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{{disambig2|Ness's appearance in ''Super Smash Bros. 4''|the character in other contexts|Ness}} | {{disambig2|Ness's appearance in ''[[Super Smash Bros. 4]]''|the character in other contexts|Ness}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Ness | |name = Ness | ||
|image = [[File:Ness SSB4.png|250px]] | |image = [[File:Ness SSB4.png|250px|Ness]] | ||
|game = SSB4 | |game = SSB4 | ||
|ssbgame1 = SSB | |ssbgame1 = SSB | ||
|ssbgame2 = SSBM | |ssbgame2 = SSBM | ||
|ssbgame3 = SSBB | |ssbgame3 = SSBB | ||
|availability = [[Unlockable character|Unlockable]] (3DS)<br>[[Starter character|Starter]] (Wii U) | |availability = [[Unlockable character|Unlockable]] (3DS)<br>[[Starter character|Starter]] (Wii U) | ||
|tier = C | |tier = C | ||
|ranking = | |ranking = 24 | ||
}} | }} | ||
'''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 | '''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 [[Super Smash Bros. for Nintendo 3DS]]. As in every previous ''Smash Bros.'' installation, Ness is voiced by Makiko Ōmoto, who has now recorded new voice clips for both versions of the game. | ||
Ness | Ness currently ranks 24th out of 58 characters on the tier list, placing him at the very start of the C tier and the top of mid tier. This is a vast improvement from his 26th out of 38 in ''Brawl'', and his best placement compared 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), with his forward and up throws leaving opponents in very unfavorable positions, his down throw being a great combo starter 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. His KO power, while consistent, is relegated to only his back throw and his up-air, as most of his powerful attacks are hard to land in the neutral game. Lastly, the last 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. Despite having poor matchups against {{SSB4|Cloud}}, {{SSB4|Rosalina & Luma}}, {{SSB4|Marth}}, and {{SSB4|Corrin}}, Ness's favorable traits have led him to gain decent tournament representation and use by many top players, such as {{Sm|FOW}}, {{Sm|S1}}, {{Sm|Shaky}}, and {{Sm|NAKAT}}. Because of this, his results are between decent to slight above average. | ||
==How to unlock== | |||
==How to unlock | |||
Complete one of the following: | Complete one of the following: | ||
* Play 10 VS Matches. | * Play 10 VS Matches. | ||
* Clear {{SSB4-3DS|Classic Mode}} on any difficulty. | * Clear {{SSB4-3DS|Classic Mode}} on any difficulty. | ||
After completing one of the two methods, Ness must then be defeated on [[Magicant]]. | After completing one of the two methods, Ness must then be defeated on [[Magicant]]. | ||
In {{forwiiu}}, Ness is playable from the start. | |||
==Attributes== | ==Attributes== | ||
Ness is an unusual blend of character archetypes, being a short, projectile-heavy character with a lot of versatility with his moves. Ness's [[weight]] is average and his [[falling speed]] is rather slow, giving him no disadvantage with weight alone. His [[walking speed]] is slow while his [[dashing speed]] and [[air speed]] are both sub-par, but his [[air acceleration]] is very high. | Ness is an unusual blend of character archetypes, being a short, projectile-heavy character with a lot of versatility with his moves. Ness's [[weight]] is average and his [[falling speed]] is rather slow, giving him no disadvantage with weight alone. His [[walking speed]] is slow while his [[dashing speed]] and [[air speed]] are both sub-par, but his [[air acceleration]] is very high. | ||
Ness possesses three [[projectile]]s: [[PK Flash]], [[PK Fire]], and [[PK Thunder]]. PK Flash can be used as an extremely powerful punishing or edge-guarding option, dealing huge knockback which can KO even Bowser, the heaviest character | Ness possesses three [[projectile]]s: [[PK Flash]], [[PK Fire]], and [[PK Thunder]]. PK Flash can be used as an extremely powerful punishing or edge-guarding option, dealing huge knockback which can Star KO even Bowser, the heaviest character under 60%. PK Fire is fairly quick, possesses a good amount of range, and the projectile holds opponents in it when it hits them (while being difficult to SDI out of), allowing Ness free follow-ups (it can combo into a grab, a PK Fire or down tilt infinite and a forward smash to finish the opponent) as long as he acts quickly enough, also, it can be used off-stage to gimp fast-fallers and heavyweights in conjunction with down air. PK Thunder is one of the more unique projectiles in the game. When used, the player will lose control of Ness and instead