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:''This page is about Ness's appearance in [[Super Smash Bros. Melee]]. For other uses, see [[Ness]].''
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:''This page is about Ness's appearance in ''[[Super Smash Bros. Melee]]''. For the character in other contexts, see [[Ness]].''
  +
{{cquote|''A psychic boy with a distinct midair jump.''|cite=Description from ''Melee's'' manual.
  +
}}
 
{{Infobox Character
 
{{Infobox Character
 
|name = Ness
 
|name = Ness
 
|image = [[Image:Nessmeleeclear.png|250px]]
 
|image = [[Image:Nessmeleeclear.png|250px]]
 
|caption = [[Image:EarthboundSymbol(preBrawl).svg|50px]]
 
|caption = [[Image:EarthboundSymbol(preBrawl).svg|50px]]
|universe = ''[[EarthBound (universe)|EarthBound]]''
+
|universe = {{uv|EarthBound}}
 
|firstgame = ''[[EarthBound (game)|EarthBound]]'' (1994)
 
|firstgame = ''[[EarthBound (game)|EarthBound]]'' (1994)
 
|games = ''[[Ness (SSB)|SSB]]''<br/>''[[Ness (SSBB)|Brawl]]''<br/>''[[Ness (SSBWU/3DS)|SSBWU/3DS]]''
 
|games = ''[[Ness (SSB)|SSB]]''<br/>''[[Ness (SSBB)|Brawl]]''<br/>''[[Ness (SSBWU/3DS)|SSBWU/3DS]]''
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|voiceactor = Makiko Ōmoto
 
|voiceactor = Makiko Ōmoto
 
}}
 
}}
{{nihongo|'''Ness'''|ネス|Nesu}} is a [[default character]] in ''[[Super Smash Bros. Melee]]''. Announced at [[E3]] 2001, he was originally going to be replaced by [[Lucas]] from ''[[Mother 3]]'', but the game wasn't released by the time ''Melee'' was completed.
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'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a [[starter]] character in ''[[Super Smash Bros. Melee]]''. Announced at [[E3]] 2001, he was originally going to be replaced by [[Lucas]] from ''[[Mother 3]]''; the ultimate cancellation of the game for the Nintendo 64, however, caused [[Masahiro Sakurai]] to retain Ness.
   
He is currently ranked 23rd in the F Tier. Ness still retains many of his positive attributes from his previous appearance, such as fantastic throws, an abundance of projectiles, and a decent air game due to his double jump cancel. Ness however, had many of his best powers strongly nerfed in Melee which is similar to Kirby's nerf. His smash attacks are now all situational due to their ending lag, and his special attacks have more lag than before. Additionally, a short grab range (among the shortest in Melee), means that the very method Ness needs to use to KO opponents is now more difficult to perform. As a result of the overwhelmingly bad nerfs, Ness has generally terrible matchups (although some are advantageous or even).
+
He is currently ranked 23rd in the F tier. While still having fantastic throws and a great aerial game due to his double jump cancel, Ness has a poor approach on the ground and in the air due to significant range issues in most of his attacks; his recovery is also easy to intercept and edge-guard against, and he also has significant trouble KOing opponents, again owing to his poor range. As a result of these significant weaknesses, Ness has terrible [[Matchup|matchups]], with six nearly unwinnable, one even (against {{SSBM|Yoshi}}), and only three slightly favorable (against {{SSBM|Bowser}}, {{SSBM|Kirby}}, and {{SSBM|Pichu}}).
   
 
==Attributes==
 
==Attributes==
  +
[[Image:Ness SSBM.png|right|150px]]
Ness is a character known for his good Aerial Attacks, overall bad priority, and a variety of [[projectile]]s. His Forward Throw is good for knockback. His Back Throw is the strongest in the game. His Up and Down throws are good for setting up combos. However, Ness's standing grab range is the second shortest (next to [[Pikachu (SSBM)|Pikachu]]), and his running grab the shortest, which means his throws are usually unused in battle.
 
  +
Ness is an unusual blend of character archetypes; many of his attributes are unique in comparison to other characters, such as his projectiles, his [[recovery]] and his midair [[jump]]. Ness has above-average [[traction]] and a moderately low [[falling speed]], giving him an average [[wavedash]] that is relatively quick.
   
  +
Arguably Ness's greatest strength is his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; as Ness's ground-based options are poor, his various aerial attacks can act as superior alternatives to them, with his [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters and his back and up aerial attacks acting as potent KO moves. Furthermore, Ness alone has access to the [[Yo-yo glitch]], which can significantly increase his range and options when performed properly. While Ness's up and down smashes's knockback are poor, they can be very versatile when used properly, being the only smashes who can damage opponents while charging; they have powerful juggling, tech-chasing and spacing ability.
His Aerial Attacks are good for comboing, KOing, and edgeguarding. Ness's Down Aerial is a [[Meteor Smash]] with decent range, but it's slow. Three out of four of Ness's [[Special Move]]s are projectiles. However, they are overall slow and have various amounts of cooldown time and start-up lag with them. Additionally, each one has very limited use, making them all situational, with an exception to [[PK Thunder]], which is good for edgeguarding, juggling, and mindgames.
 
   
  +
Ness also has some good KO options. On the ground, Ness's [[forward smash]] is very powerful, moderately fast, has a long, safe disjointed hitbox and has the ability to reflect some projectiles. Within the air, Ness's [[Up aerial|up]] and [[Back aerial|back air]] attacks are short-ranged, but very powerful, with the former acting as an excellent replacement for his weak up smash when DJCed and the latter powerfully semi-spiking opponents. Ness's [[back throw]] is one of the most powerful in the game, and it acts as among Ness's best KOing options. Ness's [[forward throw]] has poor knockback scaling; while this makes it weak at high percentages, this low knockback growth can set up edge-guarding affairs and gimps. Ness's [[Up throw|up]] and [[down throw]]s can begin new combos, with the former easily comboing into his DJC'd up air at some damage percentages.
A majority of Ness's attacks are fast with little lag, but many of his attacks are also short-ranged. Ness has a powerful Side Smash that can reflect projectiles, but his Up and Down smashes are weak and nearly useless, except in tech chasing. Ness can reflect projectiles with his body during his Side Smash, and he can use his [[Down Special Move]], [[PSI Magnet]], to absorb energy projectiles and lower his percentage, but it is quite slow.
 
