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{{ArticleIcons|ssb=y}} | {{ArticleIcons|ssb=y}} | ||
{{disambig2|Ness' appearance in ''Super Smash Bros''|the character in other contexts|Ness}} | {{disambig2|Ness' appearance in ''Super Smash Bros.''|the character in other contexts|Ness}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Ness | |name = Ness | ||
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|rankingJP = 5 | |rankingJP = 5 | ||
}} | }} | ||
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is one of the main characters from the {{uv|EarthBound}} franchise and appears in ''[[Super Smash Bros.]]'' as one of the four [[unlockable character]]s. He is voiced by Makiko Ōmoto, who would go on to voice him in later iterations. | '''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is one of the main characters from the ''{{uv|EarthBound}}'' franchise and appears in ''[[Super Smash Bros.]]'' as one of the four [[unlockable character]]s. He is voiced by Makiko Ōmoto, who would go on to voice him in later iterations. | ||
Ness ranks 10th on the [[tier list]], the third lowest ranked character. He is well-known for his unique [[double jump]] | Ness ranks 10th on the [[tier list]], the third lowest ranked character. He is well-known for his unique [[recovery]] and [[double jump|second jump]]: he, along with {{SSB|Yoshi}}, can [[double jump cancel]], allowing him to use quick [[aerial attack|aerial]] and [[special move|special]] attacks. Not only does this give him one of the best combo abilities in the entire game, but also one of the easiest to use consistently. He also doesn't face too much trouble against projectiles due to his forward smash being able to reflect them and [[PSI Magnet]] absorbing them and healing him. He also has disproportionate KO power for a lightweight character, courtesy of his forward smash, back and down aerials and both of his throws. His PK Thunder also gives him one of the longest distanced recoveries in the game. | ||
However, his weaknesses, while not many, are very glaring. His recovery, although long-distanced, is predictable and at times unreliable, which many characters can use to their advantage. Thus, he is among the easiest characters to gimp in the game. His approach is also easy to predict and read due to the lag on both of his projectiles ([[PK Fire]] and PK Thunder), the short range on his attacks, and his slow movement speed (his dashing speed in particular being the slowest alongside {{SSB|Luigi}}). This leaves him at a disadvantage against small, quick characters like {{SSB|Pikachu}}. His short range also gives him trouble at KOing despite his great KOing ability. As a result, despite his great strengths, he has poor matchups and low tournament representation and results. Conversely, Ness is ranked 5th on the Japanese tier list because he is much stronger in the Japanese version, rather than the international release, in which he was [[nerf]]ed. | |||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
[[File:SSB64 Congratulations Ness.png|thumb|300px|Ness's | [[File:SSB64 Congratulations Ness.png|thumb|300px|Ness's ending picture in Super Smash Bros.]] | ||
Ness | Ness has a number of attributes that help him overwhelm the opponent. Ness is one of the lighter characters in the game. He has very high power compared to most other light characters, similar to {{SSB|Kirby}}. His forward smash has only decent range, but high power. Ness's forward and back throw are the strongest of their kind. They are his most reliable finishers, and can be used for edgeguarding someone with a poor recovery, like {{SSB|Link}}. | ||
Ness | Ness has two projectiles in [[PK Fire]] and [[PK Thunder]]. PK Fire, if it hits, traps the opponent in a pillar of fire, allowing follow ups from almost any move. PK Thunder, while situational, can be used to hit opponents far away. Due to the banning of [[Hyrule Castle]], this is nearly impossible to do in competitive play. Ness can deal with projectiles easier than other characters. His forward smash reflects projectiles, though it's hard to do. [[PSI Magnet]] can absorb projectiles and restore his health. | ||
Ness' | Ness's combo ability is not only among the best in the game, but easy to use as well. His ability to [[double jump cancel]] allows him to perform many combos with his [[forward aerial]], [[up aerial]], and [[down aerial]]. Ness also boasts potent combo enders in his [http://www.youtube.com/watch?v=deXTuQ9dMhA&t=17s down aerial] and [[forward smash]]. | ||
Ness | Ness does have many flaws, however, that are responsible for his low tier placement. His range is overall short compared to the rest of the roster, which harms his combo ability and KOing ability. His projectiles are highly flawed as well; PK Fire has long startup as well as endlag and short range for a projectile. PK Thunder, due to its slow speed and the vulnerable state it leaves Ness in, is almost useless as an attack. | ||
Ness' | Ness's [[recovery]], distance-wise, is one of the greatest in the game due to [[PK Thunder 2]] sending him a very far distance, coupled with his long double jump, second in distance only to {{SSB|Yoshi}}'s, with its maneuverability also making it difficult to attack Ness out of it. However, he is disadvantaged by PK Thunder 2 being easy to [[gimp]], due to taking some time to complete and having to go in a semicircle around Ness; if anyone touches the thunderbolt, Ness will become [[helpless]]. Even projectiles such as {{SSB|Pikachu}}'s [[Thunder Jolt]] and {{SSB|Fox}}'s [[Blaster]] or [[Reflector]] can gimp the move easily. A "solution" to this, used by many Ness players, is to use the double jump away from the stage, and then use PK Thunder. At this distance, it is difficult for most of the cast to follow up with an [[edgeguard]], as it will likely be too far for them to recover safely. However, even then, there are a few characters who can recover from that distance, such as {{SSB|Kirby}}, Pikachu, or another Ness. | ||
On a competitive level, Ness was originally rather dominant, being ranked 3rd in the S tier on the first well-known international ''Super Smash Bros.'' [[tier list]]. In the second tier list, he dropped to 8th place, and dropped again on the third list. When scaled to accommodate for the difference in roster sizes, this is the largest tier drop of any character in the series. Ness's strong points are his excellent combos and air game, but his poor range gives him big problems facing excessive range such as {{SSB|Captain Falcon}}'s up smash, or Kirby or Pikachu's up tilt. Ness's approach is also easily read, with his two projectiles being slow and predictable. Ness overall has below average international (except Japan) [[matchup]]s, with an especially terrible matchup against Pikachu, and only two advantageous matchups (against two bottom tier characters). Ness has better matchups (being 5th) in the Japanese version compared to the international versions. This is mainly because Ness is stronger in the Japanese version and was nerfed in the international versions. | |||
Ness | |||
==Differences between game versions== | ==Differences between game versions== | ||
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===Ground attacks=== | ===Ground attacks=== | ||
*{{nerf|Up tilt deals less damage (8% → 7%) although its base knockback was compensated (70 → 80).}} | |||
*{{nerf|Up tilt deals less damage (8% → 7%) | *{{buff|Up tilt's angle has been altered (96° → 100°) improving its combo potential.}} | ||
*{{buff|Up tilt | |||
*{{nerf|Forward smash deals less damage (20% → 18%) and has decreased knockback scaling (67 → 65).}} | *{{nerf|Forward smash deals less damage (20% → 18%) and has decreased knockback scaling (67 → 65).}} | ||
*{{nerf|Up smash's clean hit deals less damage (19% → 17%) and sends opponents at a less favourable angle (105° → 110°) hindering its KO potential despite its increased base knockback (0 → 20).}} | |||
*{{nerf|Up smash's clean hit deals less damage (19% → 17%) and sends opponents at a less | |||
**{{buff|However, these changes improve its combo potential.}} | **{{buff|However, these changes improve its combo potential.}} | ||
*{{nerf|Mid and late up smash deal less damage (17% (mid)/14% (late) → 15%/13%) with the mid hit also sending opponents at a less | *{{nerf|Mid and late up smash deal less damage (17% (mid)/14% (late) → 15%/13%) with the mid hit also sending opponents at a less favourable angle (90° → 78°).}} | ||
*{{nerf|Down smash deals less damage (21% → 19%).}} | *{{nerf|Down smash deals less damage (21% → 19%).}} | ||
