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'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Brawl]]''. Ness was initially confirmed in ''Brawl'' through [[List of leaks#Lucario/Jigglypuff/Ness leak|leaked]] on January 18th, 2008 through a topic in the game site's message board about an official trailer in a promotional video on the Japanese Wii website about [[sticker]] power-ups that [[List of leaks#Lucario/Jigglypuff/Ness leak|leaked]] him being playable in the game, alongside {{SSBB|Lucario}} and {{SSBB|Jigglypuff}}. He was officially confirmed on February 1st, 2008 on the [[Smash Bros. DOJO!!]] website, the day after ''Brawl'' came out in Japan. He is once again voiced by {{s|wikipedia|Makiko Ōmoto}}, with a combination of new voice-clips and recycled ones from ''Melee''.
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Brawl]]''. Confirmation of Ness's inclusion in ''Brawl'' was leaked on January 18th, 2008 through a promotional video on the Japanese Wii website about [[sticker]] power ups. He was officially confirmed on February 1st, 2008 on the ''Smash Dojo'' website. He is once again voiced by Makiko Ōmoto, with mostly recycled voice clips from ''Melee'', while providing some new ones.


Ness is ranked 26th out of 38 on the [[tier list]], a notable improvement from his placement in ''Melee'', where he was ranked 23rd out of 26. Ness possesses a strong aerial game with a strong, quick and disjointed set of [[aerial attack]]s capable of racking up damage and comboing at lower precents and KOing at higher ones, alongside possessing arguably the best [[grab]] game across the entire cast (even competing with the {{SSBB|Ice Climbers}}) due to possessing the fastest grabs in the game, a quick [[pummel]] and effective throws; in particular, [[back throw]] is the most common killing throw in the series. Furthermore, Ness boasts a flexible [[special move]]set: [[PK Fire]] is versatile for racking up damage and leading to free follow-ups, [[PSI Magnet]] is capable of edgeguarding and leading to early KOs, [[PK Thunder]] is useful for mindgames, and [[PSI Magnet]] absorbs energy-based projectiles while [[healing]] Ness himself. Despite being a small middleweight, Ness boasts high overall KO potential and damage output, courtesy of his aerials, [[forward smash]], back throw, PK Flash and [[PK Thunder 2]]. Ness is greatly hindered, however, by his exploitable [[recovery]] by either hitting Ness to an undesirable angle or nullifying the projectile, alongside the poor [[reach]] in his normal attacks, which allows characters with disjointed hitboxes (such as {{SSBB|Ike}} and {{SSBB|Mr. Game & Watch}}) to easily outrange him, possessing a limited grounded game (due to his aforementioned poor range, his almost non-existent approaching options on the ground, sub-par mobility and situational smash attacks), and by the 10 additional frames of [[lag]] he suffers when [[grab release]]d, leaving him extremely vulnerable to followups out of a grab release from almost every character, as well as [[infinite]]s and [[zero-to-death]] [[chain grab]]s out of a grab release (most infamously from {{SSBB|Marth}} and {{SSBB|Donkey Kong}}). Overall, Ness overall has below-average matchups with several [[Counter (matchup)|counters]], but he has acheived above-average [[tournament]] results regardless.
Ness is currently ranked 26th out of 38 on the [[tier list]], a decent improvement from his placement in ''Melee'', where he was ranked 23rd out of 26 characters. Ness possesses a strong aerial game with very useful [[aerial attack]]s, as well as effective [[tilt]]s, effective [[throw]]s, a projectile with great trapping and damage potential in [[PK Fire]], a versatile projectile capable of very early KOs and [[mindgame]]s in [[PK Thunder]], and multiple powerful, reliable finishers (such as his back throw and back aerial). Ness is greatly hindered, however, by his exploitable recovery, the rather poor [[reach]] in most of his attacks, possessing one of the worst ground games in the game (due to his aforementioned poor range, his almost non-existent approach options on the ground, sluggish mobility and poor smash attacks), and by the 10 additional frames of [[lag]] he suffers when [[grab release]]d, leaving him extremely vulnerable to grab release followups from almost every character, as well as [[infinite]] and zero to death grab release [[chain grab]]s (most infamously from {{SSBB|Marth}} and {{SSBB|Donkey Kong}}). Ness overall has below-average matchups with several [[Counter (matchup)|counters]], and he has had average [[tournament]] results.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Generalizing Ness is difficult. He has a unique moveset that borrows from various archetypes: while his three [[projectile]]s allow for some zoning, his fast moveset and punishing grab game make him most dangerous at short distances. Although his grounded mobility is relatively poor — his [[walk]]ing speed, [[initial dash]], and [[dash]]ing speed are below-average — his aerial mobility shines thanks to his excellent [[air acceleration]], above-average [[jump]]ing height, slightly above-average [[air speed]], and unique [[double jump cancel]]ling ability. Further bolstering his aerial game, Ness' low [[gravity]] and below-average [[falling speed]] allow him to perform multiple aerials in a single short hop, and all of his aerials can be [[auto-cancel]]ed. Despite his small stature, Ness is a [[weight|middleweight]], tied with {{SSBB|Lucas}} and {{SSBB|Pit}}.
Generalizing Ness is difficult. He generally runs a unique, versatile role, employing three different projectiles with differing purposes. Generally, the moves have modest lag and decent knockback, his [[PK Fire]] leads well into other attacks, and his PK Thunder can trap opponents and lead into [[PK Thunder 2]], one of the strongest attacks in the game. Also, PK Thunder and PK Flash both leave Ness very vulnerable because he can't move or attack when controlling these projectiles. Ness can use his [[PSI Magnet]] to absorb any energy projectile. The best for Ness, however, are his powerful throws, most notably his back throw, the only throw in Brawl that can reliably KO under 150% without relying on being on the edge and bad DI. Combining these with proper projectile use and appropriate Smash timing, and Ness can be a powerful foe. Shield grabs tend to be a problem for Ness since he has the shortest standing grab range in the game. He's fairly balanced in the areas of weight, falling speed, and air speed with none of them being particularly good nor particularly bad.


Ness is perhaps best known for his flexible [[special move]]set. His [[neutral special]], [[PK Flash]], is a large projectile that travels in an arc from Ness' head, gaining strength and distance depending on how long the input is held for. Because it has low ending lag and freezes opponents briefly when successful, PK Flash has great utility as a combo starter and juggling tool. In addition, it boasts extreme power at full charge, KOing {{SSBB|Bowser}}, the heaviest character, under 70%. However, similar to {{SSBB|Lucas}}' [[PK Freeze]] and {{SSBB|Zelda}}'s [[Din's Fire]], PK Flash sends Ness into [[helplessness]] after usage in midair, making it risky for offstage usage as it will lead into inadvertent [[self-destruct]]s. Ness' [[side special]], [[PK Fire]], is a tiny projectile that travels horizontally a short distance and bursts into a pillar of flames on contact with an opponent, dealing multiple hits. When performed in the air, PK Fire has a diagonal trajectory and less landing lag, bolstering its safety in neutral, especially on platforms. The move is infamously spammable and can set up combos, condition opponents to jump, or simply rack up damage itself. Ness' [[up special]], [[PK Thunder]], doubles as a versatile projectile and Ness' primary means of [[recovery]]. The move sends a ball of electricity upward from Ness' head that can be guided with the control stick, costing Ness his mobility while active, but granting him the ability to pressure deep offstage, juggle opponents repeatedly, or occasionally KO an opponent into the upper blast zone. Ness can also send the lightning into himself at any angle, launching him in that direction for an extremely powerful attack ([[PK Thunder 2]]), which both KOs rather early and allows Ness to recover from deep offstage. Ness' [[down special]], [[PSI Magnet]], creates a psychic field around Ness that absorbs energy-based projectiles and heals Ness a proportionate percentage. PSI Magnet also alters the momentum of Ness' double jump, a form of double jump cancelling that makes for a unique aerial burst option and a stylish way to start or extend combos.
Ness' true game can be found by utilizing his aerials. Ness is one of the very few characters in the game who can perform two aerials in one shorthop (Double Aerial Shuffle). This requires practice though because one needs to do the aerial immediately when one jumps off the ground. Looking at his aerials individually, his neutral aerial is fast and a great combo and defensive move. His forward aerial can set up into itself, making it good at damage-racking. His back aerial deals powerful knockback when sweetspotted, making it his best aerial finisher, while it can be used for a wall of pain when sourspotted. His up aerial is a very strong vertical KO move with a decent amount of range. Lastly, his clean down aerial is among the best meteor smashes in the game, and when hit late, it has strong horizontal knockback, making it good for edgeguarding.


Ness' outstanding aerial mobility is supplemented by possessing one of the best aerial games in ''Brawl''. Ness is one of the few characters in the game who can perform a pair of aerials in a snigle short hop (Double Aerial Shuffle). This requires practice though because the player needs to performs the aerial immediately when jumping off the ground. His [[neutral aerial]] is a [[sex kick]] that possesses minimal startup and ending lag, and hits on both sides of Ness, making it a useful [[out of shield]] option. It also sets up [[tech-chasing]] situations at medium precents, while the clean hit also deals decent knockback, allowing it to KO at high precents while eddgeguarding. His [[forward aerial]] has quick startup, a disjointed hitbox, and traps opponents, essentially allowing it to chain into either itself or another move. It is a powerful spacing tool, making it useful in approaching, racking up damage and edgeguarding opponents. His [[up aerial]], one of the strongest in the game, can be used to combo at lower percents and KO reliably at higher percents. It possesses a large hitbox and little lag, making it low-risk, high-reward tool in his kit. His [[back aerial]] is another reliable KO move that possesses low lag when clean, while the late hit is useful for performing a [[wall of pain]]. Lastly, his clean [[down aerial]] is among the strongest [[meteor smash]]es in the game, and when hit late, it is a steep [[semi-spike]], making it good for edgeguarding.
However, his ground game is underwhelming. With slow dash speed and short range tilts, he suffers in matchups against characters with disjointed hitboxes such as Ike or Marth. The only upside of his tilts are that they come out very quickly, which can be used to rack up damage. His forward smash is slow and needs to be sweetspotted for it to reliably KO under 100%. His up smash is very weak in terms of knockback, being among the weakest in the game, although it is one of the only two smash attacks able to damage people while charging, the other being Ness's down smash. All of Ness's smashes also give Ness some much needed range in his ground game, although their lack of speed and KO power limit their use.


Ness' [[grab]] game is outstanding and among the best across the cast. All of his grabs are characterized with extreme speed, albeit short range. His [[pummel]] is tied with {{SSBB|Lucas}} for the second-fastest in the game (surpassed by only {{SSBB|Wolf}}), allowing him to inflict decent damage before throwing his opponent, and all of his throws have useful applications. His [[down throw]] is a solid combo starter, easily following into an aerial attack or multiple forward aerials. His [[forward throw]] has disproportionate base knockback, allowing it to easily set up edgeguards. His [[up throw]] has similar applications of utility to down throw: being a solid combo starter. However, it can KO at very high precents and can lead to solid mix-ups that can set up juggling with PK Thunder or PK Flash, leading to [[mindgame]]s. Most notorious, however, is Ness' infamous [[back throw]], which is the most consistent and common KO throw in the series.
Ness's major problems are his awful ground grab release and recovery. He and {{SSBB|Lucas}} both suffer from having extremely long grab release animations. Most characters have some sort of ground grab release on Ness, and/or Lucas, leading to chaingrabs, infinities in walls, and other moderate to major problems. Two examples of this would be {{SSBB|Marth}} and {{SSBB|Donkey Kong}}'s 0-death on Ness and Lucas. Another example is {{SSBB|Wario}} using his forward smash out of the grab release, which Ness can't avoid. As mentioned above, Ness's other major problem is his atrocious recovery. Although Ness has a very large 2nd jump (second only to Yoshi's in terms of height), his PK Thunder, though faster than Lucas' PK Thunder, has a much wider turning angle, thus requiring more room for Ness to recover than Lucas. Its PK Thunder 2 also travels less distance than Lucas' version. In addition, his PK Thunder will stop in its tracks when it hits most projectiles, walls, or a character. As such, some opponents may take a risk and jump in front of PK Thunder's path to intercept Ness's recovery, giving Ness little to no hope of making it back onstage, which is easier with disjointed moves. However, this is a risky way of intercepting Ness's recovery, due to his recovery move having an extreme amount of knockback, KOing below 50% in most situations, although a projectile could still be used to halt his recovery, especially if it's controllable.
 
Ness's double jump has a unique quality that sets it apart from others in the game. It consists of four PSI flashes that propel him upward. If Ness uses an aerial or [[air dodge]] at the beginning of the jump, he will obtain a directional boost depending on the aerial used and if it is used on the first or second flash (his up aerial gives the longest boost, and the boost is longer if activated on the first flash). He can also use his double jump from the ground if the jump button is pressed during lag, which is helpful for starting up aerial combos. Using an aerial will make Ness move up faster, which complies for his slow double-jump and floatiness. After this, he will take a small pause in the air as a "filler" for the frames lost by the faster double-jump.
Although less effective than his aerial prowess, Ness' grounded game is still respectable. His [[forward tilt]] and [[dash attack]] are fast and strong enough to KO at high percents, and the latter has considerable range. His [[up tilt]] is a good combo tool at low percents and can even KO at higher percents. His [[down tilt]], which is extremely fast and highly spammable, can be used to two-frame, jab lock, pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. His [[forward smash]] (baseball bat) has high start-up and ending lag, but is among the strongest in the game, especially when sweetspotted with the tip of the bat. The bat itself is also a long-lasting [[reflection|reflector]]. Ness' [[up smash|up]] and [[down smash]]es (yo-yo) deal damage while charging, and can hang below the stage, making them some of the best and easiest-to-use edgeguarding tools in the game. However, while his up smash is useful out of shield and his down smash is useful as an edgeguarding option to two-frame opponents, both KO considerably later than his other KO options in a neutral situation.
 
