Editing Ness (SSBM)
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|game=SSBM | |game=SSBM | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname=Hook ({{ja| | |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| | |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| | |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| | |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| | |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 | |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 | |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| | |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| | |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| | |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| | |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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[[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 | *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 | *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] |