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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Ness | |name = Ness | ||
|image | |image = [[Image:Ness SSBB.jpg|250px]] | ||
|mod = Project M | |mod = Project M | ||
|base = | |base = ssbb | ||
|moveset1 = Ness (SSBM) | |moveset1 = Ness (SSBM) | ||
|moveset2 = Ness (SSB) | |moveset2 = Ness (SSB) | ||
|altcostume = [[wikibound::File:Ness pajamas sprite.png|Pajama Ness]] | |altcostume = [[wikibound::File:Ness pajamas sprite.png|Pajama Ness]] | ||
}} | }} | ||
'''Ness''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. | '''Ness''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Because of his very low position on the ''[[Melee]]'' [[tier list]], he has been significantly buffed from his ''Melee'' version for his appearance in ''Project M''. | ||
<!--tier position paragraph--> | |||
==Attributes== | ==Attributes== | ||
<!--attributes paragraph--> | |||
Ness is a | Ness is a very versatile character. He has three [[projectile]]s that each have varied but important uses. [[PK Fire]] can be used as a punishing option, leading to many follow ups, such as a grab or a smash attack. Ness maintains momentum after using PK Fire, making the move occasionally useful for recovery. [[PK Thunder]] can juggle airborne opponents for a long time, and can be used to knock grounded opponents closer to Ness. [[PK Flash]] has a slow startup, but can be an effective finisher or edgeguarding move. | ||
[[ | Ness' down special move, [[PSI Magnet]], has been vastly improved from its other iterations. The move inflicts damage and Ness can jump out of it, giving the move a pseudo-[[Waveshine|waveshine]] capability, greatly increasing Ness' combo game. | ||
[[ | Ness' aerial moves are all very useful and effective. His neutral aerial comes out quickly and deals moderate knockback, making it a good choice for interrupting combos. The individual hits of his forward aerial cause low damage, but the move is useful in advancing combos. Ness's down aerial is a powerful and quick meteor smash, making it effective for edgeguarding opponents. His up aerial is an excellent juggling move at lower percentages, and makes a great combo finisher for KOing foes above the upper [[blast line]]. Ness' back aerial is very strong when [[sweetspot]]ted, and is a great aerial for getting a KO off of the side blast lines. Ness' ability to [[double jump cancel]] advances his already potent air game by giving him even more combo options. | ||
Ness' smash attacks all have unusual properties. His forward smash can reflect projectiles if timed correctly, and deals extreme damage and knockback if the sweetspot near the tip of the bat is hit. His up and down smashes both involve his yo-yo, which do not deal more damage after charging but rather have a hitbox on the yoyo during the charging period, dealing a little damage and slight knockback. | |||
Ness' | Ness' throws are generally effective. His back throw is a very reliable KOing move at high percents. Ness' forward, up and down throws can be used as combo starters, sending opponents into the air and setting up for an aerial attack. | ||
Ness' | Ness' primary recovery move, PK Thunder is both a blessing and a curse. It deals massive damage and knockback, as well as travelling a very far distance, at the cost of being easy to gimp and having a huge amount of ending lag. The ending lag can be mitigated by sweetspotting the ledge with [[PK Thunder 2]], however this can be difficult, and doesn't help the fact that any projectile that causes knockback can destroy the PK Thunder and leave Ness helpless. Once one masters how to direct the PK Thunder, it becomes one of the most reliable recovery moves in the game. | ||
Ness' | Aside from a sometimes punishable recovery, Ness' greatest weakness is his lack of range. His grab range is very short, and his standard attacks also do not go far. These traits hinder Ness' approach. Additionally, his relatively floaty falling speed makes him vulnerable to many vertical finishers (ie {{PM|Fox}}'s up smash). | ||