take control of a large and powerful thunder ball for a few seconds. PK Thunder can essentially be used to knock opponents towards Ness for follow ups, to mindgame opponents in conjunction with PK Thunder 2 to finish them, edgeguard and juggle opponents. The knockback it provides can also hit an opponent over the upper blast line (especially light and floaty characters), allowing it to be used as a situational [[KO]] move as well, and it can allow him to use the massively powerful PK Thunder 2. His down special move, [[PSI Magnet]], provides a psychic shield that can heal him when hit with an energy based attack and is extremely effective against characters such as Samus or the Mii Gunner, quickly healing him until very low percentages. | ||
Ness's biggest strength is found in his superb aerial game. | Ness's biggest strength is found in his superb aerial game. All of Ness's aerial moves can be used to either space, combo, or KO. All except down aerial are capable of [[auto-canceling]] in a [[short hop]]. His neutral aerial possesses very little startup and ending lag, and hits on both sides of Ness, making it a very useful [[out of shield]] option. His forward aerial has quick startup, a large, disjointed hitbox, and traps opponents, essentially allowing it to chain into either itself or another move. It is a powerful [[spacing]] tool and very useful in [[approach]]ing opponents. His up aerial can be used to combo at lower percents and KO reliably at higher percents. It possesses a large hitbox and little lag, allowing it to be of low risk to use. His back aerial is another reliable KO move that possesses low lag. His down aerial has long range and can be useful in edgeguarding and breaking [[juggle]]s, although it has significant startup in comparison to his other aerials. | ||
While Ness's | While Ness's aerial make him a formidable fighter at close quarters, he can also pressure from afar. His dash attack has an exceptionally long range and is useful to approach. PK Fire covers a lot of ground and can be used to perform a [[PK Jump]], which has amazing range and is very rewarding, yet very risky. | ||
Ness's grab game is also very | Ness's grab game is also very strong. His standing grab has decent range and is fast, his pivot grab is surprisingly disjointed and his dash grab gives him a substantial speed boost. Also, Ness can easily trap careless opponents with aforementioned PK Fire and PK Jump in order to set up for a grab combo. Ness possesses one of the fastest [[pummel]]s in the game, allowing him to deal a decent amount of damage before throwing. His down throw easily sets up for aerial attacks, leading into a forward air at lower percents (which can be used multiple times by following the opponent's [[DI]]) or an up air at higher percents. Ness's forward throw has very high base knockback and can set up edgeguards. Up throw can be used to play situational [[mindgames]] with PK Thunder. Ness's infamous back throw is the strongest throw in the game; while it has very low base knockback, it has extremely high knockback scaling and is often regarded as his most effective and commonly used KO option. | ||
Ness is | Ness is not completely infallible, however. He possesses below average speed in both the ground and the air, making it hard for him to chase faster opponents. His ground game is also generally weak as he possesses short-ranged tilt attacks. His up and down smashes are also lackluster. While his up smash can be used as an out of shield option and his down smash as a situational edgeguard, both KO considerably later than his other KO options in a neutral situation, and his forward smash, while extremely powerful, possesses high ending lag and is easily punishable if it misses. Ness's biggest flaw, however, is his [[recovery]]. While there have been various buffs to his recovery that make it much more reliable and viable than in previous ''Smash'' games, it is still relatively easy to gimp for characters with multiple jumps, such as {{SSB4|Jigglypuff}}, {{SSB4|Kirby}} and {{SSB4|Meta Knight}}, or with moves that [[reflect]] or [[absorb]], such as {{SSB4|Rosalina}}, {{SSB4|Fox}}, {{SSB4|Villager}}, and {{SSB4|Pit}}. | ||
{{SSB4|Villager}}, and {{SSB4|Pit}} | |||
