Smashpedia
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|universe = {{uv|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]]''<br/>''[[Ness (SSBU)|Ultimate]]''
 
|availability = [[Starter]]
 
|availability = [[Starter]]
 
|tier = F
 
|tier = F
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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.
 
'''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. 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}}).
+
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 [[Character matchup (SSBM)|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]]
 
[[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.
 
   
  +
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.
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.
 
   
  +
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 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.
 
   
  +
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.
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 {{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]].
 
 
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.
 
   
 
==Changes from ''Smash 64'' to ''Melee''==
 
==Changes from ''Smash 64'' to ''Melee''==
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===Aesthetics===
 
===Aesthetics===
*Ness's grounded jump is no longer psychokinetic.
+
*{{change|Ness's grounded jump is no longer psychokinetic.}}
*Ness has new voice samples.
+
*{{change|Ness has new voice samples.}}
*Ness's backpack is two strapped.
+
*{{change|Ness's backpack is two strapped.}}
   
 
===Attributes===
 
===Attributes===
*Ness is heavier, now being a middleweight.
+
*{{buff|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.
+
*{{buff|Ness's [[air speed]] and [[dash]]ing speed were greatly improved. [[Walk]]ing speed was improved to a lesser extent.}}
*The speed and reach of Ness's attacks was generally decreased.
+
*{{nerf|The speed and reach of Ness's attacks was generally decreased.}}
   
 
===Ground Attacks===
 
===Ground Attacks===
 
*{{buff|Ness now has access to the [[Yo-yo glitch]].}}
*'''Forward tilt''' is much stronger.
 
*'''Down tilt''' is much faster.
+
*{{buff|[[Forward tilt]] is much stronger.}}
  +
*{{buff|[[Down tilt]] is much faster.}}
*'''Dash attack:''' Does more damage and has more range.
+
*{{buff|[[Dash attack]] does more damage and has more range.}}
:*It now has psychokinetic properties.
+
**{{change|His dash attack have psychokinetic properties.}}
*'''Forward smash:''' Has longer reach and is faster.
 
:*Forward smash now has two sourspots.
+
*{{buff|[[Forward smash]] now has longer reach and is faster.}}
  +
**{{nerf|Forward smash now has 2 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.
+
*{{nerf|Both his [[Up smash|up]] and [[down smash]]es 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===
 
===Aerial Attacks===
*Just like Yoshi, his DJC'd combos are slower and harder to perform.
+
*{{nerf|Just like Yoshi, Ness's [[DJC]]'d combos are slower and harder to perform, although those are still relatively powerful.}}
*'''Neutral aerial:''' Animation has changed; it is now a spinning attack rather than a split kick.
+
*{{change|[[Neutral aerial]] animation has been changed to a spin rather than a split kick.}}
*Both his forward and back aerial have psychokinetic properties.
+
*{{change|Both his [[Forward aerial|forward]] and [[back aerial]]s have psychokinetic properties.}}
*'''Forward aerial:''' Deals more damage and has more range.
+
*{{buff|Forward aerial deals more damage and has more range.}}
*'''Up aerial:''' Has more reach with a bigger hitbox.
+
*{{buff|[[Up aerial]] has more reach with a bigger hitbox.}}
:*Ness's head no longer has intangibility frames.
+
**{{nerf|Ness's head no longer has [[intangibility]] frames when performing the attack.}}
*'''Down aerial:''' Has much higher base knockback, making it a deadly 0-death KO tool if not meteor-canceled.
+
*{{buff|[[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.
+
**{{nerf|Down aerial is slower and, like most other meteor smashes, has significantly more start-up lag It also has much lower knockback scaling.}}
   
