Ness (Super Smash Bros.)


 * This article is about Ness' appearance in Super Smash Bros. For other uses, see Ness.

Ness (, Nesu) is a secret character in Super Smash Bros.  He is well-known for his unique second and third jumps. He, along with Yoshi, can double jump cancel, allowing them to use quick, usually high-priority aerials.

Ness ranks 9th on SSB's tier list for a predictable and at times unreliable recovery, which many foes abuse to their advantage, as well as some range issues. However, he does have a decent amount of combos.

How to unlock Ness
To unlock Ness Play 1-Player mode in Normal with 3 Lives without continuing then defeat Ness in a match. He is fought in Dreamland.

Attributes
Ness is a fairly small, light character with very high priority attacks. Ness' special attacks serve a variety of purposes. His neutral and up specials are projectiles, and his down special can absorb energy projectiles. However, his special moves are slow. Ness himself is somewhat slow normally, but his fast roll and certain advanced techniques can help this problem. Ness has the game's lowest Double Jump Cancel and a quick, high priority spike. Ness' grabs and throws are great in speed, range, and power. Ness' moves have great hitstun, which makes Ness good at combos (including multiple shield break combos). Also among Ness' assets are his powerful side smash which can also reflect projectiles, good juggling capabilities, and excellent range on his down smash.

Ness's recovery is long if mastered, but this can be a difficult task. This is because Ness is easily intercepted when using his third jump. His recovery gives him many invincibility frames, but if PK Thunder hits a wall or opponent, Ness will fall in a helpless state. Additionally, Ness (like most characters) can be easily spiked if he slides up the wall of the stage during recovery. Because he can be attacked out of and attacked before he can PK thunder 2, Ness' recovery is considered the second worst, after Link. Ness can also however cancel his PSI Magnet on the ledge in order to reduce all ending lag.

On a competitive level, Ness has dropped the most since being 3rd on the original Super Smash Bros. 64 tier list. Ness' combos are excellent but Ness has problems dealing with excessive range such as facing Captain Falcon Up smash or Kirby or Pikachu's up tilt. Ness' approach has very high priority but is easily read and has extremely short range. His recovery has also been proven to be a lot worse than is first appears, due to it's low sweet spot and sliding nature. However, Ness still has one of the best throws in the game, a great up tilt and can still compete vs the higher tiers better than the other characters in his tier.

Normal

 * Neutral attack- One-two Punch and Side Kick. Fast, looks similar to Mario's combo, but short range. 2%, 3%, 4%.
 * Forward A Roundhouse Kick. He kicks in front rapidly, his body moves with it, giving it minor ending lag. 9% damage, with high priority.
 * Up A Two-handed Open-palm Uppercut. Thrusts both his hands directly upwards above him, which is a great aerial setup, especially because of it's good speed and priority. 7%
 * Down A Low Kick. Ness does a fast kick while crouching, with can chain into itself, or a grab. 7%
 * Dash attack- Puts both of his hands in front of him with good duration., usually launches foes in front of him. 10% damage.

Smash attacks

 * Forward smash Homerun Swing. Takes out a bat and swings it, making a pinging sound if it connects. Decent speed and range, but great priority and power. 18% damage.
 * Up smash Yo-yo Semicircle, 17%. Ness does a "round the world" yo-yo swing, which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Above average speed, high priority.
 * Down smash Yo-yo Back and Forth. 19% Extremely low hitbox, extremely long range. Longest horizontal range of all down smashes. Fast startup in back, average speed to reach front. High priority.

Other

 * Ledge attack- Lunges upwards and twirls. 6% damage.
 * 100% ledge attack- Gets up and punches slowly. 6% damage.
 * Floor attack- gets up and twirls around whilst his foot extended. 6% damage.

Aerial attacks

 * Nair Split Kick, 14%. Has similar properties to a Sex Kick. Good spacing move.
 * Fair Two-handed Open-palm lunge, 12%. Similar to his dash attacks, puts both hands in front of him for good damage and knockback. Fast, very low range, high priority.
 * Uair Headbutt, 15%. He does a quick and short ranged headbutt above him. Good for juggling.
 * Bair Back kick, 16%. Thrusts his feet backwards for tremendous killing power.
 * Dair spike kick, 15%. Comes out extremely quickly with short range.

Grabs & Throws

 * Forward throw, 16%. Takes foe, lifts them with PSI, and twirls them whilst launching them forward for great power. High Knockback.
 * Backward throw, 16% Similar to his forward throw, only he takes the foe and launches them behind him.

Taunt

 * Says "Okay!" while turning to his right, then nods his head while putting hands on hips.

Double jump cancel
Ness's DJCs allow him to do a wide range of tricks, such as a DJC'd dair shield break, DJC'd fair chains, Shield Break Jump, and DJC'd spikes on the edge. Though double jump canceling is extremely effective and powerful in it's own right, relying only on it is not very efficient. For a great Ness, one must utilize both his ground attacks and aerial attacks to their full potential.

PK Thunder 2
When Ness hits himself with PK Thunder, he will rocket in the opposite direction from which he was hit. This is both his triple jump and an incredibly powerful move - when Ness collides into someone with this move, the opponent takes high damage and suffers critical knockback.

Home Run Bat
Ness' Forward Smash (the Homerun bat) has the ability to knock back projectiles from other characters, such as Pikachu's neutral B Thundershock, or Mario's neutral B fireball attack. However, this technique requires very precise timing and skill to pull off, otherwise resulting in Ness taking damage.

Description
''Ness was a seemingly-average kid from Onett, but in truth, he was destined for much more. When a strange meteorite landed near his hometown, the little boy with psychic powers set out to save the world. Little has been said of Ness' character, and much remains hidden.''

Works:
 * EarthBound (SNES)

Trivia

 * Ness, along with Captain Falcon, are the only characters to not have a stage originating from their franchise.
 * Even if a platform is above him, a CPU Ness will always use PK Thunder and aim sideways instead of up.
 * Age-wise, Ness is the youngest character in the game.