Custom moves can give Ness great advantages and brand new options. [[PK Freeze]] can [[freeze]] opponents, allowing free follow-ups, especially with PK Fire. PK Fire Burst has more range and power and always goes straight, making it a spacing tool rather than a combo tool. Lasting PK Thunder goes right through opponents and moves slower, allowing for better control. Recovery with PK Thunder 2 is also longer, significantly improving Ness' offstage survivability. Rolling PK Thunder travels much slower but is much stronger. While the recovery with PK Thunder 2 is mediocre due to the drastically decreased distance of it, the move is also significantly stronger, which allows it to KO even earlier than normal PK Thunder 2. Forward PSI Magnet is the same, but has a [[semi-spike]] hitbox in front of Ness, functioning similar to {{SSB4|Fox}}'s [[Reflector]]. Finally, if the opponent has no energy projectiles, PSI Vacuum is the optimal choice, as it draws opponents in and is the strongest of Ness's down special moves damage-wise. | Custom moves can give Ness great advantages and brand new options. [[PK Freeze]] can [[freeze]] opponents, allowing free follow-ups, especially with PK Fire. PK Fire Burst has more range and power and always goes straight, making it a spacing tool rather than a combo tool. Lasting PK Thunder goes right through opponents and moves slower, allowing for better control. Recovery with PK Thunder 2 is also longer, significantly improving Ness' offstage survivability. Rolling PK Thunder travels much slower but is much stronger. While the recovery with PK Thunder 2 is mediocre due to the drastically decreased distance of it, the move is also significantly stronger, which allows it to KO even earlier than normal PK Thunder 2. Forward PSI Magnet is the same, but has a [[semi-spike]] hitbox in front of Ness, functioning similar to {{SSB4|Fox}}'s [[Reflector]]. Finally, if the opponent has no energy projectiles, PSI Vacuum is the optimal choice, as it draws opponents in and is the strongest of Ness's down special moves damage-wise. | ||
Overall, Ness is viewed as a | Overall, Ness is viewed as a very potent character in tournament play. He is believed to have a very solid matchup spread, with Rosalina and Luma and perhaps {{SSB4|Villager}} being the only characters that truly counter him solidly. | ||
Overall, Ness is significantly better than he ever was in previous ''Super Smash Bros.'' games | ==Changes from ''Brawl''== | ||
Ness has been heavily buffed in the transition from ''Brawl'' to ''SSB4''. His 10 extra frame grab-release animation, which was one of his most detrimental flaws, has been removed, and many of the other flaws he had have been addressed. Ness also greatly benefits from the general changes of ''SSB4'', as the new edge-trumping mechanic makes his recovery much harder to gimp, and the changes to hitstun canceling allows him to combo with his moves much more efficiently. Overall, Ness is significantly better than he ever was in previous ''Super Smash Bros.'' games and he has also seen very strong tournament representation as a result of his vast improvement. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|Ness has a brighter color palette, and has lost the blushes on his cheeks and the purple hue in his eyes. He is also slightly taller and thinner, with a smaller and more proportionate head, and a smaller backpack. He also lacks the partial yellow stripe that he had at the bottom of his shirt.}} | *{{change|Ness has a brighter color palette, and has lost the blushes on his cheeks and the purple hue in his eyes. He is also has slightly taller and thinner, with a smaller and more proportionate head, and a smaller backpack. He also lacks the partial yellow stripe that he had at the bottom of his shirt.}} | ||
*{{change|Ness | *{{change|Ness has become more expressive, like most other characters.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{buff|Ness [[dash]]es faster (1.39 → 1.46265).}} | *{{buff|Ness [[dash]]es faster (1.39 → 1.46265).}} | ||
*{{buff|Ness | *{{buff|Ness [[walk]]s slightly faster (0.86 → 0.8635).}} | ||
*{{buff|Ness no longer has an extra 10 frames of lag from being grab-released, bringing him in line with everyone else, and making him significantly less vulnerable to grab-release follow-ups.}} | |||
*{{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 normal effect except for his back aerial's sweetspot, as it is actually a [[magic]] effect, so they no longer have the 1.5 freeze frames multiplier. They use a graphic effect similar to Lucas's attacks (forward aerial, up smash, etc.) instead of using the same graphic effect as his double jump.}} | ||
*{{nerf|The changes in [[shieldstun]] makes some of his attacks slightly less safe on shield compared to the cast.}} | *{{nerf|The changes in [[shieldstun]] makes some of his attacks slightly less safe on shield compared to the cast.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]] | *{{nerf|[[Neutral attack]] deals 1% less damage (9% → 8%).}} | ||
