Ness (SSB4): Difference between revisions
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===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Ness has a brighter color palette, and has lost the blushes on his cheeks and the purple hue in his eyes. He is also slightly taller and thinner, with a smaller and more proportionate | *{{change|Ness has a brighter color palette, and has lost the blushes on his cheeks and the purple hue in his eyes. He is also slightly taller and thinner, with a smaller and more proportionate headshape, and a smaller backpack. He also lacks the partial yellow stripe that he had at the bottom of his shirt.}} | ||
*{{change|Ness' backpack now has more various | *{{change|Ness' backpack now has more various coloration schemes depending on his alternate costume, such as a blue backpack for his yellow outfit, and a red backpack for his green outfit, whereas in previous titles, his backpack for those aforementioned costumes equipped the default color scheme instead.}} | ||
*{{change|Ness is more expressive.}} | *{{change|Like the rest of the returning veterans in ''SSB4'', Ness is more expressive.}} | ||
*{{change|All of Ness' PSI-based attacks now | *{{change|All of Ness' PSI-based attacks now emit a graphic effect similar to Lucas' attacks (forward aerial, up smash, etc.) instead of using the same graphic effect as his double jump.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Ness [[walk]]s faster (0.86 → 0.8635).}} | *{{buff|Ness [[walk]]s faster (0.86 → 0.8635).}} | ||
*{{buff|Ness [[dash]]es faster (1.39 → 1.46265).}} | *{{buff|Ness [[dash]]es faster (1.39 → 1.46265).}} | ||
*{{buff|Ness' grounded [[grab release]] has much less ending lag (FAF 41 → 30), now matching the rest of the cast, and making him significantly less vulnerable to | *{{buff|Ness' grounded [[grab release]] has much less ending lag (FAF 41 → 30), now matching the rest of the cast, and making him significantly less vulnerable to follow-ups out of a grab release, especially when combined with the removal of [[chain grab]]bing. The changes to [[air release]]s also benefits him, due to making him far less susceptible to follow-ups out of an air release.}} | ||
*{{change|All of Ness' [[electric]] attacks, excluding his [[special move]]s, are now a {{b|magic|effect}} effect.}} | |||
*{{change|Ness' [[gravity]] is higher (0.0711 → 0.077).}} | |||
*{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 49 → 34).}} | *{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 49 → 34).}} | ||
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | *{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | ||
*{{nerf|Rolls have a shorter duration (frame 4-19 → 4-17).}} | *{{nerf|Rolls have a shorter duration (frame 4-19 → 4-17).}} | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{nerf|The first hit of neutral attack deals 1% less damage (3% → 2%) | **{{nerf|The first hit of neutral attack deals 1% less damage (3% → 2%).}} | ||
**{{nerf|All three hits have smaller hitboxes (3u/3u/2.5u → 3u/2u (hits 1 & 2), 4.5u/4u/3.8u → 4u/2.4u (hit 3)).}} | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf|Forward tilt deals less damage (12%/11%/10% → 9% (unangled)/10% (angled)).}} | **{{nerf|Forward tilt deals less damage (12%/11%/10% → 9% (unangled)/10% (angled)).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt now involves Ness releasing a PSI spark from his hands, increasing its vertical reach.}} | **{{buff|Up tilt now involves Ness releasing a PSI spark from his hands, increasing its vertical reach.}} | ||
**{{nerf|Up tilt has slightly higher startup (frame 5 → 7) and its old hitbox is now a sourspot that deals 2% less damage. Its hitboxes are | **{{nerf|Up tilt has slightly higher startup (frame 5 → 7) and its old hitbox is now a sourspot that deals 2% less damage.}} | ||
**{{nerf|Its hitboxes are smaller (7.2u/7.2u → 6.5u/4.0u) to compensate the increased vertical range.}} | |||
**{{change|Up tilt's animation is more similar to that of ''Smash 64'', and its sweetspot now has a magic sound effect instead of a punching sound effect.}} | **{{change|Up tilt's animation is more similar to that of ''Smash 64'', and its sweetspot now has a magic sound effect instead of a punching sound effect.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{nerf|Down tilt now has a sourspot at the end of Ness's foot that deals less damage (4% → 2%) with its base knockback only slightly increased (3 → 6). Down tilt | **{{nerf|Down tilt now has a sourspot at the end of Ness's foot that deals less damage (4% → 2%) with its base knockback only slightly increased (3 → 6).