Ness (SSBM): Difference between revisions

Tag: Mobile edit
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|game=SSBM
|game=SSBM
|neutralcount=3
|neutralcount=3
|neutralname= 
|neutralname=Hook (first), Straight (second), Kick (third)
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Punches forward twice, then kicks.
|neutraldesc=Punches forward twice, then kicks.
|ftiltname= 
|ftiltname=Short Kick
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=12%
|ftiltupdmg=12%
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|ftiltdowndmg=10%
|ftiltdowndmg=10%
|ftiltdesc=Does a roundhouse kick forward. Can be angled up or down.
|ftiltdesc=Does a roundhouse kick forward. Can be angled up or down.
|utiltname= 
|utiltname=Push Up
|utiltdmg=7%
|utiltdmg=7%
|utiltdesc=Thrusts both his hands upward. Ness's head is intangible during the early part of the animation. Can combo into itself and DJC'd up aerials.
|utiltdesc=Thrusts both his hands upward. Ness's head is intangible during the early part of the animation. Can combo into itself and DJC'd up aerials.
|dtiltname= 
|dtiltname=Squat Kick
|dtiltdmg=3%
|dtiltdmg=3%
|dtiltdesc=Thrusts his leg downward, then pivots his foot to hit the opponent. Can combo into itself by mashing the [[A button]] after the move is executed, and is an infinite against a wall.
|dtiltdesc=Thrusts his leg downward, then pivots his foot to hit the opponent. Can combo into itself by mashing the [[A button]] after the move is executed, and is an infinite against a wall.
|dashname= 
|dashname=PK Shove
|dashdmg=5% (hit 1), 4% (hits 2-3) (≈12.28% total)
|dashdmg=5% (hit 1), 4% (hits 2-3) (≈12.28% total)
|dashdesc=Throws his hands forward, sending three sparks PSI energy in front of himself. Good, disjointed range. 1st hit powerfully semi-spikes opponents, 2nd hit does very weak vertical knockback and the last hit deals powerful vertical knockback.
|dashdesc=Throws his hands forward, sending three sparks PSI energy in front of himself. Good, disjointed range. 1st hit powerfully semi-spikes opponents, 2nd hit does very weak vertical knockback and the last hit deals powerful vertical knockback.
|fsmashname= 
|fsmashname=Home Run Swing
|fsmashdmg={{ChargedSmashDmgSSBM|18}} (body), {{ChargedSmashDmgSSBM|20}} (bat base), {{ChargedSmashDmgSSBM|22}} (bat mid), {{ChargedSmashDmgSSBM|24}} (bat tip)
|fsmashdmg={{ChargedSmashDmgSSBM|18}} (body), {{ChargedSmashDmgSSBM|20}} (bat base), {{ChargedSmashDmgSSBM|22}} (bat mid), {{ChargedSmashDmgSSBM|24}} (bat tip)
|fsmashdesc=Swings his bat forward. Has high knockback and damage at the tip of the bat, but has very weak knockback for a smash attack when untipped and has a little bit of start-up lag. The bat can [[reflect]] projectiles.
|fsmashdesc=Swings his bat forward. Has high knockback and damage at the tip of the bat, but has very weak knockback for a smash attack when untipped and has a little bit of start-up lag. The bat can [[reflect]] projectiles.
|usmashname= 
|usmashname=Around the World
|usmashdmg=9% (startup), 4% (charging), {{ChargedSmashDmgSSBM|6}} (attack)
|usmashdmg=9% (startup), 4% (charging), {{ChargedSmashDmgSSBM|6}} (attack)
|usmashdesc=Does a variation on the "around-the-world" yo-yo trick, swinging his yo-yo above his head. Has good range and speed. Used to perform the extremely powerful [[Yo-yo Glitch]], but doesn't have any utility outside of it. Like his down smash, this attack is incapable of K.O.ing unless his opponent is over 200%, and the swinging part even has almost non-existent knockback not K.O.ing until at least 500%. The attack has a hitbox while charging.
|usmashdesc=Does a variation on the "around-the-world" yo-yo trick, swinging his yo-yo above his head. Has good range and speed. Used to perform the extremely powerful [[Yo-yo Glitch]], but doesn't have any utility outside of it. Like his down smash, this attack is incapable of K.O.ing unless his opponent is over 200%, and the swinging part even has almost non-existent knockback not K.O.ing until at least 500%. The attack has a hitbox while charging.
|dsmashname= 
|dsmashname=Walk the Dog
|dsmashdmg=11% (startup), 4% (charging), {{ChargedSmashDmgSSBM|7}} (attack)
|dsmashdmg=11% (startup), 4% (charging), {{ChargedSmashDmgSSBM|7}} (attack)
|dsmashdesc=Sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back. Has good range and speed, however, this attack is incapable of K.O.ing unless his opponent is over 180%. More powerful than the up smash in terms of knockback, but still extremely weak. The attack has a hitbox while charging. The swinging part of the attack has barely any base knockback and can't K.O. until the 430% range.  
|dsmashdesc=Sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back. Has good range and speed, however, this attack is incapable of K.O.ing unless his opponent is over 180%. More powerful than the up smash in terms of knockback, but still extremely weak. The attack has a hitbox while charging. The swinging part of the attack has barely any base knockback and can't K.O. until the 430% range.  
