Ness (PM): Difference between revisions

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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name         = Ness
|name = Ness
|image       = [[Image:Ness SSBB.jpg|250px]]
|image = {{tabber|title1=Classic (PM)|content1=[[File:Ness SSBB.jpg|250px]]|title2=Classic (P+)|content2=[[File:PPlus Ness.png|250px]]|title3=Pajamas|content3=[[File:Pajama Ness.png|250px]]}}
|mod         = Project M
|mod = Project M
|base         = ssbb
|base = SSBB
|moveset1     = Ness (SSBM)
|moveset1 = Ness (SSBM)
|moveset2     = Ness (SSB)
|moveset2 = Ness (SSB)
|altcostume  = [[wikibound::File:Ness pajamas sprite.png|Pajama Ness]]
|altcostume  = [[wikibound::File:Ness pajamas sprite.png|Pajama Ness]]
}}
}}
'''Ness''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Because of his very low position on the ''[[Melee]]'' [[tier list]], he has been significantly buffed from his ''Melee'' version for his appearance in ''Project M''.  
'''Ness''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]'' and is ranked 19th out of 41 on the official [[Project M#Tier list|official]] [[tier list]], at the top of B tier. This is an improvement over his placements in ''Melee'' and ''Brawl'' where he was 23rd out of 26 and 26th out of 38, respectively.  He ranks slightly lower in ''Project+'', being ranked 27th in the {{h2|Project+|official tier list}}, now in the middle of the B tier.
<!--tier position paragraph-->
 
His placing on the tier list comes from having one of the best punishes in the game, as well as a solid neutral. However, he is held back due to a susceptibility to crouch canceling from most of his moves, being easily outranged by a lot of the cast, and a recovery which is generally easy to edgeguard despite sending him far.


==Attributes==
==Attributes==
<!--attributes paragraph-->
{{cleanup|Riddled with sub-standard writing}}
Ness is a flexible character suiting both aggressive and zoning oriented playstyles. With an average weight and fall speed, he remains somewhat susceptible and exasperates his unreliable recover. His aerial moves lead into each other well, giving him a strong combo game once he can get his opponent off the ground.
 
Ness's smash attacks all have unusual properties. His forward smash can reflect projectiles if timed correctly, and deals extreme damage and knockback if the sweetspot near the tip of the bat is hit, similar to {{PM|Marth}}'s Sword. It can be angled up or down by a few degrees if the control stick is tilted during startup. The down angled forward smash is especially useful for intercepting opponents attempting to sweetspot the ledge.
 
His up smash involves his yo-yo, sending it whipping around his body in a circle. Although it does not grow stronger as it is charged, it maintains a weak hitbox on the yo-yo, sitting in front of and disjointed from Ness's body. This makes it useful for flinching approaching opponents comboing into the strong hit on upward swing the up smash release. The upswing itself is useful for intercepting aerial opponents due to it's disjoint. These combined properties mean that this move is useful near the ledge. Hanging the yo-yo off of the ledge can make it difficult for some characters to sweetspot and if the opponent passes close above or in front of Ness he can still intercept without moving. However, it can no longer be used to perform the [[yo-yo glitch]] like it could in ''Melee''.
 
Ness's down smash is similar to his up smash when charging, except that the weak hitbox comes out behind him. This makes it useful if Ness is being pursued on the ground. The release drags opponents in front of Ness, setting up for an aerial follow up.
 
His forward tilt is a quick kick that is useful in it tight situations where there is no time to initiate a smash attack, while still putting space between Ness and his opponent.
 
Down tilt is fast and combos into itself if the opponent does not smash DI. Against experienced opponents only a few hits are possible to land, but the move retains usefulness in that it can be used to mix up timing before using a different move.
 
Up tilt is useful for its high base knockback at low percents. Useful for aerial followups, but does however lose out to double jump cancelled up air for sheer utility. 
 
Ness's aerial moves have a mix of their properties from [[Super Smash Bros.]] and ''Super Smash Bros. Melee''.
 
His neutral aerial comes out quickly and deals moderate knockback, making it one of Ness's best moves. It is very similar to Peach's neutral air. In addition to being a good choice for interrupting combos, it can
also serve as a [[K.O.]] move in many situations. On stages with narrower blast lines, hitting an opponent with neutral air on stage, than following with another off stage can K.O. an opponent by pushing them into the side blast line at medium low percents. Characters with short recoveries can also be killed very early regardless of the distance to the blast line.
 
His forward air has multiple disjointed weak hits, making a useful combo starter, before chaining another forward air to continue the combo, or a neutral air to launch opponents away. It is also useful for dragging opponents down to the ground before using a grab or grounded attack. 
 
Ness's back aerial is very strong when [[sweetspot]]ted, and is a great aerial for getting a K.O. off of the side blast lines. It easily combos out of down throw at lower percents setting up for an edgeguard. It can be used as in a reverse aerial rush, giving it similar utility to {{PM|Captain Falcon}}'s knee somewhat reduced due to Ness's slower speed.
 