}} | ||
**{{nerf|Down tilt has smaller hitboxes (4.32u/2.88u/3.36u → 2.5u/2.5u).}} | |||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack now launches in front of Ness instead of behind him (100° → 80°), making followups easier. The final hit | **{{buff|Dash attack now launches in front of Ness instead of behind him (100° → 80°), making followups easier.}} | ||
**{{change|The first hit of dash attack no longer deals consistent damage (5% → 4%/7%/3%). This makes it better against aerial opponents, but worse on grounded ones. Dash attack | **{{buff|The final hit deals more knockback (70 (base), 100 (scaling) → 80/104), improving its KO potential.}} | ||
**{{nerf|The second hit of dash attack deals less damage (4% → 2%) | **{{buff|The final hit has a bigger hitbox (5u → 6u).}} | ||
**{{change|The first hit of dash attack no longer deals consistent damage (5% → 4%/7%/3%). This makes it better against aerial opponents, but worse on grounded ones.}} | |||
**{{change|Dash attack has more intense lighting effects.}} | |||
**{{nerf|The second hit of dash attack deals less damage (4% → 2%).}} | |||
***{{nerf|As the first hit no longer deals consistent damage, dash attack as a whole no longer deals consistent damage (13% → 9%/11%/13%).}} | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff|Forward smash deals drastically more knockback (50 (base), 62 (scaling) → 70/67) (now having the same knockback values as its Japanese ''Smash 64'' counterpart), going from a forward smash of above-average power in ''Brawl'' to one of the most powerful forward smashes in ''Smash 4''. Its reflector now has a speed and power multiplier, drastically improving its punishing utility.}} | **{{buff|Forward smash deals drastically more knockback (50 (base), 62 (scaling) → 70/67) (now having the same knockback values as its Japanese ''Smash 64'' counterpart), going from a forward smash of above-average power in ''Brawl'' to one of the most powerful forward smashes in ''Smash 4''.}} | ||
**{{nerf|Forward smash's strongest tipper hitbox has been completely removed, so that its maximum damage potential when uncharged has been lowered (24% → 22%). Its other hitboxes are also smaller (2.9u/3.6u/3.8u/4.099983u → 2.3u/2.6u/3.0u) | *{{buff|Its reflector now has a speed and power multiplier, drastically improving its punishing utility.}} | ||
* | **{{nerf|Forward smash's strongest tipper hitbox has been completely removed, so that its maximum damage potential when uncharged has been lowered (24% → 22%).}} | ||
**{{nerf|Its other hitboxes are also smaller (2.9u/3.6u/3.8u/4.099983u → 2.3u/2.6u/3.0u).}} | |||
**{{nerf|Its reflector now has a limit, where if he tries to reflect a projectile that is too strong to reflect, Ness will experience about 300 frames (5 seconds) of ending lag.}} | |||
*Yo-yo: | |||
**{{buff|Both up smash and down smashes are now properly affected by smash charging making them deal more damage when charged.}} | **{{buff|Both up smash and down smashes are now properly affected by smash charging making them deal more damage when charged.}} | ||
**{{nerf|Yo-yo smashes are charged while still in Ness's hand, removing their pre-charge hitboxes.}} | **{{nerf|Yo-yo smashes are charged while still in Ness's hand, removing their pre-charge hitboxes.}} | ||
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**{{buff|Down smash has less ending lag (FAF 62 → 46).}} | **{{buff|Down smash has less ending lag (FAF 62 → 46).}} | ||
**{{buff|Down smash is now a semi-spike (55° → 28° (front), 33° (back)), greatly improving its edgeguarding ability.}} | **{{buff|Down smash is now a semi-spike (55° → 28° (front), 33° (back)), greatly improving its edgeguarding ability.}} | ||
**{{nerf|Down smash's | **{{nerf|Down smash's starting hit deals less damage (13% → 10%) without full compensation on knockback (90 (base), 60 (scaling) → 60/80 (front), 50/80 (back)).}} | ||
**{{change|Down smash now has weak initial hits before its front and back hits which deal 1% damage and low knockback; linking into the main hit. It hits four times at the front and two times at the back.}} | **{{change|Down smash now has weak initial hits before its front and back hits which deal 1% damage and low knockback; linking into the main hit. It hits four times at the front and two times at the back.