|Gamebookr's Mid-Year Smash Tournament}} and 3rd at {{Trn|REV Major 2019}}. Ranked 1st on the [[Filipino Power Rankings]].
*{{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====
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.
*{{Sm|Jtails|USA}} - Placed 5th at {{Trn|Don't Park on the Grass 2018}} and 49th at {{Trn|MomoCon 2019}}. Retired from competitive smash.


=={{SSBU|Classic Mode}}: Home to Onett!==
=={{SSBU|Classic Mode}}: Home to Onett!==
Line 374: 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, default Ness {{Head|Ness|g=SSBU|s=20px}} will appear as the enemy 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}}. [[Mr. Saturn]] is the only item that spawns.
|-
|-
|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 400: 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 453: 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 465: 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 501: 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
Line 548: Line 511:
|-
|-
|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)
Line 561: Line 523:
|-
|-
|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]]
Line 574: Line 535:
|-
|-
|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 587: 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 600: 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 630: 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]].
Line 647: Line 610:
</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}}

Latest revision as of 14:41, October 1, 2024

This article is about Ness' appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Ness.
Ness
in Super Smash Bros. Ultimate
Ness SSBU.png
EarthboundSymbol.svg
Universe EarthBound
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash PK Starstorm
Tier B- (47)
Ness (SSBU)

Ness (ネス, Ness) is a playable character in Super Smash Bros. Ultimate. He was revealed along with the fellow EarthBound fighter Lucas and all other previous veterans on June 12, 2018. As in the original Super Smash Bros., Super Smash Bros. Brawl, and Super Smash Bros. for Nintendo 3DS, he is unlockable, instead of being available from the start. Ness is classified as Fighter #10.

In a first for the series, Makiko Ōmoto does not provide Ness with any new voice clips, instead all 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 drop from Smash 4, when he was ranked 28th/29th out of 54 characters (tied with 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 fantastic air game: all of his aerials can autocancel in a short hop, have low landing lag and 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, his forward and up throw force opponents in unfavourable situations where they can be juggled or edgeguarded 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 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 hitboxes 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 Gackt, Scend, and Syrup have seen consistent success with Ness in tournaments.

How to unlock[edit]

Complete one of the following:

  • Play VS. matches, with Ness being the 1st character to be unlocked.
  • Clear Classic Mode with Kirby or anyone in his unlock tree, being the 1st character unlocked.
  • 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.

Attributes[edit]

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, as well as his air speed — his aerial movement shines thanks to his excellent air acceleration, above-average jump height, and unique double jump cancelling 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-canceled. Ness has three projectiles with numerous applications, including juggling, edgeguarding, and even recovery. Despite his small stature, Ness is a middleweight, tied with Lucas, Mii Brawler, and 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 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 cancelling 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 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.

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.

Changes from Super Smash Bros. 4[edit]

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.

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.

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 helplessness; 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 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.

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.

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.

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.

Aesthetics[edit]

  • Change Due to the aesthetic used in Ultimate, Ness' model features a more subdued color scheme, now more closely resembles his sprite in EarthBound. The detailing on his clothes and weapons are more prominent, such as the stitching on his socks.
  • Change Ness faces the foreground at an angle, instead of facing directly forward. In addition, he always faces the screen regardless of which direction he turns, causing all of his animations to be mirrored while altering some, such as his dash animation.
  • Change Ness' idle animation has been altered: he keeps his arms to his side rather than swinging them around.
  • Change Ness, like many other characters, has been made much more expressive. He is much angrier when attacking, such as using his tilts. His eyes bulge and grow more circular when he is hit or frozen. His eyebrows are much more prominent when attacking or stunned.
  • Change Ness' PSI graphic effects have been changed: both rings are thinner and are colored magenta instead of just the smaller circle, closely resembling the appearance of Hypnosis in Mother 3.
  • Change Air dodging animation has changed.
  • Change Ness' victory poses have been slightly altered:
    • His left-inputted victory pose now shows Ness with a more astonished expression.
    • His up-inputted victory pose now shows Ness skipping into the victory area instead of hopping in place.
    • His right-inputted victory pose now has Ness swing his bat only once instead of multiple times, in a similar manner to his forward smash.
  • Change Ness has a new victory theme; it is an arrangement of the last two out of the Eight Melodies from EarthBound Beginnings.

