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'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') returns as a playable character in ''[[Super Smash Bros. 4]]''. Ness was officially confirmed on October 3rd, 2014, alongside {{SSB4|Falco}} and {{SSB4|Wario}}, coinciding with the Western release of {{for3ds}}. As in every previous ''Smash Bros.'' installation, Ness is once again voiced by Makiko Ōmoto, who has now recorded new voice clips for both versions of the game. | '''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') returns as a playable character in ''[[Super Smash Bros. 4]]''. Ness was officially confirmed on October 3rd, 2014, alongside {{SSB4|Falco}} and {{SSB4|Wario}}, coinciding with the Western release of {{for3ds}}. As in every previous ''Smash Bros.'' installation, Ness is once again voiced by Makiko Ōmoto, who has now recorded new voice clips for both versions of the game. | ||
Ness is ranked 28th/29th out of 54 characters on the [[tier list]] (tied with {{SSB4|Lucas}}), placing both him and Lucas as the lowest C tier characters. This is a vast improvement from his 26th out of 38 in ''Brawl'' and | Ness is ranked 28th/29th out of 54 characters on the [[tier list]] (tied with {{SSB4|Lucas}}), placing both him and Lucas as the lowest C tier characters. This is a vast improvement from his 26th out of 38 in ''Brawl'', and his best placement relative to previous ''Smash Bros.'' games. Ness no longer suffers from having 10 extra [[grab release]] frames, which was a huge detriment to his survival. Besides that, Ness possesses arguably the best grab game among the entire cast (competing with {{SSB4|Mewtwo}}'s and {{SSB4|Luigi}}'s), with his forward and up throws leaving opponents in very unfavorable positions, his down throw being a great combo starter at lower percentages and his back throw being the most powerful throw in the game, on top of being difficult to DI properly. Other notable strengths include an effective [[projectile]] game with [[PK Fire]] and [[PK Thunder]], a formidable air game courtesy of his powerful aerials, and a versatile combo game thanks to his throws and aerials. Despite being a middleweight, he also has high raw KO power and high damage output, a prime example being his aerials, forward smash, PK Flash and PK Thunder 2. Finally, due to the strengths above, Ness possesses very useful options to cover getups from a ledge or on the ground. | ||
However, Ness has rather sub-par mobility and range, which often forces him to be methodical with his approaches, or play defensively in order to gain the lead, which can leave him at a disadvantage against characters with greater range on their attacks such as Cloud. Lastly and the most problematic is his recovery. Despite being greatly improved, PK Thunder remains quite gimpable as the lightning bolt can clang with other attacks, while opponents can forcibly push Ness out of the way or even take a hit from the lightning bolt, making his recovery fail. | However, Ness has rather sub-par mobility and range, which often forces him to be methodical with his approaches, or play defensively in order to gain the lead, which can leave him at a disadvantage against characters with greater range on their attacks such as Cloud. Lastly and the most problematic is his recovery. Despite being greatly improved, PK Thunder remains quite gimpable as the lightning bolt can clang with other attacks, while opponents can forcibly push Ness out of the way or even take a hit from the lightning bolt, making his recovery fail. | ||
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*{{buff|Ness' grounded [[grab release]] has much less ending lag (FAF 41 → 30), now matching the rest of the cast, and making him significantly less vulnerable to grab release follow-ups especially when combined with the removal of [[chain grab]]bing. The changes to air releases also benefits him as he is far less susceptible to air release followups.}} | *{{buff|Ness' grounded [[grab release]] has much less ending lag (FAF 41 → 30), now matching the rest of the cast, and making him significantly less vulnerable to grab release follow-ups especially when combined with the removal of [[chain grab]]bing. The changes to air releases also benefits him as he is far less susceptible to air release followups.}} | ||
*{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 49 → 34).}} | *{{buff|[[Air dodge]] has less startup lag (frame 4 → 3) and ending lag (FAF 49 → 34).}} | ||
*{{change|All of Ness's [[electric]] attacks except for his specials are now a | *{{change|All of Ness's [[electric]] attacks except for his specials are now a [[magic]] effect.}} | ||
*{{change|Ness' gravity is higher (0.0711 → 0.077).}} | *{{change|Ness' gravity is higher (0.0711 → 0.077).}} | ||
*{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | *{{buff|[[Roll]]s have less ending lag (FAF 32 → 31).}} | ||
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**{{nerf|Back aerial has increased landing lag (12 frames → 17).}} | **{{nerf|Back aerial has increased landing lag (12 frames → 17).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{change|Up aerial has an altered animation where Ness swings his head | **{{change|Up aerial has an altered animation where Ness swings his head more quickly.}} | ||
***{{buff|This new animation increases the move's horizontal range.}} | ***{{buff|This new animation increases the move's horizontal range.}} | ||
***{{nerf|However, this also makes the move slightly harder to use as an anti-air.}} | ***{{nerf|However, this also makes the move slightly harder to use as an anti-air.}} | ||
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**{{change|Down aerial uses the strong magic sound effect on hit instead of a strong/medium punch sound.}} | **{{change|Down aerial uses the strong magic sound effect on hit instead of a strong/medium punch sound.}} | ||
**{{nerf|Down aerial has a shorter duration (frames 20-23 (clean)/24-28 (late) → 20-21/22-24).}} | **{{nerf|Down aerial has a shorter duration (frames 20-23 (clean)/24-28 (late) → 20-21/22-24).}} | ||
**{{nerf|Down aerial [[auto-cancel]]s much later (frame 29 → 50), removing its ability to auto-cancel in a short hop, | **{{nerf|Down aerial [[auto-cancel]]s much later (frame 29 → 50), removing its ability to auto-cancel in a short hop, lead alone straight after the hitboxes are no longer active.}} | ||
**{{nerf|Down aerial has drastically decreased base knockback (90 → 20 (clean)/30 (late)), with both hits now being incapable of KOing at realistic percentages, even with the removal of [[meteor cancel]]ing and the late hit's increased damage.}} | **{{nerf|Down aerial has drastically decreased base knockback (90 → 20 (clean)/30 (late)), with both hits now being incapable of KOing at realistic percentages, even with the removal of [[meteor cancel]]ing and the late hit's increased damage.}} | ||
**{{nerf|Down aerial has smaller hitboxes (6.54u → 3.9u (clean)/6u (late)).}} | **{{nerf|Down aerial has smaller hitboxes (6.54u → 3.9u (clean)/6u (late)).}} | ||
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===Throws/other attacks=== | ===Throws/other attacks=== | ||
*[[Grab]]s: | *[[Grab]]s: | ||
