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|ssbgame4 = SSB4 | |ssbgame4 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = B | |tier = B+ | ||
|ranking = | |ranking = 40 | ||
}} | }} | ||
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed along with the fellow ''EarthBound'' fighter {{SSBU|Lucas}} and all other previous veterans on June 12, 2018. As in the original ''[[Super Smash Bros.]]'', ''[[Super Smash Bros. Brawl]]'', and {{for3ds}}, he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Ness is classified as [[Fighter number|Fighter #10]]. | '''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed along with the fellow ''EarthBound'' fighter {{SSBU|Lucas}} and all other previous veterans on June 12, 2018. As in the original ''[[Super Smash Bros.]]'', ''[[Super Smash Bros. Brawl]]'', and {{for3ds}}, he is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Ness is classified as [[Fighter number|Fighter #10]]. | ||
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In a first for the series, {{s|wikipedia|Makiko Ōmoto}} does not provide Ness with any new voice clips, instead all [[PK Freeze|but one]] of his voice lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''. | In a first for the series, {{s|wikipedia|Makiko Ōmoto}} does not provide Ness with any new voice clips, instead all [[PK Freeze|but one]] of his voice lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''. | ||
Ness is currently ranked | Ness is currently ranked 40th out of 82 characters on the ''Ultimate'' [[tier list]], at the top of the B+ tier. This is a marginal improvement from his ranking in ''Smash 4'', where he was ranked 28th/29th out of 55 characters. Ness is notable for his strong aerial game: all of his aerials are fast, powerful and are disjointed, with his weaker ones being useful in combos while his stronger ones being useful KOing attacks. His grab game is also among the best in the cast due to all of his throws having practical usage, such as his down throw being a viable combo starter, and his back throw being one of the strongest throws in the game. Furthermore Ness' specials all have strong utility: his projectile game is one of his most notable strengths with [[PK Flash]] having strong KO power when fully charged, on top of now moving faster and no longer leaving him [[helpless]], and [[PK Fire]] being useful for quickly racking up damage, or being a viable combo starter. [[PK Thunder]] is notable for being a powerful KOing move when PK Thunder 2 is used, and as a long distance [[recovery]]. Lastly, [[PSI Magnet]] gives him an edge against characters who rely on energy-based projectiles such as {{SSBU|Pikachu}}, furthermore it now has a hitbox which granting it offensive usage. | ||
However, Ness | However, Ness suffers from his poor ground mobility and lack of range. Characters with large disjoints such as [[swordfighter]]s serve as Ness' biggest disadvantage, due to Ness' short range forcing him to play defensively against them and leaving him with few options to deal with them. Because of his slow mobility on the ground, his approach options are also hindered as a result especially when combined with his aforementioned sub-par range. His most glaring flaw remains his [[recovery]], as despite its improvements it is still one of the most gimpable recoveries in the game, due to leaving him vulnerable to being edgeguarded as opponents can either attack Ness out of PK Thunder or destroy the lightning ball and leave him helpless. | ||
Overall, Ness' strengths outweigh most of his weaknesses. His tournament representation has been the best it has been in the series, with having notable players such as {{sm|Syrup}} and {{sm|Scend}} and consistently favorable results comparable to high and top tier characters. | |||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Ness | Ness has a unique moveset that borrows from various archetypes. His three projectiles allow for some zoning, but his fast normals and punishing grab game make him most dangerous at short distances. Ness' mobility is rather one-sided: on the ground his [[walking speed]], [[initial dash]], and [[dash]] speed are below average; yet his aerial movement shines thanks to his excellent [[air acceleration]], above-average [[jump]] height, and unique [[double jump cancel]]ling ability. Moreover, Ness' low [[gravity]] and low [[falling speed]] allow him to perform multiple aerials in one [[short hop]], and all of his aerials can be [[auto-canceling|auto-canceled]]. Despite his small stature, Ness is a middleweight, tied with {{SSBU|Lucas}}, {{SSBU|Mii Brawler}}, and {{SSBU|Inkling}}. | ||
