Editing Ness (SSB)

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Ness unfortunately possesses a poor set of special moves. [[PK Fire]] is a projectile which creates a pillar of fire if it hits an opponent. While this can lead into followups, PK Fire is a slow and laggy projectile, which does not cover a lot of distance. It is easily avoidable and punishable and even if it hits the opponent, they can easily [[SDI]] out of the pillar and even potentially punish Ness. PK Thunder is a projectile which can be controlled and if it hits Ness, he will shoot forwards, travelling a long distance with a powerful hitbox (known as PK Thunder 2). While PK Thunder lasts for a long time and it can be controlled, it is rather laggy and the opponent can hit the PK Thunder to beat it out. If Ness is in the air after PK Thunder is destroyed, he will go into [[helpless|free fall]], which can lead to him falling to the end of his stock off stage. PK Thunder 2 is Ness' main recovery move and while it does travel a long distance and can be angled in any direction, it takes a long time to set up, it can be interrupted during the second half of the dash and if Ness lands after entering free fall, he will have a ton of landing lag, all of which make PK Thunder and PK Thunder 2 an incredibly exploitable recovery move. [[PSI Magnet]] can be used to [[absorb]] projectiles however, it takes a long time to start absorbing projectiles and if Ness does absorb a projectile, he is put in a considerable amount of lag, which can potentially be punished.  
Ness unfortunately possesses a poor set of special moves. [[PK Fire]] is a projectile which creates a pillar of fire if it hits an opponent. While this can lead into followups, PK Fire is a slow and laggy projectile, which does not cover a lot of distance. It is easily avoidable and punishable and even if it hits the opponent, they can easily [[SDI]] out of the pillar and even potentially punish Ness. PK Thunder is a projectile which can be controlled and if it hits Ness, he will shoot forwards, travelling a long distance with a powerful hitbox (known as PK Thunder 2). While PK Thunder lasts for a long time and it can be controlled, it is rather laggy and the opponent can hit the PK Thunder to beat it out. If Ness is in the air after PK Thunder is destroyed, he will go into [[helpless|free fall]], which can lead to him falling to the end of his stock off stage. PK Thunder 2 is Ness' main recovery move and while it does travel a long distance and can be angled in any direction, it takes a long time to set up, it can be interrupted during the second half of the dash and if Ness lands after entering free fall, he will have a ton of landing lag, all of which make PK Thunder and PK Thunder 2 an incredibly exploitable recovery move. [[PSI Magnet]] can be used to [[absorb]] projectiles however, it takes a long time to start absorbing projectiles and if Ness does absorb a projectile, he is put in a considerable amount of lag, which can potentially be punished.  


Ness' main strength is his combo and shield pressuring potential. Ness overall has a relatively easy time starting combos at lower percents, especially compared to other low tiers. Ness' up aerial, down aerial and up tilt are all excellent combo tools at lower percents, with the latter two still being strong combo tools at higher percents as well. Moves such as Ness' other aerials and up smash can also be used for combos at some percents. Ness overall does not have too much trouble with KOing his opponent after hitting them at 0%. Ness' double jump cancel in general gives him quick and easy access to his aerials, allowing them to be used as fast and powerful combo starters. This also extends to his shield pressure, as all of his aerials are incredibly safe on shield and his double jump cancel can easily allow his aerials to quickly hit a shielding opponent and put Ness in a spot to throw out another aerial and reset the situation until the shield breaks. Ness also has a jab grab as a strong shield pressuring tool, as well as a strong tool to use as a quick and powerful option when he is in a pressure situation.
Ness' main strength is his combo and shield pressuring potential. Ness overall has a relatively easy time starting combos at lower percents, especially compared to other low tiers. Ness' up aerial, down aerial and up tilt are all excellent combo tools at lower percents, with the latter two still being strong combo tools at higher percents as well. Moves such as Ness' other aerials and up smash can also be used for combos at some percents. Ness overall does not have too much trouble with KOing his opponent after hitting them at 0%. Ness' double jump cancel in general gives him quick and easy access to his aerials, allowing them to be used as fast and powerful combo starters. This also extends to his shield pressure, as all of his aerials are incredibly safe on shield and his double jump cancel can easily allow his aerials to quickly hit and a shielding opponent and put Ness in a spot to throw out another aerial and reset the situation until the shield breaks. Ness also has a jab grab as a strong shield pressuring tool, as well as a strong tool to use as a quick and powerful option when he is in a pressure situation.


Ness has some strong KO options. Ness' down aerial is the overall strongest meteor smash in the game which makes it a devastating move against off stage opponents. Ness can combo into down aerial off stage with an up aerial, up tilt, up smash or a neutral aerial which can all lead to very early KOes. Ness' throws also lead to very early KOes, especially at the ledge and moves such as back aerial, down smash and up aerial are also strong KO moves.
Ness has some strong KO options. Ness' down aerial is the overall strongest meteor smash in the game which makes it a devastating move against off stage opponents. Ness can combo into down aerial off stage with an up aerial, up tilt or an up smash which can all lead to very early KOes. Ness' throws also lead to very early KOes, especially at the ledge and moves such as back aerial, down smash and up aerial are also strong KO moves.


Ness also has strong edgeguarding. Down aerial in particular is simultaneously the fastest and strongest meteor smash in the game which along with it having a chunk of active frames and very low ending lag, makes it an absolutely devastating move against off stage opponents as mentioned earlier and with Ness having a long ranged recovery, he can make it back from far distances. Ness also has moves such as neutral/forward/back aerials which are also strong options to get the opponent off stage or to edgeguard.  
Ness also has strong edgeguarding. Down aerial in particular is simultaneously the fastest and strongest meteor smash in the game which along with it having a chunk of active frames and very low ending lag, makes it an absolutely devastating move against off stage opponents as mentioned earlier and with Ness having a long ranged recovery, he can make it back from far distances. Ness also has moves such as neutral/forward/back aerials which are also strong options to get the opponent off stage or to edgeguard.  

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