**{{ | *{{buff|Dash attack now launches at a vertical trajectory in front of Ness (80°) instead of behind him (100°), making followups easier.}} | ||
*[[Forward tilt]] | *{{change|The first hit of dash attack no longer deals consistent damage (5% → 4%/7%/3%). Dash attack also has more intense lighting effects.}} | ||
*{{nerf| The second hit of dash attack deals less damage (4% → 2%).}} | |||
*{{nerf|[[Forward tilt]] does 2% less damage un-angled (11% → 9%) and 1% less damage when angled (11% → 10%). Now has a more notable ending animation where Ness holds up his left hand.}} | |||
*{{buff|Up tilt has more range.}} | |||
*{{nerf|Up tilt starts up slightly slower (frame 5 → 7) and now has a sourspot that deals 2% less damage.}} | |||
*{{change|[[Up tilt]]'s animation is more similar to that of ''Smash 64'', and its sweetspot now has a magic sound effect instead of a punching sound effect.}} | |||
*[[Down tilt]] | *{{nerf|[[Down tilt]] now has a sourspot at the end of Ness's foot that deals 2% less damage (4% → 2%).}} | ||
*{{buff|[[Forward smash]] deals drastically more knockback (50 base/62 scaling → 70/67), going from a below-average powered forward smash in ''Brawl'' to one of the most powerful forward smashes in ''Smash 4''. Its reflector now has a speed and power multiplier, drastically improving its punishing utility.}} | |||
*{{nerf|Forward smash's tipper hitbox has been completely removed, so that its maximum damage potential when uncharged is 22% instead of 24%, and its reflector now has a limit, where if he tries to reflect a projectile that is too strong to reflect, Ness will experience about 300 frames (5 seconds) of ending lag.}} | |||
*{{buff|Yo-yo smashes ([[up smash]] and [[down smash]]) now deal properly-increased damage when charged and are now stronger.}} | |||
*{{nerf|Yo-yo smashes are charged while still in Ness's hand, removing their pre-charge hitboxes.}} | |||
*{{change|Yo-yo is colored green instead of yellow.}} | |||
*{{buff|Up smash now has a small hitbox behind Ness that comes out on frame 6. While this new hitbox is considered a sourspot, dealing less damage and knockback, it is a buff as it puts out a hitbox earlier and covers his back during startup, strengthening the up smash's use as an out of shield option.}} | |||
*{{buff|Down smash now sends opponents at a low semi-spike angle instead of diagonally, greatly improving its edgeguarding utility.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*[[Neutral aerial]] | *{{nerf|[[Neutral aerial]]'s hitbox is shorter in duration.}} | ||
*{{buff|[[Forward aerial]]'s individual hits now chain significantly better, and can now result in multiple forward aerials in a row, improving Ness's combo and damage capabilities.}} | |||
*{{nerf|Forward aerial deals 4% less damage (11% → 7%) along with significantly more landing lag (12 frames → 20 frames).}} | |||
*{{nerf|[[Back aerial]] has moderately increased landing lag (12 frames → 17 frames).}} | |||
*{{buff|Back aerial has more range.}} | |||
*{{nerf|[[Up aerial]] has slightly more landing lag (12 frames → 14 frames).}} | |||
*{{buff|[[Down aerial]] now has an extra spin in its animation, with Ness facing at a different orientation as he kicks downward with his toes instead of the stamp of his foot; the new special effect at his toes gives its hitbox more range, along with having its sourspot deals 1% more damage (9% → 10%).}} | |||
*{{nerf|Down aerial's sweetspot and sourspot have drastically decreased base knockback (90/90 → 20/30), with sourspot and sweetspot now being incapable of KOing at realistic percentage. The meteor smash is much harder to hit with and the autocancel window is now a massive 21 frames later in the animation. Its sourspot is also moderately slower (frame 21 → 28), and as a result, it is generally inferior to his other aerials.}} | |||
*{{change|Down aerial uses the magic sound effect on hit instead of a punch sound effect in prior games.}} | |||
*[[Down aerial]] | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|Pivot grab's range is now large and disjointed.}} | |||
*{{nerf|Pivot grab comes out slower.}} | |||
*{{buff|Pummel is faster.}} | |||
*{{buff|Up throw's ending lag has been significantly decreased.}} | |||
*{{buff|The changes to hitstun canceling significantly benefits down throw, as he can now use it to set up into his aerials much more effectively.}} | |||
*{{nerf|Down throw does less damage (9% → 7%).}} | |||