Ness' | Ness is perhaps best known for his special moves. His neutral special, [[PK Flash]], is a large projectile that travels in an arc from Ness' head, gaining strength and distance depending on how long the input is held for. Because it has low ending lag and freezes opponents briefly when successful, PK Flash has great utility as a combo starter and juggling tool. It also no longer sends Ness into [[helplessness]], making it useful for knocking opponents away from the ledge while Ness is offstage. Ness' side special, [[PK Fire]], is a tiny projectile that travels horizontally a short distance and bursts into a pillar of flames on contact with an opponent, dealing multiple hits. When used in the air, PK Fire has a diagonal trajectory and decreased landing lag, bolstering its safety in neutral, especially on platforms. The move is infamously spammable and can set up combos, condition opponents to jump, or simply rack up damage itself. Ness' up special, [[PK Thunder]], doubles as a versatile projectile and Ness' primary recovery option. The move sends a ball of electricity upward from Ness' head that can be guided with the control stick, costing Ness his mobility while active, but granting him the ability to pressure deep offstage, juggle opponents repeatedly, or at times KO an opponent into the upper blast zone. Ness can also send the lightning into himself at any angle, launching him in that direction for an extremely powerful [[PK Thunder 2]] attack which also allows Ness to recover from deep offstage. Ness' down special, [[PSI Magnet]], creates a psychic field around Ness that absorbs energy-based attacks and heals Ness a proportionate percent. PSI Magnet also has newfound offensive utility in ''Ultimate'', as it now features an active hitbox with set knockback. The aerial hitbox can confirm into several of Ness' normal aerials, while the grounded hitbox places opponents in perfect range for a sweetspotted forward smash, making it practical in [[jab lock]] situations. PSI Magnet also alters the momentum of Ness' [[double jump]], a form of [[double jump cancel]]ling that makes for a unique aerial burst option and a stylish way to start or extend combos. | ||
Ness' strength is his amazing aerial game. All of his aerial attacks are disjointed, are useful for both comboing and KOing, and can autocancel from a short hop. His neutral aerial activates on frame 5 and functions well as a combo-breaker and out-of-shield option. It also sets up jab lock and tech chase situations at middle percents and has decent knockback at high percents, making it a viable edgeguarding and KO option. His forward aerial has a large disjoint and is quite active, making it excellent for starting combos, edgeguarding, and approaching. Ness' new multi-hit up aerial is strong and great for juggling, and its drag-down properties allow Ness to set up grabs, combos, and KOs. Ness' back aerial is very strong when sweetspotted, and his down aerial is a slow-but-powerful meteor smash useful for edgeguarding or starting vertical combos. | |||
Ness' grab and throw game is also outstanding and among the best in the cast. His grab is relatively fast, and all of his throws have useful applications. Ness' down throw is a solid combo starter that will often lead into multiple forward airs, and his forward throw has very high base knockback, allowing Ness to reliably set up edgeguarding situations. Ness' up throw, while not as practical, is a solid mix-up that can set up juggling with PK Thunder or PK Flash. Most notorious, however, is Ness' back throw, which remains the most consistent kill throw in the game. | Ness' grab and throw game is also outstanding and among the best in the cast. His grab is relatively fast, and all of his throws have useful applications. Ness' down throw is a solid combo starter that will often lead into multiple forward airs, and his forward throw has very high base knockback, allowing Ness to reliably set up edgeguarding situations. Ness' up throw, while not as practical, is a solid mix-up that can set up juggling with PK Thunder or PK Flash. Most notorious, however, is Ness' back throw, which remains the most consistent kill throw in the game. | ||