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*{{nerf|Up aerial deals 2% less damage (17% → 15%) and has decreased knockback scaling (120 → 110) hindering its KO potential.}} | *{{nerf|Up aerial deals 2% less damage (17% → 15%) and has decreased knockback scaling (120 → 110) hindering its KO potential.}} | ||
**{{buff|However, these changes improve its combo potential.}} | **{{buff|However, these changes improve its combo potential.}} | ||
===Special attacks=== | ===Special attacks=== | ||
*{{buff|[[PK Fire]] deals more damage ( | *{{buff|[[PK Fire]] deals a maximum of 9% more damage (16% → 25%).}} | ||
*{{nerf|PK Fire travels a shorter distance.}} | *{{nerf|PK Fire travels a shorter distance.}} | ||
*{{nerf|[[PK Thunder 2]] deals less damage (35% → 30%) and knockback (50 (base), 100 (scaling) → 40/84).}} | *{{nerf|[[PK Thunder 2]] deals less damage (35% → 30%) and knockback (50 (base), 100 (scaling) → 40/84).}} | ||
*{{nerf|PK Thunder 2 has a smaller hitbox | *{{nerf|PK Thunder 2 has a smaller hitbox.}} | ||
*{{nerf|PK Thunder 2 has a shorter duration (frames 1- | *{{nerf|PK Thunder 2 has a shorter duration (frames 1-24 → 1-18), less [[invincibility]] (frames 1-17 → 1-9), and more landing lag (30 frames → 42).}} | ||
==Moveset== | ==Moveset== | ||
[[File:SSB64 Ness.gif|right]] | [[File:SSB64 Ness.gif|right]] | ||
[[File:NESS SSB Air Attacks.PNG|thumb|175px|Ness' aerial attacks.]] | [[File:NESS SSB Air Attacks.PNG|right|thumb|175px|Ness' aerial attacks.]] | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB | |game=SSB | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
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|neutraldesc=Two fairly fast punches, followed by a kick. Very similar to {{SSB|Mario}}'s and {{SSB|Luigi}}'s, but it has short range. | |neutraldesc=Two fairly fast punches, followed by a kick. Very similar to {{SSB|Mario}}'s and {{SSB|Luigi}}'s, but it has short range. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=11% | |ftiltupdmg=11% | ||
|ftiltsidedmg=10% | |ftiltsidedmg=10% | ||
|ftiltdowndmg=9% | |ftiltdowndmg=9% | ||
|ftiltdesc=Kicks in front rapidly, his body moves with it, giving it minor ending lag. Decent close-up spacer. | |ftiltdesc=Kicks in front rapidly, his body moves with it, giving it minor ending lag. Decent close-up spacer. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7%, 8% (NTSC-J) | |utiltdmg=7%, 8% (NTSC-J) | ||
|utiltdesc=Two-handed open-palm uppercut. Thrusts both his hands directly upwards above him, which is a great aerial setup, especially because of its good speed and decent power. | |utiltdesc=Two-handed open-palm uppercut. Thrusts both his hands directly upwards above him, which is a great aerial setup, especially because of its good speed and decent power. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=3% | |dtiltdmg=3% | ||
|dtiltdesc=Does a fast kick while crouching, which can chain into itself, or a grab. | |dtiltdesc=Does a fast kick while crouching, which can chain into itself, or a grab. | ||
|dashname= | |dashname= | ||
|dashdmg=12% (clean), 9% (late) | |dashdmg=12% (clean), 9% (late) | ||
|dashdesc=Puts both of his hands in front of him with good duration. Usually launches foes in front of him. | |dashdesc=Puts both of his hands in front of him with good duration. Usually launches foes in front of him. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg=18%, 20% (NTSC-J) | |fsmashdmg=18%, 20% (NTSC-J) | ||
|fsmashdesc=Home-run swing. Takes out a bat and swings it, making a pinging sound if it connects. | |fsmashdesc=Home-run swing. Takes out a bat and swings it, making a pinging sound if it connects. Decent speed and range, but great power. Can also be used as a reflector. | ||
|usmashname= | |usmashname= | ||
|usmashdmg=17% (clean), 15% (mid), 13% (late), 19% (NTSC-J clean), 17% (NTSC-J mid), 14% (NTSC-J late), | |usmashdmg=17% (clean), 15% (mid), 13% (late), 19% (NTSC-J clean), 17% (NTSC-J mid), 14% (NTSC-J late), | ||
|usmashdesc=Does an "around the world" yo-yo swing, which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Above average speed. | |usmashdesc=Does an "around the world" yo-yo swing, which acts as a good anti-air move. Strange hitbox, does not hit short characters on ground. Above average speed. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg=19%, 21% (NTSC-J) | |dsmashdmg=19%, 21% (NTSC-J) | ||