Ness' major problems are his awful grounded grab release and exploitable [[recovery]]. He and {{SSBB|Lucas}} both suffer from possessing 10 additional frames of lag on their grab releases. Most characters have some sort of detrimental exploits upon grab releasing Ness, and/or Lucas, leading to [[chain grab]]s, infinities in walls, and other moderate/major exploits. A pair of examples of this would be {{SSBB|Marth}} and {{SSBB|Donkey Kong}}'s [[zero-to-death]] on Ness and Lucas. Another example is {{SSBB|Wario}} using his forward smash out of the grab release, which Ness cannot avoid. As mentioned above, Ness' other major problem is his exploitable recovery. Although Ness has the second-highest [[double jump]] in the game (surpassed by {{SSBB|Yoshi}}), Ness' PK Thunder, though faster than Lucas' PK Thunder, has a much wider turning angle, thus requiring more room for Ness to recover than Lucas. Ness' PK Thunder 2 also travels less distance than Lucas'. In addition, PK Thunder will stop in its tracks when it hits most projectiles, walls, or a character. As such, some opponents might take a risk and jump in front of PK Thunder's path to intercept Ness' recovery, giving Ness little/no hope of returning it onstage, which is easier with attacks with disjointed hitboxes. It is also notably difficult to angle correctly, and it can easily curve under lips of stages, especially on {{SSBB|Battlefield}}. However, this is a risky method of intercepting Ness' recovery, due to PK Thunder 2 dealing an extreme amount of knockback, KOing below 50% in most situations, although a projectile could still be useful to halt his recovery, especially if it is controllable.
 
Ness' [[double jump]] has a unique quality that differs itself from the other characters in the game, aside from {{SSBB|Lucas}}. It consists of four PSI flashes that propel him upwards. If Ness perform an aerial or [[air dodge]] at the beginning of the jump, he will obtain a directional boost depending on the aerial performed, and if it is performed on the first or second flash (his up aerial gives the longest boost, and the boost is longer if activated on the first flash). He can also use his double jump from the ground if the jumping button is pressed during lag, which is useful for starting up aerial combos. Using an aerial will cause Ness to move up faster, which complies for his slow double jump and floatiness. After this, he will take a small pause in the air as a "filler" for the frames lost by the faster double jump.


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
Near the end of ''Melee''{{'}}s metagame, Ness was considered one of the worst characters in the game due to his lack of [[range]], underwhelming grounded game, non-existent approaching options, poor KOing ability and a catastrophic [[recovery]]. As such, Ness has received a mixture of buffs and nerfs during the transition from ''Melee'' to ''Brawl'', being noticeably buffed overall. While he has received relatively few direct changes compared to the other returning characters, he has nevertheless received improvements.  
Ness has received a mix of buffs and nerfs, but given that he was one of the worst characters in ''Melee'', he was noticeably buffed overall in the transition to ''Brawl''. While he has seen relatively few direct changes compared to other characters, he has nevertheless seen improvements. His aerial game has seen noticeable improvements as his aerial mobility has improved, most of his aerials have less landing lag, his forward aerial while weaker connects more reliably making it a more effective spacing tool and his up and down aerials have more range and are overall more effective KO moves due to the changes to ''Brawl'''s mechanics. His recovery, while still poor, is more reliable due to his higher air speed, lower falling speed, and the removal of [[double jump cancel]]ing. A number of moves have stronger knockback; some examples being his up and down aerials, his smash attacks, and [[PK Thunder]] 2. These give him more reliable and stronger KO potential.


Ness' aerial game has received noticeable improvements, as his aerial mobility has been improved, the reduction of [[landing lag]] improves the safety and combo potential of his aerial attacks, his [[forward aerial]] connects more consistently to make it a more effective [[spacing]] tool at the expense of the final hit's weaker power, and his [[back aerial|back]], [[up aerial|up]] and [[down aerial]]s have more range and are overall more effective KO options due to the changes to ''Brawl''{{'}}s mechanics, partially reducing his most glaring weaknesses from the previous games: his range. The utility of his grounded game has been considerably improved: neutral attack and [[down tilt]] benefit from [[jab lock]]ing and [[tripping]], respectively, while [[forward tilt]] remains a relatively strong KOing tool and [[up tilt]] is a more versatile anti-air due to its extended hitboxes while being able to KO at high precents. His [[smash attack]]s have all been comparatively improved, as his [[forward smash]], while slower, has much more range while remaining its high power, while [[up smash|up]] and [[down smash]]es can now KO at very high precents. His underwhelming [[special move]]s have all received notable improvements. [[PK Flash]]'s hitbox is much less misleading, improving its overall utility. [[PK Fire]] is much harder to SDI out of. His [[recovery]], while still exploitable, is more reliable due to his faster air speed, slower falling speed, [[PK Thunder]]'s tighter arc and slower speed, and the removal of double jump canceling. [[PSI Magnet]]'s new windbox enhances its defensive utility, and can now be canceled with a [[roll]], a [[spot dodge]] or a jump, drastically improving its saftey and allowing it to lead into punishes. Finally, a number of moves deal stronger knockback; some examples being his up and down aerials, his smash attacks, and [[PK Thunder 2]]. These give him much more reliable and stronger KO potential.
However, he also received several drastic nerfs that magnify his flaws, the most significant of which being the 10 extra frames added to his grounded grab release animation. This is detrimental for Ness as it makes him vulnerable to inescapable kill confirms and even infinite [[chain grab]]s from some characters. His combo potential is also significantly lower due to the introduction of [[hitstun canceling]], the universally decreased falling speeds and the removal of double jump cancelling. Furthermore, many of his notable buffs have failed to completely alleviate many of his most glaring flaws; his barely improved recovery remains glaringly easy to gimp or edgeguard, while his marginally better overall range is still short relative to the cast, which is exacerbated by the loss of his powerful yo-yo glitch. This, alongside his overall slow mobility, still makes him heavily struggle in approaching most of his opponents. Finally, while his KOing ability is much better than in ''Melee'', Ness still struggles KO foes consistently, as his slightly better smash attacks are still sluggish and somewhat weak compared to the rest of the cast, while his other most powerful KO moves still suffer from his aforementioned poor range.


However, Ness also received a few drastic nerfs that not only magnify his flaws, but also feature new unique weaknesses and tone down some of his most potent key strengths. The most fatal of which is the 10 additional frames to his grounded [[grab release]]d animation, which is widely detrimental for Ness as it makes him vulnerable to inescapable KO confirms and even infinite [[chain grab]]s from some characters. Additionally, his [[combo]] potential has also been drastically toned down—due to the introduction of [[hitstun canceling]], the universal reduction to falling speeds and the removal of [[double jump cancel]]ing. Altogether, this drastically changes the way his [[neutral game]] works: while his neutral game still remains decent, Ness is forced to rack up damage easily with either over-reliance on PK Fire or multiple aerials instead of relying on combos to successfully do so. Furthermore, several of his notable buffs have failed to completely alleviate most of his most glaring flaws; his improved recovery remains extremely easily to gimping or edgeguarding, his approaches can still be stuffed out due to his non-existent grounded approaching options and his sub-par overall grounded mobility, while his marginally better overall range is still short relative to the cast, which is exacerbated by the loss of his powerful [[yo-yo glitch]]. This, alongside his overall sub-par mobility, still causes him to heavily struggle in approaching most of his opponents. Finally, while his KOing ability is much better than in ''Melee'', Ness still struggles to KO opponents consistently, as his slightly better smash attacks are still sluggish and somewhat situational compared to the rest of the cast, while his other most powerful KOing options still suffer from his aforementioned poor range.
Overall, he is considered to be improved from his ''Melee'' incarnation, but his longer grounded grab release, watered down combo game and retained flaws keep him from moving into higher tiers.
 
Overall, Ness' ''Brawl'' iteration is considered to be a vast improvement over ''Melee'' and ''Smash 64''. However, his lengthened grounded grab releases, watered down combo game, the loss of advanced techniques from DJC and yo-yo jackets, and his retained flaws have all prevented him from rising up into the game's higher tiers.


===Aesthetics===
===Aesthetics===
*{{change|The overall universal graphical boost from ''Melee'' to ''Brawl'' gives Ness much more detail.}}
*{{change|The overall graphics boost from ''Melee'' to ''Brawl'' gives Ness much more detail.}}
**{{change|Due to this, Ness' design has been drastically altered: his skin is darker and noticeably more paler in-color, his blushy cheeks are less visible on his face, his eyes are marginally bigger with a slightly more visible blue hazel tint on them, his smile his lower, and the details on Ness' design, attire, clothing, shoes and schoolbag are aesthetically more graphic. Additionally, his aforementioned clothing is also brighter.}}
*{{change|Ness has a new [[tumbling]] animation.}}
**{{change|Altogether, these alterations collectively make his appearance more in-line wit his Japanese design in ''Earthbound''<ref>https://static.wikia.nocookie.net/earthbound/images/a/ad/Claynes.png/revision/latest?cb=20081118173537</ref>.}}
*{{change|Ness uses a different voice clip when using PK Fire.}}
*{{change|Ness' [[tumbling]] animation has been changed: he is now more expressive while tumbling, as he winces and faces slightly more away from the AI, and his arms and head are positioned lower during it.}}
*{{change|Double jump has a different sound effect.}}
*{{change|Ness emits a different voice-clip when performing [[PK Fire]].}}  
*{{change|Ness has received two new alternate costumes.}}
*{{change|His voice is slightly slowed down and lower-pitched.}}
*{{change|His [[double jump]] and his [[special move]]s ([[PK Flash]], [[PK Fire]], [[PK Thunder]], by extension, [[PK Thunder 2]], and [[PSI Magnet]]) emits different and more aesthetic sound effects.}}
*{{change|Ness has received two new [[alternate costume]]s (a blue and black costume, respectively) and his costumes have been tweaked: his first yellow alternate costume is now his white costume instead of his blue one, his blue costume has been replaced with his yellow one, and his second blue costume is now his fifth alternate costume.}}
**{{change|Additionally, his black alternate costume provides a potrait of [[Mr. Saturn]] on his shirt.}}