   
  +
Ness, however, suffers from a poor ground-based approach in the game, which, in turn, significantly increases his difficultly in KOing opponents. Ness's tilts have little range or knockback, with only his up tilt acting as a practical combo starter; furthermore, while Ness does have a decently-lengthed wavedash, his existing smash attacks are all too situational for use in wavesmashing. While his forward smash does contain a long and safe disjointed hitbox, Ness's up and down smashes have poor knockback, making them ineffective for KOing. Ness's ground-based approach also suffers by his lack of an effective projectile; while Ness has three projectiles, none can be effectively used in all cases. [[PK Flash]] has long starting and ending lag, and it can only KO reliably after being charged for a long time; as a result, it can only be utilized as a situational edge-guard technique. [[PK Fire]] has multiple hits, but it is easy to DI out of, has high starting and ending lag, and has short reach for a projectile. [[PK Thunder]] is slightly more useful, as it is controllable and can be used for mindgames; however, it suffers from long windup and cooldown lag, and it also cannot be cancelled out of, making it very easy to punish. As a final flaw for Ness's ground-based approach, Ness's grab has the second shortest range in all of the game, thus making it difficult for him to KO opponents via his powerful throws; while his dash grab does slightly increase its range, it also features considerable lag if it whiffs.
Ness has fairly slow dash speed, but his fast, although short wavedash can help this problem. Ness also has an effective (as well as the lowest) [[double jump cancel]]. Ness's main form of recovery is [[PK Thunder 2]]. When mastered, this covers great distance and is very powerful (and having a large sweetspot range and very high second jump also helps his recovery). However, it takes great amounts of precision to angle in certain instances, and Ness is extremely vunerable while his PK Thunder is out; because if it is hit by a high priority projectile or the opponent, Ness will fall into a helpless state.
 
   
  +
Furthermore, despite the high potential power of his DJC, Ness's aerial approach is also below-average. Like his ground approach, it also suffers from the short range in many of his attacks, and against opponents with particularly good spacing games, like {{SSBM|Marth}}, Ness can easily and quickly be overwhelmed in his attempts to approach opponents. As two of Ness's best finishers are aerial based attacks, KOing in the air requires a good read in order to potentially pull off a DJCed aerial. As Ness has a high short hop and a low falling speed, he also has a very poor [[SHFFL]].
===Moveset===
 
====Ground Attacks====
 
=====Normal=====
 
*Neutral Attack - Ness punches forward, hooking the opponent, dealing 3% damage. If pressed twice more, Ness will punch forward for 2% damage, then kick for 4% damage. 10% damage if all hits connect.
 
*Dash Attack - Ness uses PK Brainshock forward. Has three hits. Good, disjointed range. Sends opponent in random directions. 12% damage.
 
*Forward Tilt - Ness does a roundhouse kick forward. 11% damage.
 
*Up Tilt - Ness thrusts his hands upward, as if hitting a volleyball. 7% damage.
 
*Down Tilt - Ness thrusts his leg downward, then pivots his foot to hit the opponent. Can combo into itself after the move is executed. 3% damage.
 
   
  +
Outside of his poor approach, Ness also suffers from a flawed recovery. Ness has the second highest midair jump in the game (second to only Yoshi) and his midair jump has unusual properties in its trajectory; PK Thunder 2 also grants a rather long distance, with a moderately large sweetspot and a long period of invincibility frames. Despite these benefits, however, Ness still has a very predictable and inflexible recovery, in spite of its long length. In the process of having to start PK Thunder 2, characters with good recoveries (such as {{SSBM|Jigglypuff}} or {{SSBM|Samus}}) can merely jump into the projectile and take negligible knockback and damage, immediately sending Ness into a state of [[helplessness]]. Projectiles such as {{SSBM|Link}}'s Boomerangs and the {{SSBM|Ice Climbers}}' [[Ice Shot]] can easily disrupt the projectile as well, and in these cases, damage is not even inflicted to the opponent. PK Thunder 2 also has significant angling issues, and it can easily curve under lips of stages, most notably on {{SSBM|Battlefield}}. Additionally, should Ness end up parallel to the ground while using the attack, the ending lag can easily be abused and punished. Finally, its linear nature can make it easy to read and edge-guard for many characters, despite the invincibility frames found within it; attacks like Mario's [[Cape]] or Link's [[Spin Attack]] can easily intercept the attack as Ness charges to the stage.
=====Smash Attacks=====
 
*Forward Smash - Ness swings a bat forward. If hit on the tip, there is more knockback and damage. Has high knockback and damage, but a little bit of start-up lag. The 16th and 17th frames have invincibility frames. 32% damage.
 
*Down Smash - Ness swings his yo-yo backward then forward. Has good range, but decent to very poor knockback depending on the opponent's falling speed. It is also very slow and laggy in both starting and ending lag. 25% damage.
 
*Up Smash - Ness does an "Around the World" trick, swinging his yo-yo above his head. Has average range and speed, but sub-par knockback. Can be used to perform the [[Yo-yo Glitch]]. 22% damage.
 
