Editing Ness (SSBM)

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Makiko Ōmoto reprises her role as Ness in ''Melee'' with new voice clips.
Makiko Ōmoto reprises her role as Ness in ''Melee'' with new voice clips.


Ness is currently ranked 23rd out of 26 on the [[tier list]], placing within the D tier. This is a slight fall from his already very low placement in ''Smash 64'', where he was 10th out of 12 characters in the NTSC version, and his worst placement to date. While still possessing great throws and a great aerial and combo game thanks to his double jump cancel, Ness is strongly held back by having almost non-existent approach options on the ground due to significant range issues in most of his attacks; having one of the worst recoveries in the game, and he also has significant trouble KOing opponents, due to him possessing some of the worst smash attacks in the game, having overall very weak KO power and due to his aforementioned poor range. As a result of these significant weaknesses, Ness has terrible [[matchup]]s across the cast, is considered non-viable in competitive play, and has nearly non-existent representation in the modern metagame.
Ness is currently ranked 23rd out of 26 on the [[tier list]], placing within the D tier. This is a slight fall from his already very low placement in ''Smash 64'', where he was 10th out of 12 characters in the NTSC version, and his worst placement to date. While still possessing great throws and a great aerial and combo game thanks to his double jump cancel, Ness is strongly held back by having almost non-existent approach options on the ground due to significant range issues in most of his attacks; having one of the worst recoveries in the game, and he also has significant trouble KOing opponents, due to him possessing some of the worst smash attacks in the game, having overall very weak KO power and due to his aforementioned poor range. As a result of these significant weaknesses, Ness has terrible [[matchup]]s, with six nearly unwinnable, and his favorable matchups being either too slow or having even worse range to combat his tools. As such, he is considered non-viable in competitive play, with matchups remaining overall very poor and having almost non-existent representation in the modern metagame.


==Attributes==
==Attributes==
Ness is an unusual blend of character archetypes; many of his attributes are unique in comparison to other characters, such as his projectiles, his [[recovery]] and his midair [[jump]]. Ness has below average [[traction]] and a below average [[falling speed]], giving him an above-average [[wavedash]] that is relatively quick. Ness is a projectile-heavy character, as he has 3 projectiles: [[PK Flash]], [[PK Fire]], and [[PK Thunder]], while also having a healing move in his [[PSI Magnet]].
Ness is an unusual blend of character archetypes; many of his attributes are unique in comparison to other characters, such as his projectiles, his [[recovery]] and his midair [[jump]]. Ness has above average [[traction]] and a below average [[falling speed]], giving him an above-average [[wavedash]] that is relatively quick. Ness is a projectile-heavy character, as he has 3 projectiles: [[PK Flash]], [[PK Fire]] and [[PK Thunder]], while also having a healing move in his [[PSI Magnet]].


Arguably Ness's greatest strength is his combo game. Despite a poor [[SHFFL]] due to his high short hop and low falling speed, Ness has many ways to pressure and combo in the air thanks to his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; this is especially important considering the utility of his aerial attacks. His [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters (especially the latter) and his back, up and down air attacks serve as good KO moves. Due to this, his air approach is considered to be much better than his ground approach.
Arguably Ness's greatest strength is his combo game. Despite a poor [[SHFFL]] due to his high short hop and low falling speed, Ness has many ways to pressure and combo in the air thanks to his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; this is especially important considering the utility of his aerial attacks. His [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters (especially the latter) and his back, up and down air attacks serve as good KO moves. Due to this, his air approach is considered to be much better than his ground approach.
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Although Ness has a poor ground approach, he still boasts two effective options: his grab game and the [[Yo-yo glitch]]. Ness' throws all have excellent utility; his forward throw has extremely high base knockback, making it ideal for starting edgeguards. His down throw is a decent combo starter, having potential to lead into his DJC'd aerials. His up throw is a decent chain grab and can be used in conjunction with PK Thunder to rack up damage or play mindgames. Finally, his back throw is the strongest throw in the game, making it a deadly KOing option.  As for the Yo-yo glitch, Ness is the only character to have access to this technique. It is initiated through his up smash, and can be used to attack or grab with near limitless range or attach certain single-hitbox attacks to Ness's body. This can significantly increase Ness' range and options when performed properly.
Although Ness has a poor ground approach, he still boasts two effective options: his grab game and the [[Yo-yo glitch]]. Ness' throws all have excellent utility; his forward throw has extremely high base knockback, making it ideal for starting edgeguards. His down throw is a decent combo starter, having potential to lead into his DJC'd aerials. His up throw is a decent chain grab and can be used in conjunction with PK Thunder to rack up damage or play mindgames. Finally, his back throw is the strongest throw in the game, making it a deadly KOing option.  As for the Yo-yo glitch, Ness is the only character to have access to this technique. It is initiated through his up smash, and can be used to attack or grab with near limitless range or attach certain single-hitbox attacks to Ness's body. This can significantly increase Ness' range and options when performed properly.