==Changes from ''Melee'' to ''PM''== | ==Changes from ''Melee'' to ''PM''== | ||
Ness received many considerable buffs from ''Melee'' to ''Project M'', having many more options for racking up damage and KOing. | Ness received many considerable buffs from ''Melee'' to ''Project M'', having many more options for racking up damage and KOing. | ||
[[File:NessDairPM.jpg|thumb|200px|Ness's down aerial in ''Project M''.]] | [[File:NessDairPM.jpg|thumb|right|200px|Ness's down aerial in ''Project M''.]] | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Forward smash's sourspot produces the "wooden bat" SFX from ''Brawl'', while the sweetspot displays a [[ping]] sound like in ''Melee'' and ''Smash 64''.}} | *{{change|Forward smash's sourspot produces the "wooden bat" SFX from ''Brawl'', while the sweetspot displays a [[ping]] sound like in ''Melee'' and ''Smash 64''.}} | ||
*{{change|Revamped [[on-screen appearance]]: the vortex of {{s|wikibound|Teleport}} now appears as well, similar to in ''Melee''{{'}}s opening.}} | |||
*{{change|Ness now has a [[Smash Taunt]] that can be done using his up taunt: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, ''{{s|wikibound|EarthBound}}''.}} | *{{change|Ness now has a [[Smash Taunt]] that can be done using his up taunt: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, ''{{s|wikibound|EarthBound}}''.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Ness retains his double jump cancel ability, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.}} | *{{buff|Ness retains his double jump cancel ability, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.}} | ||
*{{buff|[[Midair jump]] speed increased.}} | *{{buff|[[Midair jump]] speed increased.}} | ||
*{{buff|Ness's additional lag from a grounded grab release has been removed.}} | |||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|[[Forward smash]] has slightly more range and is much more powerful (went from on par with Mario's to being slightly stronger than Captain Falcon's forward smash).}} | |||
*{{buff|[[Forward smash]] has slightly more range and is much more powerful (went from on par with Mario's | |||
*{{buff|[[Up smash]] is much faster and deals better damage and knockback, being more reliable at juggling and KOing.}} | *{{buff|[[Up smash]] is much faster and deals better damage and knockback, being more reliable at juggling and KOing.}} | ||
*{{buff|[[Down smash]] covers more distance and also deals higher damage and knockback, serving as a powerful on-stage [[edge-guarding]] tool.}} | *{{buff|[[Down smash]] covers more distance and also deals higher damage and knockback, serving as a powerful on-stage [[edge-guarding]] tool.}} | ||
*{{buff|Both up and down smashes can now be held even when near an edge.}} | *{{buff|Both up and down smashes can now be held even when near an edge.}} | ||
*{{ | *{{buff|[[Down tilt]] now sends opponents at a more vertical angle, making it able to combo into other moves at higher percentages.}} | ||
*{{nerf|Down tilt can no longer [[infinite]].}} | |||
*{{nerf|[[Yoyo glitch|Yoyo/Jacket glitch]] has been removed.}} | |||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff|Neutral aerial | *{{buff|Neutral aerial initiates slightly faster.}} | ||
*{{buff|Up aerial and the sweetspot of back aerial were given more KO power.}} | |||
*{{buff|[[Down aerial]] reverted to ''Smash 64'' speed, which almost removes its [[startup]] lag entirely. It also has much higher knockback scaling and deals 2% more damage.}} | |||
*{{buff|Up aerial | |||
*{{buff|[[Down aerial]] | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{buff|Dash [[grab]] range from ''Melee'' increased.}} | *{{buff|Dash [[grab]] range from ''Melee'' increased.}} | ||