   
  +
==Changes from ''Smash 64'' to ''Melee''==
=====Other attacks=====
 
  +
Ness was overwhelmingly [[nerf]]ed in his transition from ''Smash 64'' to ''Melee'', despite being ranked 10th on the ''Smash 64'' Tier list. His nerfs significantly counter the various buffs he received, with his nerfs impairing his already-poor recovery, and significantly reducing his KO options. As a result, Ness has a lower tier placing in ''Melee''; while already placing in the low tier of ''Smash 64'', Ness is currently bottom tiered in ''Melee'', and he is now regarded as non-viable in tournaments.
*Ledge Attack - Somersaults onto the stage, both feet stuck out. 8% damage.
 
*100% Ledge Attack - Picks himself up and kicks. 10% damage.
 
*Floor Attack - Punches on both sides whilst getting up. 6% damage.
 
   
====Aerial Attacks====
+
===Aesthetics===
  +
*Ness's grounded jump is no longer psychokinetic.
*Neutral Aerial - Ness spins around, arms stretched out. Has average knockback, but is very fast with high combo potential. Poor range. 11% damage.
 
  +
*Ness has new voice samples.
*Forward Aerial - Ness uses PK Brainshock forward. Is a fast, multi-hitting move, with good range but low knockback. 15% damage if all hits connect.
 
  +
*Ness's backpack is two strapped.
*Back Aerial - Ness thrusts his feet backward. If sweetspotted, it electrifies the opponent. Is fast with very high knockback albeit poor range. 16% damage.
 
*Up Aerial - Ness headbutts upward. Has amazing juggling potential and a good KO move with very low lag, but poor range. 13% damage.
 
*Down Aerial - Ness kicks downward. Can [[Meteor Smash]], and has a decent amount of start-up lag. Great range, but low knockback. 12% damage.
 
   
  +
===Attributes===
====[[Grab]]s and [[Throw]]s====
 
  +
*Ness is heavier, now being a middleweight.
*Pummel - Ness headbutts the opponent. 3% damage.
 
  +
*Ness's air speed and dashing speed were greatly improved. His walking speed was improved to a lesser extent.
*Forward Throw - Ness throws the opponent forward. Is stronger at lower percents. 11% damage.
 
  +
*The speed and reach of Ness's attacks was generally decreased.
*Back Throw - Ness throws the opponent behind him. Very high knockback at higher percents. 11% damage.
 
  +
*Up Throw - Ness throws the opponent upward. Can chain with many Up Aerials. Decent knockback. 10% damage.
 
  +
===Ground Attacks===
*Down Throw - Ness throws the opponent downward, and hits the enemy with PK Fire. Low knockback, but has a decent amount of followups. 8% damage.
 
  +
*'''Forward tilt''' is much stronger.
  +
*'''Down tilt''' is much faster.
  +
*'''Dash attack:''' Does more damage and has more range.
  +
:*It now has psychokinetic properties.
  +
*'''Forward smash:''' Has longer reach and is faster.
  +
:*Forward smash now has two sourspots.
  +
*Both his up and down smashes have less reach, and they have been drastically weakened to the point where they can no longer KO at realistic percentages.
  +
*Ness now has access to the Yo-yo glitch.
  +
  +
===Aerial Attacks===
  +
*Just like Yoshi, his DJC'd combos are slower and harder to perform.
  +
*'''Neutral aerial:''' Animation has changed; it is now a spinning attack rather than a split kick.
  +
*Both his forward and back aerial have psychokinetic properties.
  +
*'''Forward aerial:''' Deals more damage and has more range.
  +
*'''Up aerial:''' Has more reach with a bigger hitbox.
  +
:*Ness's head no longer has intangibility frames.
  +
*'''Down aerial:''' Has much higher base knockback, making it a deadly 0-death KO tool if not meteor-canceled.
  +
:*Ness's down aerial now has significantly more startup lag, and it also has much lower knockback scaling.
  +
  +
===Grabs and Throws===
  +
*Ness has been given an [[up throw]] and a [[down throw]], providing him with more options.
  +
*Forward throw does 5% less damage.
  +
*Back throw does 6% less damage.
   
 
===Special Moves===
 
===Special Moves===
  +
*'''[[PK Flash]]:''' Ness's new neutral special move. PK Fire was moved to Ness's side special.
{{Ness Special Moves}}
 