**{{buff|All grabs are positioned further outwards (z offset: 6.8 (standing)/8 (dash)/-12 (pivot) → z stretch: 8/10/14), improving their range | **{{buff|All grabs are positioned further outwards (z offset: 6.8 (standing)/8 (dash)/-12 (pivot) → z stretch: 8/10/14), improving their range.}} | ||
**{{nerf|Pivot grab has more startup lag (frame 6 → 10), no longer being the fastest in the game.}} | **{{nerf|Pivot grab has more startup lag (frame 6 → 10), no longer being the fastest in the game.}} | ||
**{{nerf|Dash and pivot grab have more ending lag (FAF 36 (both) → 43 (dash), 41 (pivot)).}} | **{{nerf|Dash and pivot grab have more ending lag (FAF 36 (both) → 43 (dash), 41 (pivot)).}} | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
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|neutraldesc=Punches twice, then kicks. The first hit can jab [[lock]] at low percentages. | |neutraldesc=Punches twice, then kicks. The first hit can jab [[lock]] at low percentages. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=10% | |ftiltupdmg=10% | ||
|ftiltsidedmg=9% | |ftiltsidedmg=9% | ||
|ftiltdowndmg=10% | |ftiltdowndmg=10% | ||
|ftiltdesc=A roundhouse kick. Can be angled, making it deal 1% more damage. It can also lock at low percents. | |ftiltdesc=A roundhouse kick. Can be angled, making it deal 1% more damage. It can also lock at low percents. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7% (arms) 5% (hands) | |utiltdmg=7% (arms) 5% (hands) | ||
|utiltdesc=Pushes upward with both hands that produces a PSI spark. Has a sourspot located on his hands that deals 5%. | |utiltdesc=Pushes upward with both hands that produces a PSI spark. Has a sourspot located on his hands that deals 5%. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=4% (foot), 2% (toes) | |dtiltdmg=4% (foot), 2% (toes) | ||
|dtiltdesc=A swift shin kick. Extremely spammable and can be used to jab reset. Has a sourspot located on the tip of his foot. Has a chance of making the opponent trip. | |dtiltdesc=A swift shin kick. Extremely spammable and can be used to jab reset. Has a sourspot located on the tip of his foot. Has a chance of making the opponent trip. | ||
|dashname= | |dashname= | ||
|dashdmg=4%/3% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) | |dashdmg=4%/3% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) | ||
|dashdesc=Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. The first spark deals more damage to aerial targets. Good to set up juggles and pressuring from afar. Difficult to punish on shield if only the last hit connects. | |dashdesc=Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. The first spark deals more damage to aerial targets. Good to set up juggles and pressuring from afar. Difficult to punish on shield if only the last hit connects. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|18}} (low), {{ChargedSmashDmgSSB4|20}} (mid), {{ChargedSmashDmgSSB4|22}} (tip), 2× damage (reflected projectiles) | |fsmashdmg={{ChargedSmashDmgSSB4|18}} (low), {{ChargedSmashDmgSSB4|20}} (mid), {{ChargedSmashDmgSSB4|22}} (tip), 2× damage (reflected projectiles) | ||
|fsmashdesc=Swings his bat. It is the second strongest forward smash in the game when sweetspotted at the tip of the bat and still one of the strongest forward smashes when untippered, but it has some start-up and ending lag. The bat itself will [[reflect]] incoming projectiles when he swings it. However, reflecting a projectile that is too strong to reflect will result in Ness experiencing five full seconds of ending lag, although this is uncommon since it requires a strong projectile to be reflected multiple times. | |fsmashdesc=Swings his bat. It is the second strongest forward smash in the game when sweetspotted at the tip of the bat and still one of the strongest forward smashes when untippered, but it has some start-up and ending lag. The bat itself will [[reflect]] incoming projectiles when he swings it. However, reflecting a projectile that is too strong to reflect will result in Ness experiencing five full seconds of ending lag, although this is uncommon since it requires a strong projectile to be reflected multiple times. | ||
