Ness (SSB): Difference between revisions

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Ness is also light and has average falling speed/gravity, which both make him a fairly easy character to combo and KO. Ness gets comboed easily at lower percents and dies rather early at higher percents due to his low weight, especially horizontally. He also does not have strong options to get out of combos or juggles. Ness has a slow double jump, he lacks any fully intangible options in the air and his only real options to escape combos are his neutral and down aerials which both have unimpressive range and they easily lose to disjoints.
Ness is also light and has average falling speed/gravity, which both make him a fairly easy character to combo and KO. Ness gets comboed easily at lower percents and dies rather early at higher percents due to his low weight, especially horizontally. He also does not have strong options to get out of combos or juggles. Ness has a slow double jump, he lacks any fully intangible options in the air and his only real options to escape combos are his neutral and down aerials which both have unimpressive range and they easily lose to disjoints.


Ness' other major weakness is his recovery. Distance-wise, it can go quite far not only due to PK Thunder 2's long range and ability to be angled but also because of Ness having a long ranged double jump. However, there are multiple downsides to Ness' recovery which make it one of the worst in the game. While Ness' double jump travels a long distance, it is rather slow and Ness has poor air speed, which makes it rather easy for the opponent to hit Ness out of it. Ness also cannot use his aerials to challenge opponents when trying to recover due to his double jump cancel, so his only real option is to try and play around the opponent with his double jump. When Ness has to use PK Thunder, it takes a long time for Ness to be able to set up PK Thunder 2 which gives the opponent time to either hit Ness out of the move or to hit/get hit by the PK Thunder itself, which can easily lead to him losing a stock. Even if Ness does get to use PK Thunder 2, it can be punished if the opponent is not too close to Ness when he activates it. Ness' best bet to recover is to use PK Thunder as low as he can and uses it diagonally to barely get back on stage. This means that various characters cannot challenge the PK Thunder proectile it without risking their own stock and if Ness recovers just right, he can [[auto-cancel]] the PK Thunder 2, giving it a lot less lag than normal although this can still be punished. Characters who can go deep for edgeguards like {{SSB|Pikachu}} and {{SSB|Kirby}} however can challenge PK Thunder even from max distance which leaves Ness in a really poor spot against these characters.  
Ness' other major weakness is his recovery. Distance-wise, it can go quite far not only due to PK Thunder 2's long range and ability to be angled but also because of Ness having a long ranged double jump. However, there are multiple downsides to Ness' recovery which make it one of the worst in the game. While Ness' double jump travels a long distance, it is rather slow and Ness has poor air speed, which makes it rather easy for the opponent to hit Ness out of it. Ness also cannot use his aerials to challenge opponents when trying to recover due to his double jump cancel, so his only real option is to try and play around the opponent with his double jump. When Ness has to use PK Thunder, it takes a long time for Ness to be able to set up PK Thunder 2 which gives the opponent time to either hit Ness out of the move or to hit/get hit by the PK Thunder itself, which can easily lead to him losing a stock. Even if Ness does get to use PK Thunder 2, it can be punished if the opponent is not too close to Ness when he activates it. Ness' best bet to recover is to use PK Thunder as low as he can and uses it diagonally to barely get back on stage. This means that various characters cannot challenge the PK Thunder projectile without risking their own stock and if Ness recovers just right, he can [[auto-cancel]] the PK Thunder 2, giving it a lot less lag than normal although this can still be punished. Characters who can go deep for edgeguards like {{SSB|Pikachu}} and {{SSB|Kirby}} however can challenge PK Thunder even from max distance which leaves Ness in a really poor spot against these characters.  


Overall, Ness is a character who performs well when he gets his game plan going but he struggles when he does not have the advantage. Ness has a strong offensive game with strong aerials and an excellent double jump cancel but he has poor mobility and range, which makes it very difficult for him to land one of his attacks and start his strong punish game and when he ends up offstage, he heavily struggles to get back on stage against a strong opponent. Ness' punish game unfortunately is not strong enough to make up for his poor defence, approach and recovery. This naturally results in Ness having an unspectacular matchups in the North American version. Ness struggles against stronger characters who all outspeed and outrange Ness, with Kirby being considered to be his worst matchup. Kirby can easily outrange Ness with his large/safe disjoints and his incredible edgeguarding is naturally highly detrimental for Ness. Kirby's floaty nature also makes him awkward for Ness to combo while Kirby can combo Ness with ease. It is overall an extremely difficult matchup for Ness at the top level. Ness' matchups against the low tiers are closer, with Ness potentially winning against some of them although not by much.  
Overall, Ness is a character who performs well when he gets his game plan going but he struggles when he does not have the advantage. Ness has a strong offensive game with strong aerials and an excellent double jump cancel but he has poor mobility and range, which makes it very difficult for him to land one of his attacks and start his strong punish game and when he ends up offstage, he heavily struggles to get back on stage against a strong opponent. Ness' punish game unfortunately is not strong enough to make up for his poor defence, approach and recovery. This naturally results in Ness having an unspectacular matchups in the North American version. Ness struggles against stronger characters who all outspeed and outrange Ness, with Kirby being considered to be his worst matchup. Kirby can easily outrange Ness with his large/safe disjoints and his incredible edgeguarding is naturally highly detrimental for Ness. Kirby's floaty nature also makes him awkward for Ness to combo while Kirby can combo Ness with ease. It is overall an extremely difficult matchup for Ness at the top level. Ness' matchups against the low tiers are closer, with Ness potentially winning against some of them although not by much.  
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As a result of all of these factors, while Ness was once considered a strong character in the game's early meta due to his strong punish game, he dropped off considerably over time due to the severity of his weaknesses, which ultimately resulted in him being considered to be one of the weakest characters in the game, and subsequently getting below average results and representation in tournaments in the international versions of the game.
As a result of all of these factors, while Ness was once considered a strong character in the game's early meta due to his strong punish game, he dropped off considerably over time due to the severity of his weaknesses, which ultimately resulted in him being considered to be one of the weakest characters in the game, and subsequently getting below average results and representation in tournaments in the international versions of the game.


In the Japanese version however, Ness is considered to be a much stronger character. This is because in the Japanese version, Ness had a stronger combo game (with an up tilt which could combo for much longer) and he had many stronger KO moves (such as all of his smash attacks, up aerial and PK Thunder 2). Ness' combos in general were more consistent and harder to escape due to the lower [[hitlag]]/strength of SDI, which particularly made his combos into down aerial off stage considerably more consistent. Ness also had a better recovery as PK Thunder 2 was not only much stronger but it also had more [[invincibility]], a larger hitbox and more active frames which made it considerably harder and riskier to challenge (although his recovery overall was still very poor). All these factors combined made Ness an even scarier character with an even stronger punish game and a slightly better recovery, with Ness being considered a mid tier in the Japanese version. Ness received a plethora of impacful nerfs in the North American version which pushed him down into the low tier, which was then also carried into the PAL versions.
In the Japanese version however, Ness is considered to be a much stronger character. This is because in the Japanese version, Ness had a stronger combo game (with an up tilt which could combo for much longer) and he had many stronger KO moves (such as all of his smash attacks, up aerial and PK Thunder 2). Ness' combos in general were more consistent and harder to escape due to the lower [[hitlag]]/strength of SDI, which particularly made his combos into down aerial off stage considerably more consistent. Ness also had a better recovery as PK Thunder 2 was not only much stronger but it also had more [[invincibility]], a larger hitbox and more active frames which made it considerably harder and riskier to challenge (although his recovery overall was still very poor). All these factors combined made Ness an even scarier character with an even stronger punish game and a slightly better recovery, with Ness being considered a mid tier in the Japanese version. Ness received a plethora of impactful nerfs in the North American version which pushed him down into the low tier, which was then also carried into the PAL versions.


==Differences between game versions==
==Differences between game versions==
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