His up aerial is a juggling move at lower percentages, and makes a great combo finisher for K.O.ing foes above the upper [[blast line]] at higher percentages. This is often possible after landing a down air on a grounded opponent at high percentages, due to the high hitstun of an opponent bounced off the ground.
 
Ness's down aerial now functions similarly to how it did in ''Super Smash Bros.'' The move is a powerful, quick, and easy to sweetspot meteor smash, making it effective for edgeguarding opponents. In addition it has great utility out of shield and for pressuring shielding opponents. If two players are shielding back to back, Ness can jump and use down air to cover his escape upwards or pressure his opponent's shield.
 
Ness's ability to [[double jump cancel]] advances his already potent air game by giving him even more combo options and allowing him to do multiple aerials in quick succession close to the ground.
 
Ness's specials are vastly improved from their other iterations.
 
[[PK Fire]] is Ness's primary offensive projectile allowing him to control space and prevent opponents from approaching recklessly. Ness fires it horizontally when grounded, and downward diagonally when in the air. Upon hitting an opponent, projectile or destructible object, the projectile ignites. It deals doing one strong hit, followed by successive weak hits, and engulfs opponent in place. Ness maintains momentum after using PK Fire in the air, making the move useful for protection when landing.
 
[[PSI Magnet]] inflicts damage and Ness can jump out of it, giving the move a pseudo-[[waveshine]] capability while greatly advancing his combo game.
 
[[PK Flash]] does not travel as high and has a much faster but still very slow startup, but it travels very quickly if Ness sends it forward. Fully charged it covers a very large area and launches very powerfully upwards. Though difficult to time, it can cover the ledge while an opponent is trying to recover and force opponents to recover low or air stall. It is a very large commitment as the long cool down prevents Ness from moving in time to attempt another edgeguard, even if PK Flash forces the opponents with a slow recovery close to the [[blast zone]].  Regardless, it still remains an effective finisher or edgeguarding move in certain matchups.
 
Ness's up special [[PK Thunder]], has two phases. The first phase, is much more useful than in previous games. It has a hitbox on its tail allowing it to trap opponents in certain situations. The angle of collision determines the angle at which Ness is launched. PK Thunder can also be used as an offensive projectile to juggle or KO airborne opponents or knock grounded opponents closer to Ness. Characters with slow recoveries are especcially vulnerable to it while trying to recover. It does competes with PK Flash in this utility though. The second phase in which Ness's movement takes place occurs if Ness directs his thunder into himself. [[PK Thunder 2]] deals massive damage and knockback and sends Ness a very far distance, at the cost of being easy to gimp, relatively hard to control, and having a huge amount of ending lag. The ending lag can be mitigated by sweetspotting the ledge with PK Thunder 2, however this can be difficult. Furthermore,  projectiles that are not [[transcendent]] can destroy the PK Thunder and leave Ness [[helpless]]. PK Thunder can also be used as an offensive projectile to juggle or KO airborne opponents or knock grounded opponents closer to Ness.
 
Ness's grab game is generally effective. His back throw is a very reliable K.O.ing move at higher percents. Ness's forward throw has very low knockback scaling, giving it a decent launch power even at 0 setting up for very early edgeguarding. Up and down throws both can be used as combo starters, sending opponents into the air and setting up for an aerial attack depending on the weight, damage, and fall speed of the opponent. Ness's grab range is very short, limiting the usefulness of his standing grab.
 
Ness's recovery, despite its length, has significant weakness as it can be intercepted before and after initiation. Additionally, his relatively floaty falling speed makes him vulnerable to many vertical finishers (i.e. {{PM|Fox}}'s up air) and gives him some difficulty getting back to the stage. Ness tends to fare poorly against characters with large disjoins and a strong edgeguarding game. Marth and {{PM|Ivysaur}} are notable examples. Characters with fast, solid projectiles like {{PM|Sheik}} can make it very difficult for him to recover low because of the long start up time of his recovery. He also has limited options for dealing with pressure, giving him weaknesses against fast characters with aggressive playstyles. Ness tends to have favorable match ups against heavy, larger, slower characters due to the extensive length of combos he can pull off on them, and the strength of his zoning tools.
 
==Changes from ''Melee'' to ''PM''==
==Changes from ''Melee'' to ''PM''==
Ness received many considerable buffs from ''Melee'' to ''Project M'', having many more options for racking up damage and KOing.
Ness received many considerable buffs from ''Melee'' to ''Project M'', having many more options for racking up damage and KOing.
[[File:NessDairPM.jpg|thumb|right|200px|Ness's down aerial in ''Project M''.]]
[[File:NessDairPM.jpg|thumb|200px|Ness's down aerial in ''Project M''.]]
===Aesthetics===
===Aesthetics===
*{{change|Forward smash's sourspot produces the "wooden bat" SFX from ''Brawl'', while sweetspot displays a [[ping]] sound like in ''Melee'' and ''Smash 64''.}}
*{{change|Forward smash's sourspot produces the "wooden bat" SFX from ''Brawl'', while the sweetspot displays a [[ping]] sound like in ''Melee'' and ''Smash 64''.}}
*{{change|Revamped [[on-screen appearance]]: the vortex of {{s|wikibound|Teleport}} now appears as well, similar to in ''Melee''{{'}}s opening.}}
*{{change|Ness now has a [[Smash Taunt]] that can be done using his up taunt: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, ''{{s|wikibound|EarthBound}}''.}}
*{{change|Ness now has an up [[Smash Taunt]]: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, ''{{s|wikibound|EarthBound}}''.}}