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|dsmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1, front and back) {{ChargedSmashDmgSSB4|1}} (hit 2, front and back) {{ChargedSmashDmgSSB4|10}} (hit 3, front and back) | |dsmashdmg={{ChargedSmashDmgSSB4|1}} (hit 1, front and back) {{ChargedSmashDmgSSB4|1}} (hit 2, front and back) {{ChargedSmashDmgSSB4|10}} (hit 3, front and back) | ||
|dsmashdesc=Sends his yo-yo backwards and "walk-the-dog" with it before pulling the yo-yo back. Covers get up options well, but cannot connect well if the opponent is at the longest range of the move. | |dsmashdesc=Sends his yo-yo backwards and "walk-the-dog" with it before pulling the yo-yo back. Covers get up options well, but cannot connect well if the opponent is at the longest range of the move. | ||
|nairname= | |nairname= | ||
|nairdmg=11% (clean), 7% (late) | |nairdmg=11% (clean), 7% (late) | ||
|nairdesc=Spins diagonally in the air with his arms outstretched. Quick, and acts like a [[sex kick]]. Can be followed-up after a down throw. Rather useful to break combos and as an out of shield option. Autocancels from a short hop. | |nairdesc=Spins diagonally in the air with his arms outstretched. Quick, and acts like a [[sex kick]]. Can be followed-up after a down throw. Rather useful to break combos and as an out of shield option. Autocancels from a short hop. | ||
|fairname= | |fairname= | ||
|fairdmg=1% (hit 1-3) 4% (hit 4) | |fairdmg=1% (hit 1-3) 4% (hit 4) | ||
|fairdesc=Sticks his palms out, sending a stream of PSI sparks in front of him. Decently safe on shield if Ness retreats during the attack, useful to start and continue combos. Autocancels from a short hop. | |fairdesc=Sticks his palms out, sending a stream of PSI sparks in front of him. Decently safe on shield if Ness retreats during the attack, useful to start and continue combos. Autocancels from a short hop. | ||
|bairname= | |bairname= | ||
|bairdmg=15% (clean), 8% (late) | |bairdmg=15% (clean), 8% (late) | ||
|bairdesc=Ness kicks out backwards with both feet. The initial hit is immensely strong, KOing at 125% onstage and even lower at the ledge. Autocancels from a short hop. | |bairdesc=Ness kicks out backwards with both feet. The initial hit is immensely strong, KOing at 125% onstage and even lower at the ledge. Autocancels from a short hop. | ||
|uairname= | |uairname= | ||
|uairdmg=13% | |uairdmg=13% | ||
|uairdesc=An upwards headbutt. It is considered one of Ness' best aerials, due to its rather quick startup, power that makes it effective for comboing at low percentages and KOing at high ones, starting at 115%. Autocancels from a short hop. | |uairdesc=An upwards headbutt. It is considered one of Ness' best aerials, due to its rather quick startup, power that makes it effective for comboing at low percentages and KOing at high ones, starting at 115%. Autocancels from a short hop. | ||
|dairname= | |dairname= | ||
|dairdmg=12% (sweetspot), 10% (sourspot) | |dairdmg=12% (sweetspot), 10% (sourspot) | ||
|dairdesc=Pulls his legs to his body before stomping down into the air, producing a PSI spark. This attack can [[meteor smash]] on the first frame. It has slow start up, as it comes out on frame 20 and has lots of landing lag (28 frames). It only autocancels before the hitbox comes out, making it useful to cancel the tumble animation when Ness is near the ground. | |dairdesc=Pulls his legs to his body before stomping down into the air, producing a PSI spark. This attack can [[meteor smash]] on the first frame. It has slow start up, as it comes out on frame 20 and has lots of landing lag (28 frames). It only autocancels before the hitbox comes out, making it useful to cancel the tumble animation when Ness is near the ground. | ||
|grabname= | |grabname= | ||
|grabdesc=Grabs with both hands. Fast, but below average range. | |grabdesc=Grabs with both hands. Fast, but below average range. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.2% | |pummeldmg=1.2% | ||