}} | ||
***{{buff|Because of this, the | ***{{buff|Because of this, the frontal hit deals more damage overall (13% → 14%).}} | ||
***{{nerf|However, the back hit deals less damage overall (13% → 12%).}} | ***{{nerf|However, the back hit deals less damage overall (13% → 12%).}} | ||
**{{nerf|Down smash is no longer constantly active (frames 10-33 → 10-15/17-18/23-25/26-29/31-32).}} | **{{nerf|Down smash is no longer constantly active (frames 10-33 → 10-15/17-18/23-25/26-29/31-32).}} | ||
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**{{nerf|The hand hitboxes have been positioned closer to Ness (x offset: 0.33 → 0), slightly decreased their range.}} | **{{nerf|The hand hitboxes have been positioned closer to Ness (x offset: 0.33 → 0), slightly decreased their range.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial's looping hits have a decreased SDI multiplier (1.5x → 0.8x) which along with the weakening of SDI makes forward aerial significantly more difficult to escape from.}} | **{{buff|Forward aerial's looping hits have a decreased SDI multiplier (1.5x → 0.8x) which, along with the weakening of [[SDI]], makes forward aerial significantly more difficult to escape from.}} | ||
**{{change|The looping hits' angle has been altered (361° → 366°).}} | **{{change|The looping hits' angle has been altered (361° → 366°).}} | ||
***{{buff|This allows them to connect more reliably (with the move now being able to reliably chain into itself) improving Ness' | ***{{buff|This allows them to connect more reliably (with the move now being able to reliably chain into itself), improving Ness' comboing and damage-racking capabilities.}} | ||
***{{nerf|However, this also removes their ability to [[lock]] opponents removing Ness' most reliable aerial locking tool at higher percents.}} | ***{{nerf|However, this also removes their ability to [[lock]] opponents removing Ness' most reliable aerial locking tool at higher percents.}} | ||
**{{change|The final hit has increased knockback (24 (base), 145 (scaling) → 32/150) improving forward aerial's edgeguarding potential but hindering its ability to chain into itself.}} | **{{change|The final hit has increased knockback (24 (base), 145 (scaling) → 32/150), improving forward aerial's edgeguarding potential, but hindering its ability to chain into itself.}} | ||
**{{change|Forward aerial a higher [[hitlag]] multiplier (0.5x → 1x (loop), 1.5x (final)).}} | **{{change|Forward aerial a higher [[hitlag]] multiplier (0.5x → 1x (loop), 1.5x (final)).}} | ||
**{{nerf|Forward aerial deals less damage (2% → 1% (loop), 11% → 7% (total)) | **{{nerf|Forward aerial deals less damage (2% → 1% (loop), 11% → 7% (total)).}} | ||
**{{nerf|Forward aerial has increased landing lag (12 frames → 20) | **{{nerf|It has smaller hitboxes (8.1u → 5u/1.5u (loop hits), 9u → 8u (final)).}} | ||
**{{nerf|The final hit has a shorter duration (frames 20-21 → 20).}} | |||
**{{nerf|Forward aerial has increased [[landing lag]] (12 frames → 20).}} | |||
**{{nerf|It [[auto-cancel]]s later (frame 30 → 33).}} | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{nerf|Back aerial has increased landing lag (12 frames → 17).}} | **{{nerf|Back aerial has increased landing lag (12 frames → 17).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{change|Up aerial has an altered animation where Ness | **{{change|Up aerial has an altered animation where Ness headbutts more quickly.}} | ||
***{{buff|This new animation increases the move's horizontal range.}} | ***{{buff|This new animation increases the move's horizontal range.}} | ||
***{{nerf|However, this also makes the move slightly harder to use as an anti-air.}} | ***{{nerf|However, this also makes the move slightly harder to use as an anti-air.}} | ||
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**{{buff|Late down aerial deals more damage (9% → 10%).}} | **{{buff|Late down aerial deals more damage (9% → 10%).}} | ||
**{{change|Down aerial has a new animation, where Ness spins during its startup and he is facing at a different orientation as he kicks downward with his toes instead of the stamp of his foot. The kick additionally now produces a spark of energy below Ness' foot.}} | **{{change|Down aerial has a new animation, where Ness spins during its startup and he is facing at a different orientation as he kicks downward with his toes instead of the stamp of his foot. The kick additionally now produces a spark of energy below Ness' foot.}} | ||
**{{change|Down aerial's hitbox is now static, rather than being attached to Ness' foot. This means that the hitbox now | **{{change|Down aerial's hitbox is now static, rather than being attached to Ness' foot. This means that the hitbox now remains in the same position relative to Ness, rather than moving with his foot.}} | ||
**{{change|Down aerial | **{{change|Down aerial emits the strong magic sound effect on hit instead of a strong/medium punching sound.}} | ||
**{{nerf|Down aerial has a shorter duration (frames 20-23 (clean)/24-28 (late) → 20-21/22-24).}} | **{{nerf|Down aerial has a shorter duration (frames 20-23 (clean)/24-28 (late) → 20-21/22-24).}} | ||
**{{nerf|Down aerial [[auto-cancel]]s much later (frame 29 → 50), removing its ability to auto-cancel in a short hop, lead alone straight after the hitboxes are no longer active.}} | **{{nerf|Down aerial [[auto-cancel]]s much later (frame 29 → 50), removing its ability to auto-cancel in a short hop, lead alone straight after the hitboxes are no longer active.}} | ||
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**{{buff|Pummel deals slightly more damage (1% → 1.2%).}} | **{{buff|Pummel deals slightly more damage (1% → 1.2%).}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|The changes to [[hitstun canceling]] and DI significantly benefits down throw, as Ness can now | **{{buff|The changes to [[hitstun canceling]] and DI significantly benefits down throw, as Ness can now make usage of it to set up into his aerials much more effectively at lower percents when combined with its lowered base knockback (90 → 70).}} | ||
**{{change|Down throw has less fire graphics.}} | **{{change|Down throw has less fire graphics.}} | ||
**{{nerf|Down throw's fire hits deal less damage (1% → 0.6%) reducing its total damage output (9% → 7%).}} | **{{nerf|Down throw's fire hits deal less damage (1% → 0.6%), reducing its total damage output (9% → 7%).}} | ||
**{{nerf|The throw has much more knockback scaling (30 → 80), hindering its combo potential at higher percents.}} | **{{nerf|The throw has much more knockback scaling (30 → 80), hindering its combo potential at higher percents.}} | ||
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*[[PK Flash]]: | *[[PK Flash]]: | ||
**{{buff|PK Flash travels faster. It travels even faster and gains even more distance if directed behind Ness. Turning around before using this move might prove useful, depending on prediction.}} | **{{buff|PK Flash travels faster. It travels even faster and gains even more distance if directed behind Ness. Turning around before using this move might prove useful, depending on prediction.}} | ||
**{{change|PK Flash is now a much darker green.}} | **{{change|PK Flash's coloration is now a much darker green.}} | ||
*[[PK Fire]]: | *[[PK Fire]]: | ||
**{{buff|PK Fire travels slightly farther.}} | **{{buff|PK Fire travels slightly farther.}} | ||
**{{nerf|PK Fire has slightly more ending lag. It now travels much farther back to Ness if [[reflected]] rather than petering out after traveling its set distance.}} | **{{nerf|PK Fire has slightly more ending lag.}} | ||
**{{nerf|It now travels much farther back to Ness if [[reflected]] rather than petering out after traveling its set distance.}} | |||
**{{change|PK Fire's effect after hitting an opponent produces darker colored flames and more smoke.}} | **{{change|PK Fire's effect after hitting an opponent produces darker colored flames and more smoke.}} | ||
**{{change|When interrupted whilst starting up PK Fire, Ness stops reciting the attack's name.}} | **{{change|When interrupted whilst starting up PK Fire, Ness stops reciting the attack's name.}} | ||
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*[[PSI Magnet]]: | *[[PSI Magnet]]: | ||
**{{buff|PSI Magnet has significantly less ending lag, with Ness now being able to act out of it much quicker. The magnet is also larger, increasing its range.}} | **{{buff|PSI Magnet has significantly less ending lag, with Ness now being able to act out of it much quicker. The magnet is also larger, increasing its range.}} | ||
**{{nerf|PSI Magnet swirls projectiles around it, causing a slight delay until Ness can actually be healed. If Ness were to drop PSI Magnet and/or be launched, the absorbed projectiles | **{{nerf|PSI Magnet swirls projectiles around it, causing a slight delay until Ness can actually be healed. If Ness were to drop PSI Magnet and/or be launched, the absorbed projectiles potentially requires an even longer time to reach him, but they will still heal him eventually.}} | ||
**{{change|The swirling of captured attacks by PSI Magnet | **{{change|The swirling of captured attacks by PSI Magnet completely nullifies even projectiles that would continue past Ness, including [[Thoron]] and {{SSB4|Pikachu}}'s {{b|Thunder|Pokémon}}.}} | ||
**{{change|PSI Magnet is now light blue like in ''Melee''.}} | **{{change|PSI Magnet's coloration is now light blue like in ''Melee''.}} | ||
*[[PK Starstorm]]: | *[[PK Starstorm]]: | ||
