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'''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 | '''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 of the other previous veterans on June 12th, 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]]. | ||
In a first for the series, {{s|wikipedia|Makiko Ōmoto}} | In a first for the series, {{s|wikipedia|Makiko Ōmoto}} lacks new voice-clips for Ness. Instead, all (excluding [[PK Freeze|one]]) of his voice-lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''. | ||
Ness is | Ness is ranked 47th out of 82 characters on the ''Ultimate'' [[tier list]], placing him in the B- tier. This is a slight drop from his ranking in ''Smash 4'', where he was ranked 28th/29th out of 54 characters and tied with {{SSB4|Lucas}}. Ness has a fairly well-rounded design in ''Ultimate'', with useful tools in most phases of the game. He is most notable for his strong aerial game: all of his aerials are quick, powerful, disjointed, and useful for both racking up damage and KOing, as well as contributing to [[combo]]s at lower precents. His [[grab]] game is also among the best across the cast, as all of his throws have practical applications of utility: his down throw is a viable combo starter, and his back throw remains the most versatile KO throw in the series by default. Furthermore, Ness' [[special move]]set has flexible utility: [[PK Flash]], [[PSI Magnet]], and [[PK Fire]] can all start or extend combos, while the latter can quickly rack up damage and set up strong punishes. Meanwhile, PK Flash and [[PK Thunder 2]] can both lead to early KOs if landed. Ness' [[recovery]] has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of possessing the longest directional air dodging distance in the game alongside {{SSBU|Lucas}}. | ||
However, Ness does have some exploitable weaknesses. He suffers from poor grounded mobility and a lack of [[range]] in his normal attacks. Altogether, characters with large and/or [[disjointed hitbox]]es can easily outrange Ness, forcing him to play defensively and leaving him with few options | However, Ness does have some exploitable weaknesses. He suffers from poor grounded mobility and a lack of [[range]] in his normal attacks. Altogether, characters with large and/or [[disjointed hitbox]]es can easily outrange Ness, 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 approaching options are also hindered as a result especially when combined with his aforementioned sub-par range, and speed demons are capable of outspeeding him. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is one of the more exploitable recoveries in the game. | ||
As a result of his strengths and weaknesses, Ness is | As a result of his strengths and weaknesses, Ness is perceived as a strong, albeit volatile character in competitive play. Players such as {{Sm|Gackt}}, {{Sm|Scend}}, and {{Sm|Syrup}} have seen consistent success with Ness in tournaments. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Ness is a versatile character with strong tools for a variety of situations. Although he has relatively poor | Ness is a versatile character with strong tools for a variety of situations, having 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. Although he has relatively poor grounded mobility — his [[walking]] speed, [[initial dash]], and [[dash]]ing speed are below-average — his aerial mobility shines thanks to his excellent [[air acceleration]], average [[air speed]], above-average [[jump]]ing height, and unique [[double jump cancel]]ling ability; the former, in particular, is tied with {{SSBU|Falco}}, {{SSBU|Pichu}} and {{SSBU|Pikachu}} for the 6th-fastest, while his [[double jump]] is the 6th-highest. Further bolstering his aerial game, Ness' low [[gravity]] and slow [[falling speed]] allow him to perform multiple aerials in one [[short hop]], and all of his aerial normals can be [[auto-canceling|auto-canceled]]. Ness has three projectiles with numerous applications, including [[juggling]], [[edgeguarding]], and even [[recovery]]. Despite his small stature, Ness is a [[weight|middleweight]], tied with {{SSBU|Lucas}}, {{SSBU|Mii Brawler}}, and {{SSBU|Inkling}}. | ||
Ness' outstanding aerial | Ness' outstanding aerial mobility is supported by one of the best sets of aerial normals in the entire game. His [[neutral aerial]] activates on frame 5 and functions well as a combo-breaker and out-of-shield option. It also sets up [[tech-chasing]] situations at middle percents and deals decent knockback at high percents, making it a viable edgeguarding and KO option. His [[forward aerial]] has a large disjoint and is quite active for a lengthy time, making it excellent for starting combos, edgeguarding, and approaching. The final hit can KO at higher precents near the edge, while it is an effective [[wall of pain]] tool due to its ability to chain into itself multiple times. Ness' new multi-hitting [[up aerial]] is strong for KOs at high precents and great for juggling, and its drag-down properties allow Ness to set up grabs, combos, and KOs. Ness' [[back aerial]] is quick and powerful when sweetspotted, making it another reliable KO option in his kit. Finally, 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 | Ness' [[grab]] and [[throw]] game is also outstanding and among the best across the cast. His grab is relatively quick, his [[pummel]]'s decent speed allows Ness to inflict decent damage before throwing, and all of his throws have useful applications. Ness' [[down throw]] is a solid combo starter that will often lead into certain aerials, such as either neutral aerial or multiple forward aerials. His [[forward throw]] has disproportionate base knockback, allowing Ness to reliably set up edgeguarding situations and ending a stock extremely early when nearing the horizontal blast lines. Ness' [[up throw]], while not as practical compared to his other throws, is a solid mix-up that can set up juggling with PK Thunder or PK Flash. Although not as versatile as his down throw, it is a solid combo starter at lower precents, leading to certain aerials at lower precents. As well, its good knockback also allows it to KO at high precentages as well. Most notorious, however, is Ness' [[back throw]], which remains the most consistent KO throw in the series. | ||