===Attributes===
===Attributes===
*{{buff|Ness [[walk]]s slightly faster (0.84 → 0.86).}}
*{{buff|Ness' [[walking speed]] is slightly faster (0.84 → 0.86).}}
*{{buff|Ness' [[traction]] is lower (0.06 → 0.0546), going from the 15th highest in ''Melee'' to the 24th highest in ''Brawl''. Compared with the returning veterans, however, Ness' traction is higher, making it easier for him to punish out of shield.}}
*{{buff|Ness' traction is lower (0.06 → 0.0546), going from the 15th highest to the 24th highest. Compared with the returning veterans, however, Ness's traction is higher, making it easier for him to punish out of shield.}}
*{{nerf|Ness [[dash]]es slightly slower (1.4 → 1.393).}}
*{{nerf|Ness [[dash]]es slightly slower (1.4 → 1.393).}}
*{{buff|Ness' [[air speed]] is higher (0.093 → 0.09588).}}
*{{buff|Ness' [[air speed]] is higher (0.093 → 0.09588).}}
*{{buff|Ness' [[air acceleration]] is significantly higher (0.06 → 0.1).}}
*{{buff|Ness' [[air acceleration]] is higher (0.06 → 0.1).}}
*{{nerf|Ness' [[jumpsquat]] is longer (4 frames → 5).}}
*{{nerf|Ness' [[Jump]]squat is longer (4 frames → 5).}}
*{{nerf|Ness' grounded [[grab release]]d animation is 10 frames longer (FAF 30 → 41), which makes him vulnerable to [[chain grab]]bing releases and combos as the entire cast now has a 10-frame advantage upon ground releasing him (instead of only {{SSBM|Bowser}}, who now has a 20-frame advantage over Ness due to this). He is also more vulnerable to aerial follow-ups off of aerial grab releases due to the general changes to [[air release]]s.}}
*{{change|As with the returning veterans, Ness' [[falling speed]] was reduced (1.83 → 1.31). Compared to the returning veterans, however, Ness falls faster. While this improves his endurance, it worsens his recovery and makes him more vulnerable to combos.}}
*{{change|As with the returning veterans, Ness' [[falling speed]] is slower (1.83 → 1.31). Compared to the returning veterans, however, Ness falls faster. While this improves his endurance, it worsens his recovery and makes him more vulnerable to combos.}}
*{{change|Ness' gravity is lower (0.09 → 0.0711).}}
*{{change|Ness' [[gravity]] is lower (0.09 → 0.0711).}}
*{{change|The removal of double jump cancelling greatly hinders his already poor approach and weakens his combo ability, but significantly improves his recovery's safety.}}
*{{change|The removal of [[double jump cancel]]ing greatly hinders his already poor approach and weakens his combo ability, but significantly improves his recovery's safety and the versatility of his aerial prowess.}}
*{{buff|[[Spot dodge]] has a longer duration (frames 2-18 → 2-20) and less ending lag (FAF 28 → 26).}}
**{{buff|The loss of double jump canceling now allows Ness to perform aerials while rising from the momemtum of his double jump, allowing him to juggle/chain and rack up damage with his aerials much easier, as well as improving the combo ability of his aerials. This also gives him much safer options out of a [[ledge getup]] without the risk of leading to [[self-destruct]]s.}}
*{{nerf|Ness' grounded [[grab release]] animation is 10 frames longer, which makes him vulnerable to chain grab releases and combos as the entire cast now has a 10 frame advantage when they ground release him (instead of just {{SSBM|Bowser}} who now has a 20 frame advantage over Ness due to this). He is also more vulnerable to aerial grab release followups due to the general changes to aerial grab releases.}}
*{{buff|[[Spot dodge]] grants more [[intangibility]] (frames 2-18 → 2-20) and has less ending lag (FAF 28 → 26).}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|The third hit of neutral attack has increased base knockback (16 → 40).}}
**{{buff|The third hit of [[neutral attack]] has increased base knockback (16 → 40). The introduction of [[jab lock]]ing also improves the first hit's utility.}}
**{{buff|The introduction of [[jab lock]]ing also improves the first and second hits' utility.}}
*[[Up tilt]]:
**{{change|The reduction to [[falling speed]]s improves up tilt's KO potential, but hinders its combo potential.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt deals more damage (3% → 4%), but deals less knockback (4 (base), 50 (scaling) → 3/20).}}
**{{buff|[[Down tilt]] is better at racking up damage as it deals more damage (3% → 4%) with reduced knockback (4 (base), 50 (scaling) → 3/20), has less ending lag if Ness performs another down tilt (frame 8 → 6) and it has a 30% [[tripping]] chance.}}
**{{buff|It has less ending lag if Ness performs another down tilt (frame 8 → 6).}}
***{{buff|Altogether, this improves its damage-racking ability.}}
**{{buff|It now has a 30% [[tripping]] chance, improving its versatility.}}
**{{nerf|Down tilt has a shorter duration (frames 3-5 → 3-4).}}
**{{nerf|Down tilt has a shorter duration (frames 3-5 → 3-4).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack deals more damage due to changes to [[stale-move negation]] (12% → 13%).}}
**{{buff|[[Dash attack]] deals more damage due to changes to [[stale move negation]] (12% → 13%) and it connects more reliably.}}
**{{buff|All of dash attack's hits connect more consistently due to the weakening of [[SDI]].}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash has much more [[range]] (offset: 2.3436u, 2.9295u, 3.1248u, 3.3201u 2.9u/3.6u/3.8u/4.1u).}}
**{{buff|[[Forward smash]] has much more range (2.3436 u → 2.9 u), (2.9295 u → 3.6 u), (3.1248 u → 3.8 u), (3.3201 u → 4.1 u).}}
**{{nerf|Forward smash has more startup (frame 16 → 22) and ending lag (FAF 50 → 56).}}
**{{nerf|[[Forward smash]] has more startup (frame 16 → 22) and ending lag (FAF 50 → 56).}}
**{{change|Forward smash now produces a more realistic sound of a bat hitting a baseball instead of using the sound effect of the [[Home-Run Bat]].}}
**{{change|Forward smash now produces a more realistic sound of a bat hitting a baseball instead of using the [[Home-Run Bat]] sound effect.}}
*{{s|wikibound|Yo-yo}} ([[up smash|up]] and [[down smash]]es):
*Yo-yo ([[up smash|up]] and [[down smash]]):
**{{change|Up smash now provides a clean hit and a late hit, now possesssing the properties of a [[sex kick]].}}
**{{buff|Both up and down smashes have stronger knockback and are now able to KO at very high percentages (though the former is still among the weakest up smashes, while down smash is now a down smash of average power). They also have a longer duration (frames 12-31 → 13-35 (down), 13-36 (up)). Down smash also has less end lag (FAF 62 → 57).}}
**{{buff|Both up and down smashes deal more knockback (up smash: 60 (base), 45 (scaling) → 90/60 (clean), 70/60 (late), down smash: 70 (base), 60 (scaling) → 90/60), drastically improving their KO potential, now being able to KO at high percentages (though the former is still among the weakest up smashes, while the latter now boasts only average power).}}
**{{nerf|Both his up and down smash no longer increase in damage or knockback when charging. They also have more startup lag (frame 12 → 13) and up smash has more end lag (FAF 49 → 64).}}
**{{buff|Up and down smashes deal more damage (9%/4%/6%/6% (up), 11%/4%/7%/7% (down) → 4%/9%/13%/4%/13%), when combined with the previous point, drastically improves their KO potential and increases up smash's total damage output (25% → 26%).}}
**{{bugfix|[[Yo-yo glitch|Yoyo/Jacket glitch]] has been fixed.}}
**{{buff|Up and down smashes have longer hitbox-durations (frames 12-31 → 13-35 (down), 13-36 (up)).}}
**{{nerf|The removal of the [[Yo-yo glitch|Yoyo/Jacket glitch]] has significantly hindered his already poor range.}}
**{{buff|Down smash has less ending lag (FAF 62 → 57).}}
**{{change|His yo-yo has gained a new design.}}
**{{buff|Up and down smashes' hitboxes are larger (2.34/1.9/2.34/2.34u → 3.5/4.0/4.2u (up), 4.0/5.0u (down)), improving their range.}}
**{{buff|Up and down smashes' charging hitboxes have altered knockback (20 (base), 50 (scaling), 0 (set) → 0/100/90), now dealing fixed knockback instead of minimal knockback, allowing it to connect into the unleashing hitbox with more consistency.}}
**{{buff|Up and down smashes' charging hitboxes launch at a more favorable angle (80° → 110°), allowing the former to connect with the second hit more consistently.}}
**{{buff|Down smash launches at a much lower angle (70° → 55°).}}
**{{buff|Up and down smashes' charging hitboxes have less start-up (frame 12 → 10) and can be charged earlier (frames 13-14 → 11-12), combined with its longer duration.}}
***{{nerf|However, up smash's total duration was not fully compensated (FAF 49 → 55), giving it six more frames of ending lag.}}
**{{nerf|Both up and down smashes' start-up hitboxes have been removed, which greatly decreases down smash's damage output (29% → 17%), though its increased knockback was compensated.}}
**{{nerf|Both up and down smashes no longer increase their damage or knockback when charging. This notably prevents Ness from making utility of a charged up up/down smash to greatly increase their power to KO under high precentages, and prevents them from mitigating their nature of being among the weakest smash attacks in the game.}}
**{{nerf|Up smash and down smashes have more start-up (frame 12 → 13).}}
**{{nerf|Up smash has more ending lag (FAF 49 → 64).}}
**{{bugfix|The [[Yo-yo glitch|yo-yo/jacket glitch]] has been fixed.}}
***{{nerf|The removal of the yo-yo/jacket glitch has significantly hindered his previously poor range.}}
**{{change|His yo-yo has gained an aesthetically new, less saturated, more realistic, detailed and brighter design.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials excluding [[down aerial]] have less [[landing lag]] (22 frames → 18 (neutral), 18 frames → 12 (forward/back/up)), although due to the removal of [[L-canceling]], their landing lag was not fully compensated.}}
*{{buff|All aerials except down aerial have less landing lag (22 frames → 18 (neutral), 18 frames → 12 (forward/back/up)) although due to the removal of [[L-canceling]], their landing lag was not fully compensated.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has increased base knockback (15 → 20 (clean), 0 → 10 (late)), improving its utility as a get-off-me option.}}
**{{buff|Neutral aerial has increased base knockback (15 → 20 (clean), 0 → 10 (late)).}}
**{{nerf|Sourspotted neutral aerial deals less damage (8% → 7%), although its base knockback was compensated.}}
**{{nerf|Neutral aerial's sourspot deals 1% less damage (8% → 7%) although its base knockback was compensated.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial's multi-hits have less knockback scaling (100 → 60). When combined with the weakening of SDI, this allows them to connect more consistently.}}
**{{buff|Forward aerial's multi hits have reduced knockback scaling (100 → 60) allowing them to connect more reliably.}}
**{{change|Forward aerial has a lower [[hitlag|hitlag multiplier]] (1x → 0.5x), and the multi-hits have a higher SDI multiplier (1x → 1.5x). This makes the move harder to SDI, but makes SDI more effective against it.}}
**{{change|Forward aerial has a lower hitlag multiplier (1x → 0.5x) and the multi hits have a higher SDI multiplier (1x → 1.5x). This makes the move harder to SDI but makes SDI more effective against it.}}
**{{nerf|The move deals much less damage (3%/2% → 2% (loop hits), 5% → 3% (final hit), 15.74% → 11% (total)), although the final hit's knockback scaling was somewhat compensated (135 → 145).}}
**{{nerf|Forward aerial deals much less damage (3%/2% → 2% (loop hits), 5% → 3% (final hit), 15.74% → 11% (total)) although the final hit's knockback scaling was somewhat compensated (135 → 145). It also has less range due to only having one hitbox per hit although it is larger than the previous hitboxes (6.8u/4u → 8.1u (loop hits), 9u (final)).}}
**{{nerf|The move has less range due to only having a single hitbox per hit, although it is larger than the previous hitboxes (6.8u/4u → 8.1u (loop hits), 9u (final)).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has a slightly bigger sweet-spot compared to ''Melee'' version. And its sourspot is also much larger, greatly increasing the move's overall range.}}
**{{buff|Back aerial has a slightly bigger sweet-spot compared to ''Melee'' version. And its sourspot is also much larger, greatly increasing the move's overall range.}}
**{{nerf|Back aerial deals less damage (16% (clean), 10% (late) → 15%/8%) hindering its KO potential.}}
**{{nerf|Back aerial deals less damage (16% (clean), 10% (late) → 15%/8%) hindering its KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has a larger hitbox (5.964u → 7.2u).}}
**{{buff|Up aerial has a larger hitbox (5.964u → 7.2u) and has more KO potential due to the universally decreased falling speeds, allowing it to used as a effective vertical finisher.}}
**{{buff|The universal reduction to falling speeds have improved up aerial's KO potential, allowing it to used as a effective vertical finisher.}}
***{{nerf|The universally decreased falling speeds and the removal of double jump cancelling has significantly hindered his up aerial's juggling ability.}}
**{{buff|The removal of double jump canceling allows the move to be used safely as a [[guard break|edge-guard breaker]] out of a ledge getup without the risk of leading to unintentional self-destructs, and makes the move more versatile as a juggling tool.}}
**{{nerf|The universal reduction to falling speeds and the removal of double jump cancelling has significantly hindered the move's [[juggling]] ability.}}
***{{nerf|The loss of double jump canceling has also weakened the move's combo ability.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Sweetspotted down aerial has more effectiveness due to the changes to [[meteor canceling]] and the universal reduction to falling speeds.}}
**{{buff|Down aerial is more effective due to the changes to [[meteor canceling]] and the universally reduced falling speeds, has much better range (5.452u → 6.54u), making it easier to meteor smash. It also has a powerful sourspot which sends opponents horizontally which can KO grounded opponents earlier.}}
**{{buff|The move has much larger hitboxes (5.452u → 6.54u), making it easier to [[meteor smash]] with.}}
**{{nerf|Down aerial's sourspot deals less damage (12% → 9%).}}
**{{buff|It also has a powerful sourspot which sends opponents horizontally, which can KO grounded opponents earlier.}}
**{{nerf|Sourspotted down aerial deals less damage (12% → 9%).}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{buff|All grabs have less startup lag (frame 8 (standing)/10 (dash) → 6/8).}}
**{{buff|Grabs have less startup lag (frame 8 (standing)/10 (dash) → 6/8).}}
***{{buff|In addition to this, Ness now possesses a frame-6 [[pivot grab]], which is the fastest in the game.}}
***{{buff|In addition to this, Ness now possesses a frame 6 pivot grab which is the fastest in the game.}}
**{{buff|Dash grab has less ending lag (FAF 41 → 36).}}
**{{buff|Dash grab has less ending lag (FAF 41 → 36).}}
**{{buff|Dash grab grants Ness a much more faster and substantial speed-boost, and covers significantly more distance in a shorter amount of time, making it much easier to land.}}
**{{buff|Ness' grabs are larger (3.32u/2.34u (standing)/3.32u/2.73u/2.32u (dash) → (4u/3.5u)/(4u/3.5u/3.5u)) and the furthest grabboxes are positioned further outwards (z offset: 6.65 (standing)/7.81 (dash) → 6.8/8), slightly improving their range.}}
**{{buff|Ness' grabs have larger hitboxes (3.32u/2.34u (standing)/3.32u/2.73u/2.32u (dash) → (4u/3.5u)/(4u/3.5u/3.5u)) and the furthest grabboxes are positioned further outwards (z offset: 6.65 (standing)/7.81 (dash) → 6.8/8), slightly improving their range.}}
**{{nerf|Standing grab has more ending lag (FAF 31 → 35).}}
**{{nerf|Standing grab has more ending lag (FAF 31 → 35).}}
*{{nerf|The universal reduction of falling speeds and the introduction of [[hitstun canceling]] hinder [[up throw]] and [[down throw]]'s ability to combo and chain grab.}}
*{{nerf|The universally decreased fall speeds and changes to hitstun remove [[up throw]] and down throw's ability to combo and chaingrab.}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|Pummel has much less startup (frame 16 → 3) and ending lag (FAF 25 → 10), making it tied with {{SSBB|Lucas}} for the second-fastest pummels in the game (surpassed by {{SSBB|Wolf}}).}}
**{{buff|Pummel has much less startup (frame 16 → 3) and ending lag (FAF 25 → 10).}}
**{{change|Its hitbox is now rendered static, rather than being attached to Ness' head.}}
**{{change|Pummel's hitbox is now static, rather than being attached to Ness' head.}}
**{{nerf|It deals less damage (3% → 1%).}}
**{{nerf|Pummel deals less damage (3% → 1%).}}
**{{nerf|It has a smaller hitbox (6.25u → 5u), hindering its safety against bystanders.}}
**{{nerf|Pummel has a smaller hitbox (6.25u → 5u).}}
*[[Back throw]]:
*[[Back throw]]:
**{{change|Back throw now emits the same sound effect as [[PSI Magnet]].}}
**{{change|Back throw now makes the same sound effect as [[PSI Magnet]].}}
*[[Up throw]]:
**{{buff|The universal reduction of falling speeds improve up throw's KO potential, especially on platforms.}}
***{{nerf|However, this also hinders its combo and chain grabbing potential, even on fast-fallers.}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|Down throw's hitboxes are larger (3.51u → 4.32u), resulting in them now connecting against all characters and no longer flatting out [[whiff]] against {{SSBB|Mr. Game & Watch}}.}}
**{{buff|Down throw's hitboxes are larger (3.51u → 4.32u), resulting in them now connecting against every character.}}
*[[Ledge attack]]:
**{{change|Fast ledge attack launches at a much higher angle ([[Sakurai angle|361°]] → 45°).}}
**{{buff|Fast ledge attack deals more damage (6% → 8%).}}
**{{buff|Ledge attack deals more [[set knockback]] (90 → 110).}}