  +
*'''[[PK Fire]]:''' Travels a smaller distance, and it is now considerably easier to DI out of.
  +
*'''[[PK Thunder]]:''' Travels faster, and it has a tighter radius which it can travel.
  +
:*Ness's PK Thunder 2 travels a shorter distance, damage when hitting an opponent is 5% less, and has a lot more endlag. As such, despite the projectile prior to PK Thunder 2 moving faster (while also having a tighter radius), Ness's recovery is considered to be worse overall.
  +
:*The crowd no longer gasps when Ness hits himself with PK Thunder.
  +
*'''[[PSI Magnet]]:''' Is considerably faster, improving Ness's defensive game.
  +
:*The color of PSI Magnet is now blue instead of green.
  +
:*The crowd no longer cheers when Ness absorbs a projectile with PSI Magnet.
  +
  +
==Moveset==
  +
{{Moveset Table
  +
|game=SSBM
  +
|neutralimage=Ness Neutral attack SSBM.png
  +
|neutralcount=3
  +
|neutralname=&nbsp;
  +
|neutral1dmg=3%
  +
|neutral2dmg=2%
  +
|neutral3dmg=4%
  +
|neutraldesc=
  +
|ftiltimage=Ness Forward tilt SSBM.png
  +
|ftiltangles=3
  +
|ftiltname=&nbsp;
  +
|ftiltupdmg=12%
  +
|ftiltsidedmg=11%
  +
|ftiltdowndmg=10%
  +
|ftiltdesc=
  +
|utiltimage=Ness Up tilt SSBM.png
  +
|utiltname=&nbsp;
  +
|utiltdmg=7%
  +
|utiltdesc=
  +
|dtiltimage=Ness Down tilt SSBM.png
  +
|dtiltname=&nbsp;
  +
|dtiltdmg=3%
  +
|dtiltdesc=
  +
|dashimage=Ness Dash attack SSBM.png
  +
|dashname=&nbsp;
  +
|dashdmg=5% (hit 1), 4% (hits 2-3)
  +
|dashdesc=
  +
|fsmashimage=Ness Forward smash SSBM.png
  +
|fsmashangles=1
  +
|fsmashname=&nbsp;
  +
|fsmashdmg={{ChargedSmashDmgSSBM|18}} (body), {{ChargedSmashDmgSSBM|20}} (bat base), {{ChargedSmashDmgSSBM|22}} (bat mid), {{ChargedSmashDmgSSBM|24}} (bat tip)
  +
|fsmashdesc=
  +
|usmashimage=Ness Up smash SSBM.png
  +
|usmashname=&nbsp;
  +
|usmashdmg=9% (startup), 4% (charging), {{ChargedSmashDmgSSBM|6}} (attack)
  +
|usmashdesc=
  +
|dsmashimage=Ness Down smash SSBM.png
  +
|dsmashname=&nbsp;
  +
|dsmashdmg=11% (startup), 4% (charging), {{ChargedSmashDmgSSBM|7}} (attack)
  +
|dsmashdesc=
  +
|nairimage=Ness Neutral aerial SSBM.png
  +
|nairname=&nbsp;
  +
|nairdmg=11% (clean), 8% (late)
  +
|nairdesc=
  +
|fairimage=Ness Forward aerial SSBM.png
  +
|fairname=&nbsp;
  +
|fairdmg=3% (hits 1-4), 5% (hit 5)
  +
|fairdesc=
  +
|bairimage=Ness Back aerial SSBM.png
  +
|bairname=&nbsp;
  +
|bairdmg=16% (clean), 10% (late)
  +
|bairdesc=
  +
|uairimage=Ness Up aerial SSBM.png
  +
|uairname=&nbsp;
  +
|uairdmg=13%
  +
|uairdesc=
  +
|dairimage=Ness Down aerial SSBM.png
  +
|dairname=&nbsp;
  +
|dairdmg=12%
  +
|dairdesc=
  +
|grabimage=Ness Grab SSBM.png
  +
|grabname=&nbsp;
  +
|grabdesc=&nbsp;
  +
|pummelimage=Ness Pummel SSBM.png
  +
|pummelname=&nbsp;
  +
|pummeldmg=3%
  +
|pummeldesc=
  +
|fthrowimage=Ness Forward throw SSBM.png
  +
|fthrowname=&nbsp;
  +
|fthrowdmg=11%
  +
|fthrowdesc=
  +
|bthrowimage=Ness Back throw SSBM.png
  +
|bthrowname=&nbsp;
  +
|bthrowdmg=11%
  +
|bthrowdesc=
  +
|uthrowimage=Ness Up throw SSBM.png
  +
|uthrowname=&nbsp;
  +
|uthrowdmg=10%
  +
|uthrowdesc=
  +
|dthrowimage=Ness Down throw SSBM.png
  +
|dthrowname=&nbsp;
  +
|dthrowdmg=1% (hits 1-5), 4% (throw)
  +
|dthrowdesc=
  +
|floorfimage=Ness Floor attack (front) SSBM.png
  +
|floorfname=&nbsp;
  +
|floorfdmg=6%
  +
|floorfdesc=
  +
|floorbimage=Ness Floor attack (back) SSBM.png
  +
|floorbname=&nbsp;
  +
|floorbdmg=6%
  +
|floorbdesc=
  +
|edgefimage=Ness Edge attack (fast) SSBM.png
  +
|edgefname=&nbsp;
  +
|edgefdmg=8%
  +
|edgefdesc=
  +
|edgesimage=Ness Edge attack (slow) SSBM.png
  +
|edgesname=&nbsp;
  +
|edgesdmg=10%
  +
|edgesdesc=
  +
|nsimage=PK Flash (SSBM).png
  +
|nsname=PK Flash
  +
|nsdmg=11-36%
  +
|nsdesc=
  +
|ssimage=PK Fire (SSBM).png
  +
|ssname=PK Fire
  +
|ssdmg=2% (lightning), 3% (pillar hit 1), 2% (pillar 2-7)
  +
|ssdesc=
  +
|usimage=PK Thunder (SSBM).png
  +
|usname=PK Thunder
  +
|usdmg=8% (thunder head), 1% (thunder tail), 25% (PK Thunder 2 clean), 20% (PK Thunder 2 late)
  +
|usdesc=
  +
|dsimage=PSI Magnet (SSBM).png
  +
|dsname=PSI Magnet
  +
|dsdmg=0%, heals 2.0x the damage of absorbed projectiles
  +
|dsdesc=
  +
}}
  +
  +
===[[Taunt]]===
  +
*Turns to the screen and nods his head while saying "Okay".
  +
  +
===[[Crowd|Crowd cheer]]===
  +
{{Crowd
  +
|char=Ness
  +
|game=SSBM
  +
|desc-us=Ness Ness Ness!
  +
|desc-jp=Ness Ness Ness!
  +
|pitch-us=Group chant
  +
|pitch-jp=Group chant}}
  +
  +
===[[List of victory poses (SSBM)|Victory poses]]===
  +
{{Victory/SSBM
  +
|victory-theme=EarthBound (Mother)
  +
|victory-desc=An orchestrated version of the final four Soundstone Melodies from ''EarthBound''.
  +
|desc-1=Looks to the left and right of him, then places an arm on the back of his head in a bashful manner.
  +
|desc-2=Swings around his bat four times, then poses with it.
  +
|desc-3=Jumps up and down twice, places arms on waist, and says "Okay!"
  +
|char=Ness}}
   