While limited by his poor grounded mobility, Ness' grounded game is still respectable as it features a variety of powerful attacks. His [[forward tilt]] and [[dash attack]] are quick and strong enough to KO at high percents, and the latter has improved range to make it a reliable approaching tool. His [[up tilt]] is a good combo tool at low percents and can even KO at higher percents. His [[down tilt]], which is extremely fast and 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 exceptional damage and knockback, especially when sweetspotted with the tip of the bat, often KOing as low as 45% when sweetspotted at the edge. 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 [[item]]s. Ness' [[up smash|up]] and [[down smash]]es (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 is perhaps best known for his special | Ness is perhaps best known for his flexible [[special move]]set. 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. PK Flash, at full charge, can KO {{SSBU|Bowser}}, the heaviest character in ''Ultimate'', as low as 70%. 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 performed 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 [[recovering]] 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 attack ([[PK Thunder 2]]), which can both often KO extremely early and also allow Ness to recover from deep offstage. Ness' [[down special]], [[PSI Magnet]], creates a psychic field around Ness that absorbs energy-based attacks and [[healing|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]]ing 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' strengths are | However, Ness' strengths are counterbalanced by notable weaknesses, with the most notable one being his poor approach. While Ness' hitboxes are large and disjointed, his overall [[range]] still falls short relative to the cast. This is especially worsened considering the lack of range on his normal attack. As such, he can still be stuffed out or outranged by characters with even larger disjoints (especially swordies), such as {{SSBU|Cloud}} or {{SSBU|Marth}}. Moreover, Ness' below-average [[running]] speed and average [[air speed]], as well as his projectiles being rather slow or short-ranged, render him slightly vulnerable to [[camping]], especially against opponents with non-energy projectiles. In addition, his poor grounded mobility also allows speed demons, such as {{SSBU|Sonic}}, to outspeed him easily. Although Grounded PK Fire deals good damage, but is punishable on shield and easily escapable with good [[DI]], rendering it inferior compared to Aerial PK Fire. | ||
Overall, Ness is | Ness is also vulnerable to [[juggling]] given his floatiness and lack of reliable landing options, as well as the removal of multiple [[air dodge]]s. As such, characters with powerful and disjointed aerials, such as {{SSBU|Palutena}} and {{SSBU|Ike}}, can give Ness a difficult time landing. However, Ness' most glaring weakness remains his [[recovery]]. Despite traveling a good distance, 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, causing the projectile to instantly disappear and sending Ness into immediate [[helpless]]ness. It can also disappear upon contact with opponents or terrain, allowing characters with excellent recoveries (such as {{SSBU|Mr. Game & Watch}}) can merely jump into the projectile and receive minor knockback and damage, immediately sending Ness into a state of helplessness, though this is a risky strategy. Because of its enormous knockback, PK Thunder 2 is also susceptible to several [[counterattack|counters]], and opponents who time their counter correctly will almost typically kill Ness. In addition, PK Thunder 2 has significant ending lag, and if Ness recovers directly onto the stage after using it, opponents can easily capitalize on this ending lag by landing a powerful hit on Ness that he cannot hope to counter. Conversely, opponents who mistime an edgeguard against Ness will often die for it. As a result, characters with multiple [[jump]]s, such as {{SSBU|Jigglypuff}}, {{SSBU|Kirby}} and {{SSBU|Meta Knight}}, with counters, such as most of the Fire Emblem cast, or with moves that [[reflection|reflect]] or [[absorption|absorb]], such as {{SSBU|Rosalina}}, {{SSBU|Villager}}, and {{SSBU|Pit}}, can force Ness into disadvantage when offstage. | ||
Overall, Ness is characterized as a zoner glass cannon, like {{SSBU|Zelda}}. Ness excels in most offensive aspects of the game; possessing an extremely versatile moveset, gifted with an excellent combo game and potent KO potential, an impressive off-stage presence and good zoning tools. On the other hand, he suffers in certain defensive situations; he especially struggles when launched offstage or high above his opponent due to his exploitable recovery and poor landing options, respectively. He also struggles against characters who can outrange his disjoints or outspeed his mobility, though this is less problematic compared to in previous games. | |||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Ness has been significantly buffed in his transition from ''SSB4'' to ''Ultimate'' | Ness has been significantly buffed in his transition from ''SSB4'' to ''Ultimate'', despite being regarded as a viable high-tier in the previous game; various changes to his previous options and the addition of new ones have positively impacted his playstyle, and the changes to the game's engine have universally strengthened his kit. | ||
Ness' | Ness' grounded game has been improved compared to previous iterations; [[forward tilt]] is now a viable KO option, [[dash attack]] has increased knockback and range, [[up tilt]] has decreased ending lag and is useful for starting combos, and [[down tilt]] racks up damage much more effectively, especially near the ledge. Among his most significant buffs are the changes to his yo-yo [[smash attack]]s ([[up smash]] and [[down smash]]), which not only regained their charging hitboxes, but now hang below the ledge to very easily set up edgeguards against most characters; up smash has also lost its early hit and deals dramatically more knockback, making it a viable KO option for the first time. | ||
