Ness (SSBU): Difference between revisions

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m (except the tier list used is the widely accepted one even if some placements are dubious. No need to note it's the "LumiRank's "official"" tier list)
m (also why was this part removed? We tend to do comparisons to a character's placement in the previous game. Also removed some extraneous and irrelevant wording)
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In a first for the series, {{s|wikipedia|Makiko Ōmoto}} lacks new voice-clips for Ness. Instead, all (excluding [[PK Freeze|one]]) of his voice-lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''.
In a first for the series, {{s|wikipedia|Makiko Ōmoto}} lacks new voice-clips for Ness. Instead, all (excluding [[PK Freeze|one]]) of his voice-lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''.


Ness is ranked 47th out of 82 characters on the ''Ultimate'' [[tier list]], placing him in the "B-" tier. Ness has a fairly well-rounded design in ''Ultimate'', with useful tools in most phases of the game, but especially in advantage. He is most notable for his strong aerial game: All of his aerials are quick, powerful, disjointed, and useful for damage, KOing, and initiating [[combo]]s at lower precents. His [[grab]] game is also among the best in the cast, as all of his throws have practical applications: His down throw is a viable combo starter, while his back throw remains the most versatile KO throw in the game, as in all previous Smash titles. Rounding out Ness' moveset is a flexible array of [[special move]]s: [[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. Meanwhile, PK Flash and [[PK Thunder 2]] can lead to early KOs if landed. Ness' [[recovery]] has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of possessing the longest directional air dodging distance in the game alongside {{SSBU|Lucas}}.  
Ness is ranked 47th out of 82 characters on the ''Ultimate'' [[tier list]], placing him in the B- tier. This is a slight drop from his ranking in ''Smash 4'', where he was ranked 28th/29th out of 54 characters and tied with {{SSB4|Lucas}}. Ness has a fairly well-rounded design in ''Ultimate'', with useful tools in most phases of the game, but especially in advantage. He is most notable for his strong aerial game: All of his aerials are quick, powerful, disjointed, and useful for damage, KOing, and initiating [[combo]]s at lower precents. His [[grab]] game is also among the best in the cast, as all of his throws have practical applications: His down throw is a viable combo starter, while his back throw remains the most versatile KO throw in the game. Rounding out Ness' moveset is a flexible array of [[special move]]s: [[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. Meanwhile, PK Flash and [[PK Thunder 2]] can lead to early KOs if landed. Ness' [[recovery]] has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of possessing the longest directional air dodging 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.
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.