Attributes[edit]

  • Buff Like all characters, Ness' jumpsquat animation takes 3 frames to complete (down from 5).
  • Buff Ness runs faster (1.46265 → 1.609).
    • Buff Ness' initial dash is significantly faster (1.3 → 1.826).
  • Buff Ness walks slightly faster (0.8635 → 0.907).
  • Buff Ness' air speed is faster (0.9588 → 1.007).
  • Buff Ness' traction has been significantly increased (0.0546 → 0.131), going from average to being tied for the fifth-highest traction in the game.
  • Buff Ness' jumping height has been increased (34.47 → 34.48 (full hop), 34.47 → 45.65 (double hop), 68.95 → 80.13 (maximum)).
  • 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).
  • Nerf Air dodge has significantly more ending lag (FAF 34 → 60), being one of the slowest.
  • Buff Air dodge grants more intangibility (frames 3-28 → 3-30).
  • 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 Lucas), and it provides him with a reliable recovery mixup to avoid leaving himself vulnerable by using PK Thunder.

Ground attacks[edit]

  • 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 are faster (9 frames → 7).
    • 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 Final Destination.
    • Buff It deals more damage when not angled (9% → 10%), no longer dealing less damage than the angled versions, and thus making its KO ability consistent.
    • Nerf The hitboxes have been moved slightly inwards (X offset: 0.7u/2.9u → 0.6u/2.7u), marginally reducing its range.
  • Up tilt:
    • Buff Up tilt has less startup, with the sweetspot having a longer duration (frames 7-8 → 5-6 (sourspot)/5-8 (sweetspot)), 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 deals more damage (7% → 9% (spark), 5% → 7% (body)) with knockback not fully compensated (42 base/126 scaling → 46/113), improving its KO potential, without worsening its combo ability due to its reduced lag and Ness' faster jumpsquat.
  • 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 stabbed, improving its offensive utility.
    • Nerf It no longer has a bonus trip chance, removing its guaranteed setups.
  • Dash attack:
    • Buff Dash attack's second hit extends backwards (Z offset: 16u → 13u-16u), improving its ability to hit opponents next to Ness.
    • Buff The last hit deals more damage (4% → 6%) and knockback (80 base/104 scaling → 85/113), significantly improving its KO potential, despite launching at a lower angle (80° → 70°).
  • Yo-yo (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. Notably, the mechanic where Ness cannot charge the move if too close to the ledge did not return, making it much easier to have the yo-yo hang over the ledge with a constant hitbox while charging, improving its edgeguarding potential.
    • 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 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[edit]

  • 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 and a 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 adjusted on the final hit (150 → 128), resulting in more knockback at high percents, improving its KO potential.
  • Back aerial:
    • Buff Back aerial's outer-hitbox has been moved outward and down (X offset: 2.7u → 3.7u, Y offset: 0u → 2u), improving its horizontal range and better matching the inner-hitbox in height.
  • 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 adjusted on the last hit (13 base/109 scaling → 40/180). The move deals more knockback at low to mid percents, but deals less knockback at very high percents (≈110+%), overall KOing earlier.
      • Nerf If not all hits connect, the move may do less damage than it used to.
    • Nerf Up aerial has drastically decreased horizontal range, hindering its use for landing and approaching directly.
    • Nerf It auto-cancels later (frame 27 → 34), matching its interruptibility.
    • Nerf The last hit launches at a more horizontal angle (85° → 73°). While this allows it to combo better into other moves at low percents, such as neutral and forward aerial, it greatly hinders its KO potential, as it is vulnerable to LSI.
  • Down aerial:
    • Buff Down aerial has less startup (frame 20 → 18) and ending lag (FAF 60 → 53).
    • 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 and no longer one of the weakest.
    • Buff It has a longer duration (frames 20-21 (clean)/22-25 (late) → 18-20/21-24).
    • Buff It auto-cancels earlier (frame 50 → 39), allowing Ness to auto-cancel it in a short hop like in earlier Smash titles.
    • Buff The clean hit has a much larger hitbox (3.9u → 6u), making it easier to land.
    • Buff The removal of teching for grounded meteor smashes, coupled with down aerial's immensely decreased landing lag and better auto-cancel window, significantly improve its combo potential onstage.
    • Change Down aerial uses a kick SFX instead of a magic SFX on hit.
    • Change Its animation was reversed to make Ness face the screen. The landing animation was also tweaked.

