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Ness (SSB)/Forward aerial

OverviewEdit

Ness does a quick poke with his hands in front of him in the air, similar to the animation of him doing a dash attack, for 12 percent damage (10% weak hit) with moderate knockback. The move is excellent for juggling purposes, even without advanced techniques. However, this move is even more feared when in use with the double jump cancel technique, which is very important to Ness's metagame and vital in most of his matchups. With it, Ness is capable of doing even shorter short hops, allowing him to use the move a very short distance from the ground, meaning forward aerial chains can be performed up until the higher percents. Ness can also potentially perform zero-to-death combos on opponents, as he can rack up huge damage with his forward aerial in conjunction with his other aerials (especially neutral aerial into a down aerial spike). However, the move, along with Ness's other moves used for this technique, has short range, so the technique has since lost recognition and known effectiveness.

Also, being one of his fastest DJC aerials (fastest outside of down aerial), it also has shield break potential, though noticeably less than down or up aerial due to its (comparatively) smaller range.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Clean
0 0 12% 1   16 100 0 155 0 0 140 180           Punch
Late
0 0 9% 1   10 100 0 140 0 0 140 180           Punch

TimingEdit

Initial auto-cancel 1-9
Clean hit 10-13
Late hit 14-26
Ending auto-cancel 27-
Animation length 41
                                                                                 
                                                                                 

Landing lagEdit

Animation length 16
L-cancelled animation length 4
Normal                                 
L-cancelled                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel