Ness (PM): Difference between revisions

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A "notable tech" subsection isn't standard for the competitive play section, especially if it's just an external link, and anything actually significant should be explained within the article text
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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 very versatile character. He has three [[projectile]]s that each have varied but important uses. [[PK Fire]] can be used as a punishing option, leading to many follow ups, such as a grab or a smash attack. [[PK Thunder]] can juggle airborne opponents for a long time, and can be used to knock grounded opponents closer to Ness. [[PK Flash]] has a slow startup, but can be an effective finisher or edgeguarding move.
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.  


Ness' aerial moves are all very useful and effective. His neutral aerial comes out quickly and deals moderate knockback, making it a good choice for interrupting combos. The individual hits of his forward aerial cause low damage, but the move is useful in advancing combos. Ness's down aerial is a powerful and quick meteor smash, making it effective for edgeguarding opponents. His up aerial is an excellent juggling move at lower percentages, and makes a great combo finisher for KOing foes above the upper [[blast line]]. Ness' back aerial is very strong when [[sweetspot]]ted, and is a great aerial for getting a KO off of the side blast lines. Ness' ability to [[double jump cancel]] advances his already potent air game by giving him even more combo options.
[[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.


Ness' 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. His up and down smashes both involve his yo-yo, which do not deal more damage after charging but rather have a hitbox on the yoyo during the charging period, dealing a little damage and slight knockback.
[[PSI Magnet]] inflicts damage and Ness can jump out of it, giving the move a pseudo-[[waveshine]] capability while greatly advancing his combo game.  


Ness' throws are generally effective. His back throw is a very reliable KOing move at high percents. Ness' forward, up and down throws can be used as combo starters, sending opponents into the air and setting up for an aerial attack.
[[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' recovery is both a blessing and a curse. It deals massive damage and knockback, as well as travelling a very far distance, at the cost of being easy to gimp 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, and doesn't help the fact that any projectile that causes knockback can destroy the PK Thunder and leave Ness helpless. Once one masters how to direct the PK Thunder, it becomes one of the most reliable recovery moves in the game.
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 the 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 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}}''.}}


===Attributes===
===Attributes===
*{{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|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 higher 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.}}
*{{buff|[[Down tilt]] now sends opponents at a more vertical angle, making it able to combo into other moves at higher percentages.}}
*{{bugfix|[[Yo-yo glitch|Yoyo/Jacket glitch]] has been fixed.}}
*{{nerf|Down tilt can no longer [[infinite]].}}
 
*{{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 horizontally and is 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.}}
*{{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.}}
*{{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 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.}}
*{{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==
===v2.1===
===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.}}


===v2.5b===
===v2.5b===
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**{{nerf|It deals slightly less knockback.}}
**{{nerf|It deals slightly less knockback.}}
*{{buff|PK Thunder can no longer hit Shy Guys and Smashville balloons.}}
*{{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 dependant.}}
*{{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.}}
*{{buff|PK Thunder 2 can now be properly edge cancelled.}}
*{{nerf|PK Fire no longer activates on shielded opponents.}}
*{{nerf|PK Fire no longer activates on shielded opponents.}}
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*{{nerf|PK Fire pillar duration has been reduced by half.}}
*{{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.}}
*{{change|PK Fire's bolt now does 8% but the three pillar hits does 1% each to compensate.}}
*{{change|PK Fire pillar has higher gravity, preventing opponents from whiffing between the first few hits.}}
*{{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|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.}}
*{{nerf|The knockback values for Ness' down throw has been altered making it a slightly worse combo starter.}}
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===v3.6 Beta===
===v3.6 Beta===
*{{buff|While using PK Thunder 2, Ness can now reverse ledge-grab at the peak.}}  
*{{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|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|The move's knockback growth has been significantly decreased, making it a better combo tool at higher percents.}}
Line 123: Line 157:


==Moveset==
==Moveset==
Up to date as of version 3.5.
Up to date as of version 3.6.