 
==Matchups==
 
==Matchups==
 
{{SSBMMatchupTable|ness=yes}}
 
{{SSBMMatchupTable|ness=yes}}
   
==Changes from N64 to Melee==
+
==In 1-P Mode==
  +
===[[Classic Mode]]===
Ness was nerfed significantly from ''Super Smash Bros.'' Here are some changes:
 
  +
In Classic Mode, Ness can appear as an ordinary opponent, as an opponent in the team battles alongside {{SSBM|Yoshi}}, {{SSBM|Peach}}, or {{SSBM|Mewtwo}}, as a member of a multi-character battle, as a metal opponent, or as an ally in team battle. In Ness's appearance, he appears on either [[Eagleland: Onett|Onett]] or [[Eagleland: Fourside|Fourside]] (if unlocked) as a regular opponent and on {{SSBM|Battlefield}} as a metal opponent. When on a team with Yoshi, he appears on {{SSBM|Yoshi's Island}}.
* Available as a starter. (This is somewhat a major buff for Ness, but not counted)
 
* New Neutral B ([[PK Flash]]). [[PK Fire]] is now Ness's Side B.
 
* Bat has longer reach, but it now has three hitboxes instead of one. The middle and "closest to Ness" hitboxes are much weaker than hitting with the tip, the initial part of the attack.
 
* Up Smash and Down Smash have decreased significantly in range and power.
 
* PK Thunder 2 has less knockback, and it also doesn`t make Ness travel as far.
 
* Color of [[PSI Magnet]] changed from green to blue.
 
* Ground Jump is now normal, rather than psychokinetic.
 
* Dash A and Forward Air are now psychokinetic, giving them more reach, but less power.
 
* PK Thunder moves faster and travels less distance.
 
* New Voice Samples.
 
* The crowd no longer cheers when Ness absorbs a projectile with Down B.
 
* Slightly heavier, now being a middleweight.
 
* His attacks are slightly weaker, slower, and have worse priority.
 
   
  +
===[[Adventure Mode]]===
Ness's nerf from Smash 64 has severely hindered his ability to combo and approach while failing to address his flaws on his short range. Ness has always placed very low on the tier lists, and he is currently at 23rd place and not considered a viable tournament character. Ness players are extremely far and few between. Hungrybox used Ness in Apex 2013 in an attempt to counter Armada's Young Link, but used Jigglypuff for the rest of the tournament. Ness's players do not place very well with him, even with the powerful Yo-yo glitch.
 
  +
Ness's appearance in the [[Adventure Mode]] is in Stage 9: Onett. In the stage, the player must fight against three computer players, each one being Ness, on Onett; in the fight, the only item that appear is [[Mr. Saturn]]. The player must defeat all three opponents within five minutes to continue.
   
  +
===[[All-Star Mode]]===
==Trophy Descriptions==
 
  +
Ness and his allies are fought on [[Eagleland: Onett|Onett]].
In addition to the normal trophy about Ness as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Ness on any difficulty:
 
  +
  +
===[[Event Match]]es===
  +
Ness is featured in the following event matches:
  +
*'''[[Event 5: Spare Change]]''': the player controls Ness and fights {{SSBM|Captain Falcon}} in a coin battle on Onett. The player must collect 200 coins within 80 seconds in order to clear the event.
  +
*'''[[Event 30: All-Star Match 3]]''': Ness is the third opponent to be fought in this series of staged battles. The player battles him on [[Eagleland: Onett|Onett]], which will transition to the next stage if Ness gets defeated. With a timer of four minutes, the player must defeat him along with {{SSBM|Kirby}}, {{SSBM|Pikachu}} and the {{SSBM|Ice Climbers}}.
  +
*'''[[Event 36: Space Travelers]]''': As Ness, the player must defeat {{SSBM|Samus}}, Kirby, {{SSBM|Fox}}, Captain Falcon, and {{SSBM|Falco}}. The player battles the first three characters on [[Eagleland: Fourside|Fourside]] and battles the last two on {{SSBM|Battlefield}}.
  +
  +
==Trophy descriptions==
  +
In addition to the normal trophy about Ness as a character, there are two trophies about him as a fighter, unlocked by completing the [[Adventure]] and [[All-Star]] modes respectively with Ness on any difficulty.
   
 
:'''Ness'''
 
:'''Ness'''
[[File:GALE01-126asdasd.png|thumb|The Ness Trophy]]
 
 
:''Ness is a young boy who's mastered the psychic power known as PSI. Ness was living a normal life in the suburbs of Onett until a meteor crashed into a nearby mountain and sent him on a wild adventure. Believing in the ultimate powers of wisdom, courage, and friendship, Ness proves that some heroes come in small packages.''
 
:''Ness is a young boy who's mastered the psychic power known as PSI. Ness was living a normal life in the suburbs of Onett until a meteor crashed into a nearby mountain and sent him on a wild adventure. Believing in the ultimate powers of wisdom, courage, and friendship, Ness proves that some heroes come in small packages.''
:*''[[EarthBound]]'' (06/95)
+
:*''[[EarthBound (game)|EarthBound]]'' (06/95)
   
:'''Ness (''Smash Red'')
+
:'''Ness''' ''(Smash Red)''
[[File:GALE01-131.png|thumb|The Ness (Smash Red) Trophy]]
 
 
:''The key to mastering Ness is controlling his unique midair jump, which makes up for what he lacks in speed. His PK Flash attack may seem weak at first glance, but it grows more powerful the longer you hold down the B button. To do a lot of damage with PK Fire, try to burn your opponent as many times as possible.''
 
:''The key to mastering Ness is controlling his unique midair jump, which makes up for what he lacks in speed. His PK Flash attack may seem weak at first glance, but it grows more powerful the longer you hold down the B button. To do a lot of damage with PK Fire, try to burn your opponent as many times as possible.''
 