Ness' greatest flaw, however, is his significant range problems. All of his attacks (especially his tilts) have little range or small hitboxes, making hitting an opponent very difficult. Although wavedashing can help out this problem somewhat, Ness' ground based options have too little utility overall to be consistently applicable. When combined with his somewhat slow movement, Ness has significant trouble approaching opponents. Thus, his dash attack is considered to be his only reliable ground approach option, due to its decent range unlike most of his other attacks. Also, Ness's grab has the second shortest range in all of the game (only to {{SSBM|Pikachu}}), thus making it difficult for him to take advantage of his versatile throws, while his dash grab is extremely laggy and barely improves its range. Finally, against opponents with particularly good spacing games, most notoriously {{SSBM|Marth}}, Ness can be easily overwhelmed in his attempts to approach opponents in the air despite the power of his DJC.
Ness' greatest flaw, however, is his significant range problems. All of his attacks (especially his tilts) have little range or small hitboxes, making hitting an opponent very difficult. Although wavedashing can help out this problem somewhat, Ness' ground based options have too little utility overall to benefit noticeably. When combined with his somewhat slow movement, Ness has significant trouble approaching opponents. Thus, his dash attack is considered to be his only reliable ground approach option, due to its decent range unlike most of his other attacks. Also, Ness's grab has the second shortest range in all of the game (only to {{SSBM|Pikachu}}), thus making it difficult for him to take advantage of his versatile throws, while his dash grab is extremely laggy and barely improves its range. Finally, against opponents with particularly good spacing games, most notoriously {{SSBM|Marth}}, Ness can be easily overwhelmed in his attempts to approach opponents in the air despite the power of his DJC.


Even when attempting to approach his opponents, Ness suffers from noticeable KOing problems, largely due to his poor power and range. He possesses a terrible set of smash attacks in the game: his up and down smashes are by far the weakest of their kind and his forward smash relies on a sweetspot at the tip of the bat to KO effectively. Outside of his smash attacks, most of his strongest finishers suffer from poor range (his back, up and down aerials, along with his back throw), long start-up and ending lag (his down aerial), low base knockback (up aerial and back throw), having small, unreliable sweetspots (his aforementioned forward smash), or simply being unsafe and situational (PK Flash and PK Thunder 2).
Assuming he can approach his opponents, Ness suffers from noticeable KOing problems, largely due to his poor power and range. He possesses by far the worst set of smash attacks in the game: his up and down smashes are by far the weakest of their kind and his forward smash needs to be sweetspotted at the tip of the bat to KO effectively. Outside of his smash attacks, most of his strongest finishers suffer from poor range (his back, up and down aerials, along with his back throw), long start-up and ending lag (his down aerial), low base knockback (up aerial and back throw), having small, unreliable sweetspots (his aforementioned forward smash), or simply being unsafe and situational (PK Flash and PK Thunder 2).


