Editing Ness (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Ness
|name         = Ness
|image = {{tabber|title1=Classic (PM)|content1=[[File:Ness SSBB.jpg|250px]]|title2=Classic (P+)|content2=[[File:PPlus Ness.png|250px]]|title3=Pajamas|content3=[[File:Pajama Ness.png|250px]]}}
|image       = [[Image:Ness SSBB.jpg|250px]]
|mod = Project M
|mod         = Project M
|base = SSBB
|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]]''. His moveset combines attributes from his appearances in the first three Smash games.
'''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-->
Ness is ranked 19th out of 41 on the [[Project M#Tier list|official]] [[tier list]], at the top of B tier. This is an improvement over his placements in ''Melee'' and ''Brawl'' where he was 23rd out of 26 and 26th out of 38, respectively.  He ranks slightly lower in ''Project+'', being ranked 27th in the {{h2|Project+|official tier list}}, now in the middle of the B tier. His placing on the tier list comes from having one of the best punishes in the game, as well as a solid neutral. However, he is held back due to a susceptibility to crouch canceling from most of his moves, being easily outranged by a lot of the cast, and a recovery which is generally easy to edgeguard despite sending him far.


==Attributes==
==Attributes==
{{cleanup|Riddled with sub-standard writing}}
<!--attributes paragraph-->
Ness is a flexible character suiting both aggressive and zoning oriented playstyles. With an average weight and fall speed, he remains somewhat susceptible and exasperates his unreliable recover. His aerial moves lead into each other well, giving him a strong combo game once he can get his opponent off the ground.
Ness is a very versatile character. He has many moves that lead into each other, giving him a strong combo game.  
 
Ness's 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, similar to {{PM|Marth}}'s Sword. It can be angled up or down by a few degrees if the control stick is tilted during startup. The down angled forward smash is especially useful for intercepting opponents attempting to sweetspot the ledge.
 
His up smash involves his yo-yo, sending it whipping around his body in a circle. Although it does not grow stronger as it is charged, it maintains a weak hitbox on the yo-yo, sitting in front of and disjointed from Ness's body. This makes it useful for flinching approaching opponents comboing into the strong hit on upward swing the up smash release. The upswing itself is useful for intercepting aerial opponents due to it's disjoint. These combined properties mean that this move is useful near the ledge. Hanging the yo-yo off of the ledge can make it difficult for some characters to sweetspot and if the opponent passes close above or in front of Ness he can still intercept without moving. However, it can no longer be used to perform the [[yo-yo glitch]] like it could in ''Melee''.
 
Ness's down smash is similar to his up smash when charging, except that the weak hitbox comes out behind him. This makes it useful if Ness is being pursued on the ground. The release drags opponents in front of Ness, setting up for an aerial follow up.
 
His forward tilt is a quick kick that is useful in it tight situations where there is no time to initiate a smash attack, while still putting space between Ness and his opponent.
 
Down tilt is fast and combos into itself if the opponent does not smash DI. Against experienced opponents only a few hits are possible to land, but the move retains usefulness in that it can be used to mix up timing before using a different move.
 
Up tilt is useful for its high base knockback at low percents. Useful for aerial followups, but does however lose out to double jump cancelled up air for sheer utility. 
 
Ness's aerial moves have a mix of their properties from [[Super Smash Bros.]] and ''Super Smash Bros. Melee''.
 
His neutral aerial comes out quickly and deals moderate knockback, making it one of Ness's best moves. It is very similar to Peach's neutral air. In addition to being a good choice for interrupting combos, it can
also serve as a [[K.O.]] move in many situations. On stages with narrower blast lines, hitting an opponent with neutral air on stage, than following with another off stage can K.O. an opponent by pushing them into the side blast line at medium low percents. Characters with short recoveries can also be killed very early regardless of the distance to the blast line.
 
His forward air has multiple disjointed weak hits, making a useful combo starter, before chaining another forward air to continue the combo, or a neutral air to launch opponents away. It is also useful for dragging opponents down to the ground before using a grab or grounded attack. 
 