*{{change|Down throw has less fire graphics.}} | |||
===Special moves=== | ===Special moves=== | ||
*[[PK Flash]] | *{{buff|[[PK Flash]] travels faster. It travels even faster and gains even more distance if directed behind Ness. Turning around before using this move might prove useful, depending on prediction.}} | ||
*{{change|PK Flash is of a much darker green color.}} | |||
*{{buff|[[PK Fire]] travels slightly farther.}} | |||
*[[PK Fire]] | *{{nerf|[[PK Fire]] has 1 more frame of ending lag. It now travels much farther back to Ness if [[reflected]] rather than petering out after traveling its set distance.}} | ||
*{{change|PK Fire's effect after hitting an opponent produces darker colored flames and more smoke.}} | |||
*{{change|When interrupted whilst starting up PK Fire, Ness stops reciting the attack's name.}} | |||
*{{buff|[[PK Thunder]] travels faster, has less cooldown, a much larger hitbox, is more powerful, travels in a drastically tighter arc and goes through opponents until the tail disconnects from Ness with 1% more damage, making him less susceptible to being [[gimp]]ed. [[PK Thunder 2]] is much faster, much stronger (now KOing at around 30%), and when Ness bounces off a wall while recovering with it, he can initiate PK Thunder again during the bounce.}} | |||
*{{nerf|[[PK Thunder 2]] has increased ending lag.}} | |||
*[[PK Thunder]] | *{{change|PK Thunder and PSI Magnet are now light blue like in ''Melee''.}} | ||
*{{buff|[[PSI Magnet]] has significantly less ending lag, with Ness now being able to act out of it much quicker. It's also larger, increasing its range.}} | |||
**{{change|PK Thunder | *{{nerf|PSI Magnet swirls projectiles around it, causing a slight delay until Ness can actually be healed. If Ness were to drop PSI Magnet and/or be launched, the absorbed projectiles may take even longer to reach him, but they will still heal him eventually.}} | ||
*{{change|The swirling of captured attacks by PSI Magnet utterly nullifies even projectiles that would continue past Ness, including [[Thoron]] and {{SSB4|Pikachu}}'s {{b|Thunder|Pokémon}}.}} | |||
*{{change|[[PK Starstorm]] now fires a thin, aimable line of meteors from the top-center of the stage, similar to how [[Aura Storm]] functioned. This enables it to deal damage more reliably at the cost of having blind spots.}} | |||
*{{change|PK Starstorm has now a [[flame]] effect instead of an electric effect.}} | |||
==Update history== | ==Update history== | ||
Line 182: | Line 118: | ||
'''{{GameIcon|ssb4}} [[1.0.6]]''' | '''{{GameIcon|ssb4}} [[1.0.6]]''' | ||
*{{change|Forward smash | *{{change|Forward smash now makes a hit-sound when projectiles are reflected.}} | ||
*{{change| | *{{change|Screen shakes more violently when down throw is used.}} | ||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
*{{buff|Ending lag of [[PSI Magnet]] significantly reduced.}} | |||
*{{buff|[[PSI Magnet]] | |||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|Down aerial's meteor | *{{buff|Down aerial's meteor hitbox size increased (3.5u → 3.9u) and lasts an additional frame.}} | ||
*{{nerf|[[PK Fire]] | *{{nerf|[[PK Fire]] has 1 more frame of endlag.}} | ||
'''{{GameIcon|ssb4}} [[1.1.1]]''' | '''{{GameIcon|ssb4}} [[1.1.1]]''' | ||
*{{ | *{{change|Portions of [[Rising PK Flash]] knockback scaling increased|30|80.}} | ||
*{{ | *{{nerf|Rising PK Flash has less base knockback|80|50.}} | ||
*{{nerf|Rising PK Flash's first hitbox duration decreased|3|2.}} | |||
*{{nerf|Rising PK Flash's first hitbox | |||
*{{change|Rising PK Flash minimum charge increased.}} | *{{change|Rising PK Flash minimum charge increased.}} | ||
*{{buff| | *{{buff|Rising PK Flash range increased|10|13.}} | ||
*{{buff|PK Freeze | *{{buff|[[PK Freeze]] range increased|10|11.}} | ||
*{{buff|[[PK Fire Burst]] damage on hit increased 1% → 2%. Damage on trigger increased 8% → 9%, hits sooner smaller size and closer.}} | |||
*{{buff|[[PK Fire Burst]] | |||
'''{{GameIcon|ssb4}} [[1.1.3]]''' | '''{{GameIcon|ssb4}} [[1.1.3]]''' | ||
Line 213: | Line 141: | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=Punches twice, then kicks. The first hit can | |neutraldesc=Punches twice, then kicks. The first hit can [[lock]] at low percents. | ||
|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 | |utiltdesc=Pushes upward with both hands that produces a PSI spark. Has a sourpot 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) | |fsmashdmg={{ChargedSmashDmgSSB4|18}} (low), {{ChargedSmashDmgSSB4|20}} (mid), {{ChargedSmashDmgSSB4|22}} (tip); 2x 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 | |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 can cause him to have terribly long endlag, making it incredibly unsafe if the opponent is nearby. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|13}} | |usmashdmg={{ChargedSmashDmgSSB4|9}}-{{ChargedSmashDmgSSB4|13}} | ||