Ness' special moveset also has some problems: it is rather situational overall. PK Flash boasts extreme power when fully charged and is great for punishing poorly positioned opponents offstage, but it is limited to edgeguarding due to it being very slow and difficult to land. PK Fire can trap opponents and leave them open for follow-ups, and can even gimp fast-fallers. However, it has short reach for a projectile and is very easy to SDI out of, making it easy to punish. PK Thunder is Ness' most useful special move; it is unique for controlling a thunder ball which can be moved in any direction, allowing for mindgames, offstage gimps, and even a powerful KOing option in PK Thunder 2. However it has one critical flaw: the player loses control of Ness during the move, leaving him open to extremely powerful attacks if he can't hit the opponent quick enough. Finally, PSI Magnet can heal Ness and put him in a better position defensively, but it is rather slow and completely dependent on the opposing character, as it only absorbs energy-based projectiles.
Ness' special moveset also has some problems: it is rather situational overall. PK Flash boasts extreme power when fully charged and is great for punishing poorly positioned opponents offstage, but it is limited to edgeguarding due to it being very slow and difficult to land. PK Fire can trap opponents and leave them open for follow-ups, and can even gimp fast-fallers. However, it has short reach for a projectile and is very easy to SDI out of, making it easy to punish. PK Thunder is Ness' most useful special move; it is unique for controlling a thunder ball which can be moved in any direction, allowing for mindgames, offstage gimps, and even a powerful KOing option in PK Thunder 2. However it has one critical flaw: the player loses control of Ness during the move, leaving him open to extremely powerful attacks if he can't hit the opponent quick enough. Finally, PSI Magnet can heal Ness and put him in a better position defensively, but it is rather slow and completely dependent on the opposing character, as it only absorbs energy-based projectiles.
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Ness' mobility has been drastically improved, possessing a much faster dashing speed and air speed, making it much easier for him to approach, run away and chase opponents. Ness also benefits from the introduction of [[air dodging]] for two reasons; it gives him a much needed additional recovery and it gives him access to [[wavedash]]ing. Ness overall has a solid wavedash due to his average traction and short jumpsquat giving him a useful movement option. Ness overall has a better recovery outside of [[PK Thunder]] due to his aforementioned increased air speed and ability to air dodge meaning that Ness does not have to rely on PK Thunder to recover as much.
Ness' mobility has been drastically improved, possessing a much faster dashing speed and air speed, making it much easier for him to approach, run away and chase opponents. Ness also benefits from the introduction of [[air dodging]] for two reasons; it gives him a much needed additional recovery and it gives him access to [[wavedash]]ing. Ness overall has a solid wavedash due to his average traction and short jumpsquat giving him a useful movement option. Ness overall has a better recovery outside of [[PK Thunder]] due to his aforementioned increased air speed and ability to air dodge meaning that Ness does not have to rely on PK Thunder to recover as much.


Ness is also significantly heavier which considerably improves his endurance along with his higher falling speed, though these factors also make him more vulnerable to combos. Ness has also gained a useful up throw and down throw with both throws being decent combo starters. Lastly, Ness now has access the Yo-yo glitch if he charges his up smash and releases it at the right time. When performed correctly, Ness has access to much greater range, as well as having hitboxes attached to him and new mindgames giving him a unique and unpredictable option.
Ness is also significantly heavier which considerably improves his endurance along with his higher falling speed although these factors also make him more vulnerable to combos. Ness has also gained a useful up throw and down throw with both throws being decent combo starters. Lastly, Ness now has access the Yo-yo glitch if he charges his up smash and releases it at the right time. When performed correctly, Ness has access to much greater range, as well as having hitboxes attached to him and new mindgames giving him a unique and unpredictable option.


