Ness (SSBU): Difference between revisions

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Ness is also vulnerable to [[juggling]] given his floatiness and lack of reliable landing options, as well as the removal of multiple [[air dodge]]s. As such, characters with powerful and disjointed aerials, such as {{SSBU|Palutena}} and {{SSBU|Ike}}, can give Ness a difficult time landing. However, Ness' most glaring weakness remains his [[recovery]]. Despite traveling a good distance, 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, causing the projectile to instantly disappear and sending Ness into immediate [[helpless]]ness. It can also disappear upon contact with opponents or terrain, allowing characters with excellent recoveries (such as {{SSBU|Mr. Game & Watch}}) to merely jump into the projectile and receive minor knockback and damage, immediately sending Ness into a state of helplessness, though this is a risky strategy. Because of its enormous knockback, PK Thunder 2 is also susceptible to several [[counterattack|counters]], and opponents who time their counter correctly will almost typically kill Ness. In addition, PK Thunder 2 has significant ending lag, and if Ness recovers directly onto the stage after using it, opponents can easily capitalize on this ending lag by landing a powerful hit on Ness that he cannot hope to counter. Conversely, opponents who mistime an edgeguard against Ness will often die for it. As a result, characters with multiple [[jump]]s, such as {{SSBU|Jigglypuff}}, {{SSBU|Kirby}} and {{SSBU|Meta Knight}}, with counters, such as most of the Fire Emblem cast, or with moves that [[reflection|reflect]] or [[absorption|absorb]], such as {{SSBU|Rosalina}}, {{SSBU|Villager}}, and {{SSBU|Pit}}, can force Ness into disadvantage when offstage.
Ness is also vulnerable to [[juggling]] given his floatiness and lack of reliable landing options, as well as the removal of multiple [[air dodge]]s. As such, characters with powerful and disjointed aerials, such as {{SSBU|Palutena}} and {{SSBU|Ike}}, can give Ness a difficult time landing. However, Ness' most glaring weakness remains his [[recovery]]. Despite traveling a good distance, 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, causing the projectile to instantly disappear and sending Ness into immediate [[helpless]]ness. It can also disappear upon contact with opponents or terrain, allowing characters with excellent recoveries (such as {{SSBU|Mr. Game & Watch}}) to merely jump into the projectile and receive minor knockback and damage, immediately sending Ness into a state of helplessness, though this is a risky strategy. Because of its enormous knockback, PK Thunder 2 is also susceptible to several [[counterattack|counters]], and opponents who time their counter correctly will almost typically kill Ness. In addition, PK Thunder 2 has significant ending lag, and if Ness recovers directly onto the stage after using it, opponents can easily capitalize on this ending lag by landing a powerful hit on Ness that he cannot hope to counter. Conversely, opponents who mistime an edgeguard against Ness will often die for it. As a result, characters with multiple [[jump]]s, such as {{SSBU|Jigglypuff}}, {{SSBU|Kirby}} and {{SSBU|Meta Knight}}, with counters, such as most of the Fire Emblem cast, or with moves that [[reflection|reflect]] or [[absorption|absorb]], such as {{SSBU|Rosalina}}, {{SSBU|Villager}}, and {{SSBU|Pit}}, can force Ness into disadvantage when offstage.


Overall, Ness is a floaty, brawler-type character, similar to {{SSBU|Peach}}, with a mix of fast aerials, a strong grab and combo game, excellent aerial mobility, poor ground mobility, some situational zoning tools, and a unique aerial stalling mechanic in PSI Magnet. Ness excels in most offensive aspects of the game, possessing excellent damage output and strong KO potential across his moveset, as well as impressive edgeguarding options and a versatile suite of projectiles. On the other hand, he suffers in certain defensive situations, especially when launched offstage or high above his opponent, due to his exploitable recovery and poor landing options, respectively. He can also struggle against characters who can outrange his disjoints or take advantage of his poor mobility, though this is less problematic compared to previous games.
Overall, Ness is a floaty, brawler-kind zoner glass cannon, similar to {{SSBU|Peach}} and {{SSBU|Zelda}}, with a mix of fast aerials, a strong grab and combo game, excellent aerial mobility, poor grounded mobility, some situational zoning tools, and a unique aerial stalling mechanic in PSI Magnet. Ness excels in most offensive aspects of the game, possessing excellent damage output and strong KO potential across his moveset, as well as impressive edgeguarding options and a versatile suite of projectiles. On the other hand, he suffers in certain defensive situations, especially when launched offstage or high above his opponent, due to his exploitable recovery and poor landing options, respectively. He can also struggle against characters who can outrange his disjoints or take advantage of his poor mobility, though this is less problematic compared to previous games.


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