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Ness' ground game, while limited by his poor ground mobility, features some powerful attacks. His forward tilt and dash attack are fast and strong enough to KO at high percents, and the latter has improved range. His up tilt is a good combo tool at low percents and can even KO at higher percents. His down tilt, which is very fast and highly spammable, can be used to two-frame, jab lock, pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. His forward smash (baseball bat) has high start-up and ending lag, but deals very high damage and knockback, especially when sweetspotted with the tip of the bat. The bat is also a [[reflection|reflector]] with a damage multiplier of 2.0 and a speed multiplier of 2.5, giving it the second highest damage multiplier (after Kazuya's [[Left Splits Kick]]) and the single highest speed multiplier of any reflector in the game, excluding items. Ness' up and down smashes (yo-yo) have significantly improved knockback, deal damage while charging, and can hang below the stage, making them some of the best and easiest-to-use edgeguarding tools in the game. | Ness' ground game, while limited by his poor ground mobility, features some powerful attacks. His forward tilt and dash attack are fast and strong enough to KO at high percents, and the latter has improved range. His up tilt is a good combo tool at low percents and can even KO at higher percents. His down tilt, which is very fast and highly spammable, can be used to two-frame, jab lock, pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. His forward smash (baseball bat) has high start-up and ending lag, but deals very high damage and knockback, especially when sweetspotted with the tip of the bat. The bat is also a [[reflection|reflector]] with a damage multiplier of 2.0 and a speed multiplier of 2.5, giving it the second highest damage multiplier (after Kazuya's [[Left Splits Kick]]) and the single highest speed multiplier of any reflector in the game, excluding items. Ness' up and down smashes (yo-yo) have significantly improved knockback, deal damage while charging, and can hang below the stage, making them some of the best and easiest-to-use edgeguarding tools in the game. | ||
Ness | Ness' strengths are balanced by notable weaknesses. Grounded PK Fire does good damage, but is punishable on shield and easily escapable with good [[DI]], making it generally less useful than its aerial counterpart. While Ness' hitboxes are large and powerful, he can still be stuffed out by characters with even larger disjoints, especially swordfighters such as {{SSBU|Shulk}}, {{SSBU|Marth}}, and {{SSBU|Lucina}}. Moreover, Ness' below-average run speed and average air speed, as well as his projectiles being rather slow or short-ranged, render him slightly vulnerable to [[camping]]. This is especially true if Ness' opponent utilizes projectiles that are not energy-based, such as {{SSBU|Link}}'s arrows and boomerang. Ness is also vulnerable to [[juggling]] given his floatiness and lack of reliable landing options, as well as the removal of multiple air dodges. Powerful, disjointed aerials such as {{SSBU|Palutena}}'s and {{SSBU|Ike}}'s up aerials are particularly effective against Ness. However, Ness' most glaring weakness remains his recovery. Despite traveling a good distance, his PK Thunder 2 is quite exploitable: if the attack makes contact with an opponent or projectile mid-flight, its distance will be halved, often resulting in a gimp. Furthermore, opponents with good timing can hit Ness with a powerful attack or fall into PK Thunder 1 before he can launch himself. Because of its enormous knockback, PK Thunder 2 is also susceptible to many [[counterattack|counters]], and opponents who time their counter correctly will almost always kill Ness. Conversely, opponents who mistime an edgeguard against Ness will often die for it. | ||
Overall, Ness is somewhat of a "glass cannon" character who excels in most offensive aspects of the game, including comboing, KOing, edgeguarding, ledgetrapping, and juggling, but suffers in certain defensive situations, especially when put offstage or high above his opponent. He also struggles against characters who can outrange his disjoints, though this is less of a problem than in previous games. | |||
Overall, Ness is somewhat of a "glass cannon" character who excels in most offensive aspects of the game, but suffers in certain defensive situations, especially when put offstage or high above his opponent. He also struggles against characters who can outrange his disjoints, though this is less of a problem than in previous games. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Ness has been | In ''SSB4'', Ness was considered a low high-tier character (28th out of 55 characters). Nevertheless, Ness has been heavily buffed in his transition to ''Ultimate''. His [[forward tilt]] is now a viable KO option, and his [[dash attack]] has increased knockback and range. His [[up tilt]] has decreased ending lag and is useful for starting combos, while his [[down tilt]] racks up damage much more effectively, especially near the ledge. Among Ness' most significant buffs are the changes to his yo-yo smash attacks ([[up smash]] and [[down smash]]), which not only regained their charging hitboxes, but now hang below the ledge to set up easy edgeguards against most characters. His up smash especially has dramatically improved knockback, making it a viable KO option for the first time. Many of Ness' other tools are more effective as well: his [[down aerial]] has more range, can once again be autocanceled from a short hop, and has a much stronger [[meteor smash]] effect; his new [[up aerial]] has drag-down properties, enabling him to set up combos; his [[PK Flash]] charges much more quickly and no longer causes [[helpless]]ness; his [[PK Fire]] has reduced lag (especially landing lag, making it far more useful when used in the air); his [[PK Thunder]] deals more damage; and his [[PSI Magnet]] now has a hitbox that helps Ness extend combos or set up kills. | ||
Many of Ness' other tools are more effective as well | |||
Ness has also received indirect buffs via the universal changes in ''Ultimate'', especially the new [[air dodge]] mechanics and general buffs to aerial attacks. The return of directional air dodges benefits Ness tremendously, as Ness' directional air dodge travels further than that of any character (aside from {{SSBU|Lucas}}), providing a reliable [[recovery]] option aside from the notoriously exploitable PK Thunder 2. The removal of multiple air dodges also enables Ness to pressure opponents in the air with PK Thunder more consistently. Furthermore, Ness' already great aerial game is even better, as his forward, down, and up aerials deal more damage, and all of his aerials have drastically less landing lag, even compared to other characters. Most notable in this regard are Ness' neutral and down aerials, which have less than half their previous amount of landing lag. | |||
However, Ness | However, Ness did receive some nerfs. His new up aerial has less horizontal range, decreased KO power, and requires landing all hits (which start from behind and move in an arc above Ness) to deal considerable damage, hindering Ness' ability to juggle opponents. His grab game has been toned down, as his slower, more standard [[pummel]] cannot rack up damage as effectively, and his [[down throw]] has more ending lag, hindering its combo potential past low percents. Lastly, the power of his yo-yo smash attacks now only increases by half as much when charged, and PK Flash, in exchange for its much faster charge, is significantly weaker when fully charged. | ||
Overall, the buffs to Ness' neutral game, punish game, edgeguarding, and recovery outweigh the few nerfs he received | Overall, the buffs to Ness' neutral game, punish game, edgeguarding, and recovery outweigh the few nerfs he received. His main weaknesses, such as lack of range and an exploitable recovery, are still present, but generally to a lesser extent than in previous Smash games. Therefore, Ness' incarnation in ''Ultimate'' is typically considered his strongest in the Smash series. His tournament representation in ''Ultimate''{{'}}s early metagame has been stronger than in ''Smash 4'', with players such as {{Sm|FOW}}, {{Sm|Scend}}, {{Sm|Gackt}}, and {{Sm|Awestin}} achieving strong results with the character. As such, Ness is commonly considered a high-tier character. | ||
{{SSB4 to SSBU changelist|char=Ness}} | {{SSB4 to SSBU changelist|char=Ness}} | ||
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|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}}) | |pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc= | |pummeldesc=Attacks the opponent with a discharge of PSI energy. | ||
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}}) | |fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}}) | ||
|fthrowdmg=11% | |fthrowdmg=11% | ||
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|fsdmg=8% per hit | |fsdmg=8% per hit | ||
|fsdesc=[[Paula]] and [[Poo]] join Ness, assisting him in summoning [[wikibound:PK Starstorm|a shower of falling stars]] to attack his enemies. The comets will rain down over the stage and can be slightly aimed left and right. | |fsdesc=[[Paula]] and [[Poo]] join Ness, assisting him in summoning [[wikibound:PK Starstorm|a shower of falling stars]] to attack his enemies. The comets will rain down over the stage and can be slightly aimed left and right. | ||
}} | }} | ||
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*Places his finger to his forehead before pointing it forward. | *Places his finger to his forehead before pointing it forward. | ||
<gallery> | <gallery> | ||
SSBUNessIdle1.gif|Ness' first idle pose | SSBUNessIdle1.gif|Ness' first idle pose | ||
SSBUNessIdle2.gif|Ness' second idle pose | SSBUNessIdle2.gif|Ness' second idle pose | ||