Many of Ness' other tools are more effective as well. All of his aerials, save for neutral aerial, deal more damage, and he has gained a new [[up aerial]] that hits multiple times, allowing for drag-down combos and set-ups while retaining most of its standalone KO power. [[Down aerial]] has more range, can once again be | Many of Ness' other tools are more effective as well. All of his aerials, save for neutral aerial, deal more damage, and he has gained a new [[up aerial]] that hits multiple times, allowing for drag-down combos and set-ups while retaining most of its standalone KO power. [[Down aerial]] has more range, can once again be [[auto-cancel]]ed from a short hop, and is a drastically stronger [[meteor smash]] when clean. In terms of [[special move]]s, [[PK Flash]] charges much more quickly and no longer causes [[helpless]]ness when performed mid-air; [[PK Fire]] has reduced lag (especially in terms of landing lag, greatly improving its utility in the air) that improves its combo and set-up potential, and [[PK Thunder]] deals more damage. Chief Ness' most prominent buff among the rest of his changes, however, comes from a significantly improved [[PSI Magnet]]; the move now has a hitbox (comparatively to {{SSBU|Lucas}}, although during the move rather than when canceling the move) that possesses a rehit rate, which gives it offensive usage for the first time in the series, as it assists Ness in extending combos and gives him newfound KO confirms at high percentages. | ||
The | The changes to ''Ultimate''{{'}}s engine have universally improved Ness as well, especially the revamped [[air dodging]] mechanics and general buffs to aerial attacks. The reintroductional of directional air dodges benefits Ness tremendously, as his own directional air dodge travels further than the rest of the entire roster (aside from {{SSBU|Lucas}}), providing a reliable [[recovering]] 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 further compounded by the universal reductions to [[landing lag]], improving their safety and combo potential. | ||
However, Ness has also received a few nerfs. His new up aerial | However, Ness has also received a few nerfs. His new [[up aerial]] provides less horizontal range, requires landing all hits (which start from behind and move in an arc above Ness) to deal considerable damage, and launches at a lower angle that hinders its KO potential, worsening Ness' ability to juggle his opponents. The potency of Ness' [[grab]] game has been noticeably toned down: his slower and more standardized [[pummel]] cannot rack up damage as effectively compared to ''Brawl'' and ''SSB4'', and is no longer among the fastest pummels in the entire game; [[back throw]] is marginally worse for KOing (though it remains the strongest throw in the game) due to launching the opponent closer to Ness; [[down throw]]'s increased ending lag hinders its combo potential past low to mid-percents, and the universal nerfs to grabs affects Ness as much as the rest of the cast, as grabbing is a key component to his gameplan. This also leaves Ness more vulnerable to punishment should he whiff a single grab. Lastly, the power of his yo-yo [[smash attack]]s now only increases by half as much when charged, and [[PK Flash]], in exchange for its much quicker charge, is drastically weaker when fully charged, making it less versatile for early KOs. | ||
Overall, the buffs to Ness' neutral game, | While he benefits from the universal changes to ''Ultimate''{{'}}s engine, some of those changes have also universally impaired Ness as well. The removal of multiple air dodges hinders Ness' ability to land safely, as [[air dodging]] multiple times was one of Ness' primary methods to land safely, making him more vulnerable to [[juggling]]. The universal growth to mobility considerably improves Ness' ability to approach (especially in the air), however, his grounded mobility still remains sub-par relative to the cast, meaning that his troublesome matchups against speed demons remain. This is especially exhibited considering the increased prevalence of rushdowners. While the reintroduction of directional air dodging greatly benefits Ness' recovery, the revamped air dodging mechanics have made Ness' air dodges some of the slowest in the game, thus leading to punishes should one be performed carelessly. Finally, most of Ness' former flaws from ''SSB4'' are still repurposed in ''Ultimate'', including the lack of range, poor approach and exploitable recovery, with the increased prevalance of swordfighters in ''Ultimate'' further pronouncing the former issue. | ||
Overall, the buffs to Ness' neutral game, punishing game, edgeguarding, and recovery outweigh the few nerfs he received, and while his primary weaknesses—such as lack of range and an exploitable recovery—are still present, they have nevertheless been toned down compared to previous ''Smash'' installments. Thus, despite his similar position among the roster, Ness performs better than in ''SSB4'', and his incarnation in ''Ultimate'' is widely considered his strongest in the ''Smash'' series to date. | |||
{{SSB4 to SSBU changelist|char=Ness}} | {{SSB4 to SSBU changelist|char=Ness}} | ||
==Update history== | ==Update history== | ||
Ness has received a mix of [[buff]]s and [[nerf]]s, but he was buffed overall. Update 2.0.0 increased | Ness has received a mix of [[buff]]s and [[nerf]]s, but he was buffed overall. Update 2.0.0 increased the auto-canceling windows for up aerial matching the ending lag of the move, and his down aerial deals more damage while retaining its knockback values. Update 3.0.0, however, nerfed the yo-yo charging smash attacks, which were infamous for breaking shields easily. He also received various buffs, such as PK Flash possessing a larger hitbox, and physics changes to the yo-yo that improved its potential as an edge-guarding tool. Update 3.1.0 reverted the yo-yo physics back to its pre-patch state, and his neutral attack connects more reliably. | ||