|pummeldesc=Headbutts the opponent. A fast pummel. | |pummeldesc=Headbutts the opponent. A fast pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=11% | |fthrowdmg=11% | ||
|fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Very high base knockback, but incredibly low knockback scaling, which gives it little to no KO potential even after Sudden Death percentages. It is useful for setting up an edgeguard, however. | |fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Very high base knockback, but incredibly low knockback scaling, which gives it little to no KO potential even after Sudden Death percentages. It is useful for setting up an edgeguard, however. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=11% | |bthrowdmg=11% | ||
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Possesses very low base knockback but incredibly high knockback scaling, making it the strongest throw in the entire game, KOing even the heaviest characters with optimal DI at 122% near the ledge without rage. | |bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Possesses very low base knockback but incredibly high knockback scaling, making it the strongest throw in the entire game, KOing even the heaviest characters with optimal DI at 122% near the ledge without rage. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=Psychokinetically spins the opponent above his head before sending them up. Leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder. | |uthrowdesc=Psychokinetically spins the opponent above his head before sending them up. Leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=0.6% (hits 1-5), 4% (throw) | |dthrowdmg=0.6% (hits 1-5), 4% (throw) | ||
|dthrowdesc=Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, having guaranteed follow-ups into neutral aerial, forward aerial and up aerial. | |dthrowdesc=Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, having guaranteed follow-ups into neutral aerial, forward aerial and up aerial. | ||
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|nsc2name=[[PK Freeze]] | |nsc2name=[[PK Freeze]] | ||
|nsc2dmg=10%-19% | |nsc2dmg=10%-19% | ||
|nsc2desc=Inflicts less damage, but freezes opponents. Works like {{SSB4|Lucas}}'s neutral special, except with the same movement as PK Flash. His voice | |nsc2desc=Inflicts less damage, but freezes opponents. Works like {{SSB4|Lucas}}'s neutral special, except with the same movement as PK Flash. His voice clips also changes. | ||
|ssdefname=PK Fire | |ssdefname=PK Fire | ||
|ssdefdmg=4% (lightning), 2% (fire) | |ssdefdmg=4% (lightning), 2% (fire) | ||
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|fsdmg=8% per hit | |fsdmg=8% per hit | ||
|fsdesc=Summons stars to fall from the sky to annihilate his enemies. The comets descend in a straight line over Ness and can sweep the screen with directional inputs to the left and right. | |fsdesc=Summons stars to fall from the sky to annihilate his enemies. The comets descend in a straight line over Ness and can sweep the screen with directional inputs to the left and right. | ||
}} | }} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
Opinions on Ness' competitive viability have shifted throughout the game's lifespan. During the early metagame, smashers immediately noticed the vast buffs made to Ness, including the removal of the 10 extra frame grab-release animations, significant improvements to his combo game, and edge-trumping making his recovery less exploitable. These buffs, alongside Ness having one of the best throw games in ''SSB4'', a highly versatile aerial game, and excellent KO power and damage output, led many players to believe that Ness was at least a high tier, with a few going as far as to call him a top tier. These claims were backed up with above-average results in competitive play throughout the first 2 years of the game's lifespan, with {{Sm|FOW}} playing 5th at {{Trn|GENESIS 3}} and 7th at {{Trn|EVO 2015}} and {{Sm|Shaky}} placing 7th at {{Trn|CEO 2015}} and 9th at GENESIS 3. Ness's positive reception solidified him into the 13th position on the first official ''4BR'' [[tier list]]. This reception continued onto the second tier list, where Ness saw a small drop to 16th, mainly due to the additions of {{SSB4|Bayonetta}} and {{SSB4|Corrin}}. | |||
