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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 many moves that lead into each other, giving him a strong combo game. | ||
[[ | 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 | 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. | ||
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 | 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 | 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 | 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 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|Due to an increased base knockback, down tilt can no longer [[infinite]].}} | |||
*{{change|[[Yo-yo glitch|Yoyo/Jacket glitch]] has been fixed.}} | |||
===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== | ||
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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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|- | |- | ||
! colspan="2" rowspan="3" | Neutral attack | ! colspan="2" rowspan="3" | Neutral attack | ||
| rowspan="3" | || 3% || rowspan=3 | | | rowspan="3" | || 3% || rowspan=3 | Ness punches twice, then kicks. | ||
|- | |- | ||
| 2% | | 2% | ||
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|- | |- | ||
! rowspan="3" | Forward tilt || ↗ | ! rowspan="3" | Forward tilt || ↗ | ||
| rowspan="3" | || 12% || rowspan="3" | | | rowspan="3" | || 12% || rowspan="3" | Ness kicks forwards with a foot. This can be angled up or down. | ||
|- | |- | ||
!→ | !→ | ||
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|- | |- | ||
! colspan="2" | Up tilt | ! colspan="2" | Up tilt | ||
| || 7% || | | || 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% || | | || 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) || | | || 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) || | | || {{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) || | | || 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) || | | || 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) || | | || 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) || | | || 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) || | | || 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% || | | || 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% || | | || 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--> | ||
|- | |- | ||
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|- | |- | ||
! colspan="2" | Forward throw | ! colspan="2" | Forward throw | ||
| || 11% || | | || 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% || | | || 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% || | | || 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) || | | || 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) | ||
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|- | |- | ||
! colspan="2" | Edge attack (fast) | ! colspan="2" | Edge attack (fast) | ||
| || 6% (body), 8% (foot) || | | || 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% || | | || 10% || Ness slowly climbs up onto stage and throws out a punch. | ||
|- | |- | ||
! colspan="2" | Neutral special | ! colspan="2" | Neutral special | ||
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==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 non-Japanese 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 pajama costumes, there will appear to be an eerie dark area over his eyes. | **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. | ||
*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 | |||
{{Project M}} | |||
[[Category:Ness]] | [[Category:Ness]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] |