</gallery> | </gallery> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
Upon the release of ''Ultimate'', Ness was considered an upper-mid to low high-tier character, roughly on par with his ''[[Smash 4]]'' counterpart. Despite his improved recovery and various buffs, Ness remained limited by the popularity of swordfighters, who can effectively stuff out Ness' trademark aerials. Furthermore, the loss of the ability to airdodge multiple times before landing and the smaller hitbox of Ness' up air led players to believe that landing would be more challenging for Ness than in ''Smash 4''. | |||
'' | However, Ness' results in the early metagame of ''Ultimate'' were stronger than in ''Smash 4''. The overall mechanics of ''Ultimate'' and the changes to Ness' aerials and specials have greatly bolstered Ness' neutral, advantage, recovery, and movement options. In addition, many of Ness' hardest matchups from ''Smash 4'' (most notably {{SSBU|Rosalina & Luma}}, {{SSBU|Cloud}}, and {{SSBU|Corrin}}) were nerfed and are considered far less troublesome. | ||
Ness' position in the current metagame remains up for debate. He has fairly strong representation in tournaments and had two representatives on the [[Fall 2019 PGRU]]: {{Sm|Gackt}} from Japan and {{Sm|Scend}} from the United States. {{Sm|FOW}}, {{Sm|S1}}, and {{Sm|Awestin}} have also achieved strong results with Ness in their respective regions. His matchup spread is very solid, doing quite well against {{SSBU|Pikachu}}, {{SSBU|Fox}}, {{SSBU|Snake}}, and {{SSBU|Wolf}}, as well as {{SSBU|Joker}}, {{SSBU|Wario}}, {{SSBU|Captain Falcon}}, and {{SSBU|Roy}}. However, he does suffer from negative matchups against fighters that either outrange or counter his projectiles, such as {{SSBU|Lucina}}, {{SSBU|Palutena}}, {{SSBU|Mr. Game & Watch}}, and {{SSBU|Shulk}}. Overall, Ness is a potent but balanced character at high level play, with his overwhelming offensive kit and edgeguarding prowess offset by his limited recovery and landing options. Currently, Ness ranks 42nd out of 86 on the current and first tier list for ''Ultimate''. | |||
Notably, Ness is considered an even stronger character in ''Ultimate'''s online mode, as the presence of increased [[Wi-Fi lag|input lag]] ostensibly benefits him more than other characters, making his already fast aerials even safer and his recovery more difficult to challenge. These perceived advantages, while traditionally dismissed as meaningless in high-level competition, gained unforeseen significance as a result of the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]], which has temporarily relegated all major tournaments to an online format. Ness' strong online results include impressive first-place finishes by {{Sm|Scend}} at {{Trn|The Quarantine Series: Minor Tournament 1}} and {{Trn|The Box}}, the latter of which featured a $10,000 prize pool and the largest bracket of any Smash tournament (online or offline) to date. | |||
===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 --> | |||
''See also: [[:Category:Ness professionals (SSBU)]]'' | |||
*{{Sm|ATATA|USA}} - One of the best Ness players in the United States. Placed 1st at {{Trn|Midwest Arena 2: Doubles Masters}}, 5th at {{Trn|Combo Breaker 2022}}, 9th at {{Trn|Rise 'N Grind}}, 13th at {{Trn|Low Tide City 2022}}, and 17th at {{Trn|Get On My Level 2022}} with wins over players such as {{Sm|Onin}}, {{Sm|MuteAce}}, and {{Sm|Ned}}. Ranked 2nd on the [[Chicago Power Rankings#Super Smash Bros. Ultimate|Chicago Ultimate Power Rankings]]. | |||
*{{Sm|Gackt|Japan}} - The best Ness player in the world. Placed 3rd at {{Trn|Kagaribi 7}}, 4th at {{Trn|Glitch - Infinite}}, 7th at {{Trn|Pound 2022}}, and 9th at both {{Trn|EVO Japan 2020}} and {{Trn|Double Down 2022}} with wins over players such as {{Sm|Glutonny}}, {{Sm|ProtoBanham}}, and {{Sm|Tea}}. | |||
*{{Sm|PeW|France}} - The best Ness player in Europe following the return of offline competitive play. Placed 1st at {{Trn|Vulcan}}, 5th at both {{Trn|Ultimate WANTED 2}} and {{Trn|Glory 2.0}}, 9th at {{Trn|VCA 2021}}, and 17th at {{Trn|Syndicate 2019}} with wins over players such as {{Sm|Flow|p=France}}, {{Sm|Tarik}}, and {{Sm|SuperGirlKels}}. Ranked 25th on the [[PGRU v3 EU]]. | |||
*{{Sm|S1|Netherlands}} - The best Ness player in Europe during the first year of the game's active lifespan. Placed 5th at both {{Trn|Elysium: Yggdrasil}} and {{Trn|Valhalla III}}, 7th at {{Trn|Albion 4}}, and 9th at both {{Trn|Tech Republic IV}} and {{Trn|Syndicate 2019}} with wins over players such as {{Sm|quiK}}, {{Sm|Space}}, and {{Sm|Mr.R}}. Ranked 6th on the [[European Smash Rankings]]. | |||