Ness's back aerial is very strong when [[sweetspot]]ted, and is a great aerial for getting a K.O. off of the side blast lines. It easily combos out of down throw at lower percents setting up for an edgeguard. It can be used as in a reverse aerial rush, giving it similar utility to {{PM|Captain Falcon}}'s knee somewhat reduced due to Ness's slower speed.
 
His up aerial is a juggling move at lower percentages, and makes a great combo finisher for K.O.ing foes above the upper [[blast line]] at higher percentages. This is often possible after landing a down air on a grounded opponent at high percentages, due to the high hitstun of an opponent bounced off the ground.
 
Ness's down aerial now functions similarly to how it did in ''Super Smash Bros.'' The move is a powerful, quick, and easy to sweetspot meteor smash, making it effective for edgeguarding opponents. In addition it has great utility out of shield and for pressuring shielding opponents. If two players are shielding back to back, Ness can jump and use down air to cover his escape upwards or pressure his opponent's shield.
 
Ness's ability to [[double jump cancel]] advances his already potent air game by giving him even more combo options and allowing him to do multiple aerials in quick succession close to the ground.
 
Ness's specials are vastly improved from their other iterations.  


[[PK Fire]] is Ness's primary offensive projectile allowing him to control space and prevent opponents from approaching recklessly. Ness fires it horizontally when grounded, and downward diagonally when in the air. Upon hitting an opponent, projectile or destructible object, the projectile ignites. It deals doing one strong hit, followed by successive weak hits, and engulfs opponent in place. Ness maintains momentum after using PK Fire in the air, making the move useful for protection when landing.
Ness's aerial moves are all effective. His neutral aerial comes out quickly and deals moderate knockback, making it a good choice for interrupting combos. It can also serve as a [[K.O.]] move in some situations. The individual hits of his forward aerial cause low damage, but the move can advance combos. Ness's back aerial is very strong when [[sweetspot]]ted, and is a great aerial for getting a K.O. off of the side blast lines. His up aerial is a juggling move at lower percentages, and makes a great combo finisher for K.O.ing foes above the upper [[blast line]] at higher percentages. Ness's down aerial now functions similarly to how it did in ''Super Smash Bros.'' The move is a powerful, quick, and easy to sweetspot meteor smash, making it effective for edgeguarding opponents. Ness's ability to [[double jump cancel]] advances his already potent air game by giving him even more combo options.  


[[PSI Magnet]] inflicts damage and Ness can jump out of it, giving the move a pseudo-[[waveshine]] capability while greatly advancing his combo game.  
Two of Ness's specials were vastly improved from their other iterations. [[PSI Magnet]] inflicts damage and Ness can jump out of it, giving the move a pseudo-[[waveshine]] capability and greatly advancing his combo game. [[PK Flash]] does not travel as high and still has a slow startup, but it is much faster, meaning it can be an effective finisher or edgeguarding move.


[[PK Flash]] does not travel as high and has a much faster but still very slow startup, but it travels very quickly if Ness sends it forward. Fully charged it covers a very large area and launches very powerfully upwards. Though difficult to time, it can cover the ledge while an opponent is trying to recover and force opponents to recover low or air stall. It is a very large commitment as the long cool down prevents Ness from moving in time to attempt another edgeguard, even if PK Flash forces the opponents with a slow recovery close to the [[blast zone]].  Regardless, it still remains an effective finisher or edgeguarding move in certain matchups.
Ness's smash attacks all have unusual properties. His side 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. However, Ness's up smash can no longer be used to perform the [[yo-yo glitch]] like it could in ''Melee'', making the move less useful than before.