Over time, however, Ness' flaws came to be more apparent, with players noticing that his subpar mobility, mediocre ground game, and notably gimpable recovery made him struggle against several high and top tiers, most notably {{SSB4|Rosalina & Luma}} and {{SSB4|Corrin}}. As a result, opinions on Ness began to fall off drastically: his results stagnated as many of his best players became less active by the end of 2016. In addition, Ness's EarthBound pseudo-clone Lucas saw a shift in perception: while Lucas was initially considered inferior to Ness, over time opinions shifted the other way around due to Lucas' buffs received from patches and his commendable results thanks to {{Sm|Taiheita}}. At the same time, Ness gained new counters in the form of {{SSB4|Marth}} and {{SSB4|Lucina}}, whose buffs also helped create a large spike in popularity. Although Ness still saw strong results, such as FOW placing 17th at {{Trn|2GGT: ZeRo Saga}} and {{Sm|S1}} placing 5th at {{Trn|BEAST 7}}, it didn't compensate the loss of his stagnant results he had already suffered. This resulted in a much larger decline to 24th on the third tier list, being tied with {{SSB4|Pac-Man}} for the largest tier drop between the second and third tier lists; this drop also had him reassessed as a mid-tier character. | |||
Throughout 2017, several mains began to return to the scene, with FOW briefly coming out of retirement to place 13th at {{Trn|2GGC: Nairo Saga}} and 25th at {{Trn|2GGC: Civil War}} respectively. NAKAT, despite using Ness as a secondary in favor of Fox in 2016, began to co-main Ness. With Ness, NAKAT saw great results such as 3rd at {{Trn|Smash Factor 6}}, 13th at {{Trn|EVO 2017}}, and 17th at both {{Trn|GameTyrant Expo 2017}} and {{Trn|2GGC: Fire Emblem Saga}}. Other notable players include {{Sm|The Great Gonzales}}, who placed 5th at {{Trn|Royal Flush}} and 17th at {{Trn|Smash 'N' Splash 3}}, and {{Sm|Gackt}}, who had a breakout performance at {{Trn|The Big House 7}} by defeating {{Sm|ANTi}}, {{Sm|Locus}}, and {{Sm|Mistake}}, ultimately placing 17th. These improved results, however, failed to shift opinions on Ness as many top players, including {{Sm|ZeRo}}, {{Sm|Dabuz}}, {{Sm|MkLeo}}, and {{Sm|Nairo}}, widely believed that Lucas was superior to Ness. Due to this, Ness dropped once again on the fourth and final tier list to 28th/29th, now sharing the spot with Lucas, though due to the expansion of the tiers, he was once again considered a high tier character. | |||
This placement, as well as his tie with Lucas, was challenged in 2018 as several dedicated players, including Gackt, S1, and {{Sm|BestNess}}, continued to see above-average placements at a national level, with Gackt placing 17th at {{Trn|EVO Japan 2018}}, S1 placing 5th at {{Trn|Midwest Mayhem 11}}, and BestNess placing 13th at {{Trn|The Big House 8}}, to name a few. Furthermore, Lucas's results dropped significantly as {{Sm|Taiheita}} entered retirement. With Ness's rise by the end of the game's active lifespan as well as improved results over characters such as {{SSB4|Greninja}}, {{SSB4|Villager}}, and {{SSB4|Bowser}}, players such as Dabuz once again believed that Ness was the superior ''EarthBound'' character and deserved to be higher on the tier list. | |||