|nairname= 
|nairname=Ness Spin
|nairdmg=11% (clean), 8% (late)
|nairdmg=11% (clean), 8% (late)
|nairdesc=Spins around, arms stretched out. Has good knockback and is very fast with high combo potential. Poor range.
|nairdesc=Spins around, arms stretched out. Has good knockback and is very fast with high combo potential. Poor range.
|fairname= 
|fairname=Flying PK Shove
|fairdmg=3% (hits 1-4), 5% (hit 5) (≈15.74% total)
|fairdmg=3% (hits 1-4), 5% (hit 5) (≈15.74% total)
|fairdesc=Throws both his hands forward, sending multiple sparks PSI energy in front of himself. Is a fast, multi-hitting move, with good range and high knockback on the last hit K.O.ing under 130% off-stage. Generally used as a [[spacing]] move and can chain into itself several times at low to high percents.
|fairdesc=Throws both his hands forward, sending multiple sparks PSI energy in front of himself. Is a fast, multi-hitting move, with good range and high knockback on the last hit K.O.ing under 130% off-stage. Generally used as a [[spacing]] move and can chain into itself several times at low to high percents.
|bairname= 
|bairname=PK Drop Kick
|bairdmg=16% (clean), 10% (late)
|bairdmg=16% (clean), 10% (late)
|bairdesc=Thrusts both his feet backwards. If sweetspotted, it electrifies the opponent, dealing massive damage. Is fast with very high knockback albeit somewhat poor range. Can shield poke if fastfall'd out of a DJC. The fourth most powerful back aerial in the game.
|bairdesc=Thrusts both his feet backwards. If sweetspotted, it electrifies the opponent, dealing massive damage. Is fast with very high knockback albeit somewhat poor range. Can shield poke if fastfall'd out of a DJC. The fourth most powerful back aerial in the game.
|uairname= 
|uairname=Jumping Headbutt
|uairdmg=13%
|uairdmg=13%
|uairdesc=Headbutts upward. Has amazing juggling potential when DJC'd and a good KO move with very low lag, but poor range. Unlike in ''Smash 64'', Ness`s head is no longer intangible.
|uairdesc=Headbutts upward. Has amazing juggling potential when DJC'd and a good KO move with very low lag, but poor range. Unlike in ''Smash 64'', Ness`s head is no longer intangible.
|dairname= 
|dairname=Meteor Kick
|dairdmg=12%
|dairdmg=12%
|dairdesc=Pulls his legs to his body before stomping downwards.  Is a [[meteor smash]], and has a decent amount of start-up lag. Great range, extremely high knockback at 0% (most powerful meteor smash at 0% in ''Melee''), but it also has very low knockback scaling, being unable to KO grounded opponents at even 200%, and is relatively easy to meteor cancel. It also has no IASA frames (being interrupted on the same frame as Mario's forward aerial, but Mario's seem slower compared to Ness's).
|dairdesc=Pulls his legs to his body before stomping downwards.  Is a [[meteor smash]], and has a decent amount of start-up lag. Great range, extremely high knockback at 0% (most powerful meteor smash at 0% in ''Melee''), but it also has very low knockback scaling, being unable to KO grounded opponents at even 200%, and is relatively easy to meteor cancel. It also has no IASA frames (being interrupted on the same frame as Mario's forward aerial, but Mario's seem slower compared to Ness's).
|grabname=
|grabname=Grab
|grabdesc=
|grabdesc=
|pummelname= 
|pummelname=Captive Headbutt
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Headbutts the opponent.
|pummeldesc=Headbutts the opponent.
|fthrowname= 
|fthrowname=PK Throw
|fthrowdmg=11%
|fthrowdmg=11%
|fthrowdesc=Psychically throws the opponent forward. Very strong base knockback, but very low knockback scaling.
|fthrowdesc=Psychically throws the opponent forward. Very strong base knockback, but very low knockback scaling.
|bthrowname= 
|bthrowname=Reverse PK Throw
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Psychically throws the opponent behind him. Has extremely low base knockback but very high knockback scaling. This is Ness's strongest throw and the second strongest throw in the game (second to {{SSBM|Mewtwo}}'s up throw), KOing reliably at 130% and above.
|bthrowdesc=Psychically throws the opponent behind him. Has extremely low base knockback but very high knockback scaling. This is Ness's strongest throw and the second strongest throw in the game (second to {{SSBM|Mewtwo}}'s up throw), KOing reliably at 130% and above.
|uthrowname= 
|uthrowname=Cowboy PK Throw
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Psychically spins the opponent above his head and throws them upwards. Can chaingrab [[Fox]], [[Falco]] and [[Captain Falcon]] at low % and has a decent amount of followups. Good knockback.
|uthrowdesc=Psychically spins the opponent above his head and throws them upwards. Can chaingrab [[Fox]], [[Falco]] and [[Captain Falcon]] at low % and has a decent amount of followups. Good knockback.
|dthrowname= 
|dthrowname=PK Inferno
|dthrowdmg=1% (hits 1-5), 4% (throw)
|dthrowdmg=1% (hits 1-5), 4% (throw)
|dthrowdesc=Slams the opponent to the ground and hits them with fire. Low knockback but allows a decent amount of followups, including being able to lead into an up aerial to KO.
|dthrowdesc=Slams the opponent to the ground and hits them with fire. Low knockback but allows a decent amount of followups, including being able to lead into an up aerial to KO.