 
===Grabs and Throws===
 
===Grabs and Throws===
*Ness has been given an [[up throw]] and a [[down throw]], providing him with more options.
+
*{{buff|Ness has been given an [[up throw]] and a [[down throw]], providing him with more options.}}
*Forward throw does 5% less damage.
+
*{{nerf|Both his [[Forward throw|forward]] and [[back throw]]s deal less damage (16% → 11%).}}
*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.
+
*{{change|Ness now has a new [[neutral special move]], [[PK Flash]]. PK Fire was moved to Ness's [[side special move]].}}
*'''[[PK Fire]]:''' Travels a smaller distance, and it is now considerably easier to DI out of.
+
*{{nerf|[[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.
+
*{{buff|[[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.
+
**{{nerf|PK Thunder 2 travels a shorter distance, damage when hitting an opponent is 5% less, and has a lot more ending lag.}}
:*The crowd no longer gasps when Ness hits himself with PK Thunder.
+
**{{change|The crowd no longer gasps when Ness hits himself with PK Thunder.}}
*'''[[PSI Magnet]]:''' Is considerably faster, improving Ness's defensive game.
+
*{{buff|[[PSI Magnet]] is considerably faster, improving Ness's defensive game.}}
:*The color of PSI Magnet is now blue instead of green.
+
**{{change|The color of PSI Magnet is now blue instead of green.}}
:*The crowd no longer cheers when Ness absorbs a projectile with PSI Magnet.
+
**{{change|The crowd no longer cheers when Ness absorbs a [[projectile]] with PSI Magnet.}}
   
 
==Moveset==
 
==Moveset==
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|neutral2dmg=2%
 
|neutral2dmg=2%
 
|neutral3dmg=4%
 
|neutral3dmg=4%
|neutraldesc=Ness punches forward twice then kicks the opponent away.
+
|neutraldesc=Ness punches forward twice, then kicks the opponent away.
 
|ftiltimage=Ness Forward tilt SSBM.png
 
|ftiltimage=Ness Forward tilt SSBM.png
 
|ftiltangles=3
 
|ftiltangles=3
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|ftiltsidedmg=11%
 
|ftiltsidedmg=11%
 
|ftiltdowndmg=10%
 
|ftiltdowndmg=10%
|ftiltdesc=Ness does a horizontal kick forward. This attack can be aimed up or down.
+
|ftiltdesc=Ness does a forward roundhouse kick. This attack can be aimed up or down.
 
|utiltimage=Ness Up tilt SSBM.png
 
|utiltimage=Ness Up tilt SSBM.png
 
|utiltname=&nbsp;
 
|utiltname=&nbsp;
 
|utiltdmg=7%
 
|utiltdmg=7%
|utiltdesc=Ness thrusts both hands upward. Ness's head is intangible during the early part of the animation.
+
|utiltdesc=Ness thrusts both hands upward. Ness's head is invulnerable during the early part of the animation.
 
|dtiltimage=Ness Down tilt SSBM.png
 
|dtiltimage=Ness Down tilt SSBM.png
 
|dtiltname=&nbsp;
 
|dtiltname=&nbsp;
 
|dtiltdmg=3%
 
|dtiltdmg=3%
|dtiltdesc=NEss thrusts one leg forward while crouching. This attack can combo into itself at early percents.
+
|dtiltdesc=Ness thrusts one leg forward while crouching. This attack can combo into itself at early percentages.
 
|dashimage=Ness Dash attack SSBM.png
 
|dashimage=Ness Dash attack SSBM.png
 
|dashname=&nbsp;
 
|dashname=&nbsp;
 
|dashdmg=5% (hit 1), 4% (hits 2-3)
 
|dashdmg=5% (hit 1), 4% (hits 2-3)
|dashdesc=Ness dashes forward and outstretches both arms, sending out three sparks of PSI energy forward. This attack launches the opponent in random directions.
+
|dashdesc=Ness dashes forward and extends both arms, sending out three sparks of PSI energy forward. This attack launches the opponent in random directions.
 