However, Ness has received a much greater quantity of nerfs which along with universal changes, have drastically crippled him overall. Ness' damage output has been reduced which has also hindered the KO potential of many of his moves. Some moves such as up aerial, forward smash and back throw simply KO later than in the previous game while moves such as up smash, down smash, forward aerial and forward throw are now practically useless moves for KOing. This naturally hinders Ness' damage racking capabilities as well as his ability to close out stocks and as a result of these changes, Ness' ability to KO opponents has gone from being disproportionately high to rather low.
However, Ness has received a much greater quantity of nerfs which along with universal changes, have drastically crippled him overall. Ness' damage output has been reduced which has also hindered the KO potential of many of his moves. Some moves such as up aerial, forward smash and back throw simply KO later than in the previous game while moves such as up smash, down smash, forward aerial and forward throw are now practically useless moves for KOing. This naturally hinders Ness' damage racking capabilities as well as his ability to close out stocks and as a result of these changes, Ness' ability to KO opponents has gone from being disproportionately high to rather low.
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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 nerfed characters and he remains one of the worst characters in the game.
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), weakening the meteor smash's power at high percents and removing its KO potential on-stage..}}
**{{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, now having 28 frames of landing lag (14 if L-cancelled).}}
**{{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.}}
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**{{change|As a result of PK Flash now being Ness's neutral special, PK Fire is now Ness's side special.}}
**{{change|As a result of PK Flash now being Ness's neutral special, PK Fire is now Ness's side special.}}
**{{buff|PK Fire has less ending lag (FAF 72 → 70).}}
**{{buff|PK Fire has less ending lag (FAF 72 → 70).}}
**{{buff|PK Fire pillar's duration is slightly longer (frame 98 -> 100).}}
**{{buff|PK Fire pillar duration: 98 -> 100 frames.}}
**{{buff|PK Fire pillar's hitboxes are larger and no longer shrink as its lifetime decreases.}}
**{{buff|PK Fire pillar's hitboxes are larger and no longer shrink as its lifetime decreases.}}
**{{buff|PK Fire spark is less likely to knock opponents away from the pillar at higher percents.}}
**{{buff|PK Fire spark is less likely to knock opponents away from the pillar at higher percents.}}
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|game=SSBM
|game=SSBM
|neutralcount=3
|neutralcount=3
|neutralname=Hook ({{ja|ジャブ|Jabu}}, ''Jab'') / Straight ({{ja|ストレート|Sutorēto}}) / Kick ({{ja|ミドルキック|Midoru Kikku}}, ''Middle Kick'')
|neutralname=Hook ({{ja|フック|Fukku}}) / Straight ({{ja|ストレート|Sutorēto}}) / Kick ({{ja|キック|Kikku}})
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=2%
|neutral2dmg=2%
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|ftiltdowndmg=10%
|ftiltdowndmg=10%
|ftiltdesc=Does a roundhouse kick forward. Can be angled up or down.
|ftiltdesc=Does a roundhouse kick forward. Can be angled up or down.
|utiltname=Push Up ({{ja|トス|Tosu}}, ''Toss'')
|utiltname=Push Up ({{ja|プッシュアップ|Pusshu Appu}})
|utiltdmg=7%
|utiltdmg=7%
|utiltdesc=Thrusts both his hands upward. Ness's head is intangible during the early part of the animation. Can combo into itself and DJC'd up aerials.
|utiltdesc=Thrusts both his hands upward. Ness's head is intangible during the early part of the animation. Can combo into itself and DJC'd up aerials.
|dtiltname=Squat Kick ({{ja|クラウチングキック|Kurauchingu Kikku}}, ''Crouching Kick'')
|dtiltname=Squat Kick ({{ja|スクワットキック|Sukuwatto Kikku}})
|dtiltdmg=3%
|dtiltdmg=3%
|dtiltdesc=Thrusts his leg downward, then pivots his foot to hit the opponent. Can combo into itself by mashing the [[A button]] after the move is executed, and is an infinite against a wall.
|dtiltdesc=Thrusts his leg downward, then pivots his foot to hit the opponent. Can combo into itself by mashing the [[A button]] after the move is executed, and is an infinite against a wall.
|dashname=PK Shove ({{ja|PKハンドスタンプ|Pīkei Hando Sutanpu}}, ''PK Hand Stamp'')
|dashname=PK Shove ({{ja|PKシュート|Pīkei Shūto}})
|dashdmg=5% (hit 1), 4% (hits 2-3) (≈12.28% total)
|dashdmg=5% (hit 1), 4% (hits 2-3) (≈12.28% total)
|dashdesc=Throws his hands forward, sending three sparks PSI energy in front of himself. Good, disjointed range. 1st hit powerfully semi-spikes opponents, 2nd hit does very weak vertical knockback and the last hit deals powerful vertical knockback.
|dashdesc=Throws his hands forward, sending three sparks PSI energy in front of himself. Good, disjointed range. 1st hit powerfully semi-spikes opponents, 2nd hit does very weak vertical knockback and the last hit deals powerful vertical knockback.
|fsmashname=Home Run Swing ({{ja|バットスイング|Batto Suingu}}, ''Bat Swing'')
|fsmashname=Home Run Swing ({{ja|ホームランスイング|Hōmu Ran Suingu}})
|fsmashdmg={{ChargedSmashDmgSSBM|18}} (body), {{ChargedSmashDmgSSBM|20}} (bat base), {{ChargedSmashDmgSSBM|22}} (bat mid), {{ChargedSmashDmgSSBM|24}} (bat tip)
|fsmashdmg={{ChargedSmashDmgSSBM|18}} (body), {{ChargedSmashDmgSSBM|20}} (bat base), {{ChargedSmashDmgSSBM|22}} (bat mid), {{ChargedSmashDmgSSBM|24}} (bat tip)
|fsmashdesc=Swings his bat forward. Has high knockback and damage at the tip of the bat, but has very weak knockback for a smash attack when untipped and has a little bit of start-up lag. There is a hitbox around Ness which can [[reflect]] projectiles,  but it is only out for 2 frames, so it's near-impossible to use reliably.
|fsmashdesc=Swings his bat forward. Has high knockback and damage at the tip of the bat, but has very weak knockback for a smash attack when untipped and has a little bit of start-up lag. There is a hitbox around Ness which can [[reflect]] projectiles,  but it is only out for 2 frames, so it's near-impossible to use reliably.
|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=9% (startup), 4% (charging), {{ChargedSmashDmgSSBM|6}} (attack)
|usmashdmg=9% (startup), 4% (charging), {{ChargedSmashDmgSSBM|6}} (attack)
|usmashdesc=Does a variation on the "around-the-world" yo-yo trick, swinging his yo-yo above his head. Has good range and speed. Used to perform the extremely powerful [[Yo-yo Glitch]], but has little utility otherwise. Like his down smash, this attack is incapable of KOing unless his opponent is over 200%, and the swinging part even has almost non-existent knockback not KOing until at least 500%, though this allows it to act an unorthodox combo-starter at mid to high percents. The attack has a hitbox while charging and can hang over ledges if spaced correctly, allowing for potential edgeguard situations. If Ness is too close to the ledge, however, and facing said ledge, he cannot charge the move.
