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Revision as of 14:46, April 6, 2016

This article is about Ness' appearance in Super Smash Bros.. For the character in other contexts, see Ness.
Ness
in Super Smash Bros.
Ness
EarthboundSymbol(preBrawl).svg
Universe EarthBound
Other playable appearances in Melee
in Brawl
in SSB4
Availability Unlockable
Tier C (10)
Ness's head icon from SSB.

Ness (ネス, Ness) is a secret character in Super Smash Bros. He is well-known for his unique second jump and recovery. He, along with Yoshi, can double jump cancel, allowing him to use quick aerials and specials.

Ness ranks 10th 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 on the Japanese tier list. He ranks higher because he is much stronger in the Japanese version, rather than the international release, in which he was nerfed.

How to unlock

Complete 1P Game on normal difficulty or higher with three stocks or less without continuing, then defeat Ness on Dream Land.

Attributes

File:Ness ending.jpg
Ness's ending picture in Super Smash Bros.

Ness has a number of attributes that help him overwhelm the opponent. Ness is one of the lighter characters in the game. He has very high power compared to most other light characters, similar to Kirby. His forward smash has only decent range, but high power. Ness's forward and back throw are the strongest of their kind. They are his most reliable finishers, and can be used for edgeguarding someone with a poor recovery, like Link.

Ness has two projectiles in PK Fire and PK Thunder. PK Fire, if it hits, traps the opponent in a pillar of fire, allowing follow ups from almost any move. PK Thunder, while situational, can be used to hit opponents far away. Do to the banning of Hyrule Castle, this is nearly impossible to do in competitive play. Ness can deal with projectiles easier than other characters. His forward smash reflects projectiles, though it's hard to do. PSI Magnet can absorb projectiles and restore his health.

Ness's combo ability is not only among the best in the game, but easy to use as well. His dair can be used for Zero-to-death combos or to end combos (Dair example). His DJC allows him to perform many combos with his fair, uair, and dair. Ness also has deadly ways of finishing them, such as forward smash or dair.

Ness does have many flaws that are responsible for his low tier placement. His range is overall short compared to the rest of the roster, which harms his combo ability and KOing ability. His projectiles are highly flawed as well. PK Fire has long startup as well as endlag. It also has short range for a projectile. PK thunder has mostly the same problems as PK Fire, but as a projectile, it's almost useless.

Ness's recovery, distance-wise, is one of the greatest in the game due to PK Thunder 2's sending him a very far distance, coupled with his large double jump (second only to Yoshi), with its maneuverability also making it difficult to attack Ness out of it. However, he is disadvantaged by PK Thunder 2 being easy to gimp, due to taking some time to complete and having to go in a semicircle around Ness - if anyone touches the thunderbolt, Ness will become helpless. Even projectiles such as Pikachu's Thunder Jolt and Fox's Blaster or Reflector can gimp the move easily. A "solution" to this, used by many Ness players, is to use the double jump away from the stage, and then use PK Thunder. At this distance, it is difficult for most of the cast to follow up with an edgeguard, as it will likely be too far for them to recover, resulting in a SD for them. However, even then, there are a few characters who can recover from that distance, such as Kirby, Pikachu, or another Ness.

On a competitive level, Ness was originally rather dominant, being ranked 3rd in the S tier on the first well-known international Super Smash Bros. tier list. In the second tier list, he dropped to 8th place, and dropped again on the third list. Theoretically, this is the largest tier drop of any character in the series. Ness's strong point are his excellent combos and air game, but his poor range gives him big problems facing excessive range such as Captain Falcon's up smash, or Kirby or Pikachu's up tilt. Ness's approach is also easily read, with his two projectiles being slow and predictable. Ness overall has below average international (except Japan) matchups, with an especially terrible matchup against Pikachu, and only two advantageous matchups (against two bottom tier characters). Ness has better matchups (being 5th) in the Japanese version compared to the international versions. This is mainly because Ness is stronger in the Japanese version and was nerfed in the international versions.

