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'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Brawl]]''. | '''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Brawl]]''. Ness was initially confirmed in ''Brawl'' through [[List of leaks#Lucario/Jigglypuff/Ness leak|leaked]] on January 18th, 2008 through a topic in the game site's message board about an official trailer in a promotional video on the Japanese Wii website about [[sticker]] power-ups that [[List of leaks#Lucario/Jigglypuff/Ness leak|leaked]] him being playable in the game, alongside {{SSBB|Lucario}} and {{SSBB|Jigglypuff}}. He was officially confirmed on February 1st, 2008 on the [[Smash Bros. DOJO!!]] website, the day after ''Brawl'' came out in Japan. He is once again voiced by {{s|wikipedia|Makiko Ōmoto}}, with a combination of new voice-clips and recycled ones from ''Melee''. | ||
Ness is ranked 26th out of 38 on the [[tier list]], a notable improvement from his placement in ''Melee'', where he was ranked 23rd out of 26. Ness possesses a strong aerial game with a strong, quick and disjointed set of [[aerial attack]]s capable of racking up damage and comboing at lower precents and KOing at higher ones, alongside possessing arguably the best [[grab]] game across the entire cast (even competing with the {{SSBB|Ice Climbers}}) due to possessing the fastest grabs in the game, a quick [[pummel]] and effective throws; in particular, [[back throw]] is the most common killing throw in the series. Furthermore, Ness boasts a flexible [[special move]]set: [[PK Fire]] is versatile for racking up damage and leading to free follow-ups, [[PSI Magnet]] is capable of edgeguarding and leading to early KOs, [[PK Thunder]] is useful for mindgames, and [[PSI Magnet]] absorbs energy-based projectiles while [[healing]] Ness himself. Despite being a small middleweight, Ness boasts high overall KO potential and damage output, courtesy of his aerials, [[forward smash]], back throw, PK Flash and [[PK Thunder 2]]. Ness is greatly hindered, however, by his exploitable [[recovery]] by either hitting Ness to an undesirable angle or nullifying the projectile, alongside the poor [[reach]] in his normal attacks, which allows characters with disjointed hitboxes (such as {{SSBB|Ike}} and {{SSBB|Mr. Game & Watch}}) to easily outrange him, possessing a limited grounded game (due to his aforementioned poor range, his almost non-existent approaching options on the ground, sub-par mobility and situational smash attacks), and by the 10 additional frames of [[lag]] he suffers when [[grab release]]d, leaving him extremely vulnerable to followups out of a grab release from almost every character, as well as [[infinite]]s and [[zero-to-death]] [[chain grab]]s out of a grab release (most infamously from {{SSBB|Marth}} and {{SSBB|Donkey Kong}}). Overall, Ness overall has below-average matchups with several [[Counter (matchup)|counters]], but he has acheived above-average [[tournament]] results regardless. | |||
Ness is | |||
==How to unlock== | ==How to unlock== | ||
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*Play 5 [[VS. match]]es. | *Play 5 [[VS. match]]es. | ||
*Reflect 10 projectiles. | *Reflect 10 projectiles. | ||
*Have Ness join the player's party in [[ | *Have Ness join the player's party in the [[Subspace Emissary]] ([[Subspace (Part I)]]). | ||
With the exception of the third method, Ness must then be defeated on [[Onett]]. | With the exception of the third method, Ness must then be defeated on [[Onett]]. | ||
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==Changes from ''[[Super Smash Bros. Melee]]''== | ==Changes from ''[[Super Smash Bros. Melee]]''== | ||
Ness has received a | Near the end of ''Melee''{{'}}s metagame, Ness was considered one of the worst characters in the game due to his lack of [[range]], underwhelming grounded game, non-existent approaching options, poor KOing ability and a catastrophic [[recovery]]. As such, Ness has received a mixture of buffs and nerfs during the transition from ''Melee'' to ''Brawl'', being noticeably buffed overall. While he has received relatively few direct changes compared to the other returning characters, he has nevertheless received improvements. | ||
Ness' aerial game has received noticeable improvements, as his aerial mobility has been improved, the reduction of [[landing lag]] improves the safety and combo potential of his aerial attacks, his [[forward aerial]] connects more consistently to make it a more effective [[spacing]] tool at the expense of the final hit's weaker power, and his [[back aerial|back]], [[up aerial|up]] and [[down aerial]]s have more range and are overall more effective KO options due to the changes to ''Brawl''{{'}}s mechanics, partially reducing his most glaring weaknesses from the previous games: his range. The utility of his grounded game has been considerably improved: neutral attack and [[down tilt]] benefit from [[jab lock]]ing and [[tripping]], respectively, while [[forward tilt]] remains a relatively strong KOing tool and [[up tilt]] is a more versatile anti-air due to its extended hitboxes while being able to KO at high precents. His [[smash attack]]s have all been comparatively improved, as his [[forward smash]], while slower, has much more range while remaining its high power, while [[up smash|up]] and [[down smash]]es can now KO at very high precents. His underwhelming [[special move]]s have all received notable improvements. [[PK Flash]]'s hitbox is much less misleading, improving its overall utility. [[PK Fire]] is much harder to SDI out of. His [[recovery]], while still exploitable, is more reliable due to his faster air speed, slower falling speed, [[PK Thunder]]'s tighter arc and slower speed, and the removal of double jump canceling. [[PSI Magnet]]'s new windbox enhances its defensive utility, and can now be canceled with a [[roll]], a [[spot dodge]] or a jump, drastically improving its saftey and allowing it to lead into punishes. Finally, a number of moves deal stronger knockback; some examples being his up and down aerials, his smash attacks, and [[PK Thunder 2]]. These give him much more reliable and stronger KO potential. | |||