===Special moves===
===Special moves===
**{{buff|Ness is now capable of [[B-reversing]] all of his special moves (excluding [[PK Thunder]]), improving their versatility.}}
**{{buff|Ness can now [[B-reverse]] all his specials except for [[PK Thunder]].}}
*[[PK Flash]]:
*[[PK Flash]]:
**{{buff|PK Flash activates faster, charges and travels further, improving its safety.}}
**{{change|PK Flash activates faster, charges and travels further and deals slightly more damage when fully charged (36% → 37%), but it no longer activates automatically once it hits the ground, hits in a smaller radius and an uncharged PK Flash deals 2% less damage.}}
**{{buff|PK Flash deals slightly more damage at full charge (36% → 37%) without compensation on knockback, improving its KO potential and overall utility, especially for [[edgeguarding]].}}
**{{change|PK Flash is more blueish instead of green and has a different sound effect.}}
**{{nerf|It no longer activates automatically once it hits the ground, slightly hindering its edgeguarding potential and the ability to punish ledge rolls.}}
**{{nerf|Uncharged PK Flash deals less damage (11% → 9%).}}
**{{change|PK Flash hits in a smaller radius.}}
**{{change|PK Flash's graphics feature a more blueish coloration instead of green.}}
**{{change|PK Flash's explosion is smaller, matching the size of its hitbox.}}
*[[PK Fire]]:
*[[PK Fire]]:
**{{buff|PK Fire activates faster and can trap opponents more consistently due to the weakening of SDI, improving its damage-racking utility.}}
**{{buff|PK Fire activates faster and can trap opponents more effectively.}}
*[[PK Thunder]]:
*[[PK Thunder]]:
**{{buff|PK Thunder travels/curves in a tighter arc and has much less angling issues, making it easier to hit himself to recover with. When combined with the universal reduction to falling speeds in ''Brawl'' and Ness' increased [[air speed]], this allows Ness to connect PK Thunder into himself and travel into the desired direction to recover much easier, considerably improving his [[recovery]].}}
**{{buff|PK Thunder travels in a tighter arc, making it easier to hit himself. PK Thunder 2 has drastically less ending lag, is significantly stronger (60 (base), 70 (scaling) → 83/80), now KOing at around 50% and the late hitbox deals 1% more damage (20% → 21%) with more knockback scaling (65 → 70) allowing it to KO under 100%.}}
**{{buff|PK Thunder 2 has drastically less ending lag (FAF 70 → 56).}}
**{{change|The camera no longer follows the ball of lightning as it moves away from Ness. The lightning ball is now indigo instead of blue in color.}}
**{{buff|PK Thunder 2 deals significantly stronger knockback (60 (base), 70 (scaling) → 83/80), now KOing at around 50%, and the late hitbox deals 1% more damage (20% → 21%) with more knockback scaling (65 → 70), allowing it to KO under 100%.}}
**{{change|The camera no longer follows the ball of lightning as it moves away from Ness.}}
**{{change|The lightning ball is now indigo instead of blue in color.}}
*[[PSI Magnet]]:
*[[PSI Magnet]]:
**{{buff|PSI Magnet now has a weak [[windbox]] when released, making it slightly safer, as well giving it a bit of extra utility.}}
**{{buff|PSI Magnet now has a weak windbox when released, making it slightly safer, as well giving it a bit of extra utility.}}
**{{buff|PSI Magnet has a shorter ending animation (20 frames → 19).}}
**{{buff|PSI Magnet has a shorter ending animation (20 frames → 19).}}
**{{buff|After absorbing a [[projectile]], PSI Magnet can now be cancelled with a [[roll]], spot dodge or [[jump]]. This greatly improves PSI Magnet's safety as it not only heavily limits the opponent's ability to punish Ness if he absorbs a projectile, but it can even allow Ness to punish opponents after absorbing projectiles if he is close enough.}}
**{{buff|After absorbing a projectile, PSI Magnet can now be cancelled with a roll, spot dodge or jump. This greatly improves PSI Magnet's safety as it not only heavily limits the opponent's ability to punish Ness if he absorbs a projectile but it can even allow Ness to punish opponents after absorbing projectiles if he is close enough.}}
**{{nerf|PSI Magnet heals less damage (x2.0 → x1.6).}}
**{{nerf|PSI Magnet can now only heal up to a maximum of 30% damage.}}
**{{change|PSI Magnet is now colored indigo instead of blue. It also has a different sound effect}}
**{{change|PSI Magnet is now colored indigo instead of blue. It also has a different sound effect}}
**{{nerf|PSI Magnet heals less damage (x2.0 → x1.6) and it can now only heal up to 30% damage.}}
*[[PK Starstorm]]:
*[[PK Starstorm]]:
**{{Change|As with the rest of the cast, Ness now has a [[Final Smash]]: PK Starstorm. Using PK Energy, Ness yells "PK... Starstorm!" to summon a series of multiple meteorites falling straight down from the sky, which each deal 20% to opponents.}}
**{{Change|Ness now has a [[Final Smash]]: PK Starstorm. He uses his PK energy to summon multiple meteorites from the sky which each deal 20% to opponents.}}


==Moveset==
==Moveset==
Line 200: Line 145:
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=A pair of {{s|wikipedia|one-two combo}} punches, followed by a side kick. The first hit is capable of [[jab lock]]ing at low precents.
|neutraldesc=Ness punches twice, then kicks.
|ftiltname=&nbsp;
|ftiltname=&nbsp;
|ftiltangles=3
|ftiltangles=3
Line 206: Line 151:
|ftiltsidedmg=11%
|ftiltsidedmg=11%
|ftiltdowndmg=10%
|ftiltdowndmg=10%
|ftiltdesc=A {{s|wikipedia|roundhouse}} kick. Can be angled. It has surprisingly good power for a [[tilt attack]], being able to KO middleweights at around 150% by the edge of Final Destination. It can also lock at low percents.
|ftiltdesc=Ness kicks with a foot forward. Can be angled.
|utiltname=&nbsp;
|utiltname=&nbsp;
|utiltdmg=7%
|utiltdmg=7%
|utiltdesc=A vertical double-palm thrust. Ness' head gains [[intangibility]] during 2 frames while the hitboxes are active, giving it pseudo-disjointed range. A decent anti-air and [[juggling]] tool with high knockback scailing for a tilt attack similar to Ness' forward tilt, allowing it to KO at around 150%.  
|utiltdesc=Ness pushes upward with both hands.
|dtiltname=&nbsp;
|dtiltname=&nbsp;
|dtiltdmg=4%
|dtiltdmg=4%
|dtiltdesc=A swift shin kick. Due to the move's lack of start-up lag and ending lag, it is extremely spammable and is useful for jab resetting, locking, pressuring shields, two-framing and racking up quick damage while the opponent is trapped at the edge. The move is a sourspot located on the tip of his foot. Has a 30% chance of making the opponent trip. If it trips the opponent, it combos well into his up smash, a forward tilt, forward smash, or another down tilt.
|dtiltdesc=Ness swiftly kicks out in front of him. Extremely spammable. Has a chance of making the opponent trip.
|dashname=&nbsp;
|dashname=&nbsp;
|dashdmg=5% (hit 1), 4% (hits 2-3)
|dashdmg=5% (hit 1), 4% (hits 2-3)
|dashdesc=A double-palm thrust that launches three PSI sparks out in front of him, with the final spark knocking the opponent up into the air and KOing at high precentages. The first spark deals more damage to aerial opponents. The move is useful for setting up juggles and pressuring from afar. It is difficult to punish on shield if only the last hit connects. The disjointed hitboxes have considerable distances, giving it impressive range for a dash attack and giving it decent utility for approaching, as well as pressuring from a distance. The first hit is more damaging on opponents in the air.
|dashdesc=Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. Each hit sends the opponent in a different direction, with different knockback. Great, disjointed range. If all hits connect, it can be followed up by an aerial combo.
|fsmashname=&nbsp;
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBB|18}} (body), {{ChargedSmashDmgSSBB|20}} (bat base), {{ChargedSmashDmgSSBB|22}} (bat mid), {{ChargedSmashDmgSSBB|24}} (bat tip)
|fsmashdmg={{ChargedSmashDmgSSBB|18}} (body), {{ChargedSmashDmgSSBB|20}} (bat base), {{ChargedSmashDmgSSBB|22}} (bat mid), {{ChargedSmashDmgSSBB|24}} (bat tip)
|fsmashdesc=Swings his {{s|wikibound|baseball bat}}. It is the second-strongest forward smash in the game when sweetspotted at the tip of the bat, KOing even the heaviest characters under 97% by the edge of Final Destination, and is still one of the strongest forward smashes when sourspotted, KOing middleweights at around 102% by the edge of Final Destination, but it has considerable start-up and ending lag. The bat itself will [[reflect]] incoming projectiles when he swings it.
|fsmashdesc=Ness swings his bat. There are four hitboxes on the bat, dealing 18%, 20%, 22% and 24% uncharged, the strongest part being at the tip of his bat. The bat will [[reflect]] incoming projectiles when he swings it.
|usmashname=Around The World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashname=Around The World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashdmg=4% (startup & charge), 9% (front), 13% (back)
|usmashdmg=4% (startup & charge), 9% (front), 13% (back)
|usmashdesc=Sends his {{s|wikibound|yo-yo}} forward and performs an "around-the-world," hitting first in front then above and behind. It has a hitbox while charging and can hang from the ledge, which makes it effective for edgeguarding and two-framing, but can only be held for an additional half of a second instead of two. A decent anti-air and a good [[out of shield]] option. It is more powerful if the opponent is behind Ness, but it is among the weakest up smashes in the game, KOing roughly around 137%.
|usmashdesc=Ness sends his yo-yo forward and performs "around-the-world" over himself. Interestingly, when it's 'charging', it doesn't increase in damage or knockback.
|dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashdmg=4% (startup & charge), 13% (attack)
|dsmashdmg=4% (startup & charge), 13% (attack)
|dsmashdesc=Sends his {{s|wikibound|yo-yo}} backward and performs the "walk-the-dog" with it, hitting first behind then in front. It has a hitbox while charging and can hang from the ledge, which makes it effective for edgeguarding and 2-frame punishing, but can only be held for an additional half of a second instead of two. It covers get-up options greatly, but it occasionally has troubles linking correctly if the opponent is at the furthest point of the back-hit.
|dsmashdesc=Ness sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back. Similar to his up smash, the yo-yo doesn't increase in damage or in knockback when it's "charging".
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=11% (clean), 7% (late)
|nairdmg=11% (clean), 7% (late)
|nairdesc=Spins diagonally in the air with arms outstretched. It has minimal start-up lag and low ending lag, and functions like a [[sex kick]]. It is relatively useful for breaking combos and as an out-of-shield option. It [[auto-cancel]]s from a short hop. The clean hit deals decent knockback, making it a good edgeguarding and KOing option at high precents, being able to KO middleweights at around 135% by the edge of Final Destination. It also sets up [[tech-chasing]] situations at medium precentages.
|nairdesc=Spins diagonally in the air with arms outstretched.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=2% (hits 1-4), 3% (hit 5)
|fairdmg=2% (hits 1-4), 3% (hit 5)
|fairdesc=Performs a double-palm trust while generating a stream of PSI out of his hands. It is tied with [[up aerial]] for the second-fastest startup out of Ness' aerials. Due to Ness' excellent [[air acceleration]], it functions as an excellent approaching and spacing tool as Ness is capable of retreating while the opponent gets hit by the move's long-lasting and relatively large hitboxes, and it is useful for starting and extending combos. It auto-cancels from a short hop. Can chain into itself multiple times at low percentages, making it a useful [[wall of pain]] tool. Its sourspot can sometimes trip opponents, leading into a jab lock. Its range changes depending on the direction Ness is traveling: possessing decent reach while approaching, good reach while remaining still, and is Ness' longest-ranged aerial attack while retreating.
|fairdesc=Ness sticks out his palms out, sending a stream of PSI sparks in front of him.
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=15% (clean), 8% (late)
|bairdmg=15% (clean), 8% (late)
|bairdesc=A {{s|wikipedia|dropkick}} with PSI embedded on his feet, functioning like a sex kick. The clean hit boasts immense power, KOing middleweights at 125% on Final Destination and even lower at the ledge, thus being Ness' strongest aerial. The late hit is also useful for walls of pain at lower precents in conjunction with his neutral aerial. Despite its power, it also has relatively fast start-up and low ending lag compared to other aerial attacks with comparable properties. Auto-cancels from a short hop.
|bairdesc=Ness kicks out backwards with both feet. If sweetspotted, it electrifies the opponent and semi-spikes them with extreme power.
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=13%
|uairdmg=13%
|uairdesc=An upward-arcing headbutt. It is considered one of Ness' best aerials, due to its rather quick startup, power and low ending lag that makes it effective for comboing and juggling at low percentages and KOing at high ones, starting at 115% against middleweights. Like the rest of Ness' aerial moveset, it auto-cancels from a short hop. It bolsters Ness' outstanding aerial game, as its low base knockback gives it good combo ability, which, combined with its high damage output, can rack up damage quickly. It gives the furthest directional boost when performed in tandem with his double jump, giving him a slightly larger recovery. Can be used as a follow-up to an [[up throw]] or [[down throw]] at low percentages and leads into several tricks with PK Thunder. It can also be used as a finisher to combos from [[PK Fire]].
|uairdesc=Ness headbutts up into the air.
|dairname=&nbsp;
|dairname=&nbsp;
|dairdmg=12% (clean), 9% (late)
|dairdmg=12% (clean), 9% (late)
|dairdesc=Tightens his legs together before [[stomp (archetype)|stomping]] down below himself. If clean, the move is among the strongest [[meteor smash]]es in the game, and can is useful for starting combos on the stage fairly reliably if landed against grounded opponents. It auto-cancels from a short hop. Ness' slowest aerial in terms of start-up lag, coming out on frame 20, as well as somewhat high ending lag, and some landing lag (the highest out of all his aerials) so this can be a risky move to use. On the other hand, it auto-cancels the entire time the hitbox is inactive, which is a step above most other aerials. It functions as Ness' meteor smash to edgeguard or [[gimp]], and has excellent base knockback, making it a powerful KOing tool offstage, especially against characters who have poor [[meteor cancel]]ing windows, such as {{SSBB|Wolf}}, but has low knockback scaling, so it cannot KO until 200% on grounded opponents. It also has a late hit that [[semi-spike]]s and deals less damage, but it still has high base knockback, and it KOs grounded opponents earlier.
|dairdesc=Ness pulls his legs to his body before stomping down into the air. This attack can [[meteor smash]] in the first frame of the move. Somewhat laggy in the startup.
|grabname=&nbsp;
|grabname=&nbsp;
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. All of Ness' grabs are extremely quick with the lowest ending lag in the game, but are burdened with poor range; in particular, his standing grab is the shortest in the game.
|grabdesc=Grabs opponent with both hands.
|pummelname=&nbsp;
|pummelname=&nbsp;
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=Headbutts the opponent. It is the second-fastest pummel in the game, tied with {{SSBB|Lucas}} and surpassed by {{SSBB|Wolf}}.
|pummeldesc=Ness quickly headbutts the opponent. Very fast.
|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=11%
|fthrowdmg=11%
|fthrowdesc=Ness psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Has extremely high base knockback, but incredibly low knockback scaling, which gives it little/no KO potential even after [[Sudden Death]]-inflicted percentages. It is useful for setting up an edgeguard, however, or KOing an opponent early on if near the horizontal blast zone.
|fthrowdesc=Ness psychokinetically swings his opponent in a small circle in front of himself before sending them off forward.
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Ness psychokinetically swings the opponent overhead before sending them off backwards, in a diagonally vertical motion. It is the opposite of his forward throw; possessing minimal base knockback, but incredibly high knockback scaling, making it one of the strongest back throws in the game, and considered the most versatile KO throw overall, as it can KO much more reliably anywhere onstage at higher percentages than most other back throws at its level of strength, like {{SSBB|Luigi}} and {{SSBB|Mario}}'s, due to its much stronger knockback scaling.
|bthrowdesc=Ness psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Has extremely low base knockback but very high knockback scaling. Has the highest KO potential of all throws.
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Ness psychokinetically spins the opponent above his head before sending them straight upwards. Leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.
|uthrowdesc=Ness psychokinetically spins the opponent above his head before sending them up. Leads into many PK Thunder tricks and juggles. Good knockback for an up throw, though the opponent will have to be around 200% to actually KO.
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=1% (hits 1-5), 4% (throw)
|dthrowdmg=1% (hits 1-5), 4% (throw)
|dthrowdesc=Ness throws his opponent onto the ground and scorches them with [[PK Fire]]. In combination of pummeling and PK Fire, it is useful for racking up a high amount of damage quickly. A solid combo starter, having guaranteed follow-ups into neutral aerial, forward aerial, up aerial and down aerial. If Ness successfully reads the opponent's [[air dodge]], Ness can [[chain grab]] using down throw at lower precents and can perform a [[zero-to-death]] by following up into down aerial after using down throw at the edge, which is able to KO at even 0% regardless of weight. Unlike in ''Melee'', the hitboxes no longer whiff against {{SSBB|Mr. Game & Watch}}.
|dthrowdesc=Ness throws his opponent onto the ground and scorches them with [[PK Fire]]. Combined with pummeling and [[PK Fire]], it can be used to rack up a high amount of damage quickly.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdmg=6%
|floorfdesc=Sweep kicks in front of and behind himself.
|floorfdesc=Gets up and kicks both sides of himself.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=6%
|floorbdmg=6%
|floorbdesc=Planting a hand on the ground, Ness sweeps kicks behind and in front of himself.
|floorbdesc=Gets up and kicks both sides of himself.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Performs a {{s|wikipedia|dropkick}} behind and in front of himself with both hands planted on the ground.
|floortdesc=Gets up and kicks both sides of himself.
|edgefname=&nbsp;
|edgefname=&nbsp;
|edgefdmg=8% (leg), 6% (body)
|edgefdmg=8% (leg), 6% (body)
|edgefdesc=Flips onto the stage and performs a sweep kick in front of himself.
|edgefdesc=Flips onto the stage and does a sweep kick.
|edgesname=&nbsp;
|edgesname=&nbsp;
|edgesdmg=10%
|edgesdmg=10%
|edgesdesc=Drags himself up, and delivers a powerful punch while sliding forwards.
|edgesdesc=Slowly pulls himself up and delivers a powerful punch.
|nsname=PK Flash
|nsname=PK Flash
|nsdmg=9-37%
|nsdmg=9-37%
|nsdesc=Ness generates a greenish-light blue, energetic pulse of plasma-like projectile that appears above him. As the special input is held, the sphere curves downwards and increases its power, until the attacking input is released or until the move's level of charge is maxed out, it explodes. PK Flash is effective at edgeguarding and gimping characters with predictable or linear recoveries, like {{SSBB|Zelda}} and {{SSBB|Sonic}}, respectively. PK Flash boasts extreme power at full charge, KOing even the heaviest characters under 75% on Final Destination. PK Flash is also a hard punish if reading the opponent's options from a ledge.
|nsdesc=Ness generates a green pulse of energy that is sent upwards, then explodes. It can be charged, increasing damage and knockback while causing it to curve downwards, and it can be moved sideways.
|ssname=PK Fire
|ssname=PK Fire
|ssdmg=4% (lightning), 1-2% (fire)
|ssdmg=4% (lightning), 1-2% (fire)
|ssdesc=Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an opponent or destructible portion of a stage, at which point, it explodes into into a gradually-fading and quick-hitting pillar of fire, making said opponent vulnerable to guaranteed followups or KO confirms. However, the pillar of flames can still be easily [[SDI]]'d out of, although at a lesser extent than in ''Melee'', making it a viable tool for racking up quick damage. When performed in midair, Ness fires the bolt at a 45° angle.
|ssdesc=Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an enemy or destructible portion of a stage, at which point it explodes into flames. When used in midair, Ness fires the bolt at a 45° angle.
|usname=PK Thunder
|usname=PK Thunder
|usdmg=PK Thunder: 8% (head), 1% (tail);<br />PK Thunder 2: 25% (clean), 21% (late)
|usdmg=PK Thunder: 8% (head), 1% (tail);<br />PK Thunder 2: 25% (clean), 21% (late)
|usdesc=Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. It can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a powerful human-projectile. Aiming the head of the projectile into Ness himself will launch him in a trajectory opposite to the side the projectile collided onto Ness, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has brief [[invincibility]] during the first half of the move. Ness' primary means of [[recovery]], but it can be easily gimped during startup. However, PK Thunder is much easier to connect with Ness than the game's predecessors due to the projectile's tighter arc and slower speed in ''Brawl''.
|usdesc=Ness creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. Aiming the head into Ness himself will launch him in a trajectory opposite to the side he was hit on, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has invincibility frames during the first half of the move.
|dsname=PSI Magnet
|dsname=PSI Magnet
|dsdmg=0%, heals x1.6 the damage of absorbed projectiles.
|dsdmg=0%, heals x1.6 the damage of absorbed projectiles.
|dsdesc=Surrounds himself with a purple field of energy, allowing him to absorb energy-based [[projectile]]s (such as {{SSBB|Mario}}'s [[Fireball]], {{SSBB|Fox}}'s [[Blaster (Fox)|Blaster]] or {{SSBB|Samus}}' [[Charge Shot]]) or explosions (including all of {{SSBB|Snake}}'s explosives) and heal for a multiplier of 1.6× from the damage he would have received, but only at a maximum of 30% damage per projectile. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. PSI Magnet is also useful as a [[Fall Break|fall break]] to stall Ness' vertical momentum slightly in the air.
|dsdesc=Creates a blue energy field around himself which allows him to absorb all energy-based projectiles. It can be held in order to use it repeatedly. The move pushes nearby opponents when the button is released.
|fsname=PK Starstorm
|fsname=PK Starstorm
|fsdmg=20% (each star)
|fsdmg=20% (each star)
|fsdesc=Summons stars to fall from the sky to annihilate his opponents, yelling "PK... Starstorm!" in the process. The comets descend in a straight line over Ness and can sweep the screen with directional inputs to the left and right.
|fsdesc=Ness calls down a rain of stars from the sky, yelling "PK... Starstorm!".
}}
 
