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Ness (SSB)/Up aerial: Difference between revisions

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[[File:Ness Up Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's up aerial.]]
[[File:Ness Up Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's up aerial.]]
[[File:Ness DJC Up Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's up aerial while [[double jump cancel]]led.]]
[[File:Ness DJC Up Aerial Hitbox Smash 64.gif|thumb|Hitbox of Ness's up aerial while [[double jump cancel]]led.]]
Ness does a quick headbutt above himself in the air, doing 15% damage, 110 Knockback Scaling, and 10 Base Knockback. The move is good for [[juggling]] and, against most characters, it can be used in conjunction with an {{mvsub|Ness|SSB|up tilt}}. However, this move can also be feared when in use with a [[double jump cancel]], 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 hop]]s and can potentially perform [[zero-to-death combo]]s on opponents, so Ness can use his up aerial at a very short distance from the ground and can rack up huge damage with it along with his other aerials, such as his {{mvsub|Ness|SSB|down aerial}}. 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.
Ness does a quick headbutt above himself in the air, doing 15% damage, 110 Knockback Scaling, and 10 Base Knockback. The move is good for [[juggling]] and, against most characters, it can be used in conjunction with an {{mvsub|Ness|SSB|up tilt}}. 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 hop]]s, allowing him to use the move a very short distance from the ground, meaning up aerial chains can be performed until ~60%. Ness can also potentially perform [[zero-to-death combo]]s on opponents, as he can rack up huge damage with his up aerial in conjunction with his other aerials, such as his {{mvsub|Ness|SSB|down aerial}}. 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.


What`s also interesting to note is the fact that this move has transcendent priority, due to Ness`s head being intangible (meaning it can`t be harmed) and a rather large hitbox size (despite this, the move`s range is still short).  
What`s also interesting to note is the fact that this move has transcendent priority, due to Ness`s head being intangible (meaning it can`t be harmed) and a rather large hitbox size (despite this, the move`s range is still short).  

Revision as of 21:15, December 22, 2013

Overview

Hitboxes of Ness' up aerial in Smash 64.
Hitbox of Ness's up aerial.
Hitbox of Ness's up aerial when DJC'ing it in Smash 64.
Hitbox of Ness's up aerial while double jump cancelled.

Ness does a quick headbutt above himself in the air, doing 15% damage, 110 Knockback Scaling, and 10 Base Knockback. The move is good for juggling and, against most characters, it can be used in conjunction with an up tilt. 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 up aerial chains can be performed until ~60%. Ness can also potentially perform zero-to-death combos on opponents, as he can rack up huge damage with his up aerial in conjunction with his other aerials, such as his down aerial. 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.

What`s also interesting to note is the fact that this move has transcendent priority, due to Ness`s head being intangible (meaning it can`t be harmed) and a rather large hitbox size (despite this, the move`s range is still short).

The move also makes a hard "Ping!" cartoon sound when he hits an opponent with this move in the NTSC version of the game (most powerful head or punch attacks make this sound).


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