Overall, | However, Ness also received a few drastic nerfs that not only magnify his flaws, but also feature new unique weaknesses and tone down some of his most potent key strengths. The most fatal of which is the 10 additional frames to his grounded [[grab release]]d animation, which is widely detrimental for Ness as it makes him vulnerable to inescapable KO confirms and even infinite [[chain grab]]s from some characters. Additionally, his [[combo]] potential has also been drastically toned down—due to the introduction of [[hitstun canceling]], the universal reduction to falling speeds and the removal of [[double jump cancel]]ing. Altogether, this drastically changes the way his [[neutral game]] works: while his neutral game still remains decent, Ness is forced to rack up damage easily with either over-reliance on PK Fire or multiple aerials instead of relying on combos to successfully do so. Furthermore, several of his notable buffs have failed to completely alleviate most of his most glaring flaws; his improved recovery remains extremely easily to gimping or edgeguarding, his approaches can still be stuffed out due to his non-existent grounded approaching options and his sub-par overall grounded mobility, while his marginally better overall range is still short relative to the cast, which is exacerbated by the loss of his powerful [[yo-yo glitch]]. This, alongside his overall sub-par mobility, still causes him to heavily struggle in approaching most of his opponents. Finally, while his KOing ability is much better than in ''Melee'', Ness still struggles to KO opponents consistently, as his slightly better smash attacks are still sluggish and somewhat situational compared to the rest of the cast, while his other most powerful KOing options still suffer from his aforementioned poor range. | ||
Overall, Ness' ''Brawl'' iteration is considered to be a vast improvement over ''Melee'' and ''Smash 64''. However, his lengthened grounded grab releases, watered down combo game, the loss of advanced techniques from DJC and yo-yo jackets, and his retained flaws have all prevented him from rising up into the game's higher tiers. | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The overall | *{{change|The overall universal graphical boost from ''Melee'' to ''Brawl'' gives Ness much more detail.}} | ||
*{{change|Ness has a | **{{change|Due to this, Ness' design has been drastically altered: his skin is darker and noticeably more paler in-color, his blushy cheeks are less visible on his face, his eyes are marginally bigger with a slightly more visible blue hazel tint on them, his smile his lower, and the details on Ness' design, attire, clothing, shoes and schoolbag are aesthetically more graphic. Additionally, his aforementioned clothing is also brighter.}} | ||
*{{change|Ness | **{{change|Altogether, these alterations collectively make his appearance more in-line wit his Japanese design in ''Earthbound''<ref>https://static.wikia.nocookie.net/earthbound/images/a/ad/Claynes.png/revision/latest?cb=20081118173537</ref>.}} | ||
*{{change| | *{{change|Ness' [[tumbling]] animation has been changed: he is now more expressive while tumbling, as he winces and faces slightly more away from the AI, and his arms and head are positioned lower during it.}} | ||
*{{change|Ness has received two new alternate costumes.}} | *{{change|Ness emits a different voice-clip when performing [[PK Fire]].}} | ||
*{{change|His voice is slightly slowed down and lower-pitched.}} | |||
*{{change|His [[double jump]] and his [[special move]]s ([[PK Flash]], [[PK Fire]], [[PK Thunder]], by extension, [[PK Thunder 2]], and [[PSI Magnet]]) emits different and more aesthetic sound effects.}} | |||
*{{change|Ness has received two new [[alternate costume]]s (a blue and black costume, respectively) and his costumes have been tweaked: his first yellow alternate costume is now his white costume instead of his blue one, his blue costume has been replaced with his yellow one, and his second blue costume is now his fifth alternate costume.}} | |||
**{{change|Additionally, his black alternate costume provides a potrait of [[Mr. Saturn]] on his shirt.}} | |||
===Attributes=== | ===Attributes=== | ||
*{{buff|Ness | *{{buff|Ness [[walk]]s slightly faster (0.84 → 0.86).}} | ||
*{{buff|Ness' traction is lower (0.06 → 0.0546), going from the 15th highest to the 24th highest. Compared with the returning veterans, however, Ness' | *{{buff|Ness' [[traction]] is lower (0.06 → 0.0546), going from the 15th-highest in ''Melee'' to the 24th-highest in ''Brawl''. Compared with the returning veterans, however, Ness' traction is higher, making it easier for him to punish out of shield.}} | ||
*{{nerf|Ness [[dash]]es slightly slower (1.4 → 1.393).}} | *{{nerf|Ness [[dash]]es slightly slower (1.4 → 1.393).}} | ||
*{{buff|Ness' [[air speed]] is higher (0.093 → 0.09588).}} | *{{buff|Ness' [[air speed]] is higher (0.093 → 0.09588).}} | ||
*{{buff|Ness' [[air acceleration]] is higher (0.06 → 0.1).}} | *{{buff|Ness' [[air acceleration]] is significantly higher (0.06 → 0.1).}} | ||
*{{nerf|Ness' [[ | *{{nerf|Ness' [[jumpsquat]] is longer (4 frames → 5).}} | ||
*{{change|As with the returning veterans, Ness' [[falling speed]] | *{{nerf|Ness' grounded [[grab release]]d animation is 10 frames longer (FAF 30 → 41), which makes him vulnerable to [[chain grab]]bing releases and combos as the entire cast now has a 10-frame advantage upon ground releasing him (instead of only {{SSBM|Bowser}}, who now has a 20-frame advantage over Ness due to this). He is also more vulnerable to aerial follow-ups off of aerial grab releases due to the general changes to [[air release]]s.}} | ||
*{{change|Ness' gravity is lower (0.09 → 0.0711).}} | *{{change|As with the returning veterans, Ness' [[falling speed]] is slower (1.83 → 1.31). Compared to the returning veterans, however, Ness falls faster. While this improves his endurance, it worsens his recovery and makes him more vulnerable to combos.}} | ||
*{{change|The removal of double jump | *{{change|Ness' [[gravity]] is lower (0.09 → 0.0711).}} | ||