Ness's up special [[PK Thunder]], has two phases. The first phase, is much more useful than in previous games. It has a hitbox on its tail allowing it to trap opponents in certain situations. The angle of collision determines the angle at which Ness is launched. PK Thunder can also be used as an offensive projectile to juggle or KO airborne opponents or knock grounded opponents closer to Ness. Characters with slow recoveries are especcially vulnerable to it while trying to recover. It does competes with PK Flash in this utility though. The second phase in which Ness's movement takes place occurs if Ness directs his thunder into himself. [[PK Thunder 2]] deals massive damage and knockback and sends Ness a very far distance, at the cost of being easy to gimp, relatively hard to control, 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. Furthermore,  projectiles that are not [[transcendent]] can destroy the PK Thunder and leave Ness [[helpless]]. PK Thunder can also be used as an offensive projectile to juggle or KO airborne opponents or knock grounded opponents closer to Ness.
Ness's grab game is generally effective. His back throw is a very reliable K.O.ing move at high percents. Ness's forward, up and down throws can be used as combo starters, sending opponents into the air and setting up for an aerial attack. [[PK Fire]] is a punishing option that can lead to a grab or a smash attack. Although good as a punishing move, PK Fire is also very punishable if it fails to reach its target, due to having relatively high endlag. Ness maintains momentum after using PK Fire in the air, making the move occasionally useful for protection when landing.


Ness's grab game is generally effective. His back throw is a very reliable K.O.ing move at higher percents. Ness's forward throw has very low knockback scaling, giving it a decent launch power even at 0 setting up for very early edgeguarding. Up and down throws both can be used as combo starters, sending opponents into the air and setting up for an aerial attack depending on the weight, damage, and fall speed of the opponent. Ness's grab range is very short, limiting the usefulness of his standing grab.  
Ness's primary recovery move, [[PK Thunder]], can be both helpful and harmful. [[PK Thunder 2]], deals massive damage and knockback and sends Ness a very far distance, at the cost of being easy to gimp, relatively hard to control, 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 does not help the fact that any projectile that causes knockback can destroy the PK Thunder and leave Ness [[helpless]]. PK Thunder can also be used as an offensive projectile to juggle or KO airborne opponents or knock grounded opponents closer to Ness.


Ness's recovery, despite its length, has significant weakness as it can be intercepted before and after initiation. Additionally, his relatively floaty falling speed makes him vulnerable to many vertical finishers (i.e. {{PM|Fox}}'s up air) and gives him some difficulty getting back to the stage. Ness tends to fare poorly against characters with large disjoins and a strong edgeguarding game. Marth and {{PM|Ivysaur}} are notable examples. Characters with fast, solid projectiles like {{PM|Sheik}} can make it very difficult for him to recover low because of the long start up time of his recovery. He also has limited options for dealing with pressure, giving him weaknesses against fast characters with aggressive playstyles. Ness tends to have favorable match ups against heavy, larger, slower characters due to the extensive length of combos he can pull off on them, and the strength of his zoning tools.
Aside from a sometimes punishable recovery, Ness's weaknesses include his lack of range. His grab range is very short, and his standard attacks also do not go far. These traits hinder Ness's approach. Additionally, his relatively floaty falling speed makes him vulnerable to many vertical finishers (i.e. {{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 [[dash]]es faster (1.4 → 1.6).}}
*{{buff|Ness's [[air speed]] is faster (0.93 → 1.05).}}
*{{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|[[Down tilt]] now sends opponents at a more vertical angle, making it able to combo into other moves at higher percentages.}}
*{{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).}}
*{{nerf|Due to an increased base knockback, down tilt can no longer [[infinite]].}}
*{{buff|[[Forward smash]] has slightly more range and is much more powerful (went from on par with Mario's when tipped to being slightly stronger than Captain Falcon's forward smash).}}
*{{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.}}
*{{bugfix|[[Yo-yo glitch|Yoyo/Jacket glitch]] has been fixed.}}
*{{buff|[[Down tilt]] now sends opponents at a more vertical angle, making it able to combo into other moves at higher percentages.}}
*{{nerf|Due to an increased base knockback, down tilt can no longer [[infinite]].}}
 