Throws and other attacks[edit]

  • Change Ness grabs and pummels his opponents using PSI, with accompanying sound effects.
  • Change Forward, back and up throws are no longer weight-dependent.
  • Grabs:
    • 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), and slightly less horizontal range (Z2 offset: 10u → 9.8u).
  • 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 has an altered animation. Due to this new animation, Ness releases the opponent closer to himself, slightly reducing its KO potential.
  • Up throw:
    • Buff Up throw deals more damage (10% → 12%) with no compensation on knockback, allowing it to KO middleweights at around 180%, though this is rarely practical.
  • Down throw:
    • Buff Down throw's first three hits have a lower hitlag multiplier (1× → 0.5×), allowing it to execute faster.
    • Nerf Ness launches the opponent from it earlier (frame 30 → 27), and it has slightly increased ending lag (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[edit]

  • PK Flash:
    • Buff PK Flash has less startup (frame 44 → 40), travels faster, and reaches its full charge much quicker (frame 150 → 117).
    • Buff It has less ending lag (uncharged: FAF 70 → 62).
    • Buff It can travel through soft and semisoft platforms. It also no longer dissipates immediately upon making contact with 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 → 5 frames) and is larger (size multiplier: 0.9× uncharged/1.43× fully charged → 1.05×/1.8×).
    • Buff It no longer causes helplessness when performed 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. Combined with its lower ending lag, and the increased hitlag in Ultimate, which effectively lengthens the move's frame advantage on hit due to its projectile properties, it can also start combos at low to mid percents if the opponent is hit close enough to Ness.
    • 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), improving the aerial version's zoning ability.
    • 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 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 dodging mechanics significantly improve its edgeguarding ability, allowing Ness to pressure opponents more reliably and force them to spend their air dodge, leaving them open to punishes.
    • Change PK Thunder emits yellow hexagon-shaped PSI energy, which 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, 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' head during frames 10-32, improving its safety for recovery.
    • Buff The window for using PK Thunder again after bouncing off a wall is much bigger. In addition, Ness enters the rebound animation when bouncing against the ground, instead of being 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 absorbing projectiles faster (frame 10 → 7), and has less ending lag (FAF 30 → 25).
    • Buff It no longer halts Ness' horizontal momentum in the air, 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 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.
  • PK Starstorm:
    • 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 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[edit]

Ness has received a mix of buffs and nerfs, 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.

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.

Super Smash Bros. Ultimate 2.0.0

  • Buff Up aerial autocancels earlier (frame 45 → 34), matching the move's interruptibility.
  • Buff Down aerial deals more damage (12%/10% → 14%/12%) with its knockback scaling compensated (84/86 (clean/late) → 74).

Super Smash Bros. Ultimate 3.0.0

  • Nerf Up smash and down smash are automatically unleashed from charging state earlier (charge hold: 60 frames → 30) and hit less often while charging (rehit rate: 3 → 4).
  • Buff PK Flash has more range ( Size multiplier: 0.9×-1.7× → 1.05×-1.8×).
  • Buff The physics of Ness' yo-yo string are stiffer. This improves the consistency of up smash and down smash at the ledge.

Super Smash Bros. Ultimate 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.
  • Nerf The physics of Ness' yo-yo string have been reverted back to their pre-3.0.0 properties.

Super Smash Bros. Ultimate 9.0.0

  • Buff Up tilt deals more damage (7% → 9% (spark), 5% → 7% (body)), with knockback compensated (42 base/140 scaling → 46/113).
    • Nerf However, the knockback was slightly overcompensated, and the sweetspot now KOs slightly later.
  • Buff Dash attack's third hit deals more damage (4% → 6%) without full compensation on knockback (80 base/133 scaling → 85/113), improving its KO potential (KOing middleweights at around 150% with no DI, and 190% with the most optimal DI, down from around 175% and 220% respectively).
  • Buff Down aerial has less startup (frame 20 → 18), with its total duration reduced as well (FAF 55 → 53).
  • Buff Up throw deals more damage (10% → 12%) with no compensation on knockback, allowing it to KO middleweights at around 180%.
  • Buff PK Flash has less startup (frame 44-121 → 40-117), with its total duration reduced as well (FAF 66-143 → 62-139).

Moveset[edit]

  • 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 canceled by inputting a special move or throwing an item. This trait is shared with Mewtwo, Lucas, Kazuya, and Sora.

For a gallery of Ness' hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Jab (ジャブ) / Straight (ストレート) / Middle Kick (ミドルキック) 2% Two punches followed by a front kick. The first and second hits can lock.
1.5%
4%
Forward tilt Side Kick (サイドキック) 10% A roundhouse kick that can be angled. Surprisingly good power, KOing at around 120% at the ledge.
Up tilt PK Toss (PKトス) 9% (spark), 7% (body) 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.
Down tilt Crouching Kick (クラウチングキック) 4.5% (foot), 3% (toes) A swift shin kick. Extremely spammable and can be used to lock. Has a sourspot located on the tip of his foot.
Dash attack PK Hand Stamp (PKハンドスタンプ) 4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) 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.
Forward smash Batter Up! (バットスイング, Bat Swing) 18% (low), 20% (mid), 22% (tip), 2× damage (reflected projectiles) Swings his 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.
Up smash Around the World (シャトルループ, Shuttle Loop) 1% (charge), 13% 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×.
Down smash Walk the Dog (ヨーヨーショット, Yo-Yo Shot) 1% (charge), 10% 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.
Neutral aerial Ness Spin (ネススピン) 11% (clean), 7% (late) 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.
Forward aerial Aerial PK Hand Stamp (空中PKハンドスタンプ 1.5% (hit 1-3), 5.5% (hit 4) 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.
Back aerial PK Drop Kick (PKドロップキック) 15% (clean), 8% (late) 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.
Up aerial PK Wiper (PKワイパー) 2.5% (hits 1-4), 5% (hit 5) 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.
Down aerial PK Meteor Kick (PKメテオキック) 14% (clean), 12% (late) 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.
Grab Grab (つかみ) Grabs with both hands. A fast grab with a slight amount of ending lag.
Pummel Grab PK Shock (つかみPKショック) 1.3% A point-blank blast of PSI energy. Average power and speed.
Forward throw PK Throw (PKスルー) 11% 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.
Back throw Reverse PK Throw (リバースPKスルー) 11% 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 Incineroar's or Dr. Mario's, due to its much higher knockback scaling.
Up throw Cowboy PK Throw (カウボーイPKスルー) 12% 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.
Down throw Rapid PK Fire (ラピッドPKファイヤー) 0.5% (hits 1-3), 1.5% (hit 4), 4% (throw) 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Sweep kicks in front of and behind himself.
Floor attack (back)
Floor getups (back)
  7% With one hand planted on the ground, sweeps his leg behind and in front of himself.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind and in front of himself with both legs.
Edge attack
Edge getups
  9% Flips onto the stage and does a sweep kick.
Neutral special PK Flash 11%-27% 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 soft and semisoft platforms and will not dissipate upon contact with hard platforms.