===Attributes===
===Attributes===
*{{buff|Ness retains his [[double jump cancel]] ability, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.}}
*{{buff|Ness [[dash]]es faster (1.4 → 1.6).}}
*{{buff|Ness's [[air speed]] is faster (0.93 → 1.05).}}
*{{buff|Ness retains his double jump cancel ability, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.}}
*{{buff|[[Midair jump]] speed increased.}}
*{{buff|[[Midair jump]] speed increased.}}
*{{buff|Ness's additional lag from a grounded grab release has been removed.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|[[Forward smash]] has slightly more range and is much more powerful (went from on par with Mario's to being slightly stronger than Captain Falcon's forward smash).}}
*{{buff|[[Down tilt]] now sends opponents at a more vertical angle, making it able to combo into other moves at higher percentages.}}
*{{nerf|Due to an increased base knockback, down tilt can no longer [[infinite]].}}
*{{buff|[[Forward smash]] has slightly more range and is much more powerful (went from on par with Mario's when tipped to being slightly stronger than Captain Falcon's forward smash).}}
*{{buff|[[Up smash]] is much faster and deals better damage and knockback, being more reliable at juggling and KOing.}}
*{{buff|[[Up smash]] is much faster and deals better damage and knockback, being more reliable at juggling and KOing.}}
*{{buff|[[Down smash]] covers more distance and also deals better damage and knockback, serving as a powerful on-stage [[edge-guarding]] tool.}}
*{{buff|[[Down smash]] covers more distance and also deals higher damage and knockback, serving as a powerful on-stage [[edge-guarding]] tool.}}
*{{buff|Both up and down smashes can now be held even when near an edge.}}
*{{buff|Both up and down smashes can now be held even when near an edge.}}
*{{nerf|[[Down tilt]] now has a more vertical angle, removing its [[infinite]] capabilities.}}
*{{bugfix|[[Yo-yo glitch|Yoyo/Jacket glitch]] has been fixed.}}
*{{nerf|[[Yoyo glitch|Yoyo/Jacket glitch]] has been removed.}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Neutral aerial initiates slightly faster.}}
*{{buff|Neutral aerial has less startup lag with a longer duration (frames 5-23 → 4-23). It also has less landing lag (22 frames → 14) and auto-cancels one frame sooner (frame 27 → 26).}}
*{{buff|Up aerial and the sweetspot of back aerial were given more KO power.}}
*{{change|Forward aerial's hits deal altered damage (3% (hits 1-4), 5% (hit 5) 15.74% (total) → 4% (hits 1-2), 2% (hits 3-4), 3% (hit 5), 15% (total)). The final hit deals less knockback improving its combo potential but hindering its KO potential.}}
*{{buff|[[Down aerial]] reverted to ''Smash 64'' speed, which almost removes its [[startup]] lag entirely. It also has much higher knockback scaling and deals 2% more damage.}}
*{{nerf|Back aerial's sweetspot deals less damage (16% → 15%).}}
*{{buff|Up aerial (109 → 118) and the sweetspot of back aerial (100 → 115) have increased knockback scaling.}}
*{{buff|[[Down aerial]] is now closer to its ''Smash 64'' counterpart, greatly reducing its [[startup]] (frame 20 → 5) and ending lag (frame 60 → 38) though it is still slower than it's ''64'' counterpart. It also has much higher knockback scaling (70 → 90 (clean), 80 (late)) and deals 2% more damage (12% → 14%). It also has less landing lag (28 frames → 20).}}
*{{nerf|Down aerial now has a weaker late hit and it has much less base knockback (90 → 40 (clean), 20 (late)) making it less effective at lower percents. Its [[auto-cancel]] window is also much smaller (frame <19 29> → <3 >35) making it auto-cancel later and no longer making it auto-cancel the entire time the hitbox isn't active.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|Dash [[grab]] range from ''Melee'' increased.}}
*{{buff|Dash [[grab]] range from ''Melee'' increased.}}
*{{buff|[[Back throw]] is slightly stronger from ''Melee''.}}
*{{buff|[[Back throw]] has more knockback scaling (130 → 135).}}