*{{buff|[[Back throw]] | *{{buff|[[Back throw]] is slightly stronger from ''Melee''.}} | ||
===Special Moves=== | ===Special Moves=== | ||
*{{buff|[[PK Flash]] moves farther horizontally and is faster, greatly improving its use as an [[edgeguard]]ing move. It also no longer enforces [[helplessness]] | *{{buff|[[PK Flash]] moves farther horizontally and is faster, greatly improving its use as an [[edgeguard]]ing move. It also no longer enforces [[helplessness]].}} | ||
*{{buff|[[PK Fire]]'s flame effect has the same power as in ''Brawl''. Ness also keeps his forward momentum when using it in midair. The move can additionally "[[Fobble]]": the knockback of other hitboxes that hit within a 3 frame window of one of the [[PK Fire]]'s repeating hitboxes gets completely canceled due to [[Project M]]'s new knockback engine, allowing the player to rack up deadly amounts of damage.}} | *{{buff|[[PK Fire]]'s flame effect has the same power as in ''Brawl''. Ness also keeps his forward momentum when using it in midair. The move can additionally "[[Fobble]]": the knockback of other hitboxes that hit within a 3 frame window of one of the [[PK Fire]]'s repeating hitboxes gets completely canceled due to [[Project M]]'s new knockback engine, allowing the player to rack up deadly amounts of damage.}} | ||
**{{nerf|The pillar has been reduced from being active for 100 frames to being active for 45 frames.}} | **{{nerf|The pillar has been reduced from being active for 100 frames to being active for 45 frames.}} | ||
*{{buff|[[PK Thunder 2]] travels farther and keeps its hitbox throughout the move.}} | *{{buff|[[PK Thunder 2]] travels farther and keeps its hitbox throughout the move.}} | ||
*{{buff|Ness can jump out of [[PSI Magnet]] (like how the [[space animal]]s can jump out of their [[Reflector]]s), and the move additionally deals consecutive damage, with a strong initial hit that sends foes above Ness and link into aerial attacks. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's [[Blaster]] from trapping him into the move indefinitely.}} | *{{buff|Ness can jump out of [[PSI Magnet]] (like how the [[space animal]]s can jump out of their [[Reflector]]s), and the move additionally deals consecutive damage, with a strong initial hit that sends foes above Ness and link into aerial attacks. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's [[Blaster]] from trapping him into the move indefinitely.}} | ||
*{{nerf|PK Flash, though retaining its powerful knockback, is smaller and deals much less damage.}} | |||
[[File:Pajama_Ness.png|thumbnail|Ness' alternate costume.]] | |||
==Revisions== | ==Revisions== | ||
===v2.1=== | ===v2.1=== | ||
*{{buff|Ness' PK Flash no longer | *{{buff|Ness' PK Flash no longer causes him to become helpless.}} | ||
===v2.5b=== | ===v2.5b=== | ||
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**{{nerf|It deals slightly less knockback.}} | **{{nerf|It deals slightly less knockback.}} | ||
*{{buff|PK Thunder can no longer hit Shy Guys and Smashville balloons.}} | *{{buff|PK Thunder can no longer hit Shy Guys and Smashville balloons.}} | ||
*{{nerf|PK Thunder 2 has a constant landing lag of 20 frames instead of it being height | *{{nerf|PK Thunder 2 has a constant landing lag of 20 frames instead of it being height dependant.}} | ||
*{{buff|PK Thunder 2 can now be properly edge cancelled.}} | *{{buff|PK Thunder 2 can now be properly edge cancelled.}} | ||
*{{nerf|PK Fire no longer activates on shielded opponents.}} | *{{nerf|PK Fire no longer activates on shielded opponents.}} | ||
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*{{nerf|PK Fire pillar duration has been reduced by half.}} | *{{nerf|PK Fire pillar duration has been reduced by half.}} | ||
*{{change|PK Fire's bolt now does 8% but the three pillar hits does 1% each to compensate.}} | *{{change|PK Fire's bolt now does 8% but the three pillar hits does 1% each to compensate.}} | ||