Despite the ups and downs Ness had faced, he is unanimously considered superior to any of his previous incarnations, although several players use secondaries in order to complement the character on a national level. | |||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
''See also: [[:Category:Ness players (SSB4)]]'' | ''See also: [[:Category:Ness players (SSB4)]]'' | ||
*{{Sm| | *{{Sm|ATATA|USA}} - The best Ness player in the Midwest. Placed 9th at {{Trn|Retro Arena}}, 13th at both {{Trn|Frosty Faustings IX}} and {{Trn|Midwest Mayhem 12}}, and 17th at both {{Trn|Midwest Mayhem 9}} and {{Trn|Midwest Mayhem 11}} with wins over players such as {{Sm|Ned}}, {{Sm|Tyroy}}, and {{Sm|Dark Wizzy}}. Ranked 3rd on the [[Chicago Power Rankings|Chicago Smash 4 Power Rankings]]. | ||
*{{Sm|Awestin|USA}} - The best Ness player in Texas. Placed 9th at {{Trn|Aftershock 2016}}, 17th at {{Trn|Low Tier City 4}}, and 25th at {{Trn|Low Tier City 5}} with wins over {{Sm|Lima}} and {{Sm|Cosmos}}. | |||
*{{Sm| | *{{Sm|BestNess|USA}} - The best Ness player in the world by the end of the game's active lifespan. Placed 4th at {{Trn|Flatiron 3}}, 7th at {{Trn|SoCal Regionals 2018}}, 13th at {{Trn|The Big House 8}}, and 25th at {{Trn|GENESIS 5}} with wins over {{Sm|Larry Lurr}}, {{Sm|ANTi}}, and {{Sm|Light|p=Connecticut}}. Ranked 1st on the [[Utah Power Rankings]]. | ||
*{{Sm| | *{{Sm|FOW|USA}} (#56) - The best solo-Ness player of all time. Placed 4th at {{Trn|PAX Arena}}, 5th at {{Trn|GENESIS 3}}, 7th at {{Trn|EVO 2015}}, 13th at {{Trn|2GGC: Nairo Saga}}, and 25th at {{Trn|2GGC: Civil War}} with wins over players such as {{Sm|Ally}}, {{Sm|Larry Lurr}}, and {{Sm|VoiD}}. | ||
*{{Sm|Gackt|Japan}} - One of the best Ness players in the world. Placed 13th at {{Trn|Umebura 26}}, 17th at both {{Trn|The Big House 7}} and {{Trn|Umebura 34}}, and 25th at {{Trn|The Big House 8}} with wins over players such as {{Sm|Abadango}}, {{Sm|ANTi}}, and {{Sm|komorikiri}}. | |||
*{{Sm| | *{{Sm|NAKAT|USA}} (#49) - Co-mains Fox and Ness and is considered one of the best Ness players in the world. Placed 9th at {{Trn|CEO 2016}}, 13th at both {{Trn|EVO 2017}} and {{Trn|Get On My Level 2018}}, and 17th at both {{Trn|GameTyrant Expo 2017}} and {{Trn|2GGC: Fire Emblem Saga}} with wins over players such as {{Sm|Ally}}, {{Sm|Nairo}}, and {{Sm|Salem}}. | ||
*{{Sm|Shaky|USA}} (#83) - The best Ness player in Northern California. Placed 7th at {{Trn|CEO 2015}}, 9th at {{Trn|GENESIS 3}}, and 33rd at both {{Trn|EVO 2016}} and {{Trn|GENESIS 4}} with wins over {{Sm|Ally}}, {{Sm|Tweek}}, and {{Sm|ESAM}}. | |||
*{{Sm| | *{{Sm|S1|Netherlands}} - The best Ness player in Europe. Placed 5th at both {{Trn|BEAST 7}} and {{Trn|Midwest Mayhem 11}}, 7th at both {{Trn|BEAST 6}} and {{Trn|Syndicate 2017}}, and 9th at {{Trn|Syndicate 2016}} with wins over {{Sm|Mr.R}}, {{Sm|Glutonny}}, and {{Sm|iStudying}}. Ranked 5th on the [[European Smash 4 Power Rankings]]. | ||
*{{Sm|taranito|Japan}} - One of the best Ness players in Japan. Placed 5th at {{Trn|Umebura 25}}, 9th at {{Trn|Umebura 26}}, and 17th at both {{Trn|EVO Japan 2018}} and {{Trn|Umebura 34}} with wins over {{Sm|Tsu}}, {{Sm|T}}, and {{Sm|Choco}}. | |||
*{{Sm|The Great Gonzales|USA}} - The best Ness player in the Tri-state area. Placed 5th at {{Trn|Royal Flush}}, 13th at {{Trn|Collision XV}}, 17th at {{Trn|Smash 'N' Splash 3}}, and 25th at {{Trn|Frostbite 2018}} with wins over {{Sm|Salem}}, {{Sm|WaDi}}, and {{Sm|Light|p=Connecticut}}. | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Ness | |name=Ness | ||
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{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=PK Starstorm (Ness)<ref | |name=PK Starstorm (Ness)<ref group="fs">Simply "PK Starstorm" if {{SSB4|Lucas}} has not been downloaded.</ref> | ||
|image=PKStarstormTrophyWiiU.png | |image=PKStarstormTrophyWiiU.png | ||