However, Ness has received a number of buffs in 9.0.0. | However, Ness has received a number of buffs in 9.0.0. His up tilt, dash attack and up throw deal more damage, which allows the latter to KO middleweights at around 180%, though with knockback adjusted for the former two. In addition, down aerial and PK Flash have less start-up lag. Overall, Ness remains a powerful fighter who can compete well with the rest of the cast. | ||
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | '''{{GameIcon|SSBU}} {{SSBU|2.0.0}}''' | ||
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|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=4% | |neutral3dmg=4% | ||
|neutraldesc= | |neutraldesc=A pair of {{s|wikipedia|one-two combo}} punches, followed by a roundhouse kick. The first and second hits can [[lock]]. | ||
|ftiltname= Side Kick ({{ja|サイドキック|Saido Kikku}}) | |ftiltname= Side Kick ({{ja|サイドキック|Saido Kikku}}) | ||
|ftiltdmg=10% | |ftiltdmg=10% | ||
|ftiltdesc= | |ftiltdesc=An arcing {{s|wikipedia|roundhouse kick}}. Can be angled. It has quick startup lag, hitting on frame 7, and possesses 17 frames of ending lag, giving it decent safety on shield and hit. It has surprisingly good power for a tilt attack of its kind, KOing middleweights at around 120% at the edge of Final Destination. | ||
|utiltname=PK Toss ({{ja|PKトス|Pīkei Tosu}}) | |utiltname=PK Toss ({{ja|PKトス|Pīkei Tosu}}) | ||
|utiltdmg=9% (spark), 7% (body) | |utiltdmg=9% (spark), 7% (body) | ||
|utiltdesc= | |utiltdesc=Hops and performs a vertical double-palm thrust that produces a PSI spark from his hands. It hits on frame 5, making it disproportionaly quick for a tilt attack. Possesses a [[sourspot]] located on his body that deals 7%. A decent anti-air and [[juggling]] tool with surprisingly high power for a tilt attack similar to Ness' forward tilt, KOing middleweights at around 133% on Final Destination. It is also versatile for partaking in combos despite its moderate ending lag. | ||
|dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}}) | |dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}}) | ||
|dtiltdmg=4.5% (foot), 3% (toes) | |dtiltdmg=4.5% (foot), 3% (toes) | ||
|dtiltdesc=A swift shin kick. | |dtiltdesc=A swift shin kick. Due to the move's lack of start-up lag and ending lag, it is extremely spammable and is useful for jab resetting, locking, pressuring shields, two-framing and racking up quick damage while the opponent is trapped at the edge. The move is a sourspot located on the tip of his foot. However, it no longer has the ability to [[tripping|trip]] opponents like in ''SSB4'' and ''Brawl'', removing its guaranteed setups. | ||
|dashname=PK Hand Stamp ({{ja|PKハンドスタンプ|Pīkei Hando Sutanpu}}) | |dashname=PK Hand Stamp ({{ja|PKハンドスタンプ|Pīkei Hando Sutanpu}}) | ||
|dashdmg=4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) | |dashdmg=4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) | ||
|dashdesc= A double palm thrust that | |dashdesc=A double-palm thrust that launches three PSI sparks out in front of him, with the final spark knocking the opponent up into the air. It has rather impressive power for a dash attack, as the final hit starts KOing middleweights at around 141% on Final Destination. The first spark deals more damage to aerial opponents. The move is useful for setting up juggles and pressuring from afar. It is difficult to punish on shield if only the last hit connects. The disjointed hitboxes have considerable distances, offering it impressive range for a dash attack and giving it decent utility for approaching, as well as pressuring from a distance. The first hit is more damaging on opponents in the air. | ||
|fsmashname=Batter Up! ({{ja|バットスイング|Batto Suingu}}, ''Bat Swing'') | |fsmashname=Batter Up! ({{ja|バットスイング|Batto Suingu}}, ''Bat Swing'') | ||
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (low), {{ChargedSmashDmgSSBU|20}} (mid), {{ChargedSmashDmgSSBU|22}} (tip), 2× damage (reflected projectiles) | |fsmashdmg={{ChargedSmashDmgSSBU|18}} (low), {{ChargedSmashDmgSSBU|20}} (mid), {{ChargedSmashDmgSSBU|22}} (tip), 2× damage (reflected projectiles) | ||
|fsmashdesc=Swings his {{s|wikibound|baseball bat}}. It can [[reflect]] incoming projectiles with a high multiplier and is one of the strongest forward smashes in the game, killing most characters around 50% by the ledge. However, its lag is considerable and makes it easy to punish up close. | |fsmashdesc=Swings his {{s|wikibound|baseball bat}}. It can [[reflect]] incoming projectiles with a high multiplier and is one of the strongest forward smashes in the game, killing most characters around 50% by the ledge. However, its lag is considerable and makes it easy to punish up close. The reflector has 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 [[item]]s. | ||
|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=1% (charge), {{ChargedSmashDmgSSBU|13|1.2}} | |usmashdmg=1% (charge), {{ChargedSmashDmgSSBU|13|1.2}} | ||
|usmashdesc=Sends his {{s|wikibound|yo-yo}} forward and performs an "around-the-world" | |usmashdesc=Sends his {{s|wikibound|yo-yo}} forward and performs an "around-the-world," hitting first in front of and then above and behind. Unlike in previous installments, it can KO middleweights at around 116% on Final Destinaton. It has a hitbox while charging and can hang from the ledge. This makes it effective for edgeguarding and two-framing, but can only be held for an additional half of a second instead of two in comparison to the rest of the other smash attacks, and has a maximum charging damage multiplier of 1.2×. A decent anti-air and a good [[out of shield]] option. | ||
|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=1% (charge), {{ChargedSmashDmgSSBU|10|1.2}} | |dsmashdmg=1% (charge), {{ChargedSmashDmgSSBU|10|1.2}} | ||