|usmashdesc=Does a variation on the "around-the-world" yo-yo trick, swinging his yo-yo above his head. Has good range and speed. Used to perform the extremely powerful [[Yo-yo Glitch]], but has little utility otherwise. Like his down smash, this attack is incapable of KOing unless his opponent is over 200%, and the swinging part even has almost non-existent knockback not KOing until at least 500%, though this allows it to act an unorthodox combo-starter at mid to high percents. The attack has a hitbox while charging and can hang over ledges, allowing for potential edgeguard situations.
|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=11% (startup), 4% (charging), {{ChargedSmashDmgSSBM|7}} (attack)
|dsmashdmg=11% (startup), 4% (charging), {{ChargedSmashDmgSSBM|7}} (attack)
|dsmashdesc=Sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back. Has good range and speed, however, this attack is incapable of KOing unless his opponent is over 180%. More powerful than the up smash in terms of knockback, but still extremely weak. The attack has a hitbox while charging. The swinging part of the attack has barely any base knockback and can't KO until the 430% range. Overall less utility than up-smash due to the Yo-yo starting out behind Ness. If Ness is too close to the ledge, and facing away from it, he cannot charge the move.
|dsmashdesc=Sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back. Has good range and speed, however, this attack is incapable of KOing unless his opponent is over 180%. More powerful than the up smash in terms of knockback, but still extremely weak. The attack has a hitbox while charging. The swinging part of the attack has barely any base knockback and can't KO until the 430% range. Overall less utility than up-smash due to the Yo-yo starting out behind Ness.
|nairname=Ness Spin ({{ja|ネススピン|Nesu Supin}})
|nairname=Ness Spin ({{ja|ネススピン|Nesu Supin}})
|nairdmg=11% (clean), 8% (late)
|nairdmg=11% (clean), 8% (late)
|nairdesc=Spins around, arms stretched out. Has good knockback and is very fast with high combo potential. Poor range.
|nairdesc=Spins around, arms stretched out. Has good knockback and is very fast with high combo potential. Poor range.
|fairname=Flying PK Shove ({{ja|空中PKハンドスタンプ|Kūchū Pīkei Hando Sutanpu}}, ''Aerial PK Hand Stamp'')
|fairname=Flying PK Shove ({{ja|フライングPKシュート|Furaingu Pīkei Shūto}}
|fairdmg=3% (hits 1-4), 5% (hit 5) (≈15.74% total)
|fairdmg=3% (hits 1-4), 5% (hit 5) (≈15.74% total)
|fairdesc=Throws both his hands forward, sending multiple sparks PSI energy in front of himself. Is a fast, multi-hitting move, with good range and high knockback on the last hit KOing under 130% off-stage. Generally used as a [[spacing]] move and can chain into itself several times at low to high percents.
|fairdesc=Throws both his hands forward, sending multiple sparks PSI energy in front of himself. Is a fast, multi-hitting move, with good range and high knockback on the last hit KOing under 130% off-stage. Generally used as a [[spacing]] move and can chain into itself several times at low to high percents.
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|uairdmg=13%
|uairdmg=13%
|uairdesc=Headbutts upward. Has amazing juggling potential when DJC'd and a good KO move with very low lag, but poor range. Unlike in ''Smash 64'', Ness's head is no longer intangible.
|uairdesc=Headbutts upward. Has amazing juggling potential when DJC'd and a good KO move with very low lag, but poor range. Unlike in ''Smash 64'', Ness's head is no longer intangible.
|dairname=Meteor Kick ({{ja|ニードルキック|Nīdoru Kikku}}, ''Needle Kick'')
|dairname=Meteor Kick ({{ja|メテオキック|Meteo Kikku}})
|dairdmg=12%
|dairdmg=12%
|dairdesc=Pulls his legs to his body before stomping downwards.  Is a [[meteor smash]], and has a decent amount of start-up lag. Great range, extremely high knockback at 0% (most powerful meteor smash at 0% in ''Melee''), but it also has very low knockback scaling, being unable to KO grounded opponents at even 200%, and is relatively easy to meteor cancel. It also has no IASA frames (being interrupted on the same frame as Mario's forward aerial, but Mario's seem slower compared to Ness's).
|dairdesc=Pulls his legs to his body before stomping downwards.  Is a [[meteor smash]], and has a decent amount of start-up lag. Great range, extremely high knockback at 0% (most powerful meteor smash at 0% in ''Melee''), but it also has very low knockback scaling, being unable to KO grounded opponents at even 200%, and is relatively easy to meteor cancel. It also has no IASA frames (being interrupted on the same frame as Mario's forward aerial, but Mario's seem slower compared to Ness's).
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|pummelname=Captive Headbutt ({{ja|つかみヘッドバット|Tsukami Heddobatto}}, ''Grab Headbutt'')
|pummelname=Captive Headbutt ({{ja|囚われの頭突き|Toraware no Zudzuki}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Headbutts the opponent.
|pummeldesc=Headbutts the opponent.
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|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Psychically spins the opponent above his head and throws them upwards. Can chaingrab {{SSBM|Fox}}, {{SSBM|Falco}} and {{SSBM|Captain Falcon}} at low % and has a decent amount of followups. Good knockback.
|uthrowdesc=Psychically spins the opponent above his head and throws them upwards. Can chaingrab {{SSBM|Fox}}, {{SSBM|Falco}} and {{SSBM|Captain Falcon}} at low % and has a decent amount of followups. Good knockback.
|dthrowname=PK Inferno ({{ja|ラピッドPKファイヤー|Rapiddo Pīkei Faiyā}}, ''Rapid PK Fire'')
|dthrowname=PK Inferno ({{ja|PKインフェルノ|Pīkei Inferuno}})
|dthrowdmg=1% (hits 1-5), 4% (throw)
|dthrowdmg=1% (hits 1-5), 4% (throw)
|dthrowdesc=Slams the opponent to the ground and hits them with fire. Low knockback but allows a decent amount of followups, including being able to lead into an up aerial to KO. The fire hitboxes are fairly small (so small in fact that they flat out whiff against {{SSBM|Mr. Game & Watch}}).
|dthrowdesc=Slams the opponent to the ground and hits them with fire. Low knockback but allows a decent amount of followups, including being able to lead into an up aerial to KO. The fire hitboxes are fairly small (so small in fact that they flat out whiff against {{SSBM|Mr. Game & Watch}}).
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===Most historically significant players===
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
:''Any number following the Smasher name indicates placement on the [[MPGR Summer 2022]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Melee]].''