:*B: [[PK Flash]]
 
:*B: [[PK Flash]]
 
:*Smash B: [[PK Fire]]
 
:*Smash B: [[PK Fire]]
   
:'''Ness''' (''Smash Blue'')
+
:'''Ness''' ''(Smash Blue)''
[[File:GALE01-139.png|thumb|The Ness (Smash Blue) Trophy]]
 
 
:''Ness's mind is his best weapon. PK Thunder is a PSI missile weapon that can be guided using the Control Stick, and if Ness hits himself with it, he turns into a living missile capable of doing massive damage. This move can also be used for recovery. PSI Magnet turns energy missile attacks into health; try out certain Pokémon for stamina replenishment.''
 
:''Ness's mind is his best weapon. PK Thunder is a PSI missile weapon that can be guided using the Control Stick, and if Ness hits himself with it, he turns into a living missile capable of doing massive damage. This move can also be used for recovery. PSI Magnet turns energy missile attacks into health; try out certain Pokémon for stamina replenishment.''
 
:*Up & B: [[PK Thunder]]
 
:*Up & B: [[PK Thunder]]
Line 105: Line 259:
   
 
<center>
 
<center>
  +
<gallery captionalign="center" bordercolor="accent" orientation="none">
<gallery>
 
  +
Ness trophy (SSBM).jpg|Classic
Nesst.jpg|#181
 
  +
Ness smash trophy (SSBM).jpg|Smash Red
ness1.jpg|#182
 
  +
Ness smash 2 trophy (SSBM).jpg|Smash Blue
ness2.jpg|#183
 
 
</gallery>
 
</gallery>
 
</center>
 
</center>
   
 
==Costume Gallery==
 
==Costume Gallery==
[[File:alt-ness2.jpg|frame|center|Ness' changeable clothing in SSBM]]
+
[[File:NessColorsMelee.png|frame|center|Ness's alternate costumes in ''[[Super Smash Bros. Melee]]''.]]
   
 
{{SSBMCharacters}}
 
{{SSBMCharacters}}
 
{{EarthBound universe}}
 
{{EarthBound universe}}
[[Category:EarthBound universe]]
+
[[Category:Trophies (SSBM)]]
 
[[Category:Characters (SSBM)]]
 
[[Category:Characters (SSBM)]]
  +
[[Category:Starters (SSBM)]]
  +
[[Category:EarthBound universe]]
 
[[Category:Playable Characters]]
 
[[Category:Playable Characters]]
[[Category:Trophies (SSBM)]]
 
[[Category:Earthbound Trophies]]
 
[[Category:Starters]]
 
 
[[Category:Veterans]]
 
[[Category:Veterans]]

Revision as of 22:45, 31 December 2015

This page is about Ness's appearance in Super Smash Bros. Melee. For the character in other contexts, see Ness.
A psychic boy with a distinct midair jump.
—Description from Melee's manual.

Ness (ネス, Ness) is a starter character in Super Smash Bros. Melee. Announced at E3 2001, he was originally going to be replaced by Lucas from Mother 3; the ultimate cancellation of the game for the Nintendo 64, however, caused Masahiro Sakurai to retain Ness.

He is currently ranked 23rd in the F tier. While still having fantastic throws and a great aerial game due to his double jump cancel, Ness has a poor approach on the ground and in the air due to significant range issues in most of his attacks; his recovery is also easy to intercept and edge-guard against, and he also has significant trouble KOing opponents, again owing to his poor range. As a result of these significant weaknesses, Ness has terrible matchups, with six nearly unwinnable, one even (against Yoshi), and only three slightly favorable (against Bowser, Kirby, and Pichu).

Attributes

Ness SSBM

Ness is an unusual blend of character archetypes; many of his attributes are unique in comparison to other characters, such as his projectiles, his recovery and his midair jump. Ness has above-average traction and a moderately low falling speed, giving him an average wavedash that is relatively quick.

Arguably Ness's greatest strength is his double jump cancel (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; as Ness's ground-based options are poor, his various aerial attacks can act as superior alternatives to them, with his neutral aerial and forward aerial attacks acting as potential combo starters and his back and up aerial attacks acting as potent KO moves. Furthermore, Ness alone has access to the Yo-yo glitch, which can significantly increase his range and options when performed properly. While Ness's up and down smashes's knockback are poor, they can be very versatile when used properly, being the only smashes who can damage opponents while charging; they have powerful juggling, tech-chasing and spacing ability.

Ness also has some good KO options. On the ground, Ness's forward smash is very powerful, moderately fast, has a long, safe disjointed hitbox and has the ability to reflect some projectiles. Within the air, Ness's up and back air attacks are short-ranged, but very powerful, with the former acting as an excellent replacement for his weak up smash when DJCed and the latter powerfully semi-spiking opponents. Ness's back throw is one of the most powerful in the game, and it acts as among Ness's best KOing options. Ness's forward throw has poor knockback scaling; while this makes it weak at high percentages, this low knockback growth can set up edge-guarding affairs and gimps. Ness's up and down throws can begin new combos, with the former easily comboing into his DJC'd up air at some damage percentages.

Ness, however, suffers from a poor ground-based approach in the game, which, in turn, significantly increases his difficultly in KOing opponents. Ness's tilts have little range or knockback, with only his up tilt acting as a practical combo starter; furthermore, while Ness does have a decently-lengthed wavedash, his existing smash attacks are all too situational for use in wavesmashing. While his forward smash does contain a long and safe disjointed hitbox, Ness's up and down smashes have poor knockback, making them ineffective for KOing. Ness's ground-based approach also suffers by his lack of an effective projectile; while Ness has three projectiles, none can be effectively used in all cases. PK Flash has long starting and ending lag, and it can only KO reliably after being charged for a long time; as a result, it can only be utilized as a situational edge-guard technique. PK Fire has multiple hits, but it is easy to DI out of, has high starting and ending lag, and has short reach for a projectile. PK Thunder is slightly more useful, as it is controllable and can be used for mindgames; however, it suffers from long windup and cooldown lag, and it also cannot be cancelled out of, making it very easy to punish. As a final flaw for Ness's ground-based approach, Ness's grab has the second shortest range in all of the game, thus making it difficult for him to KO opponents via his powerful throws; while his dash grab does slightly increase its range, it also features considerable lag if it whiffs.