*{{nerf|[[Yoyo glitch|Yoyo/Jacket glitch]] has been removed.}}


===Aerial Attacks===
===Aerial Attacks===
*{{buff|Neutral aerial has less startup lag with a longer duration (frames 5-23 → 4-23). It also has less landing lag (22 frames → 14) and auto-cancels one frame sooner (frame 27 → 26).}}
*{{buff|Neutral aerial initiates slightly faster.}}
*{{change|Forward aerial's hits deal altered damage (3% (hits 1-4), 5% (hit 5) 15.74% (total) → 4% (hits 1-2), 2% (hits 3-4), 3% (hit 5), 15% (total)). The final hit deals less knockback improving its combo potential but hindering its KO potential.}}
*{{buff|Up aerial and the sweetspot of back aerial were given more KO power.}}
*{{nerf|Back aerial's sweetspot deals less damage (16% → 15%).}}
*{{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 (109 → 118) and the sweetspot of back aerial (100 → 115) have increased knockback scaling.}}
*{{buff|[[Down aerial]] is now closer to its ''Smash 64'' counterpart, greatly reducing its [[startup]] (frame 20 → 5) and ending lag (frame 60 → 38) though it is still slower than it's ''64'' counterpart. It also has much higher knockback scaling (70 → 90 (clean), 80 (late)) and deals 2% more damage (12% → 14%). It also has less landing lag (28 frames → 20).}}
*{{nerf|Down aerial now has a weaker late hit and it has much less base knockback (90 → 40 (clean), 20 (late)) making it less effective at lower percents. Its [[auto-cancel]] window is also much smaller (frame <19 29> → <3 >35) making it auto-cancel later and no longer making it auto-cancel the entire time the hitbox isn't active.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|Dash [[grab]] range from ''Melee'' increased.}}
*{{buff|Dash [[grab]] range from ''Melee'' increased.}}
*{{buff|[[Back throw]] has more knockback scaling (130 → 135).}}
*{{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]] if used in the air.}}
*{{buff|[[PK Flash]] moves farther horizontally and is faster, greatly improving its use as an [[edgeguard]]ing move. It also no longer enforces [[helplessness]].}}
*{{nerf|PK Flash, though retaining its powerful knockback, is smaller and deals much less 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.}}
*{{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==
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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 dependent.}}
*{{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.}}
Line 142: Line 112:
*{{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.}}
*{{buff|PK Fire pillar has higher gravity, preventing opponents from whiffing between the first few hits.}}
*{{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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|-
|-
! colspan="2" rowspan="3" | Neutral attack
! colspan="2" rowspan="3" | Neutral attack
| rowspan="3" | || 3% || rowspan=3 | Punches twice, then kicks.
| rowspan="3" | || 3% || rowspan=3 | Ness punches twice, then kicks.
|-
|-
| 2%
| 2%
Line 170: Line 140:
|-
|-
! rowspan="3" | Forward tilt || ↗
! rowspan="3" | Forward tilt || ↗
| rowspan="3" | || 12% || rowspan="3" | Kicks forwards with a foot. This can be angled up or down.
| rowspan="3" | || 12% || rowspan="3" | Ness kicks forwards with a foot. This can be angled up or down.
|-
|-
!→
!→
Line 179: Line 149:
|-
|-
! colspan="2" | Up tilt
! colspan="2" | Up tilt
| || 7% || Quickly extends both his arms upwards. Can be used to juggle fast fallers up to 70% which can then lead into an aerial attack. Ness's head is [[intangible]] when performing the attack.
| || 7% || Ness quickly extends both his arms upwards. Can be used to juggle fast fallers up to 70% which can then lead into an aerial attack. Ness's head is [[intangible]] when performing the attack.
|-
|-
! colspan="2" | Down tilt
! colspan="2" | Down tilt
| || 3% || Kicks his foot out slightly. Short ranged attack, but can be used in quick succession.
| || 3% || Ness kicks his foot out slightly. Short ranged attack, but can be used in quick succession.
|-
|-
! colspan="2" | Dash attack
! colspan="2" | Dash attack
| || 5% (hit 1), 4% (hits 2-3) || 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.
| || 5% (hit 1), 4% (hits 2-3) || 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.
|-
|-
! colspan="2" | Forward smash
! colspan="2" | Forward smash
| || {{ChargedSmashDmgSSBM|18}} (body),{{ChargedSmashDmgSSBM|20}} (bat base), {{ChargedSmashDmgSSBM|22}} (bat mid), {{ChargedSmashDmgSSBM|24}} (bat tip) || Takes out his bat and swings it the opponent horizontally. The sweetspot is located at the bat's tip. The bat can [[reflect]] [[projectile]]s.
| || {{ChargedSmashDmgSSBM|18}} (body),{{ChargedSmashDmgSSBM|20}} (bat base), {{ChargedSmashDmgSSBM|22}} (bat mid), {{ChargedSmashDmgSSBM|24}} (bat tip) || Ness takes out his trusty bat and swings it the opponent horizontally. The sweetspot is located at the bat's tip. The bat can [[reflect]] [[projectile]]s.
|-
|-
! colspan="2" | Up smash
! colspan="2" | Up smash