:''See also: [[:Category:Ness players (SSBM)]]''
:''See also: [[:Category:Ness players (SSBM)]]''


*{{Sm|Simna ibn Sind|USA}} - Considered the best Ness player from 2006 to 2008, from 2015 to 2020, and of all time. He holds the best major results for Ness with 13th at {{Trn|EVO World 2007}} and 17th at {{Trn|Super Champ Combo}}. Mainly only attended {{Trn|EVO}} and [[GENESIS (tournament series)|GENESIS]] before his inactivity from competition. Simna ibn Sind is also known to be the person who discovered the [[Thunder Jacket]].
*{{Sm|Simna ibn Sind|USA}} - Considered the best Ness player from 2006 to 2008, from 2015 onwards, and of all time. Placed 13th at [[EVO 2007]] and 17th at [[Super Champ Combo]]. Currently only attends [[EVO]] and [[GENESIS (tournament series)|GENESIS]], funded by his Twitch Livestream donations. Simna ibn Sind is also known to be the person who discovered the [[Thunder Jacket]].
*{{Sm|Mofo|USA}} - One of the most influential Ness mains known for discovering many [[glitch]]es such as the [[Star Jacket]], [[Spike Jacket]] and the [[yoyo stack glitch]]. Considered the best Ness in the world from 2009 to 2014 before retiring, has taken a set off {{Sm|Gravy}} and {{Sm|Captain Smuckers}}.
*{{Sm|Mofo|USA}} - One of the most influential Ness mains known for discovering many [[glitch]]es such as the [[Star Jacket]], [[Spike Jacket]] and the [[yoyo stack glitch]]. Considered the best Ness in the world from 2009 to 2014 before retiring, has taken a set off {{Sm|Gravy}} and {{Sm|Captain Smuckers}}.
*{{Sm|JoeyBats|Canada}} - The current best Ness player in the world, gaining notoriety during online tournaments through [[Slippi]]. He boast the highest tournament placements and highest rates of tournament participation among Ness players in 2021 on [[Project Slippi]] netplay and offline placed 17th at the superregional {{Trn|Rise 'N Grind 2023}}.
*{{Sm|JoeyBats|Canada}} - Top Canadian Ness boasting the highest tournament placements and highest rates of tournament participation among Ness players in 2021 on [[Project Slippi]] netplay.