|dsmashdesc=Sends his {{s|wikibound|yo-yo}} backward and performs the "walk-the-dog" with it, hitting first behind then in front. It has a hitbox while charging and can hang from the ledge, but can only be held for an additional half of a second instead of two, and has a | |dsmashdesc=Sends his {{s|wikibound|yo-yo}} backward and performs the "walk-the-dog" with it, hitting first behind then in front. Unlike in previous installments, it can KO middleweights at around 101% at the edge of Final Destinaton. It has a hitbox while charging and can hang from the ledge. This makes it effective for edgeguarding and 2-frame punishing, but can only be held for an additional half of a second instead of two in comparison to the rest of the other smash attacks, and has a maximum charging damage multiplier of 1.2×. It potentially has inconsistency linking correctly if the opponent is at the furthest point of the back hit. | ||
|nairname=Ness Spin ({{ja|ネススピン|Nesu Supin}}) | |nairname=Ness Spin ({{ja|ネススピン|Nesu Supin}}) | ||
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late) | |nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|7}} (late) | ||
|nairdesc=Spins diagonally in the air with his arms outstretched, emitting PSI from his | |nairdesc=Spins diagonally in the air with his arms outstretched, emitting PSI from his palms. It has quick startup lag, coming out on frame 5, with the properties of a [[sex kick]]. It is rather useful for breaking combos and as an out-of-shield option. The clean hitboxes deal decent knockback, making it a good edgeguarding and killing option, as it starts KOing middleweights under 120% at the edge of Final Destination. It [[auto-cancel]]s from a short hop. | ||
|fairname=Aerial PK Hand Stamp ({{ja|空中PKハンドスタンプ|Kūchū Pīkei Hando Sutanpu}} | |fairname=Aerial PK Hand Stamp ({{ja|空中PKハンドスタンプ|Kūchū Pīkei Hando Sutanpu}} | ||
|fairdmg={{ShortHopDmgSSBU|1.5}} (hit 1-3), {{ShortHopDmgSSBU|5.5}} (hit 4) | |fairdmg={{ShortHopDmgSSBU|1.5}} (hit 1-3), {{ShortHopDmgSSBU|5.5}} (hit 4) | ||
|fairdesc= A double palm | |fairdesc=A double-palm trust while generating a stream of PSI out of his hands. It is tied with [[up aerial]] for the second-fastest startup out of Ness' aerials, coming out on frame 5. Due to Ness' excellent [[air acceleration]], it functions as an excellent approaching and [[spacing]] tool as Ness is capable of retreating while the opponent gets hit by the move's lingering and rather large hitboxes, and it is useful for starting and extending combos. It auto-cancels from a short hop. Can chain into itself multiple times at low percentages, making it an effective [[wall of pain]] tool. | ||
|bairname=PK Drop Kick ({{ja|PKドロップキック|Pīkei Doroppu Kikku}}) | |bairname=PK Drop Kick ({{ja|PKドロップキック|Pīkei Doroppu Kikku}}) | ||
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|8}} (late) | |bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|8}} (late) | ||
|bairdesc=A dropkick that produces | |bairdesc=A {{s|wikipedia|dropkick}} that produces PSI from his feet. If landing the clean hitbox, it’s Ness' strongest aerial and one of the strongest back aerials in the game, KOing middleweights at 125% on Final Destination and even lower at the ledge. Despite its high power, it also has relatively quick startup lag, hitting on frame 10, and low ending lag. It is also useful for edgeguarding and leading to a wall of pain at lower precentages. It auto-cancels from a short hop. | ||
|uairname=PK Wiper ({{ja|PKワイパー|Pīkei Waipā}}) | |uairname=PK Wiper ({{ja|PKワイパー|Pīkei Waipā}}) | ||
|uairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5) | |uairdmg={{ShortHopDmgSSBU|2.5}} (hits 1-4), {{ShortHopDmgSSBU|5}} (hit 5) | ||
|uairdesc=Waves his finger in an arc above his head while generating PSI | |uairdesc=Waves his finger in an arc above his head while generating sparkles of PSI from his index finger, hitting up to 5 times. Due to hitting on frame 5, it is tied with [[forward aerial]] for the second-fastest startup out of Ness' aerials. It auto-cancels from a short hop. A great combo and juggling tool that can rack up damage quickly in tandem with his [[double jump]], as its linking hits and last hit's vertical angle combine to make it a great combo extender. Since the final hit has extremely high knockback scaling, it is one of the strongest up aerials in the game, as the final hit starts KOing middleweights at around 134% at grounded levels on Final Destination. | ||
|dairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}}) | |dairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}}) | ||
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late) | |dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late) | ||
|dairdesc=Twirls before | |dairdesc=Twirls before stomping below himself, producing a spark of PSI from his foot. The clean hitbox is a powerful [[meteor smash]] that can KO early offstage, and is versatile for starting and/or extending combos onstage if landed against grounded opponents. The late hitbox is a [[semi-spike]] that can KO middleweights at around 158% at the edge of Final Destination. It auto-cancels from a short hop. It is Ness' slowest aerial, however, coming out on frame 18. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc= | |grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. A quick grab with moderate amount of ending lag, although it is burdened with short range. | ||
|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=Zaps the opponent with a blast of PSI. A fairly fast pummel with decent damage output. | ||
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}}) | |fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}}) | ||
|fthrowdmg=11% | |fthrowdmg=11% | ||
|fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. | |fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. It has disproportional base knockback, but almost lacks knockback scaling, which gives it little/no KO potential even after [[Sudden Death]] percentages. It is useful for setting up an edgeguard, however, or KOing an opponent early on if nearing the horizontal blast zones. | ||
|bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}}) | |bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}}) | ||
|bthrowdmg=11% | |bthrowdmg=11% | ||
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backward, in a | |bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backward, in a diagonal and vertical motion. It is the opposite of his forward throw, possessing minimal base knockback, but incredibly high knockback scaling, making it one of the strongest back throws in the game, KOing even the heaviest characters with optimal DI at 122% near the ledge without [[rage]], and is considered the most versatile and common killing throw overall, as it can KO much more reliably anywhere onstage at higher percentages than most other back throws at its level of strength like {{SSBU|Incineroar}}'s or {{SSBU|Dr. Mario}}'s, due to its much higher knockback scaling. | ||
|uthrowname=Cowboy PK Throw ({{ja|カウボーイPKスルー|Kaubōi Pīkei Surū}}) | |uthrowname=Cowboy PK Throw ({{ja|カウボーイPKスルー|Kaubōi Pīkei Surū}}) | ||
|uthrowdmg=12% | |uthrowdmg=12% | ||
|uthrowdesc=Psychokinetically spins the opponent | |uthrowdesc=Psychokinetically spins the opponent overhead before sending them straight into the air. It leaves the opponent in an unfavorable position that leads into juggling, especially by using PK Thunder. Since update {{SSBU|9.0.0}} has increased it damage output, it is capable of KOing middleweights at around 180% on Final Destination. However, if Ness has high amount of rage, it is tied with {{SSBU|Zelda}}, {{SSBU|Incineroar}} and {{SSBU|Lucas}}' up throws as the fifth-strongest up throw in the game, as it can KO middleweights at around 146% from anywhere on Final Destination. | ||
|dthrowname=Rapid PK Fire ({{ja|ラピッドPKファイヤー|Rapiddo Pīkei Faiyā}}) | |dthrowname=Rapid PK Fire ({{ja|ラピッドPKファイヤー|Rapiddo Pīkei Faiyā}}) | ||
|dthrowdmg=0.5% (hits 1-3), 1.5% (hit 4), 4% (throw) | |dthrowdmg=0.5% (hits 1-3), 1.5% (hit 4), 4% (throw) | ||
|dthrowdesc=Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, | |dthrowdesc=Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, possessing guaranteed follow-ups into neutral aerial, forward aerial and up aerial. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=Sweep kicks in front of and behind himself. | |floorfdesc=Sweep kicks in front of and behind himself in a circle. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
|floorbdesc= | |floorbdesc=Planting on the ground, Ness sweeps his leg behind and in front of himself in a circle. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc= | |floortdesc=Performs a dropkick behind and in front of himself with both hands planted on the ground. | ||
|edgename= | |edgename= | ||
|edgedmg=9% | |edgedmg=9% | ||
|edgedesc= | |edgedesc=Cartwheels onto the stage and performs a sweep kick in front of himself. | ||
|nsname=PK Flash | |nsname=PK Flash | ||
|nsdmg=11%-27% | |nsdmg=11%-27% | ||
|nsdesc= | |nsdesc=Generates a light blue, energetic pulse of sphere light that appears above him. As the special input is held, the sphere curves downwards and increases its power, until the attacking input is released or until the move's level of charge is maxed out, it explodes. PK Flash is effective at edgeguarding and gimping characters with predictable or linear recoveries, like {{SSBU|Pyra}}/{{SSBU|Mythra}} and {{SSBU|Sonic}}, respectively. PK Flash boasts extreme power at full charge, KOing even the heaviest characters under 80% on Final Destination. PK Flash is also a hard punish if reading the opponent's options from a ledge. The arc it travels can be controlled, and the projectile is able to go through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semi-soft platforms]] and will not dissipate upon contact with [[platform#Hard_platforms|hard platforms]]. | ||
The longer the special button is held, the stronger the explosion will be. | The longer the special button is held, the stronger the explosion will be. | ||
|ssname=PK Fire | |ssname=PK Fire | ||
|ssdmg=6% (bolt), 1% (fire) | |ssdmg=6% (bolt), 1% (fire) | ||
|ssdesc=Fires a yellow lightning-bolt shaped projectile, | |ssdesc=Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an opponent or destructible portion of a stage, at which point, it explodes into into a gradually-fading and quick-hitting pillar of fire, making said opponent vulnerable to guaranteed followups or KO confirms. Due to [[SDI]] being drastically weakened since ''SSB4'', it is a versatile tool for racking up quick damage. When performed in midair, Ness fires the bolt at a 45° angle. | ||
|usname=PK Thunder | |usname=PK Thunder | ||
|usdmg=11% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox) | |usdmg=11% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox) | ||
|usdesc=Creates a | |usdesc=Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. It can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a powerful human-projectile. Aiming the head of the projectile into Ness himself will launch him in a trajectory opposite to the side the projectile collided onto Ness, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has brief [[invincibility]] during the first half of the move. Ness' primary means of [[recovery]], but it can be easily gimped during startup. PK Thunder 2 has invulnerability from frame 1 to 32 and is constituted of an early and late hit. Colliding with a projectile, opponent or an item during PK Thunder 2 will shorten the distance traveled, and slamming into a wall allows Ness to perform another PK Thunder if the player is sufficiently quick enough. The tail of the thunder projectile can be useful for juggling and disrupt opponents recovering. | ||
The tail of the thunder projectile can be | |||
|dsname=PSI Magnet | |dsname=PSI Magnet | ||
|dsdmg=4% per hit | |dsdmg=4% per hit | ||
|dsdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectiles (such as {{SSBU|Mario}}'s [[Fireball]], {{SSBU|Fox}}'s {{b|Blaster|Fox}} or {{SSBU|Samus}}'s | |dsdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectiles (such as {{SSBU|Mario}}'s [[Fireball]], {{SSBU|Fox}}'s {{b|Blaster|Fox}} or {{SSBU|Samus}}'s [[Charge Shot]]) or explosions (including all of {{SSBU|Snake}}'s explosives) and heal for 1.6× the damage he would have received, but only at a maximum of 30% damage per projectile. It possesses a hitbox on startup if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. PSI Magnet is also useful as a [[Fall Break|fall break]] to stall Ness' vertical momentum slightly in the air. | ||
It possesses a hitbox on startup if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. | |||
|fsname=PK Starstorm | |fsname=PK Starstorm | ||
|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 | |fsdesc=[[Paula]] and [[Poo]] join Ness, assisting him in summoning [[wikibound:PK Starstorm|a shower of falling stars]] to attack his opponents. The comets will rain down over the stage and can be slightly aimed left and right. | ||
}} | }} | ||
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===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Ness teleports onto the stage | *Ness teleports onto the stage using PSI Teleport, ending in an explosion leaving him covered in soot, which he then shakes off his body. | ||
<gallery> | <gallery> | ||
NessOnScreenAppearanceSSBU.gif|Ness's on-screen appearance | NessOnScreenAppearanceSSBU.gif|Ness's on-screen appearance | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': Turns toward the screen and nods while saying "Okay." The pose is similar to that of his clay model from ''EarthBound''. | *'''Up taunt''': 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''. | ||
*'''Side taunt''': | *'''Side taunt''': Points his bat outward in front of him and strikes a pose, similar to how {{s|wikipedia|baseball players}} strike this pose to indicate they are hitting a home-run. | ||
*'''Down taunt''': Waves his hand in an S motion while emitting a stream of PSI from his finger. | *'''Down taunt''': Waves his hand in an S-motion while emitting a stream of PSI from his finger. | ||
<gallery> | <gallery> | ||
SSBUNessTaunt1.gif|Ness' up taunt. | SSBUNessTaunt1.gif|Ness' up taunt. | ||
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===[[Idle pose]]s=== | ===[[Idle pose]]s=== | ||
* | *Curiously look to his left, then to his right. | ||
* | *Closes his eyes and places his fingers on his forehead, concentrating his PSI, and then points it forward. | ||
<gallery> | <gallery> | ||
SSBUNessIdle1.gif|Ness' first idle pose. | SSBUNessIdle1.gif|Ness' first idle pose. | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Walks in then looks around with a surprised expression, before rubbing the back of his head while smiling (his "character chosen" animation in ''Super Smash Bros.'', albeit much more subtle). | *'''Left:''' Walks in to the screen, then looks around with a surprised expression, before rubbing the back of his head while smiling (his "character chosen" animation in ''Super Smash Bros. 64'', albeit much more subtle). | ||
*'''Up:''' Skips into the victory screen, then | *'''Up:''' Skips into the victory screen, then stops before nodding slightly with his arms positioned on his hips, holding a pose similar to his official clay model, up taunt, and official render from ''Super Smash Bros. Brawl''. | ||
*'''Right:''' Swings his bat once, then strikes a pose similar to his side taunt. | *'''Right:''' Swings his bat once, then strikes a pose similar to his side taunt. | ||
[[File:EarthboundSeriesVictoryThemeUltimate.ogg|thumb|A flourished combination of the final two out of the Eight Melodies in ''Mother / EarthBound Beginnings''.]] | [[File:EarthboundSeriesVictoryThemeUltimate.ogg|thumb|A flourished combination of the final two out of the Eight Melodies in ''Mother / EarthBound Beginnings''.]] | ||
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*{{Sm|ATATA|USA}} - One of the best Ness players in the United States. He began attending more out-of-region events in 2022 and has seen strong showings such as 13th at {{Trn|Low Tide City 2022}} and 17th at {{Trn|Get On My Level 2022}}. He is ranked 91st on the [[UltRank 2022]] for the second half of 2022. | *{{Sm|ATATA|USA}} - One of the best Ness players in the United States. He began attending more out-of-region events in 2022 and has seen strong showings such as 13th at {{Trn|Low Tide City 2022}} and 17th at {{Trn|Get On My Level 2022}}. He is ranked 91st on the [[UltRank 2022]] for the second half of 2022. | ||
*{{Sm|Gackt|Japan}} - The best Ness player of all time, having placed top 8 at more majors than any other Ness player. He finished 3rd at {{Trn|Kagaribi 7}} | *{{Sm|Gackt|Japan}} - The best Ness player of all time, having placed top 8 at more majors than any other Ness player. He finished 3rd at both {{Trn|Kagaribi 7}} and {{Trn|Maesuma TOP 12}}, the highest placements for a Ness player at a major. | ||
*{{Sm|PeW|France}} - The best Ness player in Europe since the end of the online era, and was also the second-best Ness player in Europe in the early metagame. He placed top 32 at several majors, including 13th at {{Trn|VCA 2022}} and 25th at both {{Trn|Albion 4}} and {{Trn|COLOSSEL 2022}}. Since late-2022, he has been playing Ness as a secondary alongside {{SSBU|Min Min}}. | *{{Sm|PeW|France}} - The best Ness player in Europe since the end of the online era, and was also the second-best Ness player in Europe in the early metagame. He placed top 32 at several majors, including 13th at {{Trn|VCA 2022}} and 25th at both {{Trn|Albion 4}} and {{Trn|COLOSSEL 2022}}. Since late-2022, he has been playing Ness as a secondary alongside {{SSBU|Min Min}}. | ||
*{{Sm|S1|Netherlands}} - The best Ness player in Europe in the early metagame and was also a top 10 player in Europe during that time. Consistently placed top 8 at European tournaments, including placing 7th at the major {{Trn|Albion 4}} and 5th at the superregional {{Trn|Valhalla III}}. He has been mostly inactive since early-2020, occasionally entering tournaments while using secondaries. | *{{Sm|S1|Netherlands}} - The best Ness player in Europe in the early metagame and was also a top 10 player in Europe during that time. Consistently placed top 8 at European tournaments, including placing 7th at the major {{Trn|Albion 4}} and 5th at the superregional {{Trn|Valhalla III}}. He has been mostly inactive since early-2020, occasionally entering tournaments while using secondaries. | ||