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 94
|rweight    = 20-22
|dash      = 1.3
|rdash      = 29-35
|run        = 1.393
|rrun      = 26
|walk      = 0.86
|rwalk      = 29-30
|trac      = 0.0546
|rtrac      = 24
|airfric    = 0.0225
|rairfric  = 3
|air        = 0.9588
|rair      = 18
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.09
|raddaccel  = 4-7
|gravity    = 0.0711
|rgravity  = 27
|fall      = 1.31
|rfall      = 24
|ff        = 1.834
|rff        = 27
|jumpsquat  = 5
|rjumpsquat = 11-26
|jumpheight = 34.48515332
|rjumpheight= 14
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
}}


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===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{Appearance
{{Appearance
|desc=Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot after crashing, which he then shakes off his body.
|desc=Ness teleports onscreen using PSI Teleport, then shakes off the soot gathered after crashing.
|char=Ness
|char=Ness
|game=SSBB}}
|game=SSBB}}
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{{Taunt/SSBB
{{Taunt/SSBB
|char=Ness
|char=Ness
|desc-up=Turns toward the screen, positions his arms on his hips and nods while saying "Okay." The pose is similar to that of his clay model from ''EarthBound''. When the player confirms the name one is giving a character, the player hears a sound effect of the game's creator, [[Shigesato Itoi]], saying "Ok desu ka." This means "Is this okay?" in Japanese.
|desc-up=Ness bows and says "Okay." Ness' Up taunt is a reference to the naming screen in Ness' game ''[[EarthBound]]''. When one confirms the name one is giving a character, one hears a sound effect of the game's creator, [[Shigesato Itoi]], say "Ok desu ka." which means "Is this okay?" in Japanese.
|desc-side=Point his bat outward in front of him and strikes a pose, similar to how {{s|wikipedia|baseball players}} use it to indicate they are hitting a home-run.
|desc-side=Ness points his bat outward and says "HUM!"
|desc-down=Waves his hand in an S-motion while emitting a sparkling stream of PSI from his finger.}}
|desc-down=Ness creates PSI sparkles on his fingers while saying "Tra!"}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Closes his eyes and places his fingers on his forehead, concentrating his PSI, and then points it forward, similar to {{SSBB|Lucas}}' down taunt.
|desc-1=Closes his eyes and places his finger to his forehead, similar to Lucas' Down taunt.
|desc-2=Looks around cautiously while frowning.
|desc-2=Frowns and looks around cautiously.
|image-1=Ness Idle Pose 1 Brawl.png
|image-1=Ness Idle Pose 1 Brawl.png
|image-2=Ness Idle Pose 2 Brawl.png}}
|image-2=Ness Idle Pose 2 Brawl.png}}
Line 334: Line 317:
{{Victory/SSBB
{{Victory/SSBB
|victory-theme=MotherUniverseTheme.ogg
|victory-theme=MotherUniverseTheme.ogg
|victory-desc=A flourished, sped-up remix of a portion of the title theme from the original ''MOTHER'' for the Famicom.
|victory-desc=A fast-paced cover of a portion of the opening theme from ''Mother''.
|desc-up=Skips in place of the victory screen, then nods slightly while facing the screen with his arms akimbo, holding a pose similar to his official clay model, up taunt, and his official ''Brawl'' render. The pose is similar to that of his clay model from ''EarthBound''.
|desc-up=He jumps up and down twice, swinging his arms, before quickly nodding twice towards the screen with arms akimbo.
|desc-left=Looks around quickly while exclaming twice before facing the screen, rubbing the back of his head with his hand (his "character chosen" animation in ''Super Smash Bros.'', albeit much more subtle).
|desc-left=He looks to his sides quickly before facing the screen, putting his hand on the back of his head. (His animation when chosen in ''Super Smash Bros.'')
|desc-right=Swings his bat multiple times before holding it with his right hand, outstretched and pointing it diagonally upwards.
|desc-right=He swings his bat many times before holding the bat with his right hand, outstretched and pointing diagonally upwards.
|char=Ness}}
|char=Ness}}


==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Ness players (SSBB)]]
:''See also: [[:Category:Ness players (SSBB)]]
*{{sm|FOW|USA}} - Considered one of the best Ness mains in the world before switching to {{SSBB|Meta Knight}}.
*{{sm|FOW|USA}} - Considered one of the best Ness mains in the world before switching to {{SSBB|Meta Knight}}.
Line 349: Line 331:


===Tier placement and history===
===Tier placement and history===
Ness' competitive standing in the metagame initially had been somewhat intact, despite his notable buffs in the transition to ''Brawl''. He was originally considered to be a low-tier character, lying as low as 31st on the third tier list. In the early days, players immediately noticed the presence of the 10 additional frames to his grab released animation, making him very vulnerable his grab-releasd combos by several characters in the cast, where common characters (like {{SSBB|Marth}}) could easily exploit such detriments, resulting in his quality-of-life buffs being insufficient to alleviate his most significant problems (most notably his exploitable recovery, his barely improved mobility, range, and his overall awkward neutral game), as well as the loss of double jump canceling, the overall reduciton to falling speeds and the [[hitstun canceling|ability to act out of hitstun]] having severely decreased his combo ability. In addition, Ness also suffered from lackluster fundamental advantages as well, such as his poor range, inconsistency in KOing opponents despite his strong KOing ability, mediocre grounded game (due to his situational smash attacks, non-existent approaching options, and his aforementioned poor range) and sub-par mobility.
Ness' standing in the metagame initially had not changed much, in spite of his buffs in the transition. He was originally seen as a low tier character, lying at 31st. Players at the time immediately noticed the presence of the 10 extra frames to his grab release animation, making him very vulnerable his grab release combos by many characters in the cast, where common characters like {{SSBB|Marth}} could easily exploit such detriments, resulting in his quality-of-life buffs being insufficient to alleviate his most significant problems (most notably his atrocious recovery, his barely improved mobility, range, and KO power and his horrible neutral game), as well as the loss of double jump canceling, the overall slower falling speeds and the ability to act out of hitstun having severely decreased his combo ability. However, he did increase to 27th by the third tier list as new Ness professionals were discovered, and he stayed there for every single tier list in ''Brawl'', until the last one, where he was slightly bolstered by one tier.
 
However, Ness had heavily struggled throughout the game’s competitive lifespan, as aside from making approaches {{SSBB|Olimar}} difficult, his amplified consequences upon getting punished made it extremely hard for him to approach the rest of the cast.
However, the general consensus later discovered the potency of Ness' strengths overtime, such as his disproportionate KOing power, strong combos, excellent damage output combined with his quick frame-data, formidable aerial and grab games, as well as the versatility of his special moves (such as [[PK Fire]] and [[PK Thunder]]'s zoning abilities, and [[PK Flash]] and [[PK Thunder 2]] capable of leading into early KOs, and [[PSI Magnet]] giving Ness a [[healing]] move by absorbing energy-based projectiles), which makes his neutral game dominant when combined. In turn, new Ness professionals were discovered and Ness received surprisingly above-average tournament results for a character of his own viability. While he suffers from poor matchups against certain characters who can abuse his long grab releases, such as {{SSBB|Donkey Kong}}, {{SSBB|Marth}} and {{SSBB|King Dedede}}, Ness performs reasonably well against most other mid/high-tiers, such as {{SSBB|Kirby}}, {{SSBB|Pokémon Trainer}}, {{SSBB|R.O.B.}}, {{SSBB|Fox}} and {{SSBB|Pikachu}}, as well as some top-tiers, such as {{SSBB|Olimar}}, {{SSBB|Diddy Kong}} and {{SSBB|Ice Climbers}}, since they lack the tools to outmatch Ness' devastating aerial game because of their poor aerial mobility. As such, he has risen up to 27th place by the fourth tier list, and he remained there for every single tier list in ''Brawl'', until the last one, where he was slightly bolstered by a single tier. Overall, while Ness had heavily struggled throughout the game’s competitive lifespan in the early days because of his amplified consequences upon getting punished that made it extremely hard for him to approach most of the cast, those few achievements have allowed Ness to find a rather solid placement as a mid-tier in the current tier list due to the expansion of tiers.