===Tier placement and history===
===Tier placement and history===
Ness was initially viewed as low-mid tier character in the metagame, with a peak of 15th place on the second tier list. While he originally not considered terrible, his strengths never outshined his weaknesses; as the metagame went on, his glaring issues in range, inconsistent KOing potential, and terrible recovery caused his competitive perception to tank. This is reflected following the third tier list, where he has consistently been ranked as a bottom tier.
Ness was initially viewed as low-mid tier character in the metagame, with a peak of 15th place on the second tier list. Following this, however, Ness's standing on the tier list almost instantly fell down to the bottom tier, with most players noticing that his [[nerf]]s from ''[[Super Smash Bros.]]'' severely impaired his KO power and his already poor linear, predictable recovery; this was especially noted in the earlier ''Smash 64'' metagame, as Ness was initially viewed as a top-tiered character.


On the current tier list, Ness places at 23rd, in the D tier, and he is widely considered non-viable for tournament play. Dedicated Ness players in high-level play are extremely rare in the current metagame, with most Ness players using him only as a situational counterpick. {{Sm|Hungrybox}} only used Ness once in all of {{Trn|Apex 2013}}, in an attempt to catch {{Sm|Armada}}'s {{SSBM|Young Link}} (which was developed specifically to fight Hungrybox) off-guard, and he mostly used {{SSBM|Jigglypuff}} for the rest of the tournament. Other players of Ness are semi-active and generally do not place very well with him.
On the current tier list, Ness places at 23rd, in the D tier, and he is considered non-viable for tournament play. Dedicated Ness players are rare in the current metagame, with most Ness players often using him only as a situational counterpick. {{Sm|Hungrybox}} only used Ness once in all of [[Apex 2013]], in an attempt to catch {{Sm|Armada}}'s {{SSBM|Young Link}} (which was developed specifically to fight Hungrybox) off-guard, and he mostly used {{SSBM|Jigglypuff}} for the rest of the tournament. Other players of Ness are semi-active and generally do not place very well with him.


