Ness (SSBM)

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Revision as of 21:26, June 8, 2010 by Mr. Anon (talk | contribs) (→‎Attributes: It is NOT weak)
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This page is about Ness's appearance in Super Smash Bros. Melee. For other uses, see Ness.
Ness
Ness
EarthboundSymbol.svg
Universe EarthBound
Appears in SSB
SSBM
SSBB
Availability Starter
Tier Bottom (21)

Ness (ネス, Nesu) is a default character in Super Smash Bros. Melee. Announced at E3 2001, He was originally going to be replaced by Lucas from Mother 3, but the game wasn't released by the time Melee was completed.

He is currently ranked at 21st place on the tier list due to a large nerf from the original Super Smash Bros. His recovery is very predictable, and he lost speed and power.

Attributes

Ness is a character known for his powerful throws, good aerial attacks, and a variety of projectiles. His forward throw is good for knockback at low percentages. His back throw is (according to Simna) the strongest throw in the game. His up and down throws are good for setting up combos. However, Ness's standing grab range is the second shortest (next to Pikachu), his running grab the shortest, which means his throws are usually unused in battle. His aerial attacks are good for comboing, killing, and edgeguarding. Ness's down aerial is a meteor smash with large range, but it's slow. Three out of four of Ness's special attacks are projectiles. However, they are overall slow and have various amounts of cool down time with them. Additionally, each one has very limited use (making them all situational), with an exception to PK Thunder which good for edgeguarding, juggling, and mindgames. A majority of Ness's attacks are fast with little lag, but many of his attacks are also short-ranged. Ness has a powerful side smash that can reflect projectiles, but his up and down smashes are weak and near useless. Ness can reflect projectiles with his side smash, and he can use his down special move (PSI Magnet) to absorb energy projectiles and lower his percentage, but albeit is quite slow. Ness has fairly slow dash speed, but his fast (although short) wavedash can help this problem. Ness also has an effective, as well as the lowest, double jump cancel. Ness's main form of recovery is PK Thunder 2. When mastered, this covers great distance and is very powerful (and having a large sweetspot range and very high second jump also helps his recovery). However, it takes great precision to angle is certain instances, and Ness is extremely vunerable while his PK Thunder is out; because if it is hit by a high priority projectile or the opponent, Ness will fall into a helpless state.

Moveset

Ground Attacks

Normal
  • Neutral A- Ness punches forwards, hooking the opponent. 3% If pressed twice more, Ness will punch forwards the kick. 2% punch, 4% kick.
  • Dash Attack- Ness uses PK Brainshock forwards. Has three hits. Good, disjointed range. Sends opponent in random directions. 12%
  • Forward Tilt- Ness does a roundhouse kick forward. 11%
  • Up Tilt- Ness thrusts his hands upwards, as if hitting a volley ball. 7%
  • Down Tilt- Ness thrusts his leg downwards, then pivots his foot to hit the opponent. Can combo into itself by mashing A after the move is executed. 3%
Smash Attacks
  • Forward Smash- Ness swings a bat forwards. If hit on the tip, there is more knockback and damage. Has high knockback and damage, but a little bit of start-up lag. 32%
  • Down Smash- Ness swings his yo-yo backwards then forwards. Has good range but decent to very poor knockback depending on the opponent's falling speed. It it also very slow and laggy in both starting and ending lag. 25%
  • Up Smash- Ness does a "Around the World" trick, swinging his yo-yo above his head. Has average range and speed but sub-par knockback. Can be used to perform the Yo-yo Glitch. 22%
Other attacks
  • Ledge attack- Somersaults onto the stage, both feet stuck out. 8% damage
  • 100% ledge attack- Picks himself up and kicks. 10% damage
  • Floor attack- Punches on both sides whilst getting up. 6% damage.