*{{ | *{{change|PK Fire pillar has higher gravity, preventing opponents from whiffing between the first few hits.}} | ||
*{{nerf|Can no longer reverse ledge grab after missing PK Thunder 1.}} | *{{nerf|Can no longer reverse ledge grab after missing PK Thunder 1.}} | ||
*{{nerf|The knockback values for Ness' down throw has been altered making it a slightly worse combo starter.}} | *{{nerf|The knockback values for Ness' down throw has been altered making it a slightly worse combo starter.}} | ||
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===v3.6 Beta=== | ===v3.6 Beta=== | ||
*{{buff|While using PK Thunder 2, Ness can now reverse ledge-grab at the peak.}} | *{{buff|While using PK Thunder 2, Ness can now reverse ledge-grab at the peak.}} | ||
*{{buff|PSI Magnet causes more damage and has more base knockback.}} | *{{buff|PSI Magnet causes more damage and has more base knockback.}} | ||
**{{buff|The move's knockback growth has been significantly decreased, making it a better combo tool at higher percents.}} | **{{buff|The move's knockback growth has been significantly decreased, making it a better combo tool at higher percents.}} | ||
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==Moveset== | ==Moveset== | ||
Up to date as of version 3. | Up to date as of version 3.5. | ||
{|class="wikitable" | {|class="wikitable" | ||
! | ! !!Name!!Damage!!Description | ||
|- | |- | ||
! | !Neutral attack | ||
| | | || 3% (hit 1), 2% (hit 2), 4% (hit 3), (9% total) || Ness punches twice, then kicks. | ||
|- | |- | ||
! | !Forward tilt | ||
| 10% | | || 12% (high), 11% (mid), 10% (low) || Ness kicks forwards with a foot. Can be angled. | ||
|- | |- | ||
! | !Up tilt | ||
| || 7% || | | || 7% || Ness extends his arms quickly upwards. Can be used to juggle fast fallers up to 70% which can then lead into an aerial attack. | ||
|- | |- | ||
! | !Down tilt | ||
| || 3% || | | || 3% || Ness kicks his foot out slightly. Short ranged attack, but can be used in quick succession. | ||
|- | |- | ||
! | !Dash attack | ||
| || 5% (hit 1), 4% (hits 2-3) || | | || 5% (hit 1), 4% (hits 2-3) (13% total) || Ness runs forward and creates three disjointed PSI bubbles from his hands. The first two hits have a [[semi-spike]] trajectory, while the last hit sends opponents straight upwards which can lead into aerials. | ||
|- | |- | ||
! | !Forward smash | ||
| || {{ChargedSmashDmgSSBM|18}} (body),{{ChargedSmashDmgSSBM|20}} ( | | || {{ChargedSmashDmgSSBM|18}} (body),{{ChargedSmashDmgSSBM|20}} (handle), {{ChargedSmashDmgSSBM|22}} (mid), {{ChargedSmashDmgSSBM|24}} (tip) || Ness takes out his trusty cracked bat and swings it at his opponents. The sweetspot is located at the bat's tip. [[Reflect]]s [[projectile]]s. | ||
|- | |- | ||
! | !Up smash | ||
| || 2% ( | | || 2% (hits 1-7 [hold]), 12% (swing) || Ness takes out his yoyo and swings it above him. Fast for an up smash; covers a wide area above him. Can be charged, but doing so does not increase the attack's damage. It is also affected slightly by gravity when used near an edge. | ||
|- | |- | ||
! | !Down smash | ||
| || 2% (hits 1-7 [hold]), 12% (swing) || | | || 2% (hits 1-7 [hold]), 12% (swing) || Ness takes out his yo-yo and swings it across the floor. Strong power, can be used to safely [[edge-guard]] from the stage. Same properties as the up smash. | ||
|- | |- | ||
! | !Neutral aerial | ||
| || 11% (clean), 8% (late) || | | || 11% (clean), 8% (late) || Ness spins around with his arms stretched out. | ||
|- | |- | ||
! | !Forward aerial | ||
| || 4% (hits | | || 4% (first two hits) 2% (hits 3-4) 3% (last hit) (15% total) || Ness produces PSI bubbles in front of him that hit consecutively, the last hit having stronger knockback. | ||
|- | |- | ||
! | !Back aerial | ||
| || 15% (clean), 10% (late) || | | || 15% (clean), 10% (late) || Ness extends his feet outward. Sweetspot is electrical and possess high KO potential. | ||