==In 1-P Mode==
==In 1-P Mode==
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[[File:SSBM-Nessyoyo.png|thumb|The yoyo's texture.]]
[[File:SSBM-Nessyoyo.png|thumb|The yoyo's texture.]]
[[File:Elnessjabsmaller.gif|thumb|The "Electric Ness" glitch being performed.]]
[[File:Elnessjabsmaller.gif|thumb|The "Electric Ness" glitch being performed.]]
*Although Ness is no longer able to auto-snap to the ledge out of aerial PK Thunder, modifying the move to be able to do so and grabbing the ledge while PK Thunder is being controlled reveals that it will despawn as it would in the original ''Super Smash Bros.'' This even happens with v1.00 behavior where normally, the thunder ball continues to fly if Ness is hit while controlling it, possibly suggesting that PK Thunder auto-ledge-snap may have been considered initially.
*Although Ness is no longer able to auto-snap to the ledge out of aerial PK Thunder, modifying the move to be able to do so and grabbing the ledge while PK Thunder is being controlled reveals that it will despawn as it would in the original ''Super Smash Bros.''. This even happens with v1.00 behavior where normally, the thunder ball continues to fly if Ness is hit while controlling it, possibly suggesting that PK Thunder auto-ledge-snap may have been considered initially.
*When Ness's profile page was updated on July 17th, 2001, [[Sakurai]] revealed that Ness was meant to be replaced by [[Lucas]] from ''Mother 3''. However, as ''Mother 3'' was facing development issues and had its original Nintendo 64 release cancelled, Ness was brought back instead.
*When Ness's profile page was updated on July 17th, 2001, [[Sakurai]] revealed that Ness was meant to be replaced by [[Lucas]] from ''Mother 3''. However, as ''Mother 3'' was facing development issues and had its original Nintendo 64 release cancelled, Ness was brought back instead.
*Interestingly, the command structure for Ness's down aerial matches up with its ''Brawl'' counterpart, though it lacks the late hitbox. It is very likely that the down aerial was programmed this way erroneously, since it has two "Synchronous Timer" flags (4 frames and 5 frames) before the hitbox is cleared, adding up to 9 frames, while most moves only have one.
*Interestingly, the command structure for Ness's Down-Aerial matches up with its ''Brawl'' counterpart, though it lacks the late hitbox. It is very likely that Down-Aerial was programmed this way erroneously, since it has two 'Synchronous Timer' flags (4 frames and 5 frames) before the hitbox is cleared, adding up to 9 frames, while most moves only have one.
*The PK Fire pillar appears to have a windbox-like property. Information on this attribute is scarce and it seems to only happen under specific circumstances.
*The PK Fire pillar appears to have a windbox-like property. Information on this attribute is scarce and it seems to only happen under specific circumstances.
*''Melee'' is Ness's only appearance where PK Thunder has transcendent priority. In every other ''Super Smash Bros.'' title, it can be clanked with.
*''Melee'' is Ness's only appearance where PK Thunder has transcendent priority. In every other ''Super Smash Bros.'' title, it can be clanked with.
*Ness is one of three characters whose neutral special changed during his jump to ''Melee'', the others being [[Link]] and [[Jigglypuff]]. In the original ''Super Smash Bros.'', his neutral special was PK Fire; from ''Melee'' onward, he now uses PK Flash. As with the other two, his original neutral special remains in the game, having been transferred to the newly added side special move slot.
*Ness is one of three characters whose neutral special changed during his jump to ''Melee'', the others being [[Link]] and [[Jigglypuff]]. In the original ''Super Smash Bros.'', his neutral special was PK Fire; from ''Melee'' onward, he now uses PK Flash. As with the other two, his original neutral special remains in the game, having been transferred to the newly added side special move slot.
*If one looks closely at Ness's yo-yo, they can see the words ''DOLPHIN LOOP'', with it being made by HALLAB NINTENDO in 2001 (''Melee''{{'}}s release year), Dolphin being a reference to the [[Gamecube]]'s codename, and the "makers" a reference to the developer and publisher of ''Melee'' respectively. His bat reads NETT SPORTS.
*If one looks closely at Ness's Yoyo, they can see the words ''DOLPHIN LOOP'', with it being made by HALLAB NINTENDO in 2001 (''Melee''{{'}}s release year), Dolphin being a reference to the [[Gamecube]]'s codename, and the "makers" a reference to the developer and publisher of ''Melee'' respectively. His bat reads NETT SPORTS.
*Hitting Ness as he's using [[PK Thunder]] can cause his body to constantly produce sparks afterward, though these sparks only provide a cosmetic effect. This glitch continues until he gets KOed, shields, or performs PK Thunder again.
*Hitting Ness as he's using [[PK Thunder]] can cause his body to constantly produce sparks afterward, though these sparks only provide a cosmetic effect. This glitch continues until he gets KOed, shields, or performs PK Thunder again.
*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''.
==External links==
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0717/index.html Ness's page at Smabura-Ken]
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0717/index.html Ness's page at Smabura-Ken]

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