| || 2% (charging hits 1-7), 12% (swing) || Takes out his yo-yo and swings it above him, performing the "around the world trick". Pretty fast for an up smash; covering a wide area above his head. It is also affected slightly by gravity when used near an edge. Can be charged, but doing so does not increase the attack's damage.
| || 2% (charging hits 1-7), 12% (swing) || Ness takes out his yo-yo and swings it above him, performing the "around the world trick". Pretty fast for an up smash; covering a wide area above his head. It is also affected slightly by gravity when used near an edge. Can be charged, but doing so does not increase the attack's damage.
|-
|-
! colspan="2" | Down smash
! colspan="2" | Down smash
| || 2% (hits 1-7 [hold]), 12% (swing) || Takes out his yo-yo and swings it across the floor, performing the "walk the dog" trick. Strong power, can be used to safely [[edge-guard]] from the stage. Similar to his up smash, the yo-yo doesn't increase in damage or in knockback when it's "charging".
| || 2% (hits 1-7 [hold]), 12% (swing) || Ness takes out his yo-yo and swings it across the floor, performing the "walk the dog" trick. Strong power, can be used to safely [[edge-guard]] from the stage. Similar to his up smash, the yo-yo doesn't increase in damage or in knockback when it's "charging".
|-
|-
! colspan="2" | Neutral aerial
! colspan="2" | Neutral aerial
| || 11% (clean), 8% (late) || Spins diagonally in the air with arms stretched out. Has good knockback and is very fast with high combo potential, but has poor range.
| || 11% (clean), 8% (late) || Ness spins diagonally in the air with arms stretched out. Has good knockback and is very fast with high combo potential, but has poor range.
|-
|-
! colspan="2" | Forward aerial
! colspan="2" | Forward aerial
| || 4% (hits 1-2), 2% (hits 3-4), 3% (hit 5) || Sticks his palms out, sending a stream of PSI sparks in front of him. This move hits multiple times, making it harder to so towards enemies at high percents.
| || 4% (hits 1-2), 2% (hits 3-4), 3% (hit 5) || Ness sticks his palms out, sending a stream of PSI sparks in front of him. This move hits multiple times, making it harder to so towards enemies at high percents.
|-
|-
! colspan="2" | Back aerial
! colspan="2" | Back aerial
| || 15% (clean), 10% (late) || Thrusts both his feet backwards. The sweetspot deals electrical damage and possess high KO potential.
| || 15% (clean), 10% (late) || Ness thrusts both his feet backwards. The sweetspot deals electrical damage and possess high KO potential.
|-
|-
! colspan="2" | Up aerial
! colspan="2" | Up aerial
| || 13% || Headbutts upwards. Good for juggling at lower percents and a good KO move at higher percents.
| || 13% || Ness headbutts upwards. Good for juggling at lower percents and a good KO move at higher percents.
|-
|-
! colspan="2" | Down aerial
! colspan="2" | Down aerial
| || 14% || Kicks one foot downwards. A fast [[meteor smash]], useful for edge-guarding. Combined with double-jump canceling and [[L-cancel]]ing, it can also pressure [[shield]]s efficiently.
| || 14% || Ness kicks one foot downwards. 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-->
|-
|-
Line 219: Line 189:
|-
|-
! colspan="2" | Forward throw
! colspan="2" | Forward throw
| || 11% || Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward.
| || 11% || Ness psychokinetically swings his opponent in a small circle in front of himself before sending them off forward.
|-
|-
! colspan="2" | Back throw
! colspan="2" | Back throw
| || 11% || Psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. 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.
| || 11% || Ness psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. 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.
|-
|-
! colspan="2" | Up throw
! colspan="2" | Up throw
| || 10% || Psychokinetically spins the opponent above his head before sending them up. Can chain grab at very low percentage and set up for aerial followups.
| || 10% || Ness psychokinetically spins the opponent above his head before sending them up. Can chain grab at very low percentage and set up for aerial followups.
|-
|-
! colspan="2" | Down throw
! colspan="2" | Down throw
| || 1% (hits 1-5), 4% (throw) || Throws the opponent onto the ground and scorches them with PK Fire.
| || 1% (hits 1-5), 4% (throw) || Ness throws the opponent onto the ground and scorches them with PK Fire.
|-
|-
! colspan="2" | Floor attack (front)
! colspan="2" | Floor attack (front)
Line 240: Line 210:
|-
|-
! colspan="2" | Edge attack (fast)
! colspan="2" | Edge attack (fast)
| || 6% (body), 8% (foot) || Fips onto the stage and does a sweep kick.
| || 6% (body), 8% (foot) || Ness flips onto the stage and does a sweep kick.
|-
|-
! colspan="2" | Edge attack (slow)
! colspan="2" | Edge attack (slow)
| || 10% || Slowly climbs up onto stage and throws out a punch.
| || 10% || Ness slowly climbs up onto stage and throws out a punch.
|-
|-
! colspan="2" | Neutral special
! colspan="2" | Neutral special
Line 263: Line 233:
==In [[competitive play]]==
==In [[competitive play]]==
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Flag|USA}} [[Smasher:Aki (Illinois)|Aki]]
 