The longer the special button is held, the stronger the explosion will be.

Side special PK Fire 6% (bolt), 1% (fire) Fires a yellow lightning-bolt shaped projectile, pushing back Ness slightly.

If used on the ground, it travels in a slight downward angle until it vanishes by itself or touches the ground (disappearing into a puff of smoke) or an enemy, making it explode into a quick-hitting pillar of flames.

If used in the air, it fires at a downward 45° angle.

Up special PK Thunder 11% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox) Creates a fast-moving ball of thunder that can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a very powerful human projectile.

This is referred to as PK Thunder 2. The Rocket portion of the attack has invulnerability from frame 1 to 32 and is constituted of an early and late hit. Making contact with something during PKT2 will shorten the distance traveled, and slamming into a wall allows Ness to perform another PK Thunder if the player is sufficiently quick enough.

The tail of the thunder projectile can be used to disrupt opponents recovering.

Down special PSI Magnet 4% per hit Surrounds Ness with a purple energy field, allowing him to absorb energy-based projectiles (such as Mario's Fireball, Fox's Blaster or Samus's Charge Shot or explosions (including all of 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 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.

Final Smash PK Starstorm 8% per hit Paula and Poo join Ness, assisting him in summoning 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[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 94 1.826 – Initial dash
1.609 – Run
0.907 0.131 0.0225 1.007 0.01 – Base
0.09 – Additional
0.077 1.31 – Base
2.096Fast-fall
3 34.48 - Base
16.65 - Short hop
45.65

Announcer calls[edit]

On-screen appearance[edit]

  • Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot which he then shakes off his body.

Taunts[edit]

  • 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, 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.

Idle poses[edit]

  • Look to his left, then to his right.
  • Places his finger to his forehead before pointing it forward.

Crowd cheer[edit]

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer
NTSC

PAL
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!
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer
NTSC

PAL
Description Ness Ness Ness! Yaaaaa! Viva Ness! *claps 5 times* Ness! Ness! Ness! Ne - seu!

Victory poses[edit]

  • Left: Walks in then looks around with a surprised expression, before rubbing the back of his head while smiling (his "character chosen" animation in Super Smash Bros., albeit much more subtle).
  • Up: Skips into the victory screen, then nods slightly, holding a pose similar to his official clay model, up taunt, and official Brawl render.
  • Right: Swings his bat once, then strikes a pose similar to his side taunt.
A flourished combination of the final two out of the Eight Melodies in Mother / EarthBound Beginnings.

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Ness players (SSBU)

  • USA ATATA - 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 Low Tide City 2022 and 17th at Get On My Level 2022. He is ranked 91st on the UltRank 2022 for the second half of 2022.
  • Japan Gackt - The best Ness player of all time, having placed top 8 at more majors than any other Ness player. He finished 3rd at Kagaribi 7, Maesuma TOP 12 and S Factor 11, the highest placements for a Ness player at a major.
  • France PeW - 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 VCA 2022 and 25th at both Albion 4 and COLOSSEL 2022. Since late-2022, he has been playing Ness as a secondary alongside Min Min.
  • Netherlands S1 - 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 Albion 4 and 5th at the superregional Valhalla III. He has been mostly inactive since early-2020, occasionally entering tournaments while using secondaries.
  • USA Syrup - Came to prominence in the online metagame, placing 2nd at the 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 Get On My Level 2022 as well as the superregionals Shine 2022 and Apex 2022. However since early-2023 he has shifted his focus towards Steve, although he still uses Ness as a secondary.
  • USA Scend - The second-best Ness player of all time. He has consistently placed top 64 at majors, including 5th at Let's Make Big Moves 2022 and 9th at both Low Tier City 7 and MomoCon 2022. He was also one of the best players in the online metagame, and notably won The Box, the largest Smash tournament in terms of entrants.