Furthermore, despite the high potential power of his DJC, Ness's aerial approach is also below-average. Like his ground approach, it also suffers from the short range in many of his attacks, and against opponents with particularly good spacing games, like Marth, Ness can easily and quickly be overwhelmed in his attempts to approach opponents. As two of Ness's best finishers are aerial based attacks, KOing in the air requires a good read in order to potentially pull off a DJCed aerial. As Ness has a high short hop and a low falling speed, he also has a very poor SHFFL.

Outside of his poor approach, Ness also suffers from a flawed recovery. Ness has the second highest midair jump in the game (second to only Yoshi) and his midair jump has unusual properties in its trajectory; PK Thunder 2 also grants a rather long distance, with a moderately large sweetspot and a long period of invincibility frames. Despite these benefits, however, Ness still has a very predictable and inflexible recovery, in spite of its long length. In the process of having to start PK Thunder 2, characters with good recoveries (such as Jigglypuff or Samus) can merely jump into the projectile and take negligible knockback and damage, immediately sending Ness into a state of helplessness. Projectiles such as Link's Boomerangs and the Ice Climbers' Ice Shot can easily disrupt the projectile as well, and in these cases, damage is not even inflicted to the opponent. PK Thunder 2 also has significant angling issues, and it can easily curve under lips of stages, most notably on Battlefield. Additionally, should Ness end up parallel to the ground while using the attack, the ending lag can easily be abused and punished. Finally, its linear nature can make it easy to read and edge-guard for many characters, despite the invincibility frames found within it; attacks like Mario's Cape or Link's Spin Attack can easily intercept the attack as Ness charges to the stage.

Changes from Smash 64 to Melee

Ness was overwhelmingly nerfed in his transition from Smash 64 to Melee, despite being ranked 10th on the Smash 64 Tier list. His nerfs significantly counter the various buffs he received, with his nerfs impairing his already-poor recovery, and significantly reducing his KO options. As a result, Ness has a lower tier placing in Melee; while already placing in the low tier of Smash 64, Ness is currently bottom tiered in Melee, and he is now regarded as non-viable in tournaments.

Aesthetics

  • Ness's grounded jump is no longer psychokinetic.
  • Ness has new voice samples.
  • Ness's backpack is two strapped.

Attributes

  • Ness is heavier, now being a middleweight.
  • Ness's air speed and dashing speed were greatly improved. His walking speed was improved to a lesser extent.
  • The speed and reach of Ness's attacks was generally decreased.

Ground Attacks

  • Forward tilt is much stronger.
  • Down tilt is much faster.
  • Dash attack: Does more damage and has more range.
  • It now has psychokinetic properties.
  • Forward smash: Has longer reach and is faster.
  • Forward smash now has two sourspots.
  • Both his up and down smashes have less reach, and they have been drastically weakened to the point where they can no longer KO at realistic percentages.
  • Ness now has access to the Yo-yo glitch.

Aerial Attacks

  • Just like Yoshi, his DJC'd combos are slower and harder to perform.
  • Neutral aerial: Animation has changed; it is now a spinning attack rather than a split kick.
  • Both his forward and back aerial have psychokinetic properties.
  • Forward aerial: Deals more damage and has more range.
  • Up aerial: Has more reach with a bigger hitbox.
  • Ness's head no longer has intangibility frames.
  • Down aerial: Has much higher base knockback, making it a deadly 0-death KO tool if not meteor-canceled.
  • Ness's down aerial now has significantly more startup lag, and it also has much lower knockback scaling.

Grabs and Throws

  • Ness has been given an up throw and a down throw, providing him with more options.
  • Forward throw does 5% less damage.
  • Back throw does 6% less damage.

Special Moves

  • PK Flash: Ness's new neutral special move. PK Fire was moved to Ness's side special.
  • PK Fire: Travels a smaller distance, and it is now considerably easier to DI out of.
  • PK Thunder: Travels faster, and it has a tighter radius which it can travel.
  • Ness's PK Thunder 2 travels a shorter distance, damage when hitting an opponent is 5% less, and has a lot more endlag. As such, despite the projectile prior to PK Thunder 2 moving faster (while also having a tighter radius), Ness's recovery is considered to be worse overall.
  • The crowd no longer gasps when Ness hits himself with PK Thunder.
  • PSI Magnet: Is considerably faster, improving Ness's defensive game.
  • The color of PSI Magnet is now blue instead of green.
  • The crowd no longer cheers when Ness absorbs a projectile with PSI Magnet.