*{{Sm|Awestin|USA}}
*{{Sm|Akimi|USA}} - Ranked 1st on the Washington ''Project M'' Power Rankings and 28th on [[PMRank 2018]].
*{{Sm|Boiko|USA}}
*{{Sm|WouldSmokeCraq|USA}} - Very strong player from Connecticut, placed 17th at Undertow with a win over Malachi.
*{{Sm|Delicious Octorok|USA}}
*{{Sm|Kumatora|USA}} - Formerly ranked 1st on the Massachusetts ''Project M'' Power Rankings and 27th on [[PMRank 2022]].
*{{Sm|DeezNutz|USA}}
*{{Sm|Jose V|USA}} - Ranked 38th on [[PMRank 2018]].
*{{Sm|Reslived|USA}}
*{{Sm|Not Chris|USA}} - Ranked #39 on [[PMRank 2023]].
*{{Sm|Stereo_Kidd|USA}}
*{{Sm|Reslived|USA}} - Ranked 47th on [[PMRank 2018]].
*{{Sm|Tetraflora|USA}}
*{{Sm|The_NZA|USA}}
*{{Sm|Zeej|USA}}


==Alternate costumes==
==Alternate costumes==
===Project M===
Ness' alternate costume is his striped blue pajamas he has been seen wearing in the beginning of ''EarthBound'' and while in [[Magicant]] in the non-Japanese version of ''EarthBound''.
Ness' alternate costume is his blue-striped pajamas he wears in the beginning of ''EarthBound'' and while in [[Magicant]] in the international releases of ''EarthBound''.