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===Tier placement and history=== | ===Tier placement and history=== | ||
Initial opinions | Initial opinions on Ness were rather positive, due to the myriad of buffs he received during the transition from ''Smash 4'' and benefiting from new mechanics in ''Ultimate'', all of which improved his neutral, advantage, recovery, and movement-based options. As a result, early results from Ness were rather strong thanks to the strong performances from {{Sm|Gackt}} and {{Sm|Scend}}, as well as a myriad of strong regional players such as {{Sm|ATATA}}, {{Sm|Awestin}}, and {{Sm|FOW}}. This led several players to consider Ness as a solid high-tier character. | ||
Ness | Although Ness' representation in the metagame continued to remain in the top 20, as well as the rise of new players such as {{Sm|Syrup}}, Ness' weaknesses progressively became more apparent as the metagame progressed. For a notable example, his limited range hindered his performances as the metagame was often populated with swordfighters or characters that could outrange Ness. In addition, his best players either became rather inconsistent -- for example, Gackt's performances ranged from a top 3 finish at {{Trn|Kagaribi 7}} to placing 49th at {{Trn|Maesuma TOP 8}} a month later -- or picked up secondaries to alleviate Ness's weaknesses -- for example, Syrup eventually picked up {{SSBU|Steve}} as a co-main. This has led opinions on Ness to vary: while most of the community still consider Ness as a solid high-tier, especially in the United States, others, notably in Japan, hold a lower opinion of the character.<ref>{{cite web|url=https://blog.start.gg/ultranks-first-official-ssbu-tier-list-4a35bf3dcfc3|title=First Official SSBU Tier List}}, data located in the "Regional Differences" section</ref> This varying opinion is currently reflected in Ness' position in the current tier list, where he is ranked 40th as the second-highest upper mid-tier character. | ||
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 the other characters, making his quick 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 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. | |||
=={{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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==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
[[File:WoL-10Ness.jpg|thumb|Finding Ness in World of Light|left]] | [[File:WoL-10Ness.jpg|thumb|Finding Ness in World of Light|left]] | ||
Although Ness has been absent from the World of Light | Although Ness has been absent from the opening cutscene of World of Light, he was vaporized and later placed under [[Galeem]]'s imprisonment when the latter unleashed his beams of light to engulf the world and the universe, along with the rest of the fighters (minus {{SSBU|Kirby}}). | ||
Ness can be found in the pink clouds reminiscent of [[Magicant]], and the player needs to defeat the [[Flying Man]] [[List of spirits (EarthBound series)|spirit]] in order to access his fighter battle and awaken him. | |||
Later, the fighters prepare their final stand against Galeem and [[Dharkon]], including Ness among them. | |||
{{clrl}} | {{clrl}} | ||
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==Trivia== | ==Trivia== | ||
*Ness was the only one of the four original [[unlockable character]]s from ''Super Smash Bros. 64'' to be playable in the E3 demo. | *Ness was the only one of the four original [[unlockable character]]s from ''Super Smash Bros. 64'' to be playable in the E3 demo. | ||
**Ness is also the only | **Ness is also the only original unlockable character to appear on the box artwork. However, {{SSBU|Captain Falcon}} is featured in the full-group artwork. | ||
*Although most characters from the original ''Super Smash Bros.'' are [[Fighter number|numbered]] by their debut game's original release date, Captain Falcon and Ness can be considered an exception; ''F-Zero'' was originally released in 1990, four years before ''EarthBound''. Additionally, in ''Super Smash Bros.'', Captain Falcon will | *Although most characters from the original ''Super Smash Bros.'' are [[Fighter number|numbered]] by their debut game's original release date, Captain Falcon and Ness can be considered an exception; ''F-Zero'' was originally released in 1990, four years before ''EarthBound''. Additionally, in ''Super Smash Bros.'', Captain Falcon will typically be fought first if the unlock conditions for both him and Ness are met simultaneously. However, it is also possible that Ness is numbered per the 1989 release of ''Mother'', which is also how he is ordered in ''Brawl''{{'}}s [[All-Star Mode#Super Smash Bros. Brawl|All-Star Mode]]. | ||
*''Ultimate'' marks the first time since ''[[Super Smash Bros. Melee]]'' where Ness' artwork depicts him holding his baseball bat. | *''Ultimate'' marks the first time since ''[[Super Smash Bros. Melee]]'' where Ness' artwork depicts him holding his baseball bat. | ||
*''Ultimate'' is the first ''Smash'' game in which Ness has a greater number of aerials that | *''Ultimate'' is the first ''Smash'' game in which Ness has a greater number of aerials that emit PSI than Lucas, being 5 to 4 as opposed to 2 and 3 to 3 in ''Brawl'' and ''Smash 4'', respectively. | ||
*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 {{SSBU|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 is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one | *Ness is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one method, 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' | *Despite the fact that Ness' [[PSI Magnet]] can absorb [[Bob-omb]] explosions, Ness cannot absorb explosions from the Bob-ombs that drop from the sky during [[Sudden Death]]. | ||
{{SSBUCharacters}} | {{SSBUCharacters}} |