===Special Moves===
===Special Moves===
*{{buff|[[PK Flash]] moves farther and faster, greatly improving its use as an [[edgeguard]]ing move. It also no longer enforces [[helplessness]].}}
*{{buff|[[PK Flash]] moves farther horizontally and is faster, greatly improving its use as an [[edgeguard]]ing move. It also no longer enforces [[helplessness]] if used in the air.}}
*{{buff|[[PK Fire]]'s flame effect has ''Brawl'' power. It also keeps forward momentum when used in midair. The move can additionally "[[Fobble]]": the knockback of other hitboxes that hit within a 3 frame window of one of the [[PK Fire]]'s repeating hitboxes gets completely canceled due to [[Project M]]'s new knockback engine, allowing the player to rack up deadly amounts of damage.}}
*{{nerf|PK Flash, though retaining its powerful knockback, is smaller and deals much less damage.}}
*{{buff|[[PK Fire]]'s flame effect has the same power as in ''Brawl''. Ness also keeps his forward momentum when using it in midair. The move can additionally "[[Fobble]]": the knockback of other hitboxes that hit within a 3 frame window of one of the [[PK Fire]]'s repeating hitboxes gets completely canceled due to [[Project M]]'s new knockback engine, allowing the player to rack up deadly amounts of damage.}}
**{{nerf|The pillar has been reduced from being active for 100 frames to being active for 45 frames.}}
**{{nerf|The pillar has been reduced from being active for 100 frames to being active for 45 frames.}}
*{{buff|[[PK Thunder 2]] travels farther and keeps its hitbox throughout the move.}}
*{{buff|[[PK Thunder 2]] travels farther and keeps its hitbox throughout the move.}}
*{{buff|Ness can jump out of [[PSI Magnet]] (like how the [[space animal]]s can jump out of their [[Reflector]]s), and the move additionally deals consecutive damage, with a strong initial hit that sends foes above Ness and allows to link into aerials. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's [[Blaster]] from trapping him into the move indefinitely.}}
*{{buff|Ness can jump out of [[PSI Magnet]] (like how the [[space animal]]s can jump out of their [[Reflector]]s), and the move additionally deals consecutive damage, with a strong initial hit that sends foes above Ness and link into aerial attacks. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's [[Blaster]] from trapping him into the move indefinitely.}}
*{{nerf|PK Flash, though retaining its powerful knockback, is smaller and deals much less damage.}}
 
[[File:Pajama_Ness.png|thumbnail|Ness' alternate costume.]]


==Revisions==
==Revisions==
===2.1===
===v2.1===
*{{buff|Ness' PK Flash no longer causes him to become helpless.}}
*{{buff|Ness' PK Flash no longer puts him in a helpless state.}}


===2.5b===
===v2.5b===
*{{buff|[[Dash attack]] cannot be [[DI]]'d down or shielded inbetween hits.}}
*{{buff|[[Dash attack]] cannot be [[DI]]'d down or shielded in between hits.}}
*{{buff|[[Up tilt]] has better coverage in front of Ness, and can be interrupted earlier.}}
*{{buff|[[Up tilt]] has better coverage in front of Ness, and can be interrupted earlier.}}
*{{buff|Down tilt can be interrupted into itself quickly like in ''Melee'' and ''Brawl''.}}
*{{buff|Down tilt can be interrupted into itself quickly like in ''Melee'' and ''Brawl''.}}
Line 69: Line 115:
*{{buff|PSI Magnet's healing multiplier was slightly increased, and the move can be jumped out of. It additionally causes Ness to float for much longer at the start when used in midair.}}
*{{buff|PSI Magnet's healing multiplier was slightly increased, and the move can be jumped out of. It additionally causes Ness to float for much longer at the start when used in midair.}}
*{{buff|PSI Magnet was given damaging hitboxes; a weak launching one at the start, then repeated non-flinching ones afterwards.}}
*{{buff|PSI Magnet was given damaging hitboxes; a weak launching one at the start, then repeated non-flinching ones afterwards.}}
*{{nerf|[[Down throw]] has more ending [[lag]].}}
*{{nerf|[[Down throw]] has more ending lag.}}
*{{nerf|PK Thunder does not clip stages as easily.}}
*{{nerf|PK Thunder does not clip stages as easily.}}
*{{nerf|PSI Magnet's absorb collision is decreased in size (matching the graphic better).}}
*{{nerf|PSI Magnet's absorb collision is decreased in size (matching the graphic better).}}
Line 78: Line 124:
*{{change|Up Smash Taunt implemented.}}
*{{change|Up Smash Taunt implemented.}}