Tier placement and history[edit]

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 Gackt and Scend; regionally, he was represented well by a multitude of players, including ATATA, Awestin, PeW, S1, and 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 input lag ostensibly makes his quick aerials even safer and his recovery more difficult to challenge, allowing players such as Scend and Syrup to flourish during the COVID-19 pandemic, which temporarily relegated all large tournaments to an online format.

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 Lucina and 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 Kagaribi 7 with 49th at Maesuma TOP 8 a month later — or have picked up other characters to alleviate Ness' weaknesses — Syrup picked up Steve and has gradually used the character more in competitive play.

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.[1] 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 MkLeo at 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.

Classic Mode: Home to Onett![edit]

Ness' congratulations screen.

Ness fights opponents largely based on his journey in EarthBound in reverse from Magicant to Onett.

Round Opponent Stage Music Notes
1 Ness (SSBU) Ness Magicant 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, Ness (SSBU) default Ness will appear as the enemy instead.
2 Lucas (SSBU) Lucas New Pork City You Call This a Utopia?!
3 R.O.B. (SSBU) R.O.B. (x3) Fourside Fourside A reference to the Sentry Robots fought in the Monotoli Building.
4 Sheik (SSBU) Sheik Gerudo Valley Bein' Friends A reference to Dusty Dunes Desert. Mr. Saturn is the only item that spawns.
5 Toon Link (SSBU) Toon Link (x2) Luigi's Mansion Unfounded Revenge / Smashing Song of Praise A reference to the zombies fought in Threed. When used, the only Assist Trophy summoned will be Jeff.
6 Villager (SSBU) Villager and Isabelle (SSBU) Isabelle Onett Onett Theme / Winters Theme A reference to the Sharks and the dogs fought in Onett. When used, the only Assist Trophy summoned will be Starman.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (7.0 or higher intensity)
Crazy Hand teams up with Master Hand on Intensity 7.0 or higher.

Note: Every stage plays a track from the EarthBound universe, no matter what universe the stage originates from.

Credits roll after completing Classic Mode. Completing it as Ness has Smiles and Tears accompany the credits.

Role in World of Light[edit]

Finding Ness in World 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 Kirby) when Galeem unleashed his beams of light.

Ness can be found in a pink cloud area reminiscent of Magicant, and to access him the player needs to defeat the Flying Man spirit.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
10
Ness SSBU.png
Ness
Attack
Attack
7,500 Magicant (Ω form) Magicant (for 3DS / Wii U)

Spirit[edit]

Ness' fighter spirit can be obtained by completing 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.

In Spirit Battles[edit]