3.5 gave Ness' pajamas additional recolors to be used for team battles, and a purple costume based off of {{s|wikibound|Yes Man Junior}}.
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|[[File:Ness Palette (PM).png|frame|center|Ness' alternate costumes in PM]]
|colspan=8|[[Image:Ness Palette (PM).png|frame|center|Ness's alternate costumes in PM]]
|-
|-
|colspan=1|[[File:NessHeadSSBB.png]]
|colspan=1|[[Image:NessHeadSSBB.png]]
|colspan=1|[[File:NessHeadWhiteSSBB.png]]
|colspan=1|[[Image:NessHeadWhiteSSBB.png]]
|colspan=1|[[File:NessHeadYellowSSBB.png]]
|colspan=1|[[Image:NessHeadYellowSSBB.png]]
|colspan=1|[[File:NessHeadGreenSSBB.png]]
|colspan=1|[[Image:NessHeadGreenSSBB.png]]
|colspan=1|[[File:NessHeadBlueSSBB.png]]
|colspan=1|[[Image:NessHeadBlueSSBB.png]]
|colspan=1|[[File:NessHeadPurpleSSBB.png]]
|colspan=1|[[Image:NessHeadPurpleSSBB.png]]
|colspan=1|[[File:NessHeadPurplePM.png]]
|colspan=1|[[Image:NessHeadPurplePM.png]]
|-
|-
|colspan=2|
|colspan=2|
|colspan=1|[[File:NessHeadPajamaPM.png]]
|colspan=1|[[Image:NessHeadPajamaPM.png]]
|colspan=1|[[File:NessHeadPajamaRedPM.png]]
|colspan=1|[[Image:NessHeadPajamaRedPM.png]]
|colspan=1|[[File:NessHeadPajamaGreenPM.png]]
|colspan=1|[[Image:NessHeadPajamaGreenPM.png]]
|colspan=2|
|colspan=2|
|}
|}
===Project+===
Ness receives more recolors in Project+ inspired by other characters from the ''EarthBound'' franchise.
*Pink: Inspired by Paula from ''EarthBound''. The shirt includes her sprite.
*Brown: Inspired by the Runaway Dog, an enemy from ''EarthBound''. The shirt includes its sprite.
*Black and White: Inspired by [[Starman_(EarthBound)|Starman]] from ''EarthBound''. The shirt includes the Starman's button.
*Black and Orange (Pajamas): Inspired by the visual effects of certain PSI attacks from ''EarthBound''.
[[File:Ness Palette (P+).png|800px|thumb|center|Ness' alternate costumes in P+]]
'''Secret costumes:'''
[[File:Ness Z P+.png|160px]] [[File:Ness R_P+.png|160px]]
'''Z-Secret Costume (Poo):''' Wears an alternate costume inspired by Poo from EarthBound. The costume includes his headband.
'''R-Secret Costume (Ninten):''' An alternate costume that turns Ness into Ninten, the protagonist of ''EarthBound Beginnings.'' The red bandana and the stripe colors on his shirt originate from a [https://www.youtube.com/watch?v=yQUN7QAnMp0 commercial for ''EarthBound Beginnings'',] and help to differentiate him from Ness.


==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 pajama costumes, there will appear to be an eerie dark area over his eyes. This has been fixed in the 3.6 update.
**If Ness gained a [[Smash Ball]] while in any of his pajama costumes, 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. The former one has been fixed in the 3.6 update while latter one still exists. There are, however, [http://forums.kc-mm.com/Gallery/BrawlView.php?Number=208446 unofficial patches] that exist to address this problem.
**This issue also happened when Ness performs his Smash Taunt, even if it is not in his alternate costumes. This glitch still exists, but there are [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 {{s|wikibound|Cracked bat}}, the first bat he received in ''{{b|EarthBound|game}}'' as a gift from his sister.
*Ness is the only character from an RPG series ({{uv|Fire Emblem}} and {{uv|Earthbound}}) to lack a spike.
**Similarly, the secret Ninten costume has Ness wield the [[wikibound:Baseball bat#In EarthBound Beginnings|Aluminum bat]] from ''[[wikibound:EarthBound Beginnings|EarthBound Beginnings]]'', which is sold at the department stores of {{s|wikibound|Merrysville}} and {{s|wikibound|Reindeer}}.


==External links==
==External links==
*[https://www.reddit.com/r/SSBPM/comments/k4qyve/labbing_discord_results_ness/ Labbing Discord Tech Post]
*[http://projectmgame.com/en/characters/ness ''Project M'' character page]


{{Project M}}
{{Project M}}
[[Category:Ness]]
[[Category:Ness]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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