Moveset

Image of Ness from official site of Super Smash Bros.
Ness' Aerial Attacks; top: up aerial, bottom: down aerial, left: left aerial, right: right aerial.
  Name Damage Description
Neutral attack   2% Two fairly fast punches, followed by a kick. Very similar to Mario's and Luigi's, but it has short range.
2%
4%
Forward tilt   11% Kicks in front rapidly, his body moves with it, giving it minor ending lag. Decent close-up spacer.
10%
9%
Up tilt   7% Two-handed open-palm uppercut. Thrusts both his hands directly upwards above him, which is a great aerial setup, especially because of its good speed and decent power.
Down tilt   3% Does a fast kick while crouching, which can chain into itself, or a grab.
Dash attack   12% (clean), 9% (late) Puts both of his hands in front of him with good duration. Usually launches foes in front of him.
Forward smash   18% Home-run swing. Takes out a bat and swings it, making a pinging sound if it connects. Decent speed and range, but great power. Can also be used as a reflector.
Up smash   17% (front), 15% (back) Does a "round the world" yo-yo swing, which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Above average speed.
Down smash   19% Extremely low hitbox, though extremely long range. Longest horizontal range of all d-smashes. Fast startup in back, average speed to reach front.
Neutral aerial   14% (clean), 11% (late) Does a falling Split Kick, somewhat similar to Jigglypuff's. The hitbox is Ness's entire body. Has similar properties to a sex kick. Good spacing move.
Forward aerial   12% (clean), 10% (late) Similar to his dash attack, puts both hands in front of him for good damage and knockback. Quick attacking move, though the range is restricted to his small opened hands.
Back aerial   16% (clean), 10% (late) Thrusts his feet backwards for tremendous KO power.
Up aerial   15% He does a quick and short ranged headbutt above him with good power. Good for juggling.
Down aerial   15% A stomp kick, powerful meteor smash. Comes out extremely quickly with short range. With double jump cancel, it can be used to rack up extremly high damage, in some cases being used in zero-to-death combos.
Grab
Forward throw   16% (throw), 10% (collateral) Takes foe, lifts them with PSI, and twirls them whilst launching them forward for great power. High knockback.
Back throw   16% (throw), 10% (collateral) Similar to his f-throw, only he takes the foe and launches them behind him.
Floor attack (front) 6% Gets up and twirls around with his foot extended.
Floor attack (back) 6% Gets up and twirls around with his foot extended.
Edge attack (fast) 6% Lunges upwards and twirls.
Edge attack (slow) 6% Gets up and punches slowly.
Neutral special PK Fire 25% maximum Fires a lightning-bolt shaped fire projectile that, if it hits, traps the opponent in a multi-hitting pillar of flame. If it does not hit either of the aforementioned objects within a few feet or hits a wall, then it dissipates. If used in midair, travels downwards at a 45 degree angle.
Up special PK Thunder 6% (bolt), 30% (if Ness hits the opponent while being fired) Creates a stream of thunder which is controlled using the Control Stick (Ness cannot do anything while the thunder stream is on the screen). The thunder most be aimed into Ness so that he can launch in a direction (recovery move, referred to as PK Thunder 2. If the thunder hits an opponent or a wall, it will disappear and Ness will become helpless - meaning that the thunder can be jumped into to cancel out Ness's recovery. Ness is also extremely vulnerable to aerial attacks and meteor smashes when controlling the thunder. This is one of the main reasons why Ness dropped severely from the first tier list to the second.
Down special PSI Magnet 0%, restores damage if hit by certain projectiles The PSI Magnet is not an attack. Rather, it heals damage if an energy or electric projectile hits it.

On-screen appearance

  • Uses Teleport and crashes onto the stage.
Ness' opening animation in Smash 64.

Taunt

  • Says "Okay!" while turning to his right, then nods his head while putting hands on hips.
Taunts-SSB-Ness.gif

Crowd cheer

English Japanese
Cheer
Description Go Ness! Ne-su
Pitch Crowd chant Crowd chant

Victory poses

A cover of the final four Soundstone Melodies from EarthBound.
  • Trots in place, then stands with hands on his hips, nodding confidently.
  • Looks over shoulders and scratches head grinning (also his character selection animation).
  • Swings his bat.
NessPose1SSB.gif NessPose2SSB.gif NessPose3SSB.gif