|usmashdesc=Sends his yo-yo forward and performs "around-the-world" over himself. A decent anti-air and a good out of shield option. It is more powerful if the opponent is behind Ness, but it's still the weakest up smash in the game, not KOing until roughly 137%. | |usmashdesc=Sends his yo-yo forward and performs "around-the-world" over himself. A decent anti-air and a good out of shield option. It is more powerful if the opponent is behind Ness, but it's still the weakest up smash in the game, not KOing until roughly 137%. | ||
|dsmashname= | |dsmashname= | ||
|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- | |dsmashdesc=Sends his yo-yo backwards and "walk-the-cat" 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. | |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. 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 | |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 scaling, KOing at percents generally not even seen in a standard match (starting at around 850%). However, it can KO very easily on [[Smashville]] or [[Town and City]] at 0%, depending on the platform's position. | ||
|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 | |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 Bowser, the heaviest character in the game, 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% ( | |dthrowdmg=0.6% (hits 1-5), 4% (final hit) | ||
|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. | ||
|floorfname= | |floorfname= | ||
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|nsdefname=PK Flash | |nsdefname=PK Flash | ||
|nsdefdmg=9%-37% | |nsdefdmg=9%-37% | ||
|nsdefdesc=A green plasma-like energy projectile appears above Ness. As the special attack button is held, the sphere moves downwards and increases in power, until the attack button is released or until it is fully charged, it explodes. Can KO as low 37% | |nsdefdesc=A green plasma-like energy projectile appears above Ness. As the special attack button is held, the sphere moves downwards and increases in power, until the attack button is released or until it is fully charged, it explodes. Can KO as low 37% fully charged. | ||
|nsc1name=Rising PK Flash | |nsc1name=Rising PK Flash | ||
|nsc1dmg=8%-24% | |nsc1dmg=8%-24% | ||
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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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|usc1name=Lasting PK Thunder | |usc1name=Lasting PK Thunder | ||
|usc1dmg=7% (PK Thunder), 1% (Thunder's tail), 1.5% (PK Thunder 2, each hit), 10% (PK Thunder 2, last hit) | |usc1dmg=7% (PK Thunder), 1% (Thunder's tail), 1.5% (PK Thunder 2, each hit), 10% (PK Thunder 2, last hit) | ||
|usc1desc=Functions identically to {{SSB4|Lucas}}'s counterpart, with tighter turning and both the projectile and Ness piercing enemies. Deals less damage, but launches Ness further. | |usc1desc=Functions identically to {{SSB4|Lucas}}'s counterpart, with tighter turning and both the projectile and Ness piercing enemies. Deals less damage, but launches Ness further. The thunder is dark purple instead of blue. | ||
|usc2name=Rolling PK Thunder | |usc2name=Rolling PK Thunder | ||
|usc2dmg=12% (PK Thunder), 1% (Thunder's tail), 30% (PK Thunder 2) | |usc2dmg=12% (PK Thunder), 1% (Thunder's tail), 30% (PK Thunder 2) | ||
|usc2desc=Creates a slower, yet larger PK Thunder. Both the projectile and Ness do more damage and knockback. However, the distance Ness moves with PK Thunder 2 is significantly shorter, making this a high-risk, high-reward move. | |usc2desc=Creates a slower, yet larger mint green colored PK Thunder. Both the projectile and Ness do more damage and knockback. However, the distance Ness moves with PK Thunder 2 is significantly shorter, making this a high-risk, high-reward move. | ||
|dsdefname=PSI Magnet | |dsdefname=PSI Magnet | ||
|dsdefdmg=0% | |dsdefdmg=0% | ||
|dsdefdesc=A purple energy field around him which allows him to [[absorb]] any energy-based projectile (like Samus' [[Charge Shot]]). It can be held in order to use it repeatedly. Heals 1. | |dsdefdesc=A purple energy field around him which allows him to [[absorb]] any energy-based projectile (like Samus' [[Charge Shot]]). It can be held in order to use it repeatedly. Heals 1.6 times the damage Ness would have taken. | ||