Aerial Attacks

  • Neutral Aerial- Ness spins around, arms stretched out. Has average knockback, but is very fast with high combo potential. Poor range. 11%
  • Forward Aerial- Ness uses PK Brainshock forwards. Is a fast, multi-hitting move, with good range but low knockback. 15%
  • Back Aerial- Ness thrusts his feet backwards. If sweetspotted, it electrifies the opponent. Is fast with very high knockback albeit poor range. 16%
  • Up Aerial- Ness headbutts upwards. Has amazing juggling potential and a good KO move with very low lag, but poor range. 13%
  • Down Aerial- Ness kicks downwards. Is a meteor smash, and has a decent amount start-up lag. Great range, but low knockback. 12%

Grabs and Throws

  • Pummel- Ness headbutts the opponent. 3%
  • Forward Throw- Ness throws the opponent forwards. Is stronger at lower percents. 11%
  • Back Throw: Ness throws the opponent behind him. Very high knockback at higher percents. 11%
  • Up Throw- Ness throws the opponent upwards. Can chain with many Uairs. Decent knockback. 10%
  • Down Throw- Ness throws the opponent downwards, and hits the enemy with PK Fire. Low knockback but has a decent amount of followups. 8%

Special Moves

Template:Ness Special Moves

Matchups

Super Smash Bros. Melee Character Matchups
  FoxHeadSSBM.png MarthHeadSSBM.png JigglypuffHeadSSBM.png FalcoHeadSSBM.png SheikHeadSSBM.png CaptainFalconHeadSSBM.png PeachHeadSSBM.png IceClimbersHeadSSBM.png PikachuHeadSSBM.png YoshiHeadSSBM.png SamusHeadSSBM.png LuigiHeadSSBM.png DrMarioHeadSSBM.png GanondorfHeadSSBM.png MarioHeadSSBM.png DonkeyKongHeadSSBM.png YoungLinkHeadSSBM.png LinkHeadSSBM.png MrGame&WatchHeadSSBM.png MewtwoHeadSSBM.png RoyHeadSSBM.png PichuHeadSSBM.png NessHeadSSBM.png ZeldaHeadSSBM.png KirbyHeadSSBM.png BowserHeadSSBM.png Avg.
NessHeadSSBM.png -3 -3 -3 -3 -3 -3 -2 -2 -2 ±0 -2 -2 -1 -2 -2 -2 -2 -1 -1 -1 -1 +1 Mirror match -1 +1 +1 -2

Changes from N64 to Melee

  • Available as a starter
  • New Neutral B (PK Flash). PK Fire is now Ness' Side B.
  • Bat has longer reach.
  • Up Smash and Down Smash have decreased in range and power.
  • PK Thunder 2 has a little less knockback. (Ness also doesn't travel as far as in 64)
  • Color of PSI Magnet changed from green to blue.
  • Ground Jump is now normal, rather than psychokinetic.
  • Dash A and and Forward Air are now psychokinetic.
  • PK Thunder moves faster and probably travels less distance.
  • New Voice Samples.
  • The crowd no longer cheers when Ness absorbs a projectile with Down B.
  • Slightly heavier compared to 64. (In 64, he was lighter than Fox, now he's heavier than Fox)

Trophies

Ness is a young boy who's mastered the psychic power known as PSI. Ness was living a normal life in the suburbs of Onett until a meteor crashed into a nearby mountain and sent him on a wild adventure. Believing in the ultimate powers of wisdom, courage, and friendship, Ness proves that some heroes come in small packages.

Game: Earthbound (06/95)

Smash Red

The key to mastering Ness is controlling his unique midair jump, which makes up for what he lacks in speed. His PK Flash attack may seem weak at first glance, but it grows more powerful the longer you hold down the B button. To do a lot of damage with PK Fire, try to burn your opponent as many times as possible.

Smash Blue

Ness's mind is his best weapon. PK Thunder is a PSI missile weapon that can be guided using the Control Stick, and if Ness hits himself with it, he turns into a living missile capable of doing massive damage. This move can also be used for recovery. PSI Magnet turns energy missile attacks into health; try out certain Pokémon for stamina replenishment.

Costume Gallery

File:Alt-ness2.jpg
Ness' changeable clothing in SSBM