|dsmashdesc= | |dsmashdesc=Extremely low hitbox, though it has extremely long range and an extremely long duration. Longest horizontal range of all down smashes. | ||
|nairname= | |nairname= | ||
|nairdmg=14% (clean), 11% (late) | |nairdmg=14% (clean), 11% (late) | ||
|nairdesc=Does a falling Split Kick, somewhat similar to {{SSB|Jigglypuff}}'s. The hitbox is Ness's entire body. Has similar properties to a [[sex kick]]. Good spacing move. | |nairdesc=Does a falling Split Kick, somewhat similar to {{SSB|Jigglypuff}}'s. The hitbox is Ness's entire body. Has similar properties to a [[sex kick]]. Good spacing move. | ||
|fairname= | |fairname= | ||
|fairdmg=12% (clean), 10% (late) | |fairdmg=12% (clean), 10% (late) | ||
|fairdesc=Similar to his dash attack, puts both hands in front of him for good damage and knockback. Quick attacking move, though the range is restricted to his small opened hands. | |fairdesc=Similar to his dash attack, puts both hands in front of him for good damage and knockback. Quick attacking move, though the range is restricted to his small opened hands. | ||
|bairname= | |bairname= | ||
|bairdmg=16% (clean), 10% (late) | |bairdmg=16% (clean), 10% (late) | ||
|bairdesc=Thrusts his feet backwards for tremendous KO power. | |bairdesc=Thrusts his feet backwards for tremendous KO power. | ||
|uairname= | |uairname= | ||
|uairdmg=15%, 17% (NTSC-J) | |uairdmg=15%, 17% (NTSC-J) | ||
|uairdesc=He does a quick and short ranged headbutt above him with good power. Good for juggling. Ness' | |uairdesc=He does a quick and short ranged headbutt above him with good power. Good for juggling. Ness' head is invincible during this attack. | ||
|dairname= | |dairname= | ||
|dairdmg=15% | |dairdmg=15% | ||
|dairdesc=A [[Stomp (archetype)|stomp]] kick. Comes out extremely quickly and is a powerful [[meteor smash]], though lacks range. With [[double jump cancel]], it can be used to rack up extremely high damage, in some cases being used in zero-to-death combos. | |dairdesc=A [[Stomp (archetype)|stomp]] kick. Comes out extremely quickly and is a powerful [[meteor smash]], though lacks range. With [[double jump cancel]], it can be used to rack up extremely high damage, in some cases being used in zero-to-death combos. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=16% (throw), 10% (collateral) | |fthrowdmg=16% (throw), 10% (collateral) | ||
|fthrowdesc=Takes foe, lifts them with PSI, and twirls them whilst launching them forward for great power. High knockback. | |fthrowdesc=Takes foe, lifts them with PSI, and twirls them whilst launching them forward for great power. High knockback. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=16% (throw), 10% (collateral) | |bthrowdmg=16% (throw), 10% (collateral) | ||
|bthrowdesc=Similar to his forward throw, only he takes the foe and launches them behind him. | |bthrowdesc=Similar to his forward throw, only he takes the foe and launches them behind him. | ||
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|edgesdesc=Gets up and punches slowly. | |edgesdesc=Gets up and punches slowly. | ||
|nsname=PK Fire | |nsname=PK Fire | ||
|nsdmg=25% maximum | |nsdmg=25% maximum | ||
|nsdesc=Fires a lightning-bolt shaped fire projectile that, if it hits, traps the opponent in a multi-hitting pillar of flame. If it does not hit either of the aforementioned objects within a few feet or hits a wall, then it dissipates. If used in midair, travels downwards at a 45 degree angle. | |nsdesc=Fires a lightning-bolt shaped fire projectile that, if it hits, traps the opponent in a multi-hitting pillar of flame. If it does not hit either of the aforementioned objects within a few feet or hits a wall, then it dissipates. If used in midair, travels downwards at a 45 degree angle. | ||
|usname=PK Thunder | |usname=PK Thunder | ||
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|dsname=Psychic-Magnet | |dsname=Psychic-Magnet | ||
|dspage=PSI Magnet | |dspage=PSI Magnet | ||
|dsdmg=0% | |dsdmg=0%, restores damage if hit by certain projectiles | ||