|dsc1name=PSI Vacuum | |dsc1name=PSI Vacuum | ||
|dsc1dmg=10% | |dsc1dmg=10% | ||
|dsc1desc=Ness draws opponents in, releasing an explosion that damages nearby foes when the move is released. It cannot absorb projectiles. | |dsc1desc=Ness draws opponents in, releasing an explosion that damages nearby foes when the move is released. It cannot absorb projectiles. | ||
|dsc2name=Forward PSI Magnet | |dsc2name=Forward PSI Magnet | ||
|dsc2dmg=9% | |dsc2dmg=9% | ||
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|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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
Line 416: | Line 296: | ||
|char=Ness}} | |char=Ness}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
Line 431: | Line 311: | ||
|set10=1113 | |set10=1113 | ||
}} | }} | ||
'' | ===Notable players=== | ||
====Active==== | |||
*{{Sm|Awestin|USA}} | |||
*{{Sm|Deimos|France}} | |||
*{{Sm|FOW|USA}} - The best Ness player in the world. Noticeably placed 7th at [[EVO 2015]], 5th at [[GENESIS 3]], 4th at [[PAX Arena]], & 4th at [[2GGT: Fresh Saga]]. He noticeably beat {{Sm|Larry Lurr}}, {{Sm|ANTi}}, {{Sm|VoiD}}, {{Sm|Captain Zack}}, {{Sm|Mew2King}}, {{Sm|Saj}}, {{Sm|Xzax}}, {{Sm|K9sbruce}}, {{Sm|Hyuga}} and more. He was formerly ranked 12th on the [[Panda Global SSB4 Rankings]]. | |||
*{{Sm|Gackt|Japan}} - A Japanese Ness player. Notably placed 13th at [[Umebura 26]] and notably beaten {{Sm|Tsu-}}, {{Sm|Atelier}}, and {{Sm|T}}. | |||
*{{Sm|MASA|Japan}} - One of the best Japanese Ness players and one of the best players using the Nintendo 3DS. He placed 7th at [[Sumabato 7]] and 9th at [[Sumabato 15]]. | |||
*{{Sm|Mik!|USA}} | |||
*{{Sm|Ribs|USA}}- A Ness player from New York. Has beaten {{Sm|Vinnie}} and {{Sm|Mr. ConCon}} | |||
*{{Sm|S1|Netherlands}} - He's one of the four main Ness players in the world and from some people such as {{Sm|Mr. R}}, view him as the best Ness player in terms of current skills and results. He's also the best Ness player in Europe and overall, one of the best European players. Placed 7th at [[B.E.A.S.T 6]], 9th at [[Syndicate 2016]] & 5th at [[B.E.A.S.T 7]]. He have many (yet clutch) wins against {{Sm|iStudying}}. He had even made a reset in Grand Finals against {{Sm|Mr.R}}. | |||
*{{Sm|Shaky|USA}} - One of the four main Ness players in the world. Noticeably placed 7th at [[CEO 2015]] and 9th at [[GENESIS 3]]. He noticeably beat {{Sm|Ally}}, {{Sm|ESAM}}, {{Sm|Mew2King}}, {{Sm|MVD}}, {{Sm|Tyrant}}, {{Sm|Ito}}, {{Sm|Xzax}}, {{Sm|Cacogen}}, & {{Sm|NAKAT}}. | |||
*{{Flag|USA}} [[Smasher:SS (Arizona)|SS]] - Mains Ness & Villager. Noticably beat {{Sm|Captain Zack}} while using Ness. | |||
*{{Sm|taranito|Japan}} - Possibly the best Ness player in Japan. Placed 5th at [[Umebura 25]] and 9th at [[Umebura 26]]. He had defeated {{Sm|T}} and {{Sm|9B}}. | |||
*{{Sm|The Great Gonzales|USA}} - Ranked 12th on the soon-to-be-updated New Jersey Power Rankings. Has built up a long streak of success at 8 On The Break, and placed 17th at [[KTAR XX]]. In a shocking suprise, The Great Gonzales made a great losers run on [[Royal Flush]] with only Ness; placing top 5, he had 3-0d {{Sm|Pink Fresh}} and {{Sm|WaDi}} as well as defeating {{{{Sm|Mr.E}} 3-2, the latter is using one of Ness's hardest matchup: {{SSB4|Marth}}. He also made a shocking game one battle against {{Sm|Tweek}}. He also defeat {{Sm|Pugwest}}, {{Sm|Salem}}, and {{Sm|James}}. | |||
*{{Sm|Tsujikou|Japan}} - One of the best Japanese Ness players. Noticeably beaten {{Sm|Taiheita}} and {{Sm|Earth}}. | |||
*{{Sm| | ====Inactive==== | ||
*{{Sm| | *{{Sm|Greward|Spain}} | ||
*{{Sm| | *{{Sm|DSS|USA}} | ||
*{{Sm|Fsann|Japan}} | |||
*{{Sm|NAKAT|USA}} - Formerly one of the four main Ness players in the world before dropping him in favor of {{SSB4|Fox}} (though he uses Ness exclusively for doubles and sometimes use him only for certain match-ups.) With his Ness, he has defeated {{Sm|Nairo}}, {{Sm|ANTi}}, {{Sm|False}}, & {{Sm|Zenyou}}. He noticeably placed 2nd at [[Smash the Record 2015]] & 9th at [[CEO 2016]] while using Ness as one of his mains. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