As the main opponent[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
307
from the game's files
Slugger & Green Glove Yoshi Series Ness Ness (SSBU)
Lucas Lucas (SSBU)
Grab
1,500 Yoshi's Island •Item: Beastball •The enemy starts the battle with a Home-Run Bat Obstacle Course - Yoshi's Island Slugger
565
from the game's files
Ninten EarthBound Series Ness Team Ness (SSBU)Ness (SSBU)Ness (SSBU)Ness (SSBU) (60 HP)
Grab
13,700 Magicant (hazards off) N/A •The enemy's PSI attacks have increased power
Stamina battle
•The enemy's FS Meter charges quickly
Bein' Friends
571
From the game's files
Starman EarthBound Series •Metal Ness Ness (SSBU) (140 HP)
Grab
4,200 Lylat Cruise •Assist Trophy Enemies (Starman)
•Item: Stars
Stamina battle
•Hostile assist trophies will appear
•The enemy is metal
Unfounded Revenge / Smashing Song of Praise
579
SSBU spirit Ramblin' Evil Mushroom.png
Ramblin' Evil Mushroom EarthBound Series Ness Ness (SSBU)
Grab
1,600 Distant Planet •Item: Ramblin' Evil Mushroom •The enemy starts the battle with a Ramblin' Evil Mushroom Humoresque of a Little Dog
1,087
SSBU spirit Nico Fire.png
Nico Fire North America
Nico Flame PAL
StreetPass Mii Plaza Series Ness Ness (SSBU)
Fox Fox (SSBU)
Sonic Sonic (SSBU)
Attack
1,500 Big Blue •Uncontrollable Speed •All fighters move faster and can't stop quickly Wii Sports Resort
1,116
from the game's files
Pitcher & Batter Baseball Ness Ness (SSBU)
Lucas Lucas (SSBU)×2
Grab
1,700 Pokémon Stadium 2 (hazards off) •Item Tidal Wave
•Item: Sports
•The enemy favors side smash attacks
•The enemy starts the battle with a Home-Run Bat
•Certain items will appear in large numbers
Baseball (Training) Batter
1,466
SSBU spirit Sophia.png
Sophia Persona Series Ness Ness (SSBU)
•Metal R.O.B. R.O.B. (SSBU)×3 (INT)/R.O.B. (SSBU)×3 (JP/CH/KR)
Neutral
9,500 New Pork City (Battlefield form) N/A •Defeat the main fighter to win
•The enemy is metal
Light Plane (Vocal Mix) (for 3DS / Wii U)
Mementos (Battlefield form)[SB 1] Last Surprise[SB 1]
1,519
SSBU spirit Power Pro-Kun, Aoi Hayakawa, & Mamoru Ikari.png
Power Pro-Kun, Aoi Hayakawa, & Mamoru Ikari eBASEBALL: POWER PROS Ness Ness (SSBU)
Toon Link Toon Link (SSBU)
Villager Villager (SSBU)
Grab
9,600 Pokémon Stadium 2 (hazards off) •Item: Beastball •The enemy starts the battle with a Home-Run Bat Baseball (Training) Power Pro-Kun

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
566
Ana spirit
Ana EarthBound Series Villager Villager (SSBU) (100 HP)
Ness Ness (SSBU) (80 HP)
Grab
9,200 Magicant (hazards off) N/A Stamina battle
•The enemy heals over time
Pollyanna (I Believe in You) Ninten
570
From the game's files
Flying Man EarthBound Series Mii Brawler Team Mii Brawler (SSBU)×5 (50 HP) (Moveset 2122, Flying Man Hat, Flying Man Outfit)
Ness Ness (SSBU) (100 HP)
Attack
9,100 Magicant (hazards off) N/A •Defeat the main fighter to win
Stamina battle
Magicant Ness
572
From the game's files
Paula EarthBound Series Villager Villager (SSBU) (120 HP)
Ness Ness (SSBU) (120 HP)
Shield
13,300 Onett •Sudden Final Smash •The enemy will suddenly have a Final Smash
•The enemy's PSI attacks have increased power
Stamina battle
Smiles and Tears Ness
576
SSBU spirit Ness's Father.png
Ness's Father EarthBound Series •Clear Snake Snake (SSBU)
Ness Ness (SSBU)
Shield
13,500 Onett N/A •Defeat the main fighter to win
•The enemy is invisible
Humoresque of a Little Dog Ness
1,156
from the game's files
Girl from Hajimari no Mori Hajimari no Mori Villager Villager (SSBU)
Ness Ness (SSBU)
Shield
2,300 Duck Hunt (Battlefield form) •Hazard: Fog •The stage is covered in fog
•The enemy favors down specials
Yūyūki Medley Protagonist of Hajimari no Mori
  1. ^ a b This alternative occurs when the corresponding DLC has been purchased and downloaded.

Alternate costumes[edit]

Alternate costume (SSBU)
Ness (SSBU) Ness (SSBU) Ness (SSBU) Ness (SSBU) Ness (SSBU) Ness (SSBU) Ness (SSBU) Ness (SSBU)

Gallery[edit]

Fighter Showcase Video[edit]

Trivia[edit]

  • Ness was the only one of the four original unlockable characters 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, Captain Falcon is featured in the full group artwork.
  • 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 of Mother, which is also how he is ordered in Brawl's 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 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 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.
  • 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 Kirby's Classic Mode tree. The other character who shares this distinction is 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.


  1. ^ First Official SSBU Tier List., data located in the "Regional Differences" section