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace ness.PNG|thumb|250px|Ness in ''[[SSE]]''.]]
[[File:Subspace ness.PNG|thumb|250px|Ness in ''[[SSE]]''.]]
Ness shows up rescuing {{SSBB|Lucas}} from the giant [[Pig King Statue]], by knocking it over using [[PK Thunder]]. The Pig King Statue recovers and flies into the air, intentionally attempting to crush Ness, but the latter causes the Ping King Statue to explode using [[PK Flash]], which reveals to be their mutual nemesis, [[Porky Minch]] (in his spider-like bed-mecha), from ''[[MOTHER 3]]'', who immediately challenges Ness and Lucas. The latter two team up to defeat Porky Minch, including his machine. Shortly thereafter, though, the pair encounter {{SSBB|Wario}} on top of a pillar, who attempts to trophicate Ness using the [[Dark Cannon]]. Ness successfully evades each shot. Proving himself to be a difficult target, Wario shrugs and attempts to trophicate Lucas instead (who is too scared to react). Noticing this, Ness sacrifices himself, pushing Lucas out of the shot's range while Ness transforms into a [[trophy]] himself. Unconcerned with who exactly he got, Wario acheives Ness' trophy, and Lucas (terrified to challenge Wario due to the Dark Cannon) flees while Wario cackles in the rain, before bumping {{SSBB|Pokémon Trainer}} and teams up with him in an effort to rescue Ness and retaliate on Wario.
Ness shows up saving {{SSBB|Lucas}} from the giant [[Pig King Statue]], which is soon revealed to be their mutual nemesis, [[Porky Minch]]. Ness and Lucas team up to defeat Porky and his machine. Afterward, {{SSBB|Wario}} attacks him with his [[Dark Cannon]], but Ness successfully dodges each shot. Wario, however, then aims at Lucas, forcing Ness to push Lucas out of harm's way and take the arrow from the Dark Cannon, which turns him into a trophy. As Lucas is too scared to face Wario, he leaves Ness behind as Wario cackles in the rain. Most of Lucas's story in SSE involves getting revenge on Wario and trying to find Ness.
 
As Wario is driving his [[Cargo]] with Ness' and Peach/Zelda's trophies on board, he finds {{SSBB|Luigi}}'s trophy and prepares to steal it, which is interrupted being ambushed by an army of [[Waddle Dee]]s, who throw Luigi's trophy into the cargo, which is stolen by {{SSBB|King Dedede}}. At his hideout (his castle), King Dedede applies a [[Dedede Badge|brooch]] on Luigi's, Ness', and Peach/Zelda's trophies before the roof collapses on them caused by the [[Koopa Troop]], knocking out and transforming King Dedede into a trophy in the process, and {{SSBB|Bowser}} steals Peach/Zelda's trophy, while Luigi's, Ness's, and King Dedede's trophies are left abandoned and covered in rubble. Soon afterward, the [[Ancient Minister]] detonates a [[Subspace Bomb]] that consumes King Dedede's castle into the [[Subspace]], along with Ness', Luigi's and King Dedede's trophies.


Ness does not make another reappearance until after [[Tabuu]] trophicates all of the fighters using his [[Tabuu#Off Waves|off waves]], where he and Luigi are miraculously revived from the Dedede Brooches. Upon inspecting Luigi's badge, he notices that it replicates King Dedede's appearance, and, assuming that Dedede made them, proceeds to revive him. Upon being revived, King Dedede, his plan being successful, grants both of them a hug in elation before teaming up and reviving Lucas, along with the other fighters the trio come across. Upon reaching the staircase at the [[Great Maze]]'s entrance and spotting Bowser's trophy lying there, they revive him as well, only for him to challenge King Dedede, while Ness and Luigi spectate. Dedede wins the subsequent fight and revives Bowser again; Bowser tries to initiate another fight, but is flicked in the face by Dedede, who directs Bowser to [[Master Hand]]'s motionless form. Bowser begrudgingly decides to join the group to retailiate on Tabuu. {{SSBB|Kirby}}, who was revived by the Dedede Brooch he swallowed earlier that fell off from the trophicated princess King Dedede had collected, revives whatever characters that Ness, Luigi and King Dedede group did not come across, including Wario. The latter then confronts Dedede by bashing him in the head as revenge for King Dedede stealing his cargo and trophies. He taunts over it, but after witnessing Ness and Luigi on Dedede's side, Wario became surprised to the point he stopped fooling around. The trio offer to let Wario join them, and after a bit of reflection, he agrees and rides his bike up to the entrance of The Great Maze.  
As Wario is driving his [[Cargo]] with Ness' and Peach/Zelda's trophies on board, he finds {{SSBB|Luigi}}'s trophy and prepares to take it until he is ambushed by an army of [[Waddle Dee]]s, who throw Luigi's trophy into the cargo, which is stolen by {{SSBB|King Dedede}}. At his hideout, Dedede puts a [[Dedede Badge|badge]] on Luigi's, Ness', and Peach/Zelda's trophies before the roof collapses on them, turning Dedede into a trophy in the process, and {{SSBB|Bowser}} takes Peach/Zelda's trophy. Soon afterward the Ancient Minister detonates a Subspace Bomb that consumes Dedede's castle along with Ness', Luigi's and Dedede's trophies by Subspace.


Upon completing the Great Maze and confronting Tabuu altogether, Tabuu attempts to trophicate the fighters once again, but {{SSBB|Sonic}} shatters his wings and teams up with the other fighters, including Ness. In the end, the fighters successfully defeat Tabuu, both restoring the [[World of Trophies]] and annihiliating the existence of the Subspace.
Ness is not seen again until much later in the story, where he and Luigi are revived thanks to the Dedede Badges. Upon inspecting Luigi's badge, he notices that it looks like Dedede, and, assuming that Dedede made them, proceeds to revive him. Upon being revived, King Dedede gives both of them a hug before they team up and rescue Lucas, along with most of the other characters. Kirby, who was revived by the Dedede brooch he swallowed earlier, revives whatever characters that Ness' group did not come across, including Wario. Wario then bashes Dedede in the head as revenge for Dedede stealing his cargo and trophies. He is then surprised to see Ness and Luigi on Dedede's side. They offer to let Wario join them, and he agrees and rides his bike up to the entrance of The Great Maze. Ness, along with {{SSBB|Sonic}} and the other characters team up to defeat [[Tabuu]].


===Playable appearances===
===Playable appearances===
Ness was captured by {{SSBB|Wario}} during [[The Ruined Zoo]], and he is brought into {{SSBB|King Dedede}}'s castle after he previously stole Wario's trophy cart. After [[The Cave]], a Subspace Bomb was detonated near King Dedede's castle, bringing Ness into the Subspace.
Ness was captured by {{SSBB|Wario}} during [[The Ruined Zoo]], and he is brought into {{SSBB|King Dedede}}'s castle after he previously stole Wario's trophy cart. But after [[The Cave]], a Subspace Bomb was detonated near his castle, bringing Ness into Subspace.


*[[The Ruined Zoo]]
*[[The Ruined Zoo]]
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*[[The Great Maze]]
*[[The Great Maze]]


==In [[Event Matches]]==
==In Solo Modes==
===Solo Events===
==={{SSBB|Classic Mode}}===
In Classic Mode, Ness can appear as an opponent or ally in Stage 4 if he has been unlocked along with {{SSBB|Marth}}, {{SSBB|Ike}}, and {{SSBB|Lucas}} on [[Castle Siege]] or [[New Pork City]]. Ness can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 4.
 
===[[All-Star Mode]]===
In All-Star Mode, Ness is fought in Stage 10 alongside {{SSBB|Lucas}} on [[New Pork City]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 21: Visit to Onett]]''': The player controls {{SSBB|Lucas}} and must defeat Ness on [[Onett]].
*'''[[Event 21: Visit to Onett]]''': The player controls {{SSBB|Lucas}} and must defeat Ness on [[Onett]].
*'''[[Event 25: The Aura Is With Me]]''': As {{SSBB|Lucario}} at 182% damage, the player must defeat {{SSBB|Sheik}} and Ness on [[Spear Pillar]].
*'''[[Event 25: The Aura Is With Me]]''': As {{SSBB|Lucario}} at 182% damage, the player must defeat {{SSBB|Sheik}} and Ness on [[Spear Pillar]].
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*'''[[Event 29: All-Star Semifinal Regulars]]''': Ness is one of the opponents fought in this event. All opponents are characters that were unlockable from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 29: All-Star Semifinal Regulars]]''': Ness is one of the opponents fought in this event. All opponents are characters that were unlockable from the original ''[[Super Smash Bros.]]'' game.


===Co-op Events===
====Co-Op Events====
*'''[[Co-Op Event 9: Those Who Wait in Onett]]''': {{SSBB|Lucas}} and Ness must defeat {{SSBB|Luigi}} and {{SSBB|Yoshi}} on [[Onett]].
*'''[[Co-Op Event 9: Those Who Wait in Onett]]''': {{SSBB|Lucas}} and Ness must defeat {{SSBB|Luigi}} and {{SSBB|Yoshi}} on [[Onett]].
*'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]''': {{SSBB|Jigglypuff}} and {{SSBB|Mr. Game & Watch}}, who are tiny, must defeat {{SSBB|Lucas}} and Ness, who are giant, on [[Castle Siege]]. As the stage changes to different backgrounds, Jigglypuff will grow and Lucas and Ness will shrink.
*'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]''': {{SSBB|Jigglypuff}} and {{SSBB|Mr. Game & Watch}}, who are tiny, must defeat {{SSBB|Lucas}} and Ness, who are giant, on [[Castle Siege]]. As the stage changes to different backgrounds, Jigglypuff will grow and Lucas and Ness will shrink.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Ness Congratulations Screen Classic Mode Brawl.png|Classic Mode
Ness Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==[[Trophies]]==
==[[Trophies]]==
Line 427: Line 421:


==Trivia==
==Trivia==
*Despite being the [[unlockable character|first character to be unlocked]] in the game, Ness is one of the last unlockable characters by playing [[Subspace Emissary]]. He is also the first unlockable character to be playable in the Subspace Emissary, despite not joining the player's team until near the finale of the game.
*Ness was briefly considered being cut from ''Brawl'', but ''Mother 3'' only releasing in Japan resulted in both Ness and Lucas being included. <ref>https://twitter.com/pushdustin/status/1626015096781836288</ref>
*Strangely, Ness possesses visible teeth during the cutscenes of the Subspace Emissary, but not during the actual gameplay. {{SSBB|Lucas}} shares this distinction as well.
*Despite being the first character unlocked through playing Brawls, Ness is one of the last characters unlocked by playing ''The Subspace Emissary''. He is also the first unlockable character to be playable in ''The Subspace Emissary'', despite not joining the player's team until near the end of the game.
*During his metailic period while under the effect of the [[Metal Box]], Ness' baseball bat is also metailic, but his yo-yo is not, remaining the same design when Ness is non-metailic.
*Strangely, Ness has visible teeth during the cutscenes of the Subspace Emissary, but not during the actual gameplay. {{SSBB|Lucas}} has this distinction as well.
*Ness' yo-yo possesses a noticeable dialouge on it, reading "''Super Nintendo 2008''" along the top, above "MOTHER."
*When in metal form, Ness' bat is also metal, but his yo-yo is not.
*Ness and {{SSBB|Captain Falcon}} are the only two characters to have their unlockability status change between ''Melee'' and ''Brawl''. In Ness' own case, Ness was previously able to be unlocked by playing [[1P Game]] on normal difficulty or higher with three stocks or less without continues in ''Smash 64''. In ''Brawl'', he can be simply unlocked by either playing 5 [[VS. match]]es or [[reflect]]ing 10 [[projectiles]].
*Ness' yo-yo says "Super Nintendo 2008" along the top, above "MOTHER."
*Ness is the only fighter to provide his trophy list another ''Super Smash Bros.'' game for his game appearances. This is most likely due to the fact that outside of the ''{{b|Super Smash Bros.|series}}'' series, he only made a playable appearance in ''{{b|EarthBound|game}}''. {{forwiiu}} instead lists the second appearance as ''Mother 1+2'', released in 2003 for the Game Boy Advance.
*Ness and {{SSBB|Captain Falcon}} are the only two characters to have their unlockability status change between ''Melee'' and ''Brawl''.
**This was also the case for the transition between ''Smash 64'' and ''Melee''.
*Ness is the only fighter to have his trophy list another ''Super Smash Bros.'' game for his game appearances. This is most likely due to the fact that outside of the ''{{b|Super Smash Bros.|series}}'' series, he only made a playable appearance in ''{{b|EarthBound|game}}''. {{forwiiu}} instead lists the second appearance as ''Mother 1+2'', released in 2003 for the Game Boy Advance.
*Ness is the only character to be fought on a [[Melee Stage]] ([[Onett]]) when being unlocked.
*Ness is the only character to be fought on a [[Melee Stage]] ([[Onett]]) when being unlocked.
*Ness is one of the only four unlockable characters to make an appearance in the opening cinematic of ''Brawl'' upon starting the game. The three others sharing this attribute are {{SSBB|Marth}}, {{SSBB|Snake}}, and {{SSBB|Sonic}}.
*Ness is one of the only four unlockable characters to appear in the opening cinematic of ''Brawl''. The three others sharing this attribute are {{SSBB|Marth}}, {{SSBB|Snake}}, and {{SSBB|Sonic}}.
 