*{{buff|[[Spot dodge]] | *{{change|The removal of [[double jump cancel]]ing greatly hinders his already poor approach and weakens his combo ability, but significantly improves his recovery's safety and the versatility of his aerial prowess.}} | ||
**{{buff|The loss of double jump canceling now allows Ness to perform aerials while rising from the momemtum of his double jump, allowing him to juggle/chain and rack up damage with his aerials much easier, as well as improving the combo ability of his aerials. This also gives him much safer options out of a [[ledge getup]] without the risk of leading to [[self-destruct]]s.}} | |||
*{{buff|[[Spot dodge]] grants more [[intangibility]] (frames 2-18 → 2-20) and has less ending lag (FAF 28 → 26).}} | |||
===Ground attacks=== | ===Ground attacks=== | ||
*[[Neutral attack]]: | *[[Neutral attack]]: | ||
**{{buff|The third hit of | **{{buff|The third hit of neutral attack has increased base knockback (16 → 40).}} | ||
**{{buff|The introduction of [[jab lock]]ing also improves the first and second hits' utility.}} | |||
*[[Up tilt]]: | |||
**{{change|The reduction to [[falling speed]]s improves up tilt's KO potential, but hinders its combo potential.}} | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff| | **{{buff|Down tilt deals more damage (3% → 4%), but deals less knockback (4 (base), 50 (scaling) → 3/20).}} | ||
**{{buff|It has less ending lag if Ness performs another down tilt (frame 8 → 6).}} | |||
***{{buff|Altogether, this improves its damage-racking ability.}} | |||
**{{buff|It now has a 30% [[tripping]] chance, improving its versatility.}} | |||
**{{nerf|Down tilt has a shorter duration (frames 3-5 → 3-4).}} | **{{nerf|Down tilt has a shorter duration (frames 3-5 → 3-4).}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff| | **{{buff|Dash attack deals more damage due to changes to [[stale-move negation]] (12% → 13%).}} | ||
**{{buff|All of dash attack's hits connect more consistently due to the weakening of [[SDI]].}} | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff| | **{{buff|Forward smash has much more [[range]] (offset: 2.3436u, 2.9295u, 3.1248u, 3.3201u → 2.9u/3.6u/3.8u/4.1u).}} | ||
**{{nerf| | **{{nerf|Forward smash has more startup (frame 16 → 22) and ending lag (FAF 50 → 56).}} | ||
**{{change|Forward smash now produces a more realistic sound of a bat hitting a baseball instead of using the [[Home-Run Bat]] | **{{change|Forward smash now produces a more realistic sound of a bat hitting a baseball instead of using the sound effect of the [[Home-Run Bat]].}} | ||
*Yo-yo ([[up smash|up]] and [[down smash]]): | *{{s|wikibound|Yo-yo}} ([[up smash|up]] and [[down smash]]es): | ||
**{{buff|Both up and down smashes | **{{change|Up smash now provides a clean hit and a late hit, now possesssing the properties of a [[sex kick]].}} | ||
**{{nerf|Both | **{{buff|Both up and down smashes deal more knockback (up smash: 60 (base), 45 (scaling) → 90/60 (clean), 70/60 (late), down smash: 70 (base), 60 (scaling) → 90/60), drastically improving their KO potential, now being able to KO at high percentages (though the former is still among the weakest up smashes, while the latter now boasts only average power).}} | ||
**{{bugfix|[[Yo-yo glitch| | **{{buff|Up and down smashes deal more damage (9%/4%/6%/6% (up), 11%/4%/7%/7% (down) → 4%/9%/13%/4%/13%), when combined with the previous point, drastically improves their KO potential and increases up smash's total damage output (25% → 26%).}} | ||
**{{nerf|The removal of the | **{{buff|Up and down smashes have longer hitbox-durations (frames 12-31 → 13-35 (down), 13-36 (up)).}} | ||
**{{change|His yo-yo has gained | **{{buff|Down smash has less ending lag (FAF 62 → 57).}} | ||
**{{buff|Up and down smashes' hitboxes are larger (2.34/1.9/2.34/2.34u → 3.5/4.0/4.2u (up), 4.0/5.0u (down)), improving their range.}} | |||
**{{buff|Up and down smashes' charging hitboxes have altered knockback (20 (base), 50 (scaling), 0 (set) → 0/100/90), now dealing fixed knockback instead of minimal knockback, allowing it to connect into the unleashing hitbox with more consistency.}} | |||
**{{buff|Up and down smashes' charging hitboxes launch at a more favorable angle (80° → 110°), allowing the former to connect with the second hit more consistently.}} | |||
**{{buff|Down smash launches at a much lower angle (70° → 55°).}} | |||
**{{buff|Up and down smashes' charging hitboxes have less start-up (frame 12 → 10) and can be charged earlier (frames 13-14 → 11-12), combined with its longer duration.}} | |||
***{{nerf|However, up smash's total duration was not fully compensated (FAF 49 → 55), giving it six more frames of ending lag.}} | |||
**{{nerf|Both up and down smashes' start-up hitboxes have been removed, which greatly decreases down smash's damage output (29% → 17%), though its increased knockback was compensated.}} | |||
**{{nerf|Both up and down smashes no longer increase their damage or knockback when charging. This notably prevents Ness from making utility of a charged up up/down smash to greatly increase their power to KO under high precentages, and prevents them from mitigating their nature of being among the weakest smash attacks in the game.}} | |||
**{{nerf|Up smash and down smashes have more start-up (frame 12 → 13).}} | |||
**{{nerf|Up smash has more ending lag (FAF 49 → 64).}} | |||
**{{bugfix|The [[Yo-yo glitch|yo-yo/jacket glitch]] has been fixed.}} | |||
***{{nerf|The removal of the yo-yo/jacket glitch has significantly hindered his previously poor range.}} | |||
**{{change|His yo-yo has gained an aesthetically new, less saturated, more realistic, detailed and brighter design.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials | *{{buff|All aerials excluding [[down aerial]] have less [[landing lag]] (22 frames → 18 (neutral), 18 frames → 12 (forward/back/up)), although due to the removal of [[L-canceling]], their landing lag was not fully compensated.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Neutral aerial has increased base knockback (15 → 20 (clean), 0 → 10 (late)).}} | **{{buff|Neutral aerial has increased base knockback (15 → 20 (clean), 0 → 10 (late)), improving its utility as a get-off-me option.}} | ||
**{{nerf| | **{{nerf|Sourspotted neutral aerial deals less damage (8% → 7%), although its base knockback was compensated.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial's multi hits have | **{{buff|Forward aerial's multi-hits have less knockback scaling (100 → 60). When combined with the weakening of SDI, this allows them to connect more consistently.}} | ||
**{{change|Forward aerial has a lower hitlag multiplier (1x → 0.5x) and the multi hits have a higher SDI multiplier (1x → 1.5x). This makes the move harder to SDI but makes SDI more effective against it.}} | **{{change|Forward aerial has a lower [[hitlag|hitlag multiplier]] (1x → 0.5x), and the multi-hits have a higher SDI multiplier (1x → 1.5x). This makes the move harder to SDI, but makes SDI more effective against it.}} | ||
**{{nerf| | **{{nerf|The move deals much less damage (3%/2% → 2% (loop hits), 5% → 3% (final hit), 15.74% → 11% (total)), although the final hit's knockback scaling was somewhat compensated (135 → 145).}} | ||
**{{nerf|The move has less range due to only having a single hitbox per hit, although it is larger than the previous hitboxes (6.8u/4u → 8.1u (loop hits), 9u (final)).}} | |||
*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial has a slightly bigger sweet-spot compared to ''Melee'' version. And its sourspot is also much larger, greatly increasing the move's overall range.}} | **{{buff|Back aerial has a slightly bigger sweet-spot compared to ''Melee'' version. And its sourspot is also much larger, greatly increasing the move's overall range.}} | ||
**{{nerf|Back aerial deals less damage (16% (clean), 10% (late) → 15%/8%) hindering its KO potential.}} | **{{nerf|Back aerial deals less damage (16% (clean), 10% (late) → 15%/8%) hindering its KO potential.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has a larger hitbox (5.964u → 7.2u) | **{{buff|Up aerial has a larger hitbox (5.964u → 7.2u).}} | ||
***{{nerf|The | **{{buff|The universal reduction to falling speeds have improved up aerial's KO potential, allowing it to used as a effective vertical finisher.}} | ||
**{{buff|The removal of double jump canceling allows the move to be used safely as a [[guard break|edge-guard breaker]] out of a ledge getup without the risk of leading to unintentional self-destructs, and makes the move more versatile as a juggling tool.}} | |||
**{{nerf|The universal reduction to falling speeds and the removal of double jump cancelling has significantly hindered the move's [[juggling]] ability.}} | |||
***{{nerf|The loss of double jump canceling has also weakened the move's combo ability.}} | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{buff| | **{{buff|Sweetspotted down aerial has more effectiveness due to the changes to [[meteor canceling]] and the universal reduction to falling speeds.}} | ||
**{{nerf| | **{{buff|The move has much larger hitboxes (5.452u → 6.54u), making it easier to [[meteor smash]] with.}} | ||
**{{buff|It also has a powerful sourspot which sends opponents horizontally, which can KO grounded opponents earlier.}} | |||
**{{nerf|Sourspotted down aerial deals less damage (12% → 9%).}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*[[Grab]]s: | *[[Grab]]s: | ||
**{{buff| | **{{buff|All grabs have less startup lag (frame 8 (standing)/10 (dash) → 6/8).}} | ||
***{{buff|In addition to this, Ness now possesses a frame 6 pivot grab which is the fastest in the game.}} | ***{{buff|In addition to this, Ness now possesses a frame-6 [[pivot grab]], which is the fastest in the game.}} | ||
**{{buff|Dash grab has less ending lag (FAF 41 → 36).}} | **{{buff|Dash grab has less ending lag (FAF 41 → 36).}} | ||
**{{buff|Ness' grabs | **{{buff|Dash grab grants Ness a much more faster and substantial speed-boost, and covers significantly more distance in a shorter amount of time, making it much easier to land.}} | ||
**{{buff|Ness' grabs have larger hitboxes (3.32u/2.34u (standing)/3.32u/2.73u/2.32u (dash) → (4u/3.5u)/(4u/3.5u/3.5u)) and the furthest grabboxes are positioned further outwards (z offset: 6.65 (standing)/7.81 (dash) → 6.8/8), slightly improving their range.}} | |||
**{{nerf|Standing grab has more ending lag (FAF 31 → 35).}} | **{{nerf|Standing grab has more ending lag (FAF 31 → 35).}} | ||
*{{nerf|The | *{{nerf|The universal reduction of falling speeds and the introduction of [[hitstun canceling]] hinder [[up throw]] and [[down throw]]'s ability to combo and chain grab.}} | ||
*[[Pummel]]: | *[[Pummel]]: | ||
**{{buff|Pummel has much less startup (frame 16 → 3) and ending lag (FAF 25 → 10).}} | **{{buff|Pummel has much less startup (frame 16 → 3) and ending lag (FAF 25 → 10), making it tied with {{SSBB|Lucas}} for the second-fastest pummels in the game (surpassed by {{SSBB|Wolf}}).}} | ||
**{{change| | **{{change|Its hitbox is now rendered static, rather than being attached to Ness' head.}} | ||
**{{nerf| | **{{nerf|It deals less damage (3% → 1%).}} | ||
**{{nerf| | **{{nerf|It has a smaller hitbox (6.25u → 5u), hindering its safety against bystanders.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{change|Back throw now | **{{change|Back throw now emits the same sound effect as [[PSI Magnet]].}} | ||
*[[Up throw]]: | |||
**{{buff|The universal reduction of falling speeds improve up throw's KO potential, especially on platforms.}} | |||
***{{nerf|However, this also hinders its combo and chain grabbing potential, even on fast-fallers.}} | |||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|Down throw's hitboxes are larger (3.51u → 4.32u), resulting in them now connecting against | **{{buff|Down throw's hitboxes are larger (3.51u → 4.32u), resulting in them now connecting against all characters and no longer flatting out [[whiff]] against {{SSBB|Mr. Game & Watch}}.}} | ||
*[[Ledge attack]]: | |||
**{{change|Fast ledge attack launches at a much higher angle ([[Sakurai angle|361°]] → 45°).}} | |||
**{{buff|Fast ledge attack deals more damage (6% → 8%).}} | |||
**{{buff|Ledge attack deals more [[set knockback]] (90 → 110).}} | |||
===Special moves=== | ===Special moves=== | ||
**{{buff|Ness | **{{buff|Ness is now capable of [[B-reversing]] all of his special moves (excluding [[PK Thunder]]), improving their versatility.}} | ||
*[[PK Flash]]: | *[[PK Flash]]: | ||
**{{ | **{{buff|PK Flash activates faster, charges and travels further, improving its safety.}} | ||
**{{change|PK Flash | **{{buff|PK Flash deals slightly more damage at full charge (36% → 37%) without compensation on knockback, improving its KO potential and overall utility, especially for [[edgeguarding]].}} | ||
**{{nerf|It no longer activates automatically once it hits the ground, slightly hindering its edgeguarding potential and the ability to punish ledge rolls.}} | |||
**{{nerf|Uncharged PK Flash deals less damage (11% → 9%).}} | |||
**{{change|PK Flash hits in a smaller radius.}} | |||
**{{change|PK Flash's graphics feature a more blueish coloration instead of green.}} | |||
**{{change|PK Flash's explosion is smaller, matching the size of its hitbox.}} | |||
*[[PK Fire]]: | *[[PK Fire]]: | ||
**{{buff|PK Fire activates faster and can trap opponents more | **{{buff|PK Fire activates faster and can trap opponents more consistently due to the weakening of SDI, improving its damage-racking utility.}} | ||
*[[PK Thunder]]: | *[[PK Thunder]]: | ||
**{{buff|PK Thunder travels in a tighter arc, making it easier to hit himself. PK Thunder 2 has drastically less ending lag | **{{buff|PK Thunder travels/curves in a tighter arc and has much less angling issues, making it easier to hit himself to recover with. When combined with the universal reduction to falling speeds in ''Brawl'' and Ness' increased [[air speed]], this allows Ness to connect PK Thunder into himself and travel into the desired direction to recover much easier, considerably improving his [[recovery]].}} | ||
**{{change|The camera no longer follows the ball of lightning as it moves away from Ness. The lightning ball is now indigo instead of blue in color.}} | **{{buff|PK Thunder 2 has drastically less ending lag (FAF 70 → 56).}} | ||
**{{buff|PK Thunder 2 deals significantly stronger knockback (60 (base), 70 (scaling) → 83/80), now KOing at around 50%, and the late hitbox deals 1% more damage (20% → 21%) with more knockback scaling (65 → 70), allowing it to KO under 100%.}} | |||
**{{change|The camera no longer follows the ball of lightning as it moves away from Ness.}} | |||
**{{change|The lightning ball is now indigo instead of blue in color.}} | |||
*[[PSI Magnet]]: | *[[PSI Magnet]]: | ||
**{{buff|PSI Magnet now has a weak windbox when released, making it slightly safer, as well giving it a bit of extra utility.}} | **{{buff|PSI Magnet now has a weak [[windbox]] when released, making it slightly safer, as well giving it a bit of extra utility.}} | ||
**{{buff|PSI Magnet has a shorter ending animation (20 frames → 19).}} | **{{buff|PSI Magnet has a shorter ending animation (20 frames → 19).}} | ||
**{{buff|After absorbing a projectile, PSI Magnet can now be cancelled with a roll, spot dodge or jump. This greatly improves PSI Magnet's safety as it not only heavily limits the opponent's ability to punish Ness if he absorbs a projectile but it can even allow Ness to punish opponents after absorbing projectiles if he is close enough.}} | **{{buff|After absorbing a [[projectile]], PSI Magnet can now be cancelled with a [[roll]], spot dodge or [[jump]]. This greatly improves PSI Magnet's safety as it not only heavily limits the opponent's ability to punish Ness if he absorbs a projectile, but it can even allow Ness to punish opponents after absorbing projectiles if he is close enough.}} | ||
**{{nerf|PSI Magnet heals less damage (x2.0 → x1.6).}} | |||
**{{nerf|PSI Magnet can now only heal up to a maximum of 30% damage.}} | |||
**{{change|PSI Magnet is now colored indigo instead of blue. It also has a different sound effect}} | **{{change|PSI Magnet is now colored indigo instead of blue. It also has a different sound effect}} | ||
*[[PK Starstorm]]: | *[[PK Starstorm]]: | ||
**{{Change|Ness now has a [[Final Smash]]: PK Starstorm. | **{{Change|As with the rest of the cast, Ness now has a [[Final Smash]]: PK Starstorm. Using PK Energy, Ness yells "PK... Starstorm!" to summon a series of multiple meteorites falling straight down from the sky, which each deal 20% to opponents.}} | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc=Ness punches twice, then kicks. | |neutraldesc=Ness punches twice, then kicks. | ||
|ftiltname= | |ftiltname= | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=12% | |ftiltupdmg=12% | ||
Line 155: | Line 202: | ||
|ftiltdowndmg=10% | |ftiltdowndmg=10% | ||
|ftiltdesc=Ness kicks with a foot forward. Can be angled. | |ftiltdesc=Ness kicks with a foot forward. Can be angled. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7% | |utiltdmg=7% | ||
|utiltdesc=Ness pushes upward with both hands. | |utiltdesc=Ness pushes upward with both hands. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=4% | |dtiltdmg=4% | ||
|dtiltdesc=Ness swiftly kicks out in front of him. Extremely spammable. Has a chance of making the opponent trip. | |dtiltdesc=Ness swiftly kicks out in front of him. Extremely spammable. Has a chance of making the opponent trip. | ||
|dashname= | |dashname= | ||
|dashdmg=5% (hit 1), 4% (hits 2-3) | |dashdmg=5% (hit 1), 4% (hits 2-3) | ||
|dashdesc=Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. Each hit sends the opponent in a different direction, with different knockback. Great, disjointed range. If all hits connect, it can be followed up by an aerial combo. | |dashdesc=Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. Each hit sends the opponent in a different direction, with different knockback. Great, disjointed range. If all hits connect, it can be followed up by an aerial combo. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBB|18}} (body), {{ChargedSmashDmgSSBB|20}} (bat base), {{ChargedSmashDmgSSBB|22}} (bat mid), {{ChargedSmashDmgSSBB|24}} (bat tip) | |fsmashdmg={{ChargedSmashDmgSSBB|18}} (body), {{ChargedSmashDmgSSBB|20}} (bat base), {{ChargedSmashDmgSSBB|22}} (bat mid), {{ChargedSmashDmgSSBB|24}} (bat tip) | ||
|fsmashdesc=Ness swings his bat. There are four hitboxes on the bat, dealing 18%, 20%, 22% and 24% uncharged, the strongest part being at the tip of his bat. The bat will [[reflect]] incoming projectiles when he swings it. | |fsmashdesc=Ness swings his bat. There are four hitboxes on the bat, dealing 18%, 20%, 22% and 24% uncharged, the strongest part being at the tip of his bat. The bat will [[reflect]] incoming projectiles when he swings it. | ||
|usmashname=Around The World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'') | |usmashname=Around The World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'') | ||
|usmashdmg=4% (startup & charge), 9% (front), 13% (back) | |usmashdmg=4% (startup & charge), 9% (front), 13% (back) | ||
|usmashdesc=Ness sends his yo-yo forward and performs "around-the-world" over himself. Interestingly, when it's 'charging', it doesn't increase in damage or knockback | |usmashdesc=Ness sends his yo-yo forward and performs "around-the-world" over himself. Interestingly, when it's 'charging', it doesn't increase in damage or knockback. | ||
|dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'') | |dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'') | ||
|dsmashdmg=4% (startup & charge), 13% (attack) | |dsmashdmg=4% (startup & charge), 13% (attack) | ||
|dsmashdesc=Ness sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back. Similar to his up smash, the yo-yo doesn't increase in damage or in knockback when it's "charging" | |dsmashdesc=Ness sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back. Similar to his up smash, the yo-yo doesn't increase in damage or in knockback when it's "charging". | ||
|nairname= | |nairname= | ||
|nairdmg=11% (clean), 7% (late) | |nairdmg=11% (clean), 7% (late) | ||
|nairdesc=Spins diagonally in the air with arms outstretched. | |nairdesc=Spins diagonally in the air with arms outstretched. | ||
|fairname= | |fairname= | ||
|fairdmg=2% (hits 1-4), 3% (hit 5) | |fairdmg=2% (hits 1-4), 3% (hit 5) | ||
|fairdesc=Ness sticks out his palms out, sending a stream of PSI sparks in front of him. | |fairdesc=Ness sticks out his palms out, sending a stream of PSI sparks in front of him. | ||
|bairname= | |bairname= | ||
|bairdmg=15% (clean), 8% (late) | |bairdmg=15% (clean), 8% (late) | ||
|bairdesc=Ness kicks out backwards with both feet. If sweetspotted, it electrifies the opponent and semi-spikes them with extreme power. | |bairdesc=Ness kicks out backwards with both feet. If sweetspotted, it electrifies the opponent and semi-spikes them with extreme power. | ||
|uairname= | |uairname= | ||
|uairdmg=13% | |uairdmg=13% | ||
|uairdesc=Ness headbutts up into the air. | |uairdesc=Ness headbutts up into the air. | ||
|dairname= | |dairname= | ||
|dairdmg=12% (clean), 9% (late) | |dairdmg=12% (clean), 9% (late) | ||
|dairdesc=Ness pulls his legs to his body before stomping down into the air. This attack can [[meteor smash]] in the first frame of the move. Somewhat laggy in the startup. | |dairdesc=Ness pulls his legs to his body before stomping down into the air. This attack can [[meteor smash]] in the first frame of the move. Somewhat laggy in the startup. | ||
|grabname= | |grabname= | ||
|grabdesc=Grabs opponent with both hands. | |grabdesc=Grabs opponent with both hands. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=Ness quickly headbutts the opponent. Very fast. | |pummeldesc=Ness quickly headbutts the opponent. Very fast. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=11% | |fthrowdmg=11% | ||
|fthrowdesc=Ness psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. | |fthrowdesc=Ness psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=11% | |bthrowdmg=11% | ||
|bthrowdesc=Ness psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Has extremely low base knockback but very high knockback scaling. Has the highest KO potential of all throws. | |bthrowdesc=Ness psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Has extremely low base knockback but very high knockback scaling. Has the highest KO potential of all throws. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=Ness psychokinetically spins the opponent above his head before sending them up. Leads into many PK Thunder tricks and juggles. Good knockback for an up throw, though the opponent will have to be around 200% to actually KO. | |uthrowdesc=Ness psychokinetically spins the opponent above his head before sending them up. Leads into many PK Thunder tricks and juggles. Good knockback for an up throw, though the opponent will have to be around 200% to actually KO. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=1% (hits 1-5), 4% (throw) | |dthrowdmg=1% (hits 1-5), 4% (throw) | ||
|dthrowdesc=Ness throws his opponent onto the ground and scorches them with [[PK Fire]]. Combined with pummeling and [[PK Fire]], it can be used to rack up a high amount of damage quickly. | |dthrowdesc=Ness throws his opponent onto the ground and scorches them with [[PK Fire]]. Combined with pummeling and [[PK Fire]], it can be used to rack up a high amount of damage quickly. | ||
Line 235: | Line 282: | ||
|fsdmg=20% (each star) | |fsdmg=20% (each star) | ||
|fsdesc=Ness calls down a rain of stars from the sky, yelling "PK... Starstorm!". | |fsdesc=Ness calls down a rain of stars from the sky, yelling "PK... Starstorm!". | ||
}} | }} | ||
Line 292: | Line 299: | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
{{Appearance | {{Appearance | ||
|desc=Ness teleports | |desc=Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot after crashing, which he then shakes off his body. | ||
|char=Ness | |char=Ness | ||
|game=SSBB}} | |game=SSBB}} | ||
Line 299: | Line 306: | ||
{{Taunt/SSBB | {{Taunt/SSBB | ||
|char=Ness | |char=Ness | ||
|desc-up= | |desc-up=Turns toward the screen, positions his arms on his hips and nods while saying "Okay." The pose is similar to that of his clay model from ''EarthBound''. When the player confirms the name one is giving a character, the player hears a sound effect of the game's creator, [[Shigesato Itoi]], saying "Ok desu ka." This means "Is this okay?" in Japanese. | ||
|desc-side= | |desc-side=Point his bat outward in front of him and strikes a pose, similar to how {{s|wikipedia|baseball players}} use it to indicate they are hitting a home-run. | ||
|desc-down= | |desc-down=Waves his hand in an S-motion while emitting a sparkling stream of PSI from his finger.}} | ||
===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
{{Idle | {{Idle | ||
|desc-1=Closes his eyes and places his | |desc-1=Closes his eyes and places his fingers on his forehead, concentrating his PSI, and then points it forward, similar to {{SSBB|Lucas}}' down taunt. | ||
|desc-2= | |desc-2=Looks around cautiously while frowning. | ||
|image-1=Ness Idle Pose 1 Brawl.png | |image-1=Ness Idle Pose 1 Brawl.png | ||
|image-2=Ness Idle Pose 2 Brawl.png}} | |image-2=Ness Idle Pose 2 Brawl.png}} | ||
===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Ness | |||
|game=Brawl | |||
|desc-us=Ness Ness Ness OOOO! | |||
|desc-jp=Ness Ness Ne-su! | |||
|pitch-us=Group chant | |||
|pitch-jp=Group chant}} | |||
| | |||
| | |||
|- | |||
! | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
{{Victory/SSBB | {{Victory/SSBB | ||
|victory-theme=MotherUniverseTheme.ogg | |victory-theme=MotherUniverseTheme.ogg | ||
|victory-desc=A | |victory-desc=A flourished, sped-up remix of a portion of the title theme from the original ''MOTHER'' for the Famicom. | ||
|desc-up= | |desc-up=Skips in place of the victory screen, then nods slightly while facing the screen with his arms akimbo, holding a pose similar to his official clay model, up taunt, and his official ''Brawl'' render. The pose is similar to that of his clay model from ''EarthBound''. | ||
|desc-left= | |desc-left=Looks around quickly while exclaming twice before facing the screen, rubbing the back of his head with his hand (his "character chosen" animation in ''Super Smash Bros.'', albeit much more subtle). | ||
|desc-right= | |desc-right=Swings his bat multiple times before holding it with his right hand, outstretched and pointing it diagonally upwards. | ||
|char=Ness}} | |char=Ness}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|ness=yes}} | |||
Ness has a poor matchup spread overall. He counters one character ({{SSBB|Ganondorf}}), soft counters 5 characters, and goes even with 8 characters. On the other hand, he gets soft countered by 11 characters, countered by 8 characters, and hard countered by 3 characters. Ness is generally vulnerable against characters who can [[grab release]] him to death (most notably {{SSBB|Marth}} and {{SSBB|Donkey Kong}}), exploit his poor recovery with good [[edgeguarding]] tactics (such as {{SSBB|Mr. Game & Watch}}) and overwhelm him with long-ranged disjointed attacks and superior mobility (such as {{SSBB|Zero Suit Samus}} and {{SSBB|Meta Knight}}). However, Ness can make usage of his disjoints to frustrate certain characters (like {{SSBB|Olimar}} and {{SSBB|Lucas}}) from approaching easily, and can use his jumps to maintain a decent presence in the [[neutral game]]. Ness also performs strongly against floaty or air-based characters (such as {{SSBB|Kirby}}), because of his excellent aerial game and manueverability. Even most of Ness' disadvantageous matchups are debatable: in turn, Ness can easily abuse Donkey Kong and {{SSBB|King Dedede}}'s considerable sizes, {{SSBB|Pikachu}}'s aerial game is inferior compared to Ness, Ness' efficient KO power prevents {{SSBB|Lucario}} from using the benefits of [[Aura]] at higher precents and allows him to heavily abuse {{SSBB|R.O.B.}}'s troublesome KO power, and Ness can counter {{SSBB|Pokémon Trainer}} in several ways: Ness' good KO options allow him to heavily abuse {{SSBB|Ivysaur}}'s lack of KO power and {{SSBB|Squirtle}}'s low endurance, and his excellent attacking speed allows him to overwhelm {{SSBB|Charizard}}, who has slow attacking speed and a large size. | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:Ness players (SSBB)]] | :''See also: [[:Category:Ness players (SSBB)]] | ||
*{{ | *{{sm|FOW|USA}} - Considered one of the best Ness mains in the world before switching to {{SSBB|Meta Knight}}. | ||
*{{ | *{{sm|Fsann|Japan}} - Japan's top Ness player. | ||
*{{ | *{{sm|Shaky|USA}} - Considered the undisputed best Ness following FOW's switch to Meta Knight. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Ness' standing in the metagame initially had | Ness' competitive standing in the metagame initially had been somewhat intact, despite his notable buffs in the transition to ''Brawl''. He was originally considered to be a low-tier character, lying as low as 31st on the third tier list. In the early days, players immediately noticed the presence of the 10 additional frames to his grab released animation, making him very vulnerable his grab-releasd combos by several characters in the cast, where common characters (like {{SSBB|Marth}}) could easily exploit such detriments, resulting in his quality-of-life buffs being insufficient to alleviate his most significant problems (most notably his exploitable recovery, his barely improved mobility, range, and his overall awkward neutral game), as well as the loss of double jump canceling, the overall reduciton to falling speeds and the [[hitstun canceling|ability to act out of hitstun]] having severely decreased his combo ability. In addition, Ness also suffered from lackluster fundamental advantages as well, such as his poor range, inconsistency in KOing opponents despite his strong KOing ability, mediocre grounded game (due to his situational smash attacks, non-existent approaching options, and his aforementioned poor range) and sub-par mobility. | ||