{|class="wikitable"
{|class="wikitable"
! !!Name!!Damage!!Description
! colspan="2" | !!Name!!Damage!!Description
|-
|-
!Neutral attack
! colspan="2" rowspan="3" | Neutral attack
| || 3% (hit 1), 2% (hit 2), 4% (hit 3), (9% total) || Ness punches twice, then kicks.
| rowspan="3" | || 3% || rowspan=3 | Punches twice, then kicks.
|-
|-
!Forward tilt
| 2%
| || 12% (high), 11% (mid), 10% (low) || Ness kicks forwards with a foot. Can be angled.
|-
|-
!Up tilt
| 4%
| || 7% || Ness extends his arms quickly upwards. Can be used to juggle fast fallers up to 70% which can then lead into an aerial attack.
|-
|-
!Down tilt
! rowspan="3" | Forward tilt || ↗
| || 3% || Ness kicks his foot out slightly. Short ranged attack, but can be used in quick succession.
| rowspan="3" | || 12% || rowspan="3" | Kicks forwards with a foot. This can be angled up or down.
|-
|-
!Dash attack
!
| || 5% (hit 1), 4% (hits 2-3) (13% total) || 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 aerials.
| 11%
|-
|-
!Forward smash
!
| || {{ChargedSmashDmgSSBM|18}} (body),{{ChargedSmashDmgSSBM|20}} (handle), {{ChargedSmashDmgSSBM|22}} (mid), {{ChargedSmashDmgSSBM|24}} (tip) || Ness takes out his trusty cracked bat and swings it at his opponents. The sweetspot is located at the bat's tip. [[Reflect]]s [[projectile]]s.
| 10%
|-
|-
!Up smash
! colspan="2" | Up tilt
| || 2% (hits 1-7 [hold]), 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.  
| || 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.
|-
|-
!Down smash
! colspan="2" | Down tilt
| || 2% (hits 1-7 [hold]), 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.
| || 3% || Kicks his foot out slightly. Short ranged attack, but can be used in quick succession.
|-
|-
!Neutral aerial
! colspan="2" | Dash attack
| || 11% (clean), 8% (late) || Ness spins around with his arms stretched out.
| || 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.
|-
|-
!Forward aerial
! colspan="2" | Forward smash
| || 4% (first two hits) 2% (hits 3-4) 3% (last hit) (15% total) || Ness produces PSI bubbles in front of him that hit consecutively, the last hit having stronger knockback.
| || {{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.
|-
|-
!Back aerial
! colspan="2" | Up smash
| || 15% (clean), 10% (late) || Ness extends his feet outward. Sweetspot is electrical and possess high KO potential.
| || 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.
|-
|-
!Up aerial
! colspan="2" | Down smash
| || 13% || Ness headbutts upwards. Good for juggling at lower percents and a good KO move at higher percents.
| || 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".
|-
|-
!Down aerial
! colspan="2" | Neutral 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.
| || 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.
|-
! colspan="2" | Forward aerial
| || 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.
|-
! colspan="2" | Back aerial
| || 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 for aerial followups.
| || 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
| || 1% (hits 1-5), 4% (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% (body), 8% (foot) || 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. It can be charged, increasing damage and knockback while causing it to curve downwards, and it can be moved sideways. This can be used as an effective edgeguarding 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.
| [[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% (bolt), 1% (pillar hits 1-5) || Ness shoots a bolt forwards from his fingers, which then 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.
| [[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% (head), 6% (tail); PK Thunder 2: 25% (clean), 21% (mid), 15% (late) || Ness produces an electric beam from his head, which he can then control freely. When the beam is produced, a brief hitbox covers his body, repelling foes attempting to stop the attack. If the beam hits Ness, he will be propelled in the same direction that the beam was travelling in surrounded by a powerful electric hitbox, known as PK Thunder 2. If the tip of the beam hits a surface, foe, or disjointed hitbox that deals knockback, or the beam is absorbed, the beam will disappear and leave Ness helpless. If the beam is reflected or Ness is hit while controlling the beam, he will lose control of the beam. 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 against 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 [[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]] || 6% (startup), 2% (loop) || Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the [[damage]] the 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% (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|Delicious Octorok|USA}}
*{{Sm|WouldSmokeCraq|USA}} - Very strong player from Connecticut, placed 17th at Undertow with a win over Malachi.
*{{Sm|Reslived|USA}}
*{{Sm|Mira|USA}} - Formerly ranked 1st on the Massachusetts ''Project M'' Power Rankings and 27th on [[PMRank 2022]].
*{{Sm|Stereo_Kidd|USA}}
*{{Sm|Jose V|USA}} - Ranked 38th on [[PMRank 2018]].
*{{Sm|Tetraflora|USA}}
*{{Sm|Not Chris|USA}} - Ranked #39 on [[PMRank 2023]].
*{{Sm|The_NZA|USA}}
*{{Sm|Reslived|USA}} - Ranked 47th on [[PMRank 2018]].
*{{Sm|Zeej|USA}}


==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==
==Trivia==
*Prior to 3.6, there existed two cosmetic issues:
*Prior to 3.6, there existed two cosmetic issues:
**If Ness gained a [[Smash Ball]] while in any of his pajamas, there will appear to be an eerie dark area over his eyes. This issue also happened when Ness performs his Smash Taunt, even if it is not in his alternate costumes. There are, however, [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208446 unofficial patches] that exist to address this problem.
**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)]]