**{{change|PK Starstorm now fires a thin, aimable line of meteors from the top-center of the stage, similar to how [[Aura Storm]] functioned. This enables it to deal damage more reliably at the cost of having blind spots.}} | **{{change|PK Starstorm now fires a thin, aimable line of meteors from the top-center of the stage, similar to how [[Aura Storm]] functioned. This enables it to deal damage more reliably at the cost of having blind spots.}} | ||
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==Update history== | ==Update history== | ||
Ness has been slightly nerfed overall in game updates. His most notable nerfs are the | Ness has been slightly nerfed overall in game updates. His most notable nerfs are the reductions received to damage output to his down throw and PK Fire possessing slightly more ending lag. Update [[1.1.0]] and [[1.1.1]]'s changes to shielding mechanics and the latter update's increase to [[shiendtun]] both also indirectly hinder Ness slightly due to the majority of his non-PSI attacks possessing rather low damage outputs. Update [[1.0.8]] has also nerfed Ness' recovery by increasing PK Thunder 2's deceleration rate, causing it to cover less distance. To compensate, however, PK Thunder 2's deceleration rate has been reduced after hitting an opponent, causing it to cover the same distance. Update [[1.1.3]] has also noticeably worsened Ness' potential in doubles play by halving PSI Magnet's healing output when absorbing a teammate's projectiles. | ||
On the other hand, Ness has also received some useful buffs, however, such as a quicker PSI Magnet and his down aerial possessing a bigger hitbox that lasts one frame longer (though it still remains his least effective aerial). The former also absorbs projectile faster, which improves its overall utility. In addition, rising PK Flash's increased power has improved its KO potential, while PK Flash executes and charges quicker. Update [[1.0.4]] has also gained PK Fire's five hits additional hitboxes, preventing them from flatting out whiff against {{SSB4|Mr. Game & Watch}}. | |||
Overall, while the aforementioned buffs fail to truly compensate for his received nerfs, Ness remains a popular fighter in competitive play. | |||
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | '''{{GameIcon|ssb4-3ds}} [[1.0.4]]''' | ||
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'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{change|The PK Starstorm trophy adds "Ness" in parentheses once [[Lucas]] is downloaded, as Lucas's trophy is also named "PK Starstorm"}} | *{{change|The PK Starstorm trophy adds "Ness" in parentheses once [[Lucas]] is downloaded, as Lucas's trophy is also named "PK Starstorm."}} | ||
*{{nerf|PK Thunder 2 has a greater deceleration rate (0.072 → 0.08), making it cover less distance.}} | *{{nerf|PK Thunder 2 has a greater deceleration rate (0.072 → 0.08), making it cover less distance.}} | ||
**{{buff|PK Thunder 2 has a lower deceleration rate after hitting an opponent (0.072 → 0.064), making it cover the same distance after hitting an opponent despite the previous change.}} | **{{buff|PK Thunder 2 has a lower deceleration rate after hitting an opponent (0.072 → 0.064), making it cover the same distance after hitting an opponent despite the previous change.}} | ||
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*{{buff|PK Freeze has less startup lag when it is detonated (frame 15 → 8).}} | *{{buff|PK Freeze has less startup lag when it is detonated (frame 15 → 8).}} | ||
*{{buff|PK Freeze deals more damage (8% → 10%) and has a larger damage multiplier (0.11x → 0.16x).}} | *{{buff|PK Freeze deals more damage (8% → 10%) and has a larger damage multiplier (0.11x → 0.16x).}} | ||
*{{nerf|PK | *{{nerf|PK Freeze has more landing lag (25 frames → 30).}} | ||
*{{buff|[[PK Fire Burst]] deals 1% more damage|1%/8%|2%/9% and hits earlier.}} | *{{buff|[[PK Fire Burst]] deals 1% more damage|1%/8%|2%/9% and hits earlier.}} | ||