During the early life of ''SSB4'', players immediately noticed the buffs made to Ness. He was widely considered to be a top tier character due to his amazing throw game and his fantastic KO power and damage output. Many players used to consider him as one of the best characters in the game at the time. However, overtime, many people have learned about Ness's bad matchups against many of the top tier characters in the game, including many ways to exploit his recovery despite the improvements made to it. Regardless, Ness's expectations have been strong, leading to great tournament representation and results, and securing the 13th position on the first official ''4BR'' [[tier list]]. While his results slightly fell since the first tier list, as well as the release of {{SSB4|Bayonetta}}, the significant buffs to {{SSB4|Mewtwo}} and the increased representation for {{SSB4|Mega Man}} having a strong impact on the metagame, he would drop slightly on the second tier list, placing at 16th. | |||
But later on, Ness results had been very stagnant since many Ness players had been significantly inactive than ever before in such a long time (Specifically after [[EVO 2016]] to [[2GGT: ZeRo Saga]]). Despite again gaining results on Winter 2016 and 2017, most noticeably FOW's 17th placement in [[2GGT: ZeRo Saga]] and S1's 5th placement in [[B.E.A.S.T 7]], it didn't compensate the loss of his stagnant results he had suffered from mid to late 2016. This resulted in a much larger tier drop to 24th on the third and current tier list, this drop being tied with {{SSB4|Pac-Man}} for the largest between the second and third tier lists. Despite his placement however, Ness' placement on the tier list is a fair topic of debate, as some players feel that Ness' results, such as FOW placing 25th at 2GGC: Civil War, are sufficient enough for him to gain a higher tier placement in the future, while others feel that he should be placed slightly lower. | |||
==Trophies== | |||
:'''Ness''' | |||
::{{Flag|ntsc}} ''Hailing from Onett, a small town in Eagleland, this young boy's ordinary looks hide his psychic powers. Ness fought against the evil Giygas in Earthbound, and in Smash Bros. he unleashes some of the same PSI moves. Watch out for PK Thunder, a guided attack that can also launch Ness like a rocket!'' | |||
::{{Flag|pal}} ''From Onett in Eageland comes this young lad. He may not look like much, but he has powerful psychic abilities, and they really come in handy in EarthBound. They come in handy in this game, too. Did you know you can control his PK Thunder bolt? Aim it at Ness himself to send him flying, absolutely clobbering anyone in his path!'' | |||
{{Trophy games|console1=SNES|game1=[[EarthBound (game)|EarthBound]] -- 06/1995|console2=GBA|game2=[[wikibound:Mother 1+2|Mother 1+2]] -- 2003 (JP)}} | |||
:'''Ness (Alt.)''' | |||
::{{Flag|ntsc}} ''Ness may have psychic powers, but that doesn't mean he shies away from getting physical. His side smash packs a real punch if you hit enemies with the end of his bat, and it can even deflect projectiles! His up and down smashes also have a lot of range - Ness can land his strikes with ease!'' | |||
::{{Flag|pal}} ''Ness may have psychic powers, but that doesn't mean he shies away from getting physical. His side smash packs a real punch if you hit enemies with the end of his bat, and it can even reflect projectiles! His up and down smashes have a lot of range, meaning when you play as Ness, it's always easy to land hits on your foes!'' | |||
== | {{Trophy games|console1=SNES|game1=[[EarthBound (game)|EarthBound]] -- 06/1995|console2=GBA|game2=[[wikibound:Mother 1+2|Mother 1+2]] -- 2003 (JP)}} | ||
:'''PK Starstorm''' | |||
::''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.'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
NessTrophy3DS.png|Classic (3DS) | |||
NessAltTrophy3DS.png|Alt. (3DS) | |||
NessTrophyWiiU.png|Classic (Wii U) | |||
NessAltTrophyWiiU.png|Alt. (Wii U) | |||
PKStarstormTrophyWiiU.png|[[PK Starstorm]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==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]]== | ||
Line 537: | Line 395: | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Ness amiibo.png|Ness' [[amiibo]] | Ness amiibo.png|Ness's [[amiibo]]. | ||
SSB4 - Ness Screen-1.jpg|Posing with [[Jeff]]. | SSB4 - Ness Screen-1.jpg|Posing with [[Jeff]]. | ||
SSB4 - Ness Screen-2.jpg|Posing with {{SSB4|Pikachu}}. | SSB4 - Ness Screen-2.jpg|Posing with {{SSB4|Pikachu}}. | ||
Line 557: | Line 414: | ||
*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 | *Ness's custom special PK Freeze is one of only three custom specials in the game that have a preview images 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''). | ||
*'' | *Both of ness' alt trophies represent his ''Melee'' trophies. | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{EarthBound universe}} | {{EarthBound universe}} | ||
[[Category:Ness (SSB4)| ]] | [[Category:Ness (SSB4)| ]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||