===2.6b===
===v2.6b===
*{{buff|Up tilt has a slightly reduced cooldown.}}
*{{buff|Up tilt has a slightly reduced cooldown.}}
*{{buff|Up and down smashes' refresh time between hits while charging has been slightly reduced.}}
*{{buff|Up and down smashes' refresh time between hits while charging has been slightly reduced.}}
Line 84: Line 130:
*{{nerf|[[Pivot grab]] has more startup, matching other pivot grabs.}}
*{{nerf|[[Pivot grab]] has more startup, matching other pivot grabs.}}
*{{nerf|PSI Magnet no longer allows Ness to [[roll]], [[sidestep]] or jump upon absorbing a projectile while grounded.}}
*{{nerf|PSI Magnet no longer allows Ness to [[roll]], [[sidestep]] or jump upon absorbing a projectile while grounded.}}
===v3.5===
*{{buff|Forward tilt has less endlag.}}
**{{change|It has a more horizontal angle.}}
**{{nerf|It deals slightly less knockback.}}
*{{buff|PK Thunder can no longer hit Shy Guys and Smashville balloons.}}
*{{nerf|PK Thunder 2 has a constant landing lag of 20 frames instead of it being height dependent.}}
*{{buff|PK Thunder 2 can now be properly edge cancelled.}}
*{{nerf|PK Fire no longer activates on shielded opponents.}}
**{{buff|Opponents can no longer shield between the fireball hit and 1st pillar hit.}}
*{{nerf|PK Fire pillar duration has been reduced by half.}}
*{{change|PK Fire's bolt now does 8% but the three pillar hits does 1% each to compensate.}}
*{{buff|PK Fire pillar has higher gravity, preventing opponents from whiffing between the first few hits.}}
*{{nerf|Can no longer reverse ledge grab after missing PK Thunder 1.}}
*{{nerf|The knockback values for Ness' down throw has been altered making it a slightly worse combo starter.}}
*{{change|Dash attack, forward aerial, and PK Thunder all have normal hitlag.}}
===v3.6 Beta===
*{{buff|While using PK Thunder 2, Ness can now reverse ledge-grab at the peak.}}
*{{buff|PSI Magnet causes more damage and has more base knockback.}}
**{{buff|The move's knockback growth has been significantly decreased, making it a better combo tool at higher percents.}}
*{{buff|Down throw has slightly higher base knockback, but less knockback growth which enables followups at higher percents.}}
*{{nerf|Up and down smash charging hitboxes have less base knockback.}}
*{{nerf|Up and down smash charging hitboxes have had their angles changed, making it harder to gimp with them.}}
*{{change|Forward aerial now does more damage at the beginning of the move and less later on, as opposed to doing the same amount of damage the whole way through.}}