Moveset

  Image Name Damage Description
Neutral attack Ness Neutral attack SSBM   3%
2%
4%
Forward tilt Ness Forward tilt SSBM   12%
11%
10%
Up tilt Ness Up tilt SSBM   7%
Down tilt Ness Down tilt SSBM   3%
Dash attack Ness Dash attack SSBM   5% (hit 1), 4% (hits 2-3)
Forward smash Ness Forward smash SSBM   18% (body), 20% (bat base), 22% (bat mid), 24% (bat tip)
Up smash Ness Up smash SSBM   9% (startup), 4% (charging), 6% (attack)
Down smash Ness Down smash SSBM   11% (startup), 4% (charging), 7% (attack)
Neutral aerial Ness Neutral aerial SSBM   11% (clean), 8% (late)
Forward aerial Ness Forward aerial SSBM   3% (hits 1-4), 5% (hit 5)
Back aerial Ness Back aerial SSBM   16% (clean), 10% (late)
Up aerial Ness Up aerial SSBM   13%
Down aerial Ness Down aerial SSBM   12%
Grab Ness Grab SSBM    
Pummel Ness Pummel SSBM   3%
Forward throw Ness Forward throw SSBM   11%
Back throw Ness Back throw SSBM   11%
Up throw Ness Up throw SSBM   10%
Down throw Ness Down throw SSBM   1% (hits 1-5), 4% (throw)
Floor attack (front) Ness Floor attack (front) SSBM   6%
Floor attack (back) Ness Floor attack (back) SSBM   6%
Edge attack (fast) Ness Edge attack (fast) SSBM   8%
Edge attack (slow) Ness Edge attack (slow) SSBM   10%
Neutral special PK Flash (SSBM) PK Flash 11-36%
Side special PK Fire (SSBM) PK Fire 2% (lightning), 3% (pillar hit 1), 2% (pillar 2-7)
Up special PK Thunder (SSBM) PK Thunder 8% (thunder head), 1% (thunder tail), 25% (PK Thunder 2 clean), 20% (PK Thunder 2 late)
Down special PSI Magnet (SSBM) PSI Magnet 0%, heals 2.0x the damage of absorbed projectiles

Taunt

  • Turns to the screen and nods his head while saying "Okay".

Crowd cheer

English Japanese
Cheer
Description Ness Ness Ness! Ness Ness Ness!
Voices Group chant Group chant


Victory poses

Template:Victory/SSBM

Matchups

Super Smash Bros. Melee Character Matchups
  Fox Head 01 (SSBM) Falco Head 01 (SSBM) Marth Head 01 (SSBM) Sheik Head 01 (SSBM) Jigglypuff Head 01 (SSBM) Peach Head 01 (SSBM) Ice Climbers Head 01 (SSBM) Captain Falcon Head 01 (SSBM) Pikachu Head 01 (SSBM) Samus Head 01 (SSBM) Dr. Mario Head 01 (SSBM) Yoshi Head 01 (SSBM) Luigi Head 01 (SSBM) Ganondorf Head 01 (SSBM) Mario Head 01 (SSBM) Young Link Head 01 (SSBM) Donkey Kong Head 01 (SSBM) Link Head 01 (SSBM) Mr. Game & Watch Head 01 (SSBM) Roy Head 01 (SSBM) Mewtwo Head 01 (SSBM) Zelda Head 01 (SSBM) Ness Head 01 (SSBM) Pichu Head 01 (SSBM) Bowser Head 01 (SSBM) Kirby Head 01 (SSBM) Avg.
Nessssbmhead -3 -3 -3 -3 -3 -2 -2 -3 -2 -2 -1 ±0 -2 -2 -2 -2 -2 -1 -1 -1 -1 -1 Mirror match +1 +1 +1 -2

In 1-P Mode

Classic Mode

In Classic Mode, Ness can appear as an ordinary opponent, as an opponent in the team battles alongside Yoshi, Peach, or Mewtwo, as a member of a multi-character battle, as a metal opponent, or as an ally in team battle. In Ness's appearance, he appears on either Onett or Fourside (if unlocked) as a regular opponent and on Battlefield as a metal opponent. When on a team with Yoshi, he appears on Yoshi's Island.

Adventure Mode

Ness's appearance in the Adventure Mode is in Stage 9: Onett. In the stage, the player must fight against three computer players, each one being Ness, on Onett; in the fight, the only item that appear is Mr. Saturn. The player must defeat all three opponents within five minutes to continue.

All-Star Mode

Ness and his allies are fought on Onett.

Event Matches

Ness is featured in the following event matches:

Trophy descriptions

In addition to the normal trophy about Ness as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Ness on any difficulty.

Ness
Ness is a young boy who's mastered the psychic power known as PSI. Ness was living a normal life in the suburbs of Onett until a meteor crashed into a nearby mountain and sent him on a wild adventure. Believing in the ultimate powers of wisdom, courage, and friendship, Ness proves that some heroes come in small packages.
Ness (Smash Red)
The key to mastering Ness is controlling his unique midair jump, which makes up for what he lacks in speed. His PK Flash attack may seem weak at first glance, but it grows more powerful the longer you hold down the B button. To do a lot of damage with PK Fire, try to burn your opponent as many times as possible.
Ness (Smash Blue)
Ness's mind is his best weapon. PK Thunder is a PSI missile weapon that can be guided using the Control Stick, and if Ness hits himself with it, he turns into a living missile capable of doing massive damage. This move can also be used for recovery. PSI Magnet turns energy missile attacks into health; try out certain Pokémon for stamina replenishment.

Costume Gallery

NessColorsMelee

Ness's alternate costumes in Super Smash Bros. Melee.

EarthboundSymbol Mother/EarthBound universe
Characters Ness (64  · Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Lucas (Brawl  · 3DS/Wii U  · Ultimate)
Side Characters Final Smash Paula  · Poo  · Kumatora  · Boney
Bosses Porky Statue  · Porky Minch
Assist Trophies Jeff Andonuts  · Starman
Mii Fighter Costumes Flying Man
Stage Hazards Ultimate Chimera  · Flying Man
Enemies Devil Car  · Starman
Stages Onett  · Fourside  · New Pork City  · Magicant
Items Mr. Saturn  · Franklin Badge  · Ramblin' Evil Mushroom
Music List of Music (Mother/EarthBound series)
Collectibles Trophies Melee Trophies  · Brawl Trophies  · 3DS Trophies  · Wii U Trophies
Stickers List of Stickers (Mother/EarthBound series)
Spirits List of spirits (EarthBound/MOTHER series)
Masterpieces Mother 2/EarthBound