|dsdesc=The PSI Magnet is not an attack. Rather, it heals | |dsdesc=The PSI Magnet is not an attack. Rather, it heals damage if an [[energy]] or [[electric]] projectile hits it. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|desc-1=Trots in place, then stands with hands on his hips, nodding confidently. | |desc-1=Trots in place, then stands with hands on his hips, nodding confidently. | ||
|desc-2=Looks over shoulders and scratches head grinning (also his character selection animation). | |desc-2=Looks over shoulders and scratches head grinning (also his character selection animation). | ||
|desc-3=Swings his bat twice to the sides, then poses. | |desc-3=Swings his bat twice to the sides,then poses. | ||
|char=Ness}} | |char=Ness}} | ||
==In [[ | ==In [[Competitive play]]== | ||
=== | ===Matchups=== | ||
====International versions==== | |||
:''See also: [[:Category:Ness | {{SSB64MatchupTable|ness=y}} | ||
====Japanese version==== | |||
{{SSB64MatchupTable-JPN|ness=y}} | |||
===Notable players=== | |||
:''See also: [[:Category:Ness professionals (SSB)]]'' | |||
''Numbers in brackets indicate position in [[64 League Rankings]] 2017'' | |||
*{{Sm|Firo|USA}} (#25) | |||
*{{Sm|Fray|Canada}} 9th at [[GOML 2017]] | |||
*{{Sm|KrisKringle|Canada}} | |||
*{{Sm|Marbles|USA}} (#52) Mains Pikachu, but has a Ness secondary. | |||
*{{Sm|Nangoku|Japan}} Japan's best Ness, 8th at APEX 2013 | |||
*{{Sm|Raychu|USA}} Ranked in PA/South NJ/DE Power Rankings, 13th at [[Shine 2017]] | |||
*{{Sm|ScoBack|USA}} Ranked 1st in Michigan in 2017, 13th at [[Called Out!]] and [[Shine 2016]]. | |||
*{{Sm|Tokiwa|Japan}} Japan's 2nd best Ness, placed top 16 in all 3 Japanese majors in 2017. | |||
===Inactive=== | |||
*{{Sm| | *{{Sm|Weedwack|USA}} Now mains Yoshi. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Ness used to rank very high at 3rd place on the first '' | Ness used to rank very high at 3rd place on the first ''SSB64'' tier list, just only below {{SSB|Pikachu}} and {{SSB|Kirby}}. With [[double jump cancelling]], Ness was a dominant force in the ''SSB64'' metagame, as his DJC'ed aerials can rack up a huge amount of damage, and can be used to perform deadly [[zero-to-death combo]]s. However, Ness became less effective as the metagame progressed. His short range in his attacks made his DJC combos lose recognition and effectiveness, and Ness' recovery, despite covering a great distance, can be exploitable due to it being predictable. This caused Ness to drop from a top tier 3rd place to a low-mid tier 8th place by the second tier list and dropping again to 9th in the third tier list and by the fourth tier list, to 10th. This is also currently the proportionally largest tier list drop of any character in any ''Smash Bros.'' game. Ness is currently 5th of the Japanese matchups, he is in a higher position due to the fact he is stronger than the international versions. | ||
==Techniques== | ==Techniques== | ||
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===Double jump landing=== | ===Double jump landing=== | ||
[[File:Nesslevator.gif|250px|thumb|{{Sm|Nangoku}} performing | [[File:Nesslevator.gif|250px|thumb|{{Sm|Nangoku}} performing the Nesslevator then quickly attacking {{Sm|Nintendude}}.]] | ||
Double jump landing (also dubbed the Nesslevator) allows Ness to cancel his air momentum with an aerial attack while horizontally moving in midair. This results in a quick and smooth landing back onto a platform akin to [[wavelanding]] in ''[[Melee]]''. | |||
===Double jump rushing=== | ===Double jump rushing=== | ||
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*On the [[Character selection screen]], Ness's portrait greatly resembles his artwork from ''{{b|EarthBound|game}}''. | *On the [[Character selection screen]], Ness's portrait greatly resembles his artwork from ''{{b|EarthBound|game}}''. | ||
*Ness's [[congratulations screen]] is the only one in ''Smash 64'' to feature characters who are otherwise not present anywhere else in the game. | *Ness's [[congratulations screen]] is the only one in ''Smash 64'' to feature characters who are otherwise not present anywhere else in the game. | ||
*Prior to ''Ultimate'', this is the only game in the ''Smash'' series where Ness's back throw is not the strongest back throw in the game. | *Prior to ''Ultimate'', this is the only game in the ''Smash'' series where Ness's back throw is not the strongest back throw in the game. | ||