|fsmashimage=Ness Forward smash SSBM.png
 
|fsmashimage=Ness Forward smash SSBM.png
 
|fsmashangles=1
 
|fsmashangles=1
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|fairname=&nbsp;
 
|fairname=&nbsp;
 
|fairdmg=3% (hits 1-4), 5% (hit 5)
 
|fairdmg=3% (hits 1-4), 5% (hit 5)
|fairdesc=Ness throws both arms forward, shocking the enemy with PSI energy. A fast, multi-hitting move, with good range and high knockback on the last hit.
+
|fairdesc=Ness extends both arms forward, shocking the enemy with PSI energy. A fast, multi-hitting move, with good range and high knockback on the last hit.
 
|bairimage=Ness Back aerial SSBM.png
 
|bairimage=Ness Back aerial SSBM.png
 
|bairname=&nbsp;
 
|bairname=&nbsp;
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|uairname=&nbsp;
 
|uairname=&nbsp;
 
|uairdmg=13%
 
|uairdmg=13%
|uairdesc=Ness performs an upwards headbutt then flips his body. This attack has amazing juggling potential and is a good KO move at high percents, but has short range.
+
|uairdesc=Ness performs an upwards headbutt and flips. This attack has amazing juggling potential and is a good KO move at high percents, but has short range.
 
|dairimage=Ness Down aerial SSBM.png
 
|dairimage=Ness Down aerial SSBM.png
 
|dairname=&nbsp;
 
|dairname=&nbsp;
 
|dairdmg=12%
 
|dairdmg=12%
|dairdesc=Ness kicks downward with one leg. This attack is a [[meteor smash]] that contains strong knockback even at 0%, but its low knockback scaling prevents it for being an efficient finishing move off-stage at higher percents.
+
|dairdesc=Ness kicks downward with one leg. This attack is a [[meteor smash]] that has strong knockback even at 0%, but its low knockback scaling prevents it for being an efficient finishing move off-stage at higher percents.
 
|grabimage=Ness Grab SSBM.png
 
|grabimage=Ness Grab SSBM.png
 
|grabname=&nbsp;
 
|grabname=&nbsp;
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|dthrowname=&nbsp;
 
|dthrowname=&nbsp;
 
|dthrowdmg=1% (hits 1-5), 4% (throw)
 
|dthrowdmg=1% (hits 1-5), 4% (throw)
|dthrowdesc=Ness slams the opponent to the ground and incinerates them using PK Fire.
+
|dthrowdesc=Ness slams the opponent to the ground and blasts them with PK Fire.
 
|floorfimage=Ness Floor attack (front) SSBM.png
 
|floorfimage=Ness Floor attack (front) SSBM.png
 
|floorfname=&nbsp;
 
|floorfname=&nbsp;
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|ssname=PK Fire
 
|ssname=PK Fire
 
|ssdmg=2% (lightning), 3% (pillar hit 1), 2% (pillar 2-7)
 
|ssdmg=2% (lightning), 3% (pillar hit 1), 2% (pillar 2-7)
|ssdesc=NEss fires a lighting bolt that explodes into a pillar of flames if it hits an enemy. When grounded, Ness fires the lightning bolt horizontally, but when he's airborne, he throws the lightning bolt at a downward angle.
+
|ssdesc=Ness fires a lighting bolt that explodes into a pillar of flames if it hits an enemy. When grounded, Ness fires the lightning bolt horizontally, but when he's airborne, he throws the lightning bolt at a downward angle.
 
|usimage=PK Thunder (SSBM).png
 
|usimage=PK Thunder (SSBM).png
 
|usname=PK Thunder
 
|usname=PK Thunder
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===[[Taunt]]===
 
===[[Taunt]]===
*Turns to the screen and nods his head while saying "Okay".
+
*Ness turns to the screen and nods while saying "Okay".
   
  +
==[[Character matchups (SSBM)|Matchups]]==
===[[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==
 
 
{{SSBMMatchupTable|ness=yes}}
 
{{SSBMMatchupTable|ness=yes}}
 
==In 1-P Mode==
 
===[[Classic Mode]]===
 
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}}.
 
