Ness (SSB): Difference between revisions

no edit summary
No edit summary
Line 11: Line 11:
|ranking      = 9
|ranking      = 9
}}
}}
'''Ness''' ({{ja|ネス}}, ''Nesu'')  is a [[secret character]] in ''[[Super Smash Bros.]]''  He is well-known for his unique [[double jump|second jump]] and [[Recovery|recovery]]. He, along with {{SSB|Yoshi}}, can [[double jump cancel]], allowing them to use quick [[Aerial attack|aerials]].
'''Ness''' ({{ja|ネス}}, ''Nesu'')  is a [[secret character]] in ''[[Super Smash Bros.]]''  He is well-known for his unique [[double jump|second jump]] and [[Recovery|recovery]]. He, along with {{SSB|Yoshi}}, can [[double jump cancel]], allowing them to use quick [[Aerial attack|aerials]] and [[Special move|specials]].


Ness ranks 9th on SSB's [[tier list]] for a predictable and at times unreliable recovery, which many foes use to their advantage, as well as some range issues. However, he does have a decent amount of combos, due to the aforementioned double jump cancel. Ness is ranked 5th of the Japanese matchups, he ranks higher because he is much stronger in that version rather than the international release whereas he was nerfed.
Ness ranks 9th on SSB's [[tier list]] for a predictable and at times unreliable recovery, which many foes use to their advantage, as well as some range issues. However, he does have a decent amount of combos, due to the aforementioned double jump cancel. Ness is ranked 5th of the Japanese matchups, he ranks higher because he is much stronger in that version rather than the international release whereas he was nerfed.
Line 19: Line 19:


==Attributes==
==Attributes==
[[File:Ness ending.jpg|thumb|290px|Ness's ending picture in Super Smash Bros.]]
[[File:Ness ending.jpg|thumb|300px|Ness's ending picture in Super Smash Bros.]]
Ness is a fairly small, medium-lightweight character with very high damage attacks. His greatest metagame comes from his air game, although his [[air speed]] is among the slowest. He has the game's lowest [[double jump cancel]], which can be used to perform devastating [[combo]]s, and a quick [[meteor smash]] in his down aerial as a finisher to many of them (example [http://www.youtube.com/watch?v=deXTuQ9dMhA&t=17s here]). Ness's [[special move]]s serve a variety of purposes; his neutral and up specials ([[PK Fire]] and [[PK Thunder]] respectively) are [[projectile]]s, and his down special ([[PSI Magnet]]) can absorb energy projectiles such as [[Fireball]]s or [[Charge Shot]]s and recover some of his damage. This can be used to his advantage in doubles - when the opponents are unable to do anything (usually during the time they are KO'd), a partner {{SSB|Pikachu}}, {{SSB|Fox}}, {{SSB|Mario}}, or {{SSB|Samus}} can repeatedly fire projectiles at PSI Magnet to recover Ness's damage. In addition, Ness possesses some of the most powerful [[throw]]s in the game, and if followed up with [[edgeguard]]ing, it can be extremely difficult for characters with poor recoveries such as {{SSB|Link}} and {{SSB|Samus}} to recover. However, his special moves are slow to execute. Ness himself is somewhat slow normally, but his fast [[roll]] and certain [[advanced technique]]s can help this problem. Perhaps his greatest disadvantage is his overall poor [[range]], which can severely limit his otherwise excellent combo ability.
Ness is a fairly small, medium-lightweight character with very high damage attacks. His greatest metagame comes from his air game, although his [[air speed]] is among the slowest. He has the game's lowest [[double jump cancel]], which can be used to perform devastating [[combo]]s, and a quick [[meteor smash]] in his down aerial as a finisher to many of them (example [http://www.youtube.com/watch?v=deXTuQ9dMhA&t=17s here]). Ness's [[special move]]s serve a variety of purposes; his neutral and up specials ([[PK Fire]] and [[PK Thunder]] respectively) are [[projectile]]s, and his down special ([[PSI Magnet]]) can absorb energy projectiles such as [[Fireball]]s or [[Charge Shot]]s and recover some of his damage. This can be used to his advantage in doubles - when the opponents are unable to do anything (usually during the time they are KO'd), a partner {{SSB|Pikachu}}, {{SSB|Fox}}, {{SSB|Mario}}, or {{SSB|Samus}} can repeatedly fire projectiles at PSI Magnet to recover Ness's damage. In addition, Ness possesses some of the most powerful [[throw]]s in the game, and if followed up with [[edgeguard]]ing, it can be extremely difficult for characters with poor recoveries such as {{SSB|Link}} and {{SSB|Samus}} to recover. However, his special moves are slow to execute. Ness himself is somewhat slow normally, but his fast [[roll]] and certain [[advanced technique]]s can help this problem. Perhaps his greatest disadvantage is his overall poor [[range]], which can severely limit his otherwise excellent combo ability.


Anonymous user