==External links==
==External links==
*[http://img339.imageshack.us/img339/2581/1200887133350nr6.png Image still from the trailer leak confirming Ness' presence] <!--Dead Link-->
*[http://www.smashbros.com/wii/en_us/characters/hidden01.html DOJO!! page]
*[http://www.smashbros.com/wii/en_us/characters/hidden01.html DOJO!! page]
*[http://www.smashboards.com/showthread.php?t=169865 Ness Character Guide on SmashBoards]
*[http://www.smashboards.com/showthread.php?t=169865 Ness Character Guide on SmashBoards]

Latest revision as of 16:38, March 8, 2024

This article is about Ness's appearance in Super Smash Bros. Brawl. For the character in other contexts, see Ness.
Ness
in Super Smash Bros. Brawl
Ness SSBB.jpg
EarthboundSymbol.svg
Universe EarthBound
Other playable appearances in SSB
in Melee
in SSB4
in Ultimate
Availability Unlockable
Final Smash PK Starstorm
Tier D (26)
NessHeadSSBB.png

Ness (ネス, Ness) is a playable character in Super Smash Bros. Brawl. Confirmation of Ness's inclusion in Brawl was leaked on January 18th, 2008 through a promotional video on the Japanese Wii website about sticker power ups. He was officially confirmed on February 1st, 2008 on the Smash Dojo website. He is once again voiced by Makiko Ōmoto, with mostly recycled voice clips from Melee, while providing some new ones.

Ness is currently ranked 26th out of 38 on the tier list, a decent improvement from his placement in Melee, where he was ranked 23rd out of 26 characters. Ness possesses a strong aerial game with very useful aerial attacks, as well as effective tilts, effective throws, a projectile with great trapping and damage potential in PK Fire, a versatile projectile capable of very early KOs and mindgames in PK Thunder, and multiple powerful, reliable finishers (such as his back throw and back aerial). Ness is greatly hindered, however, by his exploitable recovery, the rather poor reach in most of his attacks, possessing one of the worst ground games in the game (due to his aforementioned poor range, his almost non-existent approach options on the ground, sluggish mobility and poor smash attacks), and by the 10 additional frames of lag he suffers when grab released, leaving him extremely vulnerable to grab release followups from almost every character, as well as infinite and zero to death grab release chain grabs (most infamously from Marth and Donkey Kong). Ness overall has below-average matchups with several counters, and he has had average tournament results.

How to unlock[edit]

Complete one of the following:

With the exception of the third method, Ness must then be defeated on Onett.

Attributes[edit]

Generalizing Ness is difficult. He generally runs a unique, versatile role, employing three different projectiles with differing purposes. Generally, the moves have modest lag and decent knockback, his PK Fire leads well into other attacks, and his PK Thunder can trap opponents and lead into PK Thunder 2, one of the strongest attacks in the game. Also, PK Thunder and PK Flash both leave Ness very vulnerable because he can't move or attack when controlling these projectiles. Ness can use his PSI Magnet to absorb any energy projectile. The best for Ness, however, are his powerful throws, most notably his back throw, the only throw in Brawl that can reliably KO under 150% without relying on being on the edge and bad DI. Combining these with proper projectile use and appropriate Smash timing, and Ness can be a powerful foe. Shield grabs tend to be a problem for Ness since he has the shortest standing grab range in the game. He's fairly balanced in the areas of weight, falling speed, and air speed with none of them being particularly good nor particularly bad.

Ness' true game can be found by utilizing his aerials. Ness is one of the very few characters in the game who can perform two aerials in one shorthop (Double Aerial Shuffle). This requires practice though because one needs to do the aerial immediately when one jumps off the ground. Looking at his aerials individually, his neutral aerial is fast and a great combo and defensive move. His forward aerial can set up into itself, making it good at damage-racking. His back aerial deals powerful knockback when sweetspotted, making it his best aerial finisher, while it can be used for a wall of pain when sourspotted. His up aerial is a very strong vertical KO move with a decent amount of range. Lastly, his clean down aerial is among the best meteor smashes in the game, and when hit late, it has strong horizontal knockback, making it good for edgeguarding.

However, his ground game is underwhelming. With slow dash speed and short range tilts, he suffers in matchups against characters with disjointed hitboxes such as Ike or Marth. The only upside of his tilts are that they come out very quickly, which can be used to rack up damage. His forward smash is slow and needs to be sweetspotted for it to reliably KO under 100%. His up smash is very weak in terms of knockback, being among the weakest in the game, although it is one of the only two smash attacks able to damage people while charging, the other being Ness's down smash. All of Ness's smashes also give Ness some much needed range in his ground game, although their lack of speed and KO power limit their use.

Ness's major problems are his awful ground grab release and recovery. He and Lucas both suffer from having extremely long grab release animations. Most characters have some sort of ground grab release on Ness, and/or Lucas, leading to chaingrabs, infinities in walls, and other moderate to major problems. Two examples of this would be Marth and Donkey Kong's 0-death on Ness and Lucas. Another example is Wario using his forward smash out of the grab release, which Ness can't avoid. As mentioned above, Ness's other major problem is his atrocious recovery. Although Ness has a very large 2nd jump (second only to Yoshi's in terms of height), his PK Thunder, though faster than Lucas' PK Thunder, has a much wider turning angle, thus requiring more room for Ness to recover than Lucas. Its PK Thunder 2 also travels less distance than Lucas' version. In addition, his PK Thunder will stop in its tracks when it hits most projectiles, walls, or a character. As such, some opponents may take a risk and jump in front of PK Thunder's path to intercept Ness's recovery, giving Ness little to no hope of making it back onstage, which is easier with disjointed moves. However, this is a risky way of intercepting Ness's recovery, due to his recovery move having an extreme amount of knockback, KOing below 50% in most situations, although a projectile could still be used to halt his recovery, especially if it's controllable. Ness's double jump has a unique quality that sets it apart from others in the game. It consists of four PSI flashes that propel him upward. If Ness uses an aerial or air dodge at the beginning of the jump, he will obtain a directional boost depending on the aerial used and if it is used on the first or second flash (his up aerial gives the longest boost, and the boost is longer if activated on the first flash). He can also use his double jump from the ground if the jump button is pressed during lag, which is helpful for starting up aerial combos. Using an aerial will make Ness move up faster, which complies for his slow double-jump and floatiness. After this, he will take a small pause in the air as a "filler" for the frames lost by the faster double-jump.

Changes from Super Smash Bros. Melee[edit]

Ness has received a mix of buffs and nerfs, but given that he was one of the worst characters in Melee, he was noticeably buffed overall in the transition to Brawl. While he has seen relatively few direct changes compared to other characters, he has nevertheless seen improvements. His aerial game has seen noticeable improvements as his aerial mobility has improved, most of his aerials have less landing lag, his forward aerial while weaker connects more reliably making it a more effective spacing tool and his up and down aerials have more range and are overall more effective KO moves due to the changes to Brawl's mechanics. His recovery, while still poor, is more reliable due to his higher air speed, lower falling speed, and the removal of double jump canceling. A number of moves have stronger knockback; some examples being his up and down aerials, his smash attacks, and PK Thunder 2. These give him more reliable and stronger KO potential.

However, he also received several drastic nerfs that magnify his flaws, the most significant of which being the 10 extra frames added to his grounded grab release animation. This is detrimental for Ness as it makes him vulnerable to inescapable kill confirms and even infinite chain grabs from some characters. His combo potential is also significantly lower due to the introduction of hitstun canceling, the universally decreased falling speeds and the removal of double jump cancelling. Furthermore, many of his notable buffs have failed to completely alleviate many of his most glaring flaws; his barely improved recovery remains glaringly easy to gimp or edgeguard, while his marginally better overall range is still short relative to the cast, which is exacerbated by the loss of his powerful yo-yo glitch. This, alongside his overall slow mobility, still makes him heavily struggle in approaching most of his opponents. Finally, while his KOing ability is much better than in Melee, Ness still struggles KO foes consistently, as his slightly better smash attacks are still sluggish and somewhat weak compared to the rest of the cast, while his other most powerful KO moves still suffer from his aforementioned poor range.

Overall, he is considered to be improved from his Melee incarnation, but his longer grounded grab release, watered down combo game and retained flaws keep him from moving into higher tiers.

Aesthetics[edit]

  • Change The overall graphics boost from Melee to Brawl gives Ness much more detail.
  • Change Ness has a new tumbling animation.
  • Change Ness uses a different voice clip when using PK Fire.
  • Change Double jump has a different sound effect.
  • Change Ness has received two new alternate costumes.

Attributes[edit]

  • Buff Ness' walking speed is slightly faster (0.84 → 0.86).
  • Buff Ness' traction is lower (0.06 → 0.0546), going from the 15th highest to the 24th highest. Compared with the returning veterans, however, Ness's traction is higher, making it easier for him to punish out of shield.
  • Nerf Ness dashes slightly slower (1.4 → 1.393).
  • Buff Ness' air speed is higher (0.093 → 0.09588).
  • Buff Ness' air acceleration is higher (0.06 → 0.1).
  • Nerf Ness' Jumpsquat is longer (4 frames → 5).
  • Change As with the returning veterans, Ness' falling speed was reduced (1.83 → 1.31). Compared to the returning veterans, however, Ness falls faster. While this improves his endurance, it worsens his recovery and makes him more vulnerable to combos.
  • Change Ness' gravity is lower (0.09 → 0.0711).
  • Change The removal of double jump cancelling greatly hinders his already poor approach and weakens his combo ability, but significantly improves his recovery's safety.
  • Buff Spot dodge has a longer duration (frames 2-18 → 2-20) and less ending lag (FAF 28 → 26).
  • Nerf Ness' grounded grab release animation is 10 frames longer, which makes him vulnerable to chain grab releases and combos as the entire cast now has a 10 frame advantage when they ground release him (instead of just Bowser who now has a 20 frame advantage over Ness due to this). He is also more vulnerable to aerial grab release followups due to the general changes to aerial grab releases.

Ground attacks[edit]

  • Neutral attack:
    • Buff The third hit of neutral attack has increased base knockback (16 → 40). The introduction of jab locking also improves the first hit's utility.
  • Down tilt:
    • Buff Down tilt is better at racking up damage as it deals more damage (3% → 4%) with reduced knockback (4 (base), 50 (scaling) → 3/20), has less ending lag if Ness performs another down tilt (frame 8 → 6) and it has a 30% tripping chance.
    • Nerf Down tilt has a shorter duration (frames 3-5 → 3-4).
  • Dash attack:
  • Forward smash:
    • Buff Forward smash has much more range (2.3436 u → 2.9 u), (2.9295 u → 3.6 u), (3.1248 u → 3.8 u), (3.3201 u → 4.1 u).
    • Nerf Forward smash has more startup (frame 16 → 22) and ending lag (FAF 50 → 56).
    • Change Forward smash now produces a more realistic sound of a bat hitting a baseball instead of using the Home-Run Bat sound effect.
  • Yo-yo (up and down smash):
    • Buff Both up and down smashes have stronger knockback and are now able to KO at very high percentages (though the former is still among the weakest up smashes, while down smash is now a down smash of average power). They also have a longer duration (frames 12-31 → 13-35 (down), 13-36 (up)). Down smash also has less end lag (FAF 62 → 57).
    • Nerf Both his up and down smash no longer increase in damage or knockback when charging. They also have more startup lag (frame 12 → 13) and up smash has more end lag (FAF 49 → 64).
    • Bug fix Yoyo/Jacket glitch has been fixed.
    • Nerf The removal of the Yoyo/Jacket glitch has significantly hindered his already poor range.
    • Change His yo-yo has gained a new design.

Aerial attacks[edit]

  • Buff All aerials except down aerial have less landing lag (22 frames → 18 (neutral), 18 frames → 12 (forward/back/up)) although due to the removal of L-canceling, their landing lag was not fully compensated.
  • Neutral aerial:
    • Buff Neutral aerial has increased base knockback (15 → 20 (clean), 0 → 10 (late)).
    • Nerf Neutral aerial's sourspot deals 1% less damage (8% → 7%) although its base knockback was compensated.
  • Forward aerial:
    • Buff Forward aerial's multi hits have reduced knockback scaling (100 → 60) allowing them to connect more reliably.
    • Change Forward aerial has a lower hitlag multiplier (1x → 0.5x) and the multi hits have a higher SDI multiplier (1x → 1.5x). This makes the move harder to SDI but makes SDI more effective against it.
    • Nerf Forward aerial deals much less damage (3%/2% → 2% (loop hits), 5% → 3% (final hit), 15.74% → 11% (total)) although the final hit's knockback scaling was somewhat compensated (135 → 145). It also has less range due to only having one hitbox per hit although it is larger than the previous hitboxes (6.8u/4u → 8.1u (loop hits), 9u (final)).
  • Back aerial:
    • Buff Back aerial has a slightly bigger sweet-spot compared to Melee version. And its sourspot is also much larger, greatly increasing the move's overall range.
    • Nerf Back aerial deals less damage (16% (clean), 10% (late) → 15%/8%) hindering its KO potential.
  • Up aerial:
    • Buff Up aerial has a larger hitbox (5.964u → 7.2u) and has more KO potential due to the universally decreased falling speeds, allowing it to used as a effective vertical finisher.
      • Nerf The universally decreased falling speeds and the removal of double jump cancelling has significantly hindered his up aerial's juggling ability.
  • Down aerial:
    • Buff Down aerial is more effective due to the changes to meteor canceling and the universally reduced falling speeds, has much better range (5.452u → 6.54u), making it easier to meteor smash. It also has a powerful sourspot which sends opponents horizontally which can KO grounded opponents earlier.
    • Nerf Down aerial's sourspot deals less damage (12% → 9%).

Throws/other attacks[edit]

  • Grabs:
    • Buff Grabs have less startup lag (frame 8 (standing)/10 (dash) → 6/8).
      • Buff In addition to this, Ness now possesses a frame 6 pivot grab which is the fastest in the game.
    • Buff Dash grab has less ending lag (FAF 41 → 36).
    • Buff Ness' grabs are larger (3.32u/2.34u (standing)/3.32u/2.73u/2.32u (dash) → (4u/3.5u)/(4u/3.5u/3.5u)) and the furthest grabboxes are positioned further outwards (z offset: 6.65 (standing)/7.81 (dash) → 6.8/8), slightly improving their range.
    • Nerf Standing grab has more ending lag (FAF 31 → 35).
  • Nerf The universally decreased fall speeds and changes to hitstun remove up throw and down throw's ability to combo and chaingrab.
  • Pummel:
    • Buff Pummel has much less startup (frame 16 → 3) and ending lag (FAF 25 → 10).
    • Change Pummel's hitbox is now static, rather than being attached to Ness' head.
    • Nerf Pummel deals less damage (3% → 1%).
    • Nerf Pummel has a smaller hitbox (6.25u → 5u).
  • Back throw:
    • Change Back throw now makes the same sound effect as PSI Magnet.
  • Down throw:
    • Buff Down throw's hitboxes are larger (3.51u → 4.32u), resulting in them now connecting against every character.

