OverviewEdit

 
Hitbox of Ness's up tilt.

Ness thrusts both of his hands above himself, dealing 7% damage and knocking opponents straight up, with pretty low knockback. It has excellent combo ability, being able to chain into itself repeatedly on many characters to juggle, including being able to rack up ~35%+ on fastfallers, whether used in conjunction with DJC'd up aerials or not. The move can combo into a grab at moderate percentages or an aerial at higher percentages. It is considered among Ness's best options on the ground. However, it is held back by its very short range (like most of his moveset), and being somewhat difficult to actually set up.

Ness's head will be intangible for most of the move's duration (when the hitbox is out).

In the Japanese version, the move dealt more damage and had lower base knockback. The higher damage did not matter much as the move still deals the same damage when stale. However, the lower base knockback made the move combo for considerably longer, making up tilt considerably better in the Japanese version overall.

HitboxesEdit

NTSC-JEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 8% 0   70 40 0 185 10 0 0 0           Punch
1 0 8% 0   70 40 0 185 16 0 0 0           Punch

NTSC-U/PALEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 7% 0   80 40 0 185 10 0 0 0           Punch
1 0 7% 0   80 40 0 185 16 0 0 0           Punch

SummaryEdit

  •   Damage (8% → 7%).
  •   Base knockback (70 → 80).

TimingEdit

Head intangibility 5-19
Hitboxes 5-19
Animation length 34
Hitboxes                                                                     
Head                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible