Editing Ness (SSBM)
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Lastly, Ness' weaknesses from the previous game were not properly addressed. While the range in some of his attacks has increased, his range is still among the absolute shortest in the game and his mobility is still mediocre even though its not quite as poor as it previous was. As a result, Ness still has a difficult time approaching opponents and winning the neutral as he can still easily be outspaced. His recovery also is now among the absolute worst as while he has better aerial mobility and he can airdodge to avoid having to use PK Thunder, PK Thunder retains all of the issues it had in the previous game and has even become a considerably worse move/recovery option overall. | Lastly, Ness' weaknesses from the previous game were not properly addressed. While the range in some of his attacks has increased, his range is still among the absolute shortest in the game and his mobility is still mediocre even though its not quite as poor as it previous was. As a result, Ness still has a difficult time approaching opponents and winning the neutral as he can still easily be outspaced. His recovery also is now among the absolute worst as while he has better aerial mobility and he can airdodge to avoid having to use PK Thunder, PK Thunder retains all of the issues it had in the previous game and has even become a considerably worse move/recovery option overall. | ||
Overall, Ness still retains the weaknesses he had in the previous game while the strengths he had were either toned down or removed. As a result of these changes, Ness is one of the most severely | Overall, Ness still retains the weaknesses he had in the previous game while the strengths he had were either toned down or removed. As a result of these changes, Ness is one of the characters who was nerfed the most severely alongside {{SSBM|Yoshi}}, {{SSBM|Pikachu}}, and {{SSBM|Kirby}} and he remains one of the worst characters in the game. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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**{{nerf|Down aerial has drastically increased start-up lag with a shorter duration (frames 4-20 → 20-28).}} | **{{nerf|Down aerial has drastically increased start-up lag with a shorter duration (frames 4-20 → 20-28).}} | ||
**{{nerf|Down aerial has twice the amount of ending lag (FAF 30 → 60) no longer being possible to perform twice in a short hop or even out of a full height double jump.}} | **{{nerf|Down aerial has twice the amount of ending lag (FAF 30 → 60) no longer being possible to perform twice in a short hop or even out of a full height double jump.}} | ||
**{{nerf|Down aerial deals 3% less damage (15% → 12%) and has much lower knockback scaling (120 → 70) | **{{nerf|Down aerial deals 3% less damage (15% → 12%) and has much lower knockback scaling (120 → 70).}} | ||
**{{nerf|Down aerial no longer auto-cancels while the hitbox is out | **{{nerf|Down aerial no longer auto-cancels while the hitbox is out now having 28 frames of landing lag (14 if L-cancelled).}} | ||
**{{nerf|The addition of [[meteor canceling]], when combined with down aerial's new angle (-90° → 280°) allows it to be meteor cancelled.}} | **{{nerf|The addition of [[meteor canceling]], when combined with down aerial's new angle (-90° → 280°) allows it to be meteor cancelled.}} | ||
***{{nerf|Altogether, these changes drastically worsens the move's utility and reliability, hindering its use in combos and in shield pressure while being much more unreliable as a KO move.}} | ***{{nerf|Altogether, these changes drastically worsens the move's utility and reliability, hindering its use in combos and in shield pressure while being much more unreliable as a KO move.}} |