==Moveset==
==Moveset==
Up to date as of version 3.0.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan="2" | !!Name!!Damage!!Description
|-
! colspan="2" rowspan="3" | Neutral attack
| rowspan="3" | || 3% || rowspan=3 | Punches twice, then kicks.
|-
| 2%
|-
|-
!Neutral attack
| 4%
| || 3%, 2% then 4%, total 9% || Ness punches twice, then kicks.
|-
|-
!Forward tilt
! rowspan="3" | Forward tilt || ↗
| || 12%/11%/10% || Ness kicks with a foot forward. Can be angled.
| rowspan="3" | || 12% || rowspan="3" | Kicks forwards with a foot. This can be angled up or down.
|-
|-
!Up tilt
!
| || 7% || Ness extends his arms quickly upwards. Can be used to juggle fast faller up to 70% which can lead into aerial attacks.
| 11%
|-
|-
!Down tilt
!
| || 3% || Ness kicks his foot out slightly. Short ranged attack, but can be used in quick sucession.
| 10%
|-
|-
!Dash attack
! colspan="2" | Up tilt
| || 5%, 4% then 4%, total 13% || Ness runs forward and creates three disjointed PSI bubbles from his hands. The first two hits have a [[semi-spike]] trajectory, while the last hit sends opponents straight upwards which can lead into up tilt combos against fast fallers.
| || 7% || Quickly extends both his arms upwards. Can be used to juggle fast fallers up to 70% which can then lead into an aerial attack. Ness's head is [[intangible]] when performing the attack.
|-
|-
!Forward smash
! colspan="2" | Down tilt
| || 18% (handle), 20%, 22%, 24% (tip) || Ness takes out his trusty cracked bat and swings it at his opponents. Sweetspot is located at the bat's tip. [[Reflect]]s [[projectile]]s.
| || 3% || Kicks his foot out slightly. Short ranged attack, but can be used in quick succession.
|-
|-
!Up smash
! colspan="2" | Dash attack
| || 8% (start), 5 hits of 2% (spin), 12% (swing) || Ness takes out his yoyo and swings it above him. Fast for an up smash; covers a wide area above him. Can be charged, but doing so does not increase the attack's damage. It is also affected slightly by gravity when used near an edge.  
| || 5% (hit 1), 4% (hits 2-3) || Runs forward and creates three disjointed PSI bubbles from his hands. The first two hits have a [[semi-spike]] trajectory, while the last hit sends opponents straight upwards which can lead into aerials.
|-
|-
!Down smash
! colspan="2" | Forward smash
| || 8% (start), 5% hits of 2% (spin), 12% (swing) || Ness takes out his yo-yo and swings it across the floor. Strong power, can be used to safely [[edge-guard]] from the stage. Same properties as the up smash.
| || {{ChargedSmashDmgSSBM|18}} (body),{{ChargedSmashDmgSSBM|20}} (bat base), {{ChargedSmashDmgSSBM|22}} (bat mid), {{ChargedSmashDmgSSBM|24}} (bat tip) || Takes out his bat and swings it the opponent horizontally. The sweetspot is located at the bat's tip. The bat can [[reflect]] [[projectile]]s.
|-
|-
!Neutral aerial
! colspan="2" | Up smash
| || 11% (clean) 8% (late) || Ness spins around with his arms stretched out.
| || 2% (charging hits 1-7), 12% (swing) || Takes out his yo-yo and swings it above him, performing the "around the world trick". Pretty fast for an up smash; covering a wide area above his head. It is also affected slightly by gravity when used near an edge. Can be charged, but doing so does not increase the attack's damage.
|-
|-
!Forward aerial
! colspan="2" | Down smash
| || 6 hits of 3% || Ness produces PSI bubbles in front of him that hit consecutively, the latter hit having stronger knockback.
| || 2% (hits 1-7 [hold]), 12% (swing) || Takes out his yo-yo and swings it across the floor, performing the "walk the dog" trick. Strong power, can be used to safely [[edge-guard]] from the stage. Similar to his up smash, the yo-yo doesn't increase in damage or in knockback when it's "charging".
|-
|-
!Back aerial
! colspan="2" | Neutral aerial
| || 15% (sweetspot), 10% (sourspot) || Ness extends his feet outward. Sweetspot is electrical and posseses high KO potential.
| || 11% (clean), 8% (late) || Spins diagonally in the air with arms stretched out. Has good knockback and is very fast with high combo potential, but has poor range.
|-
|-
!Up aerial
! colspan="2" | Forward aerial
| || 13% || Ness uses his noggin to hit the opponent.
| || 4% (hits 1-2), 2% (hits 3-4), 3% (hit 5) || Sticks his palms out, sending a stream of PSI sparks in front of him. This move hits multiple times, making it harder to so towards enemies at high percents.
|-
|-
!Down aerial
! colspan="2" | Back aerial
| || 14% || Ness kicks with one foot downward. A fast [[meteor smash]] useful for edge-guarding. Combined with double-jump canceling and [[L-cancel]]ing, it can also pressure [[shield]]s efficiently.
| || 15% (clean), 10% (late) || Thrusts both his feet backwards. The sweetspot deals electrical damage and possess high KO potential.
|-
! colspan="2" | Up aerial
| || 13% || Headbutts upwards. Good for juggling at lower percents and a good KO move at higher percents.
|-
! colspan="2" | Down aerial
| || 14% || Kicks one foot downwards. A fast [[meteor smash]], useful for edge-guarding. Combined with double-jump canceling and [[L-cancel]]ing, it can also pressure [[shield]]s efficiently.
<!--Grab aerial-->
<!--Grab aerial-->
|-
|-
!Grab
! colspan="2" | Grab
| ||&mdash;|| Grabs with both hands. The fastest grab in the game, but has short reach.
| || &mdash; || Grabs the opponent with both hands. The fastest grab in the game, but has short reach.
|-
|-
!Pummel
! colspan="2" | Pummel
| || 3% || Hits grabbed opponent with his head.
| || 3% || Headbutts the opponent.
|-
|-
!Forward throw
! colspan="2" | Forward throw
| || 11% || Throws the opponent forward with PSI power.
| || 11% || Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward.
|-
|-
!Back throw
! colspan="2" | Back throw
| || 11% || Uses PSI to throw the opponent backwards. Has low base knockback, but a surprisingly strong knockback scaling, becoming a powerful KO move and also one of the strongest throws in the game.
| || 11% || Psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Has low base knockback, but a surprisingly strong knockback scaling, becoming a powerful KO move and also one of the strongest throws in the game.
|-
|-
!Up throw
! colspan="2" | Up throw