 
===[[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 [[Eagleland: Onett|Onett]].
 
 
===[[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==
 
==Trophy descriptions==
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{{SSBMCharacters}}
 
{{SSBMCharacters}}
 
{{EarthBound universe}}
 
{{EarthBound universe}}
[[Category:Trophies (SSBM)]]
 
[[Category:Characters (SSBM)]]
 
 
[[Category:Starters (SSBM)]]
 
[[Category:Starters (SSBM)]]
[[Category:EarthBound universe]]
 
[[Category:Playable Characters]]
 
 
[[Category:Veterans]]
 
[[Category:Veterans]]
  +
[[Category:Super Smash Bros. Melee]]

Revision as of 19:12, 5 March 2019

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 a character known for his good Aerial Attacks, overall bad priority, and a variety of projectiles. 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), and his running grab the shortest, which means his throws are usually unused in battle.

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 Moves 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.

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 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.

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

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

Attributes

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

Ground Attacks

  • Buff Ness now has access to the Yo-yo glitch.
  • Buff Forward tilt is much stronger.
  • Buff Down tilt is much faster.
  • Buff Dash attack does more damage and has more range.
    • Notice His dash attack have psychokinetic properties.
  • Buff Forward smash now has longer reach and is faster.
    • Nerf Forward smash now has 2 sourspots.
  • Nerf 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.

Aerial Attacks

  • Nerf Just like Yoshi, Ness's DJC'd combos are slower and harder to perform, although those are still relatively powerful.
  • Notice Neutral aerial animation has been changed to a spin rather than a split kick.
  • Notice Both his forward and back aerials have psychokinetic properties.
  • Buff Forward aerial deals more damage and has more range.
  • Buff Up aerial has more reach with a bigger hitbox.
    • Nerf Ness's head no longer has intangibility frames when performing the attack.
  • Buff Down aerial has much higher base knockback, making it a deadly 0-death KO tool if not meteor-canceled.
    • Nerf Down aerial is slower and, like most other meteor smashes, has significantly more start-up lag It also has much lower knockback scaling.