Special moves[edit]

  • PK Flash:
    • Change PK Flash activates faster, charges and travels further and deals slightly more damage when fully charged (36% → 37%), but it no longer activates automatically once it hits the ground, hits in a smaller radius and an uncharged PK Flash deals 2% less damage.
    • Change PK Flash is more blueish instead of green and has a different sound effect.
  • PK Fire:
    • Buff PK Fire activates faster and can trap opponents more effectively.
  • PK Thunder:
    • Buff PK Thunder travels in a tighter arc, making it easier to hit himself. PK Thunder 2 has drastically less ending lag, is significantly stronger (60 (base), 70 (scaling) → 83/80), now KOing at around 50% and the late hitbox deals 1% more damage (20% → 21%) with more knockback scaling (65 → 70) allowing it to KO under 100%.
    • Change The camera no longer follows the ball of lightning as it moves away from Ness. The lightning ball is now indigo instead of blue in color.
  • PSI Magnet:
    • Buff PSI Magnet now has a weak windbox when released, making it slightly safer, as well giving it a bit of extra utility.
    • Buff PSI Magnet has a shorter ending animation (20 frames → 19).
    • Buff After absorbing a projectile, PSI Magnet can now be cancelled with a roll, spot dodge or jump. This greatly improves PSI Magnet's safety as it not only heavily limits the opponent's ability to punish Ness if he absorbs a projectile but it can even allow Ness to punish opponents after absorbing projectiles if he is close enough.
    • Change PSI Magnet is now colored indigo instead of blue. It also has a different sound effect
    • Nerf PSI Magnet heals less damage (x2.0 → x1.6) and it can now only heal up to 30% damage.
  • PK Starstorm:
    • Change Ness now has a Final Smash: PK Starstorm. He uses his PK energy to summon multiple meteorites from the sky which each deal 20% to opponents.

Moveset[edit]

  Name Damage Description
Neutral attack   3% Ness punches twice, then kicks.
2%
4%
Forward tilt   12% Ness kicks with a foot forward. Can be angled.
11%
10%
Up tilt   7% Ness pushes upward with both hands.
Down tilt   4% Ness swiftly kicks out in front of him. Extremely spammable. Has a chance of making the opponent trip.
Dash attack   5% (hit 1), 4% (hits 2-3) Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. Each hit sends the opponent in a different direction, with different knockback. Great, disjointed range. If all hits connect, it can be followed up by an aerial combo.
Forward smash   18% (body), 20% (bat base), 22% (bat mid), 24% (bat tip) Ness swings his bat. There are four hitboxes on the bat, dealing 18%, 20%, 22% and 24% uncharged, the strongest part being at the tip of his bat. The bat will reflect incoming projectiles when he swings it.
Up smash Around The World (シャトルループ, Shuttle Loop) 4% (startup & charge), 9% (front), 13% (back) Ness sends his yo-yo forward and performs "around-the-world" over himself. Interestingly, when it's 'charging', it doesn't increase in damage or knockback.
Down smash Walk the Dog (ヨーヨーショット, Yo-Yo Shot) 4% (startup & charge), 13% (attack) Ness sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back. Similar to his up smash, the yo-yo doesn't increase in damage or in knockback when it's "charging".
Neutral aerial   11% (clean), 7% (late) Spins diagonally in the air with arms outstretched.
Forward aerial   2% (hits 1-4), 3% (hit 5) Ness sticks out his palms out, sending a stream of PSI sparks in front of him.
Back aerial   15% (clean), 8% (late) Ness kicks out backwards with both feet. If sweetspotted, it electrifies the opponent and semi-spikes them with extreme power.
Up aerial   13% Ness headbutts up into the air.
Down aerial   12% (clean), 9% (late) Ness pulls his legs to his body before stomping down into the air. This attack can meteor smash in the first frame of the move. Somewhat laggy in the startup.
Grab   Grabs opponent with both hands.
Pummel   1% Ness quickly headbutts the opponent. Very fast.
Forward throw   11% Ness psychokinetically swings his opponent in a small circle in front of himself before sending them off forward.
Back throw   11% Ness psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Has extremely low base knockback but very high knockback scaling. Has the highest KO potential of all throws.
Up throw   10% Ness psychokinetically spins the opponent above his head before sending them up. Leads into many PK Thunder tricks and juggles. Good knockback for an up throw, though the opponent will have to be around 200% to actually KO.
Down throw   1% (hits 1-5), 4% (throw) Ness throws his opponent onto the ground and scorches them with PK Fire. Combined with pummeling and PK Fire, it can be used to rack up a high amount of damage quickly.
Floor attack (front)   6% Gets up and kicks both sides of himself.
Floor attack (back)   6% Gets up and kicks both sides of himself.
Floor attack (trip)   5% Gets up and kicks both sides of himself.
Edge attack (fast)   8% (leg), 6% (body) Flips onto the stage and does a sweep kick.
Edge attack (slow)   10% Slowly pulls himself up and delivers a powerful punch.
Neutral special PK Flash 9-37% Ness generates a green pulse of energy that is sent upwards, then explodes. It can be charged, increasing damage and knockback while causing it to curve downwards, and it can be moved sideways.
Side special PK Fire 4% (lightning), 1-2% (fire) Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an enemy or destructible portion of a stage, at which point it explodes into flames. When used in midair, Ness fires the bolt at a 45° angle.
Up special PK Thunder PK Thunder: 8% (head), 1% (tail);
PK Thunder 2: 25% (clean), 21% (late)
Ness creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. Aiming the head into Ness himself will launch him in a trajectory opposite to the side he was hit on, which is referred to as PK Thunder 2. PK Thunder 2 has invincibility frames during the first half of the move.
Down special PSI Magnet 0%, heals x1.6 the damage of absorbed projectiles. Creates a blue energy field around himself which allows him to absorb all energy-based projectiles. It can be held in order to use it repeatedly. The move pushes nearby opponents when the button is released.
Final Smash PK Starstorm 20% (each star) Ness calls down a rain of stars from the sky, yelling "PK... Starstorm!".

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 94 1.3 – Initial dash
1.393 – Run
0.86 0.0546 0.0225 0.9588 0.01 – Base
0.09 – Additional
0.0711 1.31 – Base
1.834Fast-fall
5 34.48515332 - Base
? - Short hop
?

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs Korean announcer call.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • Ness says "Okay." like his up taunt.
Ness's selection sound

On-screen appearance[edit]

  • Ness teleports onscreen using PSI Teleport, then shakes off the soot gathered after crashing.
NessOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Ness bows and says "Okay." Ness' Up taunt is a reference to the naming screen in Ness' game EarthBound. When one confirms the name one is giving a character, one hears a sound effect of the game's creator, Shigesato Itoi, say "Ok desu ka." which means "Is this okay?" in Japanese.
  • Side taunt: Ness points his bat outward and says "HUM!"
  • Down taunt: Ness creates PSI sparkles on his fingers while saying "Tra!"
Up taunt Side taunt Down taunt
If this works, I should be able to add one for every taunt in Brawl. NessSideTauntBrawl.gif NessDownTauntBrawl.gif

Idle poses[edit]

  • Closes his eyes and places his finger to his forehead, similar to Lucas' Down taunt.
  • Frowns and looks around cautiously.
Ness Idle Pose 1 Brawl.png Ness Idle Pose 2 Brawl.png

Crowd cheer[edit]

English Japanese
Cheer
Description Ness Ness Ness OOOO! Ness Ness Ne-su!
Pitch Group chant Group chant

Victory poses[edit]

A fast-paced cover of a portion of the opening theme from Mother.
  • Up: He jumps up and down twice, swinging his arms, before quickly nodding twice towards the screen with arms akimbo.
  • Left: He looks to his sides quickly before facing the screen, putting his hand on the back of his head. (His animation when chosen in Super Smash Bros.)
  • Right: He swings his bat many times before holding the bat with his right hand, outstretched and pointing diagonally upwards.
Up Left Right
Ness-VictoryUp-SSBB.gif Ness-VictoryLeft-SSBB.gif Ness-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

See also: Category:Ness players (SSBB)
  • USA FOW - Considered one of the best Ness mains in the world before switching to Meta Knight.
  • Japan Fsann - Japan's top Ness player.
  • USA Shaky - Considered the undisputed best Ness following FOW's switch to Meta Knight.

Tier placement and history[edit]

Ness' standing in the metagame initially had not changed much, in spite of his buffs in the transition. He was originally seen as a low tier character, lying at 31st. Players at the time immediately noticed the presence of the 10 extra frames to his grab release animation, making him very vulnerable his grab release combos by many characters in the cast, where common characters like Marth could easily exploit such detriments, resulting in his quality-of-life buffs being insufficient to alleviate his most significant problems (most notably his atrocious recovery, his barely improved mobility, range, and KO power and his horrible neutral game), as well as the loss of double jump canceling, the overall slower falling speeds and the ability to act out of hitstun having severely decreased his combo ability. However, he did increase to 27th by the third tier list as new Ness professionals were discovered, and he stayed there for every single tier list in Brawl, until the last one, where he was slightly bolstered by one tier. However, Ness had heavily struggled throughout the game’s competitive lifespan, as aside from making approaches Olimar difficult, his amplified consequences upon getting punished made it extremely hard for him to approach the rest of the cast.

Role in The Subspace Emissary[edit]

Ness in SSE.

Ness shows up saving Lucas from the giant Pig King Statue, which is soon revealed to be their mutual nemesis, Porky Minch. Ness and Lucas team up to defeat Porky and his machine. Afterward, Wario attacks him with his Dark Cannon, but Ness successfully dodges each shot. Wario, however, then aims at Lucas, forcing Ness to push Lucas out of harm's way and take the arrow from the Dark Cannon, which turns him into a trophy. As Lucas is too scared to face Wario, he leaves Ness behind as Wario cackles in the rain. Most of Lucas's story in SSE involves getting revenge on Wario and trying to find Ness.

As Wario is driving his Cargo with Ness' and Peach/Zelda's trophies on board, he finds Luigi's trophy and prepares to take it until he is ambushed by an army of Waddle Dees, who throw Luigi's trophy into the cargo, which is stolen by King Dedede. At his hideout, Dedede puts a badge on Luigi's, Ness', and Peach/Zelda's trophies before the roof collapses on them, turning Dedede into a trophy in the process, and Bowser takes Peach/Zelda's trophy. Soon afterward the Ancient Minister detonates a Subspace Bomb that consumes Dedede's castle along with Ness', Luigi's and Dedede's trophies by Subspace.

Ness is not seen again until much later in the story, where he and Luigi are revived thanks to the Dedede Badges. Upon inspecting Luigi's badge, he notices that it looks like Dedede, and, assuming that Dedede made them, proceeds to revive him. Upon being revived, King Dedede gives both of them a hug before they team up and rescue Lucas, along with most of the other characters. Kirby, who was revived by the Dedede brooch he swallowed earlier, revives whatever characters that Ness' group did not come across, including Wario. Wario then bashes Dedede in the head as revenge for Dedede stealing his cargo and trophies. He is then surprised to see Ness and Luigi on Dedede's side. They offer to let Wario join them, and he agrees and rides his bike up to the entrance of The Great Maze. Ness, along with Sonic and the other characters team up to defeat Tabuu.

Playable appearances[edit]

Ness was captured by Wario during The Ruined Zoo, and he is brought into King Dedede's castle after he previously stole Wario's trophy cart. But after The Cave, a Subspace Bomb was detonated near his castle, bringing Ness into Subspace.

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Ness can appear as an opponent or ally in Stage 4 if he has been unlocked along with Marth, Ike, and Lucas on Castle Siege or New Pork City. Ness can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 4.

All-Star Mode[edit]

In All-Star Mode, Ness is fought in Stage 10 alongside Lucas on New Pork City.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Ending Images[edit]

Trophies[edit]

Ness's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Ness.

Ness trophy from Super Smash Bros. Brawl.
Classic Mode trophy
Ness
An average boy whose life changed when he found a meteor and an alien on a nearby mountain. The alien warned him of a future threat, and adventure ensued. He can use psychic energy known as PSI and also wields a bat and yo-yo. This brave youth gives his all to defeat the evil Giygas.
NTSC
SNES: EarthBound
N64: Super Smash Bros.
PAL
SNES: EarthBound (Japan and US Only)
N64: Super Smash Bros.
PK Starstorm trophy from Super Smash Bros. Brawl.
PK Starstorm (Ness) trophy
PK Starstorm (Ness)
Ness as he calls down a host of damage-dealing stars in his Final Smash. Everyone on the screen must dodge like crazy to avoid getting hurt, but that's no easy task. This attack appeared in the Mother series, but it was Poo, not Ness, who wielded it. Perhaps Poo taught Ness the secret of the attack for use in Super Smash Bros. Brawl.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Ness's palette swaps, with corresponding tournament mode colours.
NessHeadSSBB.png NessHeadWhiteSSBB.png NessHeadYellowSSBB.png NessHeadGreenSSBB.png NessHeadBlueSSBB.png NessHeadPurpleSSBB.png

Gallery[edit]

Trivia[edit]

  • Ness was briefly considered being cut from Brawl, but Mother 3 only releasing in Japan resulted in both Ness and Lucas being included. [1]
  • Despite being the first character unlocked through playing Brawls, Ness is one of the last characters unlocked by playing The Subspace Emissary. He is also the first unlockable character to be playable in The Subspace Emissary, despite not joining the player's team until near the end of the game.
  • Strangely, Ness has visible teeth during the cutscenes of the Subspace Emissary, but not during the actual gameplay. Lucas has this distinction as well.
  • When in metal form, Ness' bat is also metal, but his yo-yo is not.
  • Ness' yo-yo says "Super Nintendo 2008" along the top, above "MOTHER."
  • Ness and Captain Falcon are the only two characters to have their unlockability status change between Melee and Brawl.
    • This was also the case for the transition between Smash 64 and Melee.
  • Ness is the only fighter to have his trophy list another Super Smash Bros. game for his game appearances. This is most likely due to the fact that outside of the Super Smash Bros. series, he only made a playable appearance in EarthBound. Super Smash Bros. for Wii U instead lists the second appearance as Mother 1+2, released in 2003 for the Game Boy Advance.
  • Ness is the only character to be fought on a Melee Stage (Onett) when being unlocked.
  • Ness is one of the only four unlockable characters to appear in the opening cinematic of Brawl. The three others sharing this attribute are Marth, Snake, and Sonic.

External links[edit]