|- | |- | ||
! | !Up aerial | ||
| || 13% || | | || 13% || Ness headbutts upwards. Good for juggling at lower percents and a good KO move at higher percents. | ||
|- | |- | ||
! | !Down aerial | ||
| || 14% || | | || 14% || Ness kicks with one foot downward. A fast [[meteor smash]] useful for edge-guarding. Combined with double-jump canceling and [[L-cancel]]ing, it can also pressure [[shield]]s efficiently. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
|- | |- | ||
! | !Grab | ||
| || — || Grabs | | || — || Grabs with both hands. The fastest grab in the game, but has short reach. | ||
|- | |- | ||
! | !Pummel | ||
| || 3% || | | || 3% || Hits grabbed opponent with his head. | ||
|- | |- | ||
! | !Forward throw | ||
| || 11% || | | || 11% || Throws the opponent forward with PSI power. | ||
|- | |- | ||
! | !Back throw | ||
| || 11% || | | || 11% || Uses PSI to throw the opponent backwards. Has low base knockback, but a surprisingly strong knockback scaling, becoming a powerful KO move and also one of the strongest throws in the game. | ||
|- | |- | ||
! | !Up throw | ||
| || 10% || | | || 10% || Psycho-kinetically spins the opponent horizontally above him, then throws upward. Can chain grab at very low percentage and set up for aerial followups. | ||
|- | |- | ||
! | !Down throw | ||
| || 1% (hits 1-5), 4% (throw) || | | || 1% (hits 1-5), 4% (throw) (9% total) || Ness pushes the opponent onto the floor and hits repeatedly with PK Fire. | ||
|- | |- | ||
! | !Floor attack (front) | ||
| || 6% || Does a low kick going from back to front. | | || 6% || Does a low kick going from back to front. | ||
|- | |- | ||
! | !Floor attack (back) | ||
| || 6% || Does a low kick going from back to front. | | || 6% || Does a low kick going from back to front. | ||
|- | |- | ||
! | !Floor attack (trip) | ||
| || 5% || Kicks with both of his feet from back to front. | | || 5% || Kicks with both of his feet from back to front. | ||
|- | |- | ||
! | !Edge attack (fast) | ||
| || 6% (body), 8% (foot) || | | || 6% (body), 8% (foot) || Ness pulls himself off the side of a stage, rolls, and kicks his feet out. | ||
|- | |- | ||
! | !Edge attack (slow) | ||
| || 10% || | | || 10% || Ness climbs up the side of a stage and throws out a punch. | ||
|- | |- | ||
! | !Neutral special | ||
| [[PK Flash]] || 8-22% || Ness generates a green | | [[PK Flash]] || 8-22% || Ness generates a green ray that is sent upwards, then explodes. It can be charged, increasing damage and knockback while causing it to curve downwards, and it can be moved sideways. This can be used as an effective edgeguarding move, due to its range and power. The explosion can be [[Absorption|absorbed]] and reflected, though the latter only affects Ness if he's close to it. | ||
|- | |- | ||
! | !Side special | ||
| [[PK Fire]] || 8% (bolt), 1% (pillar hits 1-5) || Ness shoots a | | [[PK Fire]] || 8% (bolt), 1% (pillar hits 1-5) || Ness shoots a bolt forwards from his fingers, which then bursts into a pillar of flames upon hitting a foe. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed. | ||
|- | |- | ||
! | !Up special | ||
| [[PK Thunder]] || 4% (startup), 8% ( | | [[PK Thunder]] || 4% (startup), 8% (head), 6% (tail); PK Thunder 2: 25% (clean), 21% (mid), 15% (late) || Ness produces an electric beam from his head, which he can then control freely. When the beam is produced, a brief hitbox covers his body, repelling foes attempting to stop the attack. If the beam hits Ness, he will be propelled in the same direction that the beam was travelling in surrounded by a powerful electric hitbox, known as PK Thunder 2. If the tip of the beam hits a surface, foe, or disjointed hitbox that deals knockback, or the beam is absorbed, the beam will disappear and leave Ness helpless. If the beam is reflected or Ness is hit while controlling the beam, he will lose control of the beam. When hitting a wall or ceiling with PK Thunder 2, Ness will either travel parallel to it or rebound off it, depending on how perpendicular to the wall he was when he blasted into it. When PK Thunder 2 is launched against the ground, he will [[Floor recovery|lie on the floor]]. Though an effective recovery move, it's difficult to recover with it between tall walls (such as the buildings in [[Saffron City]]). | ||