Grabs and Throws

Special Moves

  • Notice Ness now has a new neutral special move, PK Flash. PK Fire was moved to Ness's side special move.
  • Nerf PK Fire travels a smaller distance, and it is now considerably easier to DI out of.
  • Buff PK Thunder travels faster, and it has a tighter radius which it can travel.
    • Nerf PK Thunder 2 travels a shorter distance, damage when hitting an opponent is 5% less, and has a lot more ending lag.
    • Notice The crowd no longer gasps when Ness hits himself with PK Thunder.
  • Buff PSI Magnet is considerably faster, improving Ness's defensive game.
    • Notice The color of PSI Magnet is now blue instead of green.
    • Notice 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% Ness punches forward twice, then kicks the opponent away.
2%
4%
Forward tilt Ness Forward tilt SSBM   12% Ness does a forward roundhouse kick. This attack can be aimed up or down.
11%
10%
Up tilt Ness Up tilt SSBM   7% Ness thrusts both hands upward. Ness's head is invulnerable during the early part of the animation.
Down tilt Ness Down tilt SSBM   3% Ness thrusts one leg forward while crouching. This attack can combo into itself at early percentages.
Dash attack Ness Dash attack SSBM   5% (hit 1), 4% (hits 2-3) Ness dashes forward and extends both arms, sending out three sparks of PSI energy forward. This attack launches the opponent in random directions.
Forward smash Ness Forward smash SSBM   18% (body), 20% (bat base), 22% (bat mid), 24% (bat tip) Ness swings his baseball bat horizontally forward. The bat can reflect projectiles.
Up smash Ness Up smash SSBM   9% (startup), 4% (charging), 6% (attack) Ness does a variation on the "around the world" yo-yo trick by swinging his yo-yo above his head. Has good range, speed and knockback and has very potent juggling, tech-chasing and spacing ability. Can be used to perform the powerful Yo-yo Glitch. The attack has a hitbox while charging.
Down smash Ness Down smash SSBM   11% (startup), 4% (charging), 7% (attack) Ness sends his yo-yo backwards and "walks the dog" with it before pulling the yo-yo back. This attack has good range, speed and knockback, along with having very potent juggling, tech-chasing ability and spacing ability. More powerful than the up smash in terms of power and knockback and contains a hitbox while charging.
Neutral aerial Ness Neutral aerial SSBM   11% (clean), 8% (late) Ness spins around with both arms outstretched. Has good knockback, useful for spacing.
Forward aerial Ness Forward aerial SSBM   3% (hits 1-4), 5% (hit 5) Ness extends both arms forward, shocking the enemy with PSI energy. A fast, multi-hitting move, with good range and high knockback on the last hit.
Back aerial Ness Back aerial SSBM   16% (clean), 10% (late) Ness performs a reverse dropkick. When hit at the beginning to the attack, it electrocutes the foe and launchess them at a semi-spike trajectory. The fourth most powerful back aerial in Melee.
Up aerial Ness Up aerial SSBM   13% Ness performs an upwards headbutt and flips. This attack has amazing juggling potential and is a good KO move at high percents, but has short range.
Down aerial Ness Down aerial SSBM   12% Ness kicks downward with one leg. This attack is a meteor smash that has strong knockback even at 0%, but its low knockback scaling prevents it for being an efficient finishing move off-stage at higher percents.
Grab Ness Grab SSBM    
Pummel Ness Pummel SSBM   3% Headbutts the opponent.
Forward throw Ness Forward throw SSBM   11% Ness psychically throws the opponent forward. Has very high knockback.
Back throw Ness Back throw SSBM   11% Ness psychically lifts the opponent over his head then tosses them away. Ness's strongest throw and one of the strongest back throws in the game.
Up throw Ness Up throw SSBM   10% Ness psychically spins the opponent above his head and throws them upwards.
Down throw Ness Down throw SSBM   1% (hits 1-5), 4% (throw) Ness slams the opponent to the ground and blasts them with PK Fire.
Floor attack (front) Ness Floor attack (front) SSBM   6% Ness punches on both sides whilst getting up.
Floor attack (back) Ness Floor attack (back) SSBM   6% Ness gets up and does a sweep kick with both feet.
Edge attack (fast) Ness Edge attack (fast) SSBM   8% Ness somersaults onto the stage and performs an upward dropkick attack.
Edge attack (slow) Ness Edge attack (slow) SSBM   10% Ness slowly picks himself up and does a jump kick.
Neutral special PK Flash (SSBM) PK Flash 11-36% Ness launches an electrical blast that rises vertically over his head. As the B button is held, the projectile begins to move downwards and increases in power, which explodes if too much time passes or if the B button gets released.
Side special PK Fire (SSBM) PK Fire 2% (lightning), 3% (pillar hit 1), 2% (pillar 2-7) Ness fires a lighting bolt that explodes into a pillar of flames if it hits an enemy. When grounded, Ness fires the lightning bolt horizontally, but when he's airborne, he throws the lightning bolt at a downward angle.
Up special PK Thunder (SSBM) PK Thunder 8% (thunder head), 1% (thunder tail), 25% (PK Thunder 2 clean), 20% (PK Thunder 2 late) Ness releases a bolt of lightning that can aimed into opponents to deal damage with the head and stun them 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. When used in the air, Ness will begin to fall slowly.
Down special PSI Magnet (SSBM) PSI Magnet 0%, heals 2.0x the damage of absorbed projectiles Ness surrounds himself in a blue energy field which absorbs energy-based projectiles. Holding the B button allows Ness to use it infinitely.

Taunt

  • Ness turns to the screen and nods while saying "Okay".

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

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.

Alternate Costumes

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