| || 10% || Psycho-kinetically spins the opponent horizontally above him, then throws upward. Can chain grab at very low percentage and set up an uair or up tilt against fast fallers.
| || 10% || Psychokinetically spins the opponent above his head before sending them up. Can chain grab at very low percentage and set up for aerial followups.
|-
|-
!Down throw
! colspan="2" | Down throw
| || 9% total || Ness pushes the opponent onto the floor and hits repeatedly with PK Fire.
| || 1% (hits 1-5), 4% (throw) || Throws the opponent onto the ground and scorches them with PK Fire.
|-
|-
!Floor attack (front)
! colspan="2" | Floor attack (front)
| || 6% || Does a low kick going from back to front.
| || 6% || Does a low kick going from back to front.
|-
|-
!Floor attack (back)
! colspan="2" | Floor attack (back)
| || 6% || Does a low kick going from back to front.
| || 6% || Does a low kick going from back to front.
|-
|-
!Floor attack (trip)
! colspan="2" | Floor attack (trip)
| || 5% || Kicks with both of his feet from back to front.
| || 5% || Kicks with both of his feet from back to front.
|-
|-
!Edge attack (fast)
! colspan="2" | Edge attack (fast)
| ||6%, 8% || Ness pulls himself off the side of a stage, rolls, and kicks his feet out.
| || 6% (body), 8% (foot) || Fips onto the stage and does a sweep kick.
|-
|-
!Edge attack (slow)
! colspan="2" | Edge attack (slow)
| ||10% || Ness climbs up the side of a stage and throws out a punch.
| || 10% || Slowly climbs up onto stage and throws out a punch.
|-
|-
!Neutral special
! colspan="2" | Neutral special
| [[PK Flash]] || 8-22% || Ness generates a green ray that is sent upwards, then explodes. Can be charged, and doing so nudges the ray downwards. Can be moved sideways effectively, and is also Ness's deadliest edge-guarding move due to its very strong knockback scaling. The explosion can be [[Absorption|absorbed]] and reflected, though the latter only affects Ness if he's close to it.
| [[PK Flash]] || 8-22% || Ness generates a green ball of light that slowly rises vertically above Ness before descending. The downward arc can be controlled by moving either left or right on the [[control stick]]. This can be used as an effective edge-guarding move, due to its range and power. The explosion can be [[Absorption|absorbed]] and reflected, though the latter only affects Ness if he's close to it.
|-
|-
!Side special
! colspan="2" | Side special
| [[PK Fire]] || 8 hits of 3%, 24% total || Ness shoots a bolt from his fingers forward, which then bursts into a pillar of flames upon hitting a foe. It also activates on shields, pressuring them easily. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed.
| [[PK Fire]] || 8% (bolt), 1% (pillar hits 1-5) || Ness shoots a lighting bolt forward that bursts into a pillar of flames upon hitting a foe. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed.
|-
|-
!Up special
! colspan="2" | Up special
| [[PK Thunder]] || 4% (startup), 8% (beam), 6% (beam tail), 15%-25% (PK Thunder 2) || Ness produces an electric beam from his head, which he can then control freely. When he produces it, a brief hitbox covers his body, repelling foes attempting to stop the attack. The beam vanishes upon hitting a foe or surface (though foes can be hit by its tail without the beam vanishing), and Ness can hit himself with it to launch into a distance for [[recovery]], known as PK Thunder 2. Ness will launch in the opposite direction the beam hits him (if aiming to the center of his body), and will travel a far distance while keeping a powerful hitbox with KO potential. When hitting a wall or ceiling, he will either travel paralell to it or rebound off it, depending on how perpendicular he blasts against it. When launching against the ground, he will [[Floor recovery|lie on the floor]]. Ness will lose control of the beam if he's hit or it becomes reflected. Can also be absorbed. Though an effective recovery move, it's difficult to recover with it between tall walls (such as the buildings in [[Saffron City]]).
| [[PK Thunder]] || 4% (startup), 8% (thunder head), 1% (thunder tail)<br/>PK Thunder 2: 25% (clean), 21% (mid), 15% (late) || Ness produces ball of lightning from his head, which he can then control freely. When the projectile is first produced, a brief hitbox covers his body, repelling foes attempting to stop the attack. If the projectile hits Ness, he will be propelled in the same direction it was last travelling in, surrounded by a powerful electric hitbox, known as PK Thunder 2. If the tip of the projectile hits a surface, foe, a disjointed hitbox that deals knockback, or gets absorbed, the projectile will disappear and leave Ness [[helpless]] (in midair). If the projectile is reflected or if Ness is hit while controlling the beam, he will lose control of the projectile and will continue flying in the same direction he was guiding it in. When hitting a wall or ceiling with PK Thunder 2, Ness will either travel parallel to it or rebound off it, depending on how perpendicular to the wall he was when he blasted into it. When PK Thunder 2 is launched towards the ground, he will [[Floor recovery|lie on the floor]]. Though an effective recovery move, it's difficult to recover with it between tall walls (such as the buildings in [[Fourside]]).
|-
|-
!Down special
! colspan="2" | Down special
| [[PSI Magnet]] || 4% (initial), 2% (repeating hitbox) || Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the [[damage]] a projectile would have dealt. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials.
| [[PSI Magnet]] || 6% (startup), 2% (loop), heals 1.6x the damage of absorbed projectiles || Ness creates a purple energy field around him which allows him to absorb all energy-based projectiles. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials.
|-
|-
!Final Smash
! colspan="2" | Final Smash
| [[PK Starstorm]] || 20% for each star || Ness calls down a rain of stars from the sky, yelling "PK Starstorm!".
| [[PK Starstorm]] || 20% (each star) || Ness calls down a rain of stars from the sky, yelling "PK... Starstorm!"
|}
|}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
*{{Flag|USA}} [[Smasher:Aki (Illinois)|Aki]]
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Awestin|USA}}
 