However, the general consensus later discovered the potency of Ness' strengths overtime, such as his disproportionate KOing power, strong combos, excellent damage output combined with his quick frame-data, formidable aerial and grab games, as well as the versatility of his special moves (such as [[PK Fire]] and [[PK Thunder]]'s zoning abilities, and [[PK Flash]] and [[PK Thunder 2]] capable of leading into early KOs, and [[PSI Magnet]] giving Ness a [[healing]] move by absorbing energy-based projectiles), which makes his neutral game dominant when combined. In turn, new Ness professionals were discovered and Ness received surprisingly above-average tournament results for a character of his own viability. While he suffers from poor matchups against certain characters who can abuse his long grab releases, such as {{SSBB|Donkey Kong}}, {{SSBB|Marth}} and {{SSBB|King Dedede}}, Ness performs reasonably well against most other mid/high-tiers, such as {{SSBB|Kirby}}, {{SSBB|Pokémon Trainer}}, {{SSBB|R.O.B.}}, {{SSBB|Fox}} and {{SSBB|Pikachu}}, as well as some top-tiers, such as {{SSBB|Olimar}}, {{SSBB|Diddy Kong}} and {{SSBB|Ice Climbers}}, since they lack the tools to outmatch Ness' devastating aerial game because of their poor aerial mobility. As such, he has risen up to 27th place by the fourth tier list, and he remained there for every single tier list in ''Brawl'', until the last one, where he was slightly bolstered by a single tier. Overall, while Ness had heavily struggled throughout the game’s competitive lifespan in the early days because of his amplified consequences upon getting punished that made it extremely hard for him to approach most of the cast, those few acheivements have allowed Ness to find a rather solid placement as a mid-tier in the current tier list due to the expansion of tiers. | |||
His current ranking, however, remains a high topic for debate, as most players regard Ness as underrated and rank him slightly higher, with {{Sm|Mew2King}} and {{Sm|Salem}} ranking him [https://www.youtube.com/watch?v=himIwayoEds&t=700s 24th on their tier list], with some even assessing Ness as a high-tier, as [https://www.youtube.com/@Enigma777 Enigma] has ranked Ness as high [https://www.youtube.com/watch?v=YEi49d1AOIM as 21st on his own tier list], citing Ness' strong aerial and grab game, tilts and projectiles, as well as the versatility of his special moves. | |||
== | |||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
Line 400: | Line 368: | ||
*[[The Great Maze]] | *[[The Great Maze]] | ||
== | ==In [[Event Matches]]== | ||
===Solo Events=== | |||
* | *'''[[Event 21: Visit to Onett]]''': The player controls {{SSBB|Lucas}} and must defeat Ness on [[Onett]]. | ||
*'''[[Event 25: The Aura Is With Me]]''': As {{SSBB|Lucario}} at 182% damage, the player must defeat {{SSBB|Sheik}} and Ness on [[Spear Pillar]]. | |||
* | *'''[[Event 26: The Slow and Easy Life]]''': Ness must defeat three tiny {{SSBB|Olimar}}s on [[Smashville]] before K.K. Slider's song ends. | ||
*'''[[Event 29: All-Star Semifinal Regulars]]''': Ness is one of the opponents fought in this event. All opponents are characters that were unlockable from the original ''[[Super Smash Bros.]]'' game. | |||
* | |||
===Co-op Events=== | |||
*'''[[Co-Op Event 9: Those Who Wait in Onett]]''': {{SSBB|Lucas}} and Ness must defeat {{SSBB|Luigi}} and {{SSBB|Yoshi}} on [[Onett]]. | |||
* | *'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]''': {{SSBB|Jigglypuff}} and {{SSBB|Mr. Game & Watch}}, who are tiny, must defeat {{SSBB|Lucas}} and Ness, who are giant, on [[Castle Siege]]. As the stage changes to different backgrounds, Jigglypuff will grow and Lucas and Ness will shrink. | ||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | |||
* | |||
* | |||
* | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
Line 472: | Line 425: | ||
==Trivia== | ==Trivia== | ||
*Despite being the first [[unlockable character]] through playing [[Brawl]]s, Ness is one of the last unlockable characters by playing [[Subspace Emissary]]. He is also the first unlockable character to be playable in the Subspace Emissary, despite not joining the player's team until near the finale of the game. | |||
*Despite being the first character | *Strangely, Ness possesses visible teeth during the cutscenes of the Subspace Emissary, but not during the actual gameplay. {{SSBB|Lucas}} shares this distinction as well. | ||
*Strangely, Ness | *During his metailic period while under the effect of the [[Metal Box]], Ness' baseball bat is also metailic, but his yo-yo is not, remaining the same design when Ness is non-metailic. | ||
* | *Ness' yo-yo possesses a noticeable dialouge on it, reading "''Super Nintendo 2008''" along the top, above "MOTHER." | ||
*Ness' yo-yo | *Ness and {{SSBB|Captain Falcon}} are the only two characters to have their unlockability-status change between ''Melee'' and ''Brawl''. In Ness' own case, Ness was previously able to be unlocked by playing [[1P Game]] on normal difficulty or higher with three stocks or less without continues in ''Smash 64''. In ''Brawl'', he can be simply unlocked by either playing 5 [[VS. match]]es or [[reflect]]ing 10 [[projectiles]]. | ||
*Ness and {{SSBB|Captain Falcon}} are the only two characters to have their unlockability status change between ''Melee'' and ''Brawl''. | *Ness is the only fighter to provide his trophy list another ''Super Smash Bros.'' game for his game appearances. This is most likely due to the fact that outside of the ''{{b|Super Smash Bros.|series}}'' series, he only made a playable appearance in ''{{b|EarthBound|game}}''. {{forwiiu}} instead lists the second appearance as ''Mother 1+2'', released in 2003 for the Game Boy Advance. | ||
*Ness is the only fighter to | |||
*Ness is the only character to be fought on a [[Melee Stage]] ([[Onett]]) when being unlocked. | *Ness is the only character to be fought on a [[Melee Stage]] ([[Onett]]) when being unlocked. | ||
*Ness is one of the only four unlockable characters to | *Ness is one of the only four unlockable characters to make an appearance in the opening cinematic of ''Brawl'' upon starting the game. The three others sharing this attribute are {{SSBB|Marth}}, {{SSBB|Snake}}, and {{SSBB|Sonic}}. | ||
==External links== | ==External links== | ||
*[http://img339.imageshack.us/img339/2581/1200887133350nr6.png Image still from the trailer leak confirming Ness' presence] <!--Dead Link--> | |||
*[http://www.smashbros.com/wii/en_us/characters/hidden01.html DOJO!! page] | *[http://www.smashbros.com/wii/en_us/characters/hidden01.html DOJO!! page] | ||
*[http://www.smashboards.com/showthread.php?t=169865 Ness Character Guide on SmashBoards] | *[http://www.smashboards.com/showthread.php?t=169865 Ness Character Guide on SmashBoards] | ||
Line 493: | Line 441: | ||
{{SSBBCharacters}} | {{SSBBCharacters}} | ||
{{EarthBound universe}} | {{EarthBound universe}} | ||
[[Category:Ness (SSBB)| ]] | [[Category:Ness (SSBB)| ]] | ||
[[Category:Trophies (SSBB)]] | [[Category:Trophies (SSBB)]] | ||
[[es:Ness (SSBB)]] | [[es:Ness (SSBB)]] |