In Competitive play

Matchups

International versions

Super Smash Bros. (N64) Character Matchups
  PikachuIcon(SSB).png KirbyIcon(SSB).png CaptainFalconIcon(SSB).png FoxIcon(SSB).png YoshiIcon(SSB).png JigglypuffIcon(SSB).png MarioIcon(SSB).png SamusIcon(SSB).png DonkeyKongIcon(SSB).png NessIcon(SSB).png LinkIcon(SSB).png LuigiIcon(SSB).png Avg.
NessIcon(SSB).png 30:70 40:60 40:60 35:65 50:50 50:50 40:60 60:40 40:60 Mirror match 50:50 60:40 45:55

Japanese version

Super Smash Bros. (N64) Character Matchups (JPN Version)
  PikachuIcon(SSB).png KirbyIcon(SSB).png CaptainFalconIcon(SSB).png FoxIcon(SSB).png LinkIcon(SSB).png NessIcon(SSB).png JigglypuffIcon(SSB).png MarioIcon(SSB).png SamusIcon(SSB).png YoshiIcon(SSB).png LuigiIcon(SSB).png DonkeyKongIcon(SSB).png Avg.
NessIcon(SSB).png 35:65 30:70 40:60 40:60 60:40 Mirror match 40:60 50:50 60:40 60:40 65:35 60:40 50:50

Notable players

See also: Category:Ness professionals (SSB)

Tier placement and history

Ness used to rank very high at 3rd place on the first SSB64 tier list, just only below Pikachu and Kirby. With double jump canceling, Ness was a dominant force in the SSB64 metagame, as his DJC'ed aerials can rack up a huge amount of damage, and can be used to perform deadly zero-to-death combos. However, Ness became less effective as the metagame progressed. His short range in his attacks made his DJC combos lose recognition and effectiveness, and Ness' recovery, despite covering a great distance, can be exploitable due to it being predictable. This caused Ness to drop from a top tier 3rd place to a low-mid tier 8th place by the second tier list and dropping again to 9th in the third tier list and by the fourth tier list, to 10th. This is also currently the proportionally largest tier list drop of any character in any Smash Bros. game. Ness is currently 5th of the Japanese matchups, he is in a higher position due to the fact he is stronger than the international versions.

Techniques

Double jump cancel

Main article: Double jump cancel
A Ness combo performing DJCs.

DJCing is a glitch-technique that can be used by Yoshi and Ness. It involves using an aerial or a special move just after starting a double jump. This cancels the momentum of the double jump and allows quicker movement within the attacks, while also being able to speed up short hops, making short hopped DJC'd aerials especially effective when Z-cancelled. It can also help with aerial comboing. DJCing a special move cannot be Z-canceled.

Double jump landing

Nangoku performing the Nesslevator then quickly attacking Nintendude.

Double jump landing (also dubbed the Nesslevator) allows Ness to cancel his air momentum with an aerial attack while horizontally moving in midair. This results in a quick and smooth landing back onto a platform akin to wavelanding in Melee.

Double jump rushing

Albeit extremely difficult to do outside TAS, Ness can move incredibly quickly on the ground by cancelling multiple double jumps while moving horizontally. This is due to his second jump having very high horizontal movement during its initial frames. Demonstrative video here.

Dash turnaround ledgegrab

Ness is the only character in the game along with Fox who can use the turnaround animation of his full sprint to grab a ledge. This is due to his turnaround animation changing the faced direction before the character "brakes".

Edge sweetspotting

Main article: Edge sweetspot

Along with Pikachu, Ness can sweetspot the ledge using PK Thunder 2 if he grabs the ledge at the right angle and from the right distance, allowing him to act very quickly after grabbing the edge.

Special ledge cancel

Ness can grab the ledge while using his PK Thunder move or his PSI Magnet. This makes edgeguarding harder to perform for opponents. Also, these moves cancel his double jump, making them useful for ledge stalling or to refresh the invincibility frames granted by the ledge.

Description

Ness was a seemingly-average kid from Onett, but in truth, he was destined for much more. When a strange meteorite landed near his hometown, the little boy with psychic powers set out to save the world. Little has been said of Ness' character, and much remains hidden.

Works:

Alternate costumes

Ness' changeable clothing in SSB

Trivia

  • This is Ness's only appearance on the Nintendo 64. The only other playable character to share this distinction is Samus.
    • This also marks the first appearance of Ness in three-dimensional format. As with the above trivia, this distinction is shared only with Samus.
  • On the Character selection screen, Ness's portrait greatly resembles his artwork from EarthBound.