*{{Sm|Boiko|USA}}
*{{Sm|Akimi|USA}} - Ranked 1st on the Washington ''Project M'' Power Rankings and 28th on [[PMRank 2018]].
*{{Sm|Reslived|USA}}
*{{Sm|WouldSmokeCraq|USA}} - Very strong player from Connecticut, placed 17th at Undertow with a win over Malachi.
*{{Sm|Stereo_Kidd|USA}}
*{{Sm|Mira|USA}} - Formerly ranked 1st on the Massachusetts ''Project M'' Power Rankings and 27th on [[PMRank 2022]].
*{{Sm|Tetraflora|USA}}
*{{Sm|Jose V|USA}} - Ranked 38th on [[PMRank 2018]].
*{{Sm|The_NZA|USA}}
*{{Sm|Not Chris|USA}} - Ranked #39 on [[PMRank 2023]].
*{{Sm|Zeej|USA}}
*{{Sm|Reslived|USA}} - Ranked 47th on [[PMRank 2018]].


==Alternate costumes==
==Alternate costumes==
Ness' alternate costume is his striped blue pajamas he has been seen wearing in the beginning of ''EarthBound'' and while in Magicant in the American version of ''EarthBound''.
===Project M===
Ness' alternate costume is his blue-striped pajamas he wears in the beginning of ''EarthBound'' and while in [[Magicant]] in the international releases of ''EarthBound''.


3.5 gave Ness' pajamas some recolors to be used for team battles, and a purple costume based off of Yes Man Jr.
3.5 gave Ness' pajamas additional recolors to be used for team battles, and a purple costume based off of {{s|wikibound|Yes Man Junior}}.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-
|-
|colspan=8|[[Image:Ness Palette (PM).png|frame|center|Ness's alternate costumes in PM]]
|colspan=8|[[File:Ness Palette (PM).png|frame|center|Ness' alternate costumes in PM]]
|-
|-
|colspan=1|[[Image:NessHeadSSBB.png]]
|colspan=1|[[File:NessHeadSSBB.png]]
|colspan=1|[[Image:NessHeadWhiteSSBB.png]]
|colspan=1|[[File:NessHeadWhiteSSBB.png]]
|colspan=1|[[Image:NessHeadYellowSSBB.png]]
|colspan=1|[[File:NessHeadYellowSSBB.png]]
|colspan=1|[[Image:NessHeadGreenSSBB.png]]
|colspan=1|[[File:NessHeadGreenSSBB.png]]
|colspan=1|[[Image:NessHeadBlueSSBB.png]]
|colspan=1|[[File:NessHeadBlueSSBB.png]]
|colspan=1|[[Image:NessHeadPurpleSSBB.png]]
|colspan=1|[[File:NessHeadPurpleSSBB.png]]
|colspan=1|[[Image:NessHeadPurplePM.png]]
|colspan=1|[[File:NessHeadPurplePM.png]]
|-
|-
|colspan=2|
|colspan=2|
|colspan=1|[[Image:NessHeadPajamaPM.png]]
|colspan=1|[[File:NessHeadPajamaPM.png]]
|colspan=1|[[Image:NessHeadPajamaRedPM.png]]
|colspan=1|[[File:NessHeadPajamaRedPM.png]]
|colspan=1|[[Image:NessHeadPajamaGreenPM.png]]
|colspan=1|[[File:NessHeadPajamaGreenPM.png]]
|colspan=2|
|colspan=2|
|}
|}
===Project+===
Ness receives more recolors in Project+ inspired by other characters from the ''EarthBound'' franchise.
*Pink: Inspired by Paula from ''EarthBound''. The shirt includes her sprite.
*Brown: Inspired by the Runaway Dog, an enemy from ''EarthBound''. The shirt includes its sprite.
*Black and White: Inspired by [[Starman_(EarthBound)|Starman]] from ''EarthBound''. The shirt includes the Starman's button.
*Black and Orange (Pajamas): Inspired by the visual effects of certain PSI attacks from ''EarthBound''.
[[File:Ness Palette (P+).png|800px|thumb|center|Ness' alternate costumes in P+]]
'''Z-Secret Costume (Poo):''' Wears an alternate costume inspired by Poo from EarthBound. The costume includes his headband.
'''R-Secret Costume (Ninten):''' An alternate costume that turns Ness into Ninten, the protagonist of ''EarthBound Beginnings.''
==Trivia==
*Prior to 3.6, there existed two cosmetic issues:
**If Ness gained a [[Smash Ball]] while in any of his pajama costumes, there will appear to be an eerie dark area over his eyes. This has been fixed in the 3.6 update.
**This issue also happened when Ness performs his Smash Taunt, even if it is not in his alternate costumes. This glitch still exists, but there are [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208446 unofficial patches] that exist to address this problem.
*While in his pajamas costume, Ness wields the {{s|wikibound|Cracked bat}}, the first bat he received in ''{{b|EarthBound|game}}'' as a gift from his sister.


==External links==
==External links==
*[http://projectmgame.com/en/characters/ness ''Project M'' character page]
*[https://www.reddit.com/r/SSBPM/comments/k4qyve/labbing_discord_results_ness/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Ness]]
[[Category:Ness]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]