*{{Sm|Syrup|USA}} - One of the two best Ness players in the United States. Placed 5th at both {{Trn|Get On My Level 2022}} and {{Trn|Apex 2022}}, 13th at {{Trn|Let's Make Big Moves 2022}}, and 17th at both {{Trn|Glitch 8.5 - Konami Code}} and {{Trn|Collision 2022}} with wins over players such as {{Sm|Dabuz}}, {{Sm|Cosmos}}, and {{Sm|Riddles}}. Online, he notably placed 2nd at the {{Trn|SWT: NA Northeast Ultimate Online Qualifier}}. | |||
*{{Sm|Scend|USA}} - One of the two best Ness players in the United States. Placed 5th at {{Trn|2GG: Nightmare on Smashville}}, 9th at {{Trn|Low Tier City 7}}, 17th at both {{Trn|Shine 2019}} and {{Trn|Super Smash Con 2019}}, and 25th at {{Trn|GENESIS 7}} with wins overplayers such as {{Sm|Light|p=Connecticut}}, {{Sm|Marss}}, and {{Sm|Abadango}}. He is also considered one of the best players online, winning {{Trn|The Box}} and {{Trn|SWT: NA Southwest Ultimate Online Qualifier}}. Ranked 31st on the [[PGRU v3 NA]] and as high as 3rd on the [[Wi-Fi Warrior Rank v6]]. | |||
=={{SSBU|Classic Mode}}: Home to Onett!== | =={{SSBU|Classic Mode}}: Home to Onett!== | ||
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|3||{{CharHead|R.O.B.|SSBU|hsize=20px|color=Purple}} (x3)||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside}}''||A reference to the Sentry Robots fought in the {{s|wikibound|Monotoli Building}}. | |3||{{CharHead|R.O.B.|SSBU|hsize=20px|color=Purple}} (x3)||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside}}''||A reference to the Sentry Robots fought in the {{s|wikibound|Monotoli Building}}. | ||
|- | |- | ||
|4||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|EarthBound|Bein' Friends}}''||A reference to {{s|wikibound|Dusty Dunes Desert}} | |4||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|EarthBound|Bein' Friends}}''||A reference to {{s|wikibound|Dusty Dunes Desert}}. | ||
|- | |- | ||
|5||{{CharHead|Toon Link|SSBU|hsize=20px|color=Black}} (x2)||[[Luigi's Mansion]]||''{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}''||A reference to the zombies fought in {{s|wikibound|Threed}}. When used, the only Assist Trophy summoned will be [[Jeff]]. | |5||{{CharHead|Toon Link|SSBU|hsize=20px|color=Black}} (x2)||[[Luigi's Mansion]]||''{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}''||A reference to the zombies fought in {{s|wikibound|Threed}}. When used, the only Assist Trophy summoned will be [[Jeff]]. | ||
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|style="background-color:#EEE;"|{{SSBUMusicLink|Persona|Last Surprise}}<ref group="SB" name="DLC"/> | |style="background-color:#EEE;"|{{SSBUMusicLink|Persona|Last Surprise}}<ref group="SB" name="DLC"/> | ||
| | | | ||
|} | |} | ||
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*Ness being unlocked by clearing Classic Mode as Kirby could be a reference to Ness being unlocked on {{SSB|Dream Land}} in the original ''Super Smash Bros.'', that both are voiced by Makiko Ōmoto, or that both are from games developed by [[HAL Laboratory, Inc.]] | *Ness being unlocked by clearing Classic Mode as Kirby could be a reference to Ness being unlocked on {{SSB|Dream Land}} in the original ''Super Smash Bros.'', that both are voiced by Makiko Ōmoto, or that both are from games developed by [[HAL Laboratory, Inc.]] | ||
*As of ''[[Ultimate]]''{{'}}s release, Ness has had more different victory themes than any other character, receiving new ones in ''[[Brawl]]'' and ''Ultimate'', in addition to his original one from the first two games. | *As of ''[[Ultimate]]''{{'}}s release, Ness has had more different victory themes than any other character, receiving new ones in ''[[Brawl]]'' and ''Ultimate'', in addition to his original one from the first two games. | ||
*Ness' official artwork resembles [[:File:Ness SSB4 Hoax.png|a hoax that claimed he would appear in ''Super Smash Bros. 4'']] before he was actually revealed. | |||
*Ness is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one way, as he is the first character to be unlocked through VS. Matches and the first unlock in {{SSBU|Kirby}}'s Classic Mode tree. The other character who shares this distinction is {{SSBU|Villager}}. | *Ness is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one way, as he is the first character to be unlocked through VS. Matches and the first unlock in {{SSBU|Kirby}}'s Classic Mode tree. The other character who shares this distinction is {{SSBU|Villager}}. | ||
*Despite the fact that Ness's [[PSI Magnet]] can absorb [[Bob-omb]] explosions, Ness cannot absorb explosions from the Bob-ombs that drop from the sky during [[Sudden Death]]. | *Despite the fact that Ness's [[PSI Magnet]] can absorb [[Bob-omb]] explosions, Ness cannot absorb explosions from the Bob-ombs that drop from the sky during [[Sudden Death]]. |