|desc=In EarthBound, this PSI ability belonged to Poo, the Crown Prince of Dalaam and one of Ness's friends. Ness must have learned it especially for Smash Bros.! The attack makes a shower of meteors fall onto the stage, damaging any foes it hits. While the attack's in progress, Ness is invincible and can adjust the meteors' trajectory. | |desc=In EarthBound, this PSI ability belonged to Poo, the Crown Prince of Dalaam and one of Ness's friends. Ness must have learned it especially for Smash Bros.! The attack makes a shower of meteors fall onto the stage, damaging any foes it hits. While the attack's in progress, Ness is invincible and can adjust the meteors' trajectory. | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
<references/> | |||
<references group="fs"/> | |||
==In [[Event Match]]es== | |||
===Solo Events=== | |||
* '''[[All-Star Battle: Secret]]''': Ness is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous ''Super Smash Bros.'' games. | |||
* '''[[It's Past Your Bedtime!]]''': As {{SSB4|Jigglypuff}}, the player must make Ness, {{SSB4|Bowser Jr.}} and {{SSB4|Toon Link}} fall asleep at the same time by using Sing. | |||
* '''[[Playing Tricks]]''': Ness must bury two {{SSB4|Villager}}s at the same time with [[Pitfall]]s. | |||
===Co-op Events=== | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
* '''[[Visiting Onett]]''': Ness and {{SSB4|Villager}} must defeat {{SSB4|Kirby}}, {{SSB4|Meta Knight}}, {{SSB4|Fox}}, {{SSB4|Falco}}, {{SSB4|Olimar}}, and {{SSB4|Rosalina & Luma}}. | |||
==[[Alternate costume (SSB4)#Ness|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Ness|Alternate costumes]]== | ||
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*Ness and {{SSB4|Palutena}} are the only characters in ''SSB4'' with different voice clips for custom moves; in Ness's case, he has a unique voice clip when using [[PK Freeze#Ness|PK Freeze]]. | *Ness and {{SSB4|Palutena}} are the only characters in ''SSB4'' with different voice clips for custom moves; in Ness's case, he has a unique voice clip when using [[PK Freeze#Ness|PK Freeze]]. | ||
*Ness's [http://www.nintendo.com/amiibo/detail/ness-amiibo-super-smash-bros-series amiibo description] on the North American [[amiibo]] website is based on his trophy description from ''Melee''. | *Ness's [http://www.nintendo.com/amiibo/detail/ness-amiibo-super-smash-bros-series amiibo description] on the North American [[amiibo]] website is based on his trophy description from ''Melee''. | ||
* | *Ness's yo-yo in this game reads "SUPER NINTENDO 2014" and "MOTHER", in reference to his console of origin, ''SSB4''{{'}}s year of release, and his home series. | ||
*Ness's custom special PK Freeze is one of only three custom specials in the game that have a preview image featuring a non-silhouetted character besides the user of the attack (alongside {{SSB4|Mega Man}}'s Ice Slasher and {{SSB4|Lucas}}'s PK Freeze). This is likely due to the characters being frozen. | *Ness's custom special PK Freeze is one of only three custom specials in the game that have a preview image featuring a non-silhouetted character besides the user of the attack (alongside {{SSB4|Mega Man}}'s Ice Slasher and {{SSB4|Lucas}}'s PK Freeze). This is likely due to the characters being frozen. | ||
*Ness and Jigglypuff are the only original 12 characters to be excluded from newcomer poster art. | *Ness and Jigglypuff are the only original 12 characters to be excluded from newcomer poster art. | ||
*One set of Ness's custom moves reference Lucas's moveset in ''Brawl'' (and as later included in ''Smash 4''). | *One set of Ness's custom moves reference Lucas's moveset in ''Brawl'' (and as later included in ''Smash 4''). | ||
* | *{{for3ds}} is the only game where Ness and {{SSB4|Captain Falcon}} do not have the same [[Unlockable character|availability]]. | ||
{{SSB4Characters}} | {{SSB4Characters}} |