|- | |- | ||
! | !Down special | ||
| [[PSI Magnet]] || 6% (startup), 2% (loop) | | [[PSI Magnet]] || 6% (startup), 2% (loop) || Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the [[damage]] the projectile would have dealt. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials. | ||
|- | |- | ||
! | !Final Smash | ||
| [[PK Starstorm]] || 20% (each star) || Ness calls down a rain of stars from the sky, yelling "PK | | [[PK Starstorm]] || 20% (each star) || Ness calls down a rain of stars from the sky, yelling "PK Starstorm!". | ||
|} | |} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Notable players=== | ===Notable players=== | ||
{{ | *{{Flag|USA}} [[Smasher:Aki (Illinois)|Aki]] | ||
*{{Sm|Awestin|USA}} | |||
*{{Sm| | *{{Sm|Boiko|USA}} | ||
*{{Sm| | *{{Sm|Delicious Octorok|USA}} | ||
*{{Sm| | *{{Sm|DeezNutz|USA}} | ||
*{{Sm| | *{{Sm|Reslived|USA}} | ||
*{{Sm| | *{{Sm|Stereo_Kidd|USA}} | ||
*{{Sm| | *{{Sm|Tetraflora|USA}} | ||
*{{Sm|The_NZA|USA}} | |||
*{{Sm|Zeej|USA}} | |||
==Alternate costumes== | ==Alternate costumes== | ||
Ness' alternate costume is his striped blue pajamas he has been seen wearing in the beginning of ''EarthBound'' and while in Magicant in the American version of ''EarthBound''. | |||
Ness' alternate costume is his blue | |||
3.5 gave Ness' pajamas | 3.5 gave Ness' pajamas some recolors to be used for team battles, and a purple costume based off of Yes Man Jr. | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Ness Palette (PM).png|frame|center|Ness's alternate costumes in PM]] | ||
|- | |- | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadSSBB.png]] | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadWhiteSSBB.png]] | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadYellowSSBB.png]] | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadGreenSSBB.png]] | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadBlueSSBB.png]] | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadPurpleSSBB.png]] | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadPurplePM.png]] | ||
|- | |- | ||
|colspan=2| | |colspan=2| | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadPajamaPM.png]] | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadPajamaRedPM.png]] | ||
|colspan=1|[[ | |colspan=1|[[Image:NessHeadPajamaGreenPM.png]] | ||
|colspan=2| | |colspan=2| | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*Prior to 3.6, there existed two cosmetic issues: | *Prior to 3.6, there existed two cosmetic issues: | ||
**If Ness gained a [[Smash Ball]] while in any of his | **If Ness gained a [[Smash Ball]] while in any of his pajamas, there will appear to be an eerie dark area over his eyes. This issue also happened when Ness performs his Smash Taunt, even if it is not in his alternate costumes. There are, however, [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208446 unofficial patches] that exist to address this problem. | ||
*While in his pajamas costume, Ness wields the [[wikibound:Baseball_bat#In_Earthbound|cracked bat]], the first bat he received in ''[[Earthbound]]'' as a gift from his family. | |||
*While in his pajamas costume, Ness wields the | *Ness is the only character from an RPG series ({{uv|Fire Emblem}} and {{uv|Earthbound}}) to lack a spike. | ||
* | |||
==External links== | ==External links== | ||
*[ | *[http://projectmgame.com/en/characters/ness ''Project M'' character page] | ||
{{Project M}} | {{Project M}} | ||
[[Category:Ness]] | [[Category:Ness]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |