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{{disambig2|Ness' appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Ness}}
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{{Infobox Character
{{Infobox Character
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|ssbgame4 = SSB4
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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B-
|ranking = 47
}}
}}
'''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]].
{{cquote|''Ness has a variety of moves, from long-range attacks using psychic powers known as "PSI," to short-range attacks with his bat and yo-yo.  Ness can also unleash PK Thunder, a guided attack that can launch him like a rocket or help him recover!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Ness''' ({{ja|ネス|Nesu}}, ''Ness'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was revealed along with all other previous fighters on June 12, 2018. Ness is classified as fighter #10.


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''.
Makiko Ōmoto reprises her role as Ness through archived voice recordings from ''[[Super Smash Bros. 4]]''.
 
Ness is currently ranked 47th out of 82 characters on the Ultimate [[tier list]], placing him in the B- tier. While this could be seen as a slight drop from ''Smash 4'', when he was ranked 28th/29th out of 54 characters (tied with {{SSB4|Lucas}}), his incarnation in ''Ultimate'' is generally considered his strongest in the series. Ness has a fairly well-rounded design in ''Ultimate,'' with useful tools in most phases of the game. He is most notable for his fantastic air game: all of his aerials can autocancel in a short hop, have low landing lag and are fast, powerful, disjointed, and useful for both racking up damage and KOing. His grab game is also among the best in the cast, as all of his throws have practical uses: His down throw is a viable combo starter, his forward and up throw force opponents in unfavourable situations where they can be juggled or edgeguarded and his back throw is among the strongest KO throws in the game. Furthermore, Ness' specials all have 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. Ness's recovery has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of having the longest directional air dodge 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 in neutral and disadvantage. Because of his slow mobility on the ground, his approach options are also limited, especially when combined with his aforementioned sub-par range. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is exploitable by many characters.
 
As a result of his strengths and weaknesses, Ness is viewed as a strong but 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==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Ness being the 1st character to be unlocked.
*Play [[VS. match]]es, with Ness being the first character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or anyone in his unlock tree, being the 1st character unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Kirby}} or any character in his unlock tree, being the first character unlocked.
*Have Ness join the player's party in [[World of Light]].
*Have Ness join the player's party in [[World of Light]].
With the exception of the third method, Ness must then be defeated on [[Onett]].
With the exception of the third method, Ness must then be defeated on [[Onett]].
==Attributes==
Ness is a versatile character with strong tools for a variety of situations. Although he has relatively poor ground movement — his [[walking speed]], [[initial dash]], and [[dash]] speed are below average, as well as his [[air speed]] — his aerial movement shines thanks to his excellent [[air acceleration]], above-average [[jump]] height, and unique [[double jump cancel]]ling ability. Further bolstering his aerial game, Ness' low [[gravity]] and low [[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 middleweight, tied with {{SSBU|Lucas}}, {{SSBU|Mii Brawler}}, and {{SSBU|Inkling}}.
Ness' outstanding aerial movement 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 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 fast and 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' 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 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' 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. 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]], especially against opponents with non-energy projectiles. Ness is also vulnerable to [[juggling]] given his floatiness and lack of reliable landing options, as well as the removal of multiple air dodges. 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, 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 significantly buffed in his transition from ''SSB4'' to ''Ultimate''. 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 strengthen his kit.
While he had already grown stronger in the previous two installments in the ''Super Smash Bros.'' series, Ness was buffed significantly for his appearance in ''Super Smash Bros. Ultimate''. Among his most notable buffs are his increased damage output, his enhanced movement speed, and his expanded variety of zoning tools, which now include his yo-yo smashes and his special moves. Ness also has better range and can wall out characters with poor range.  


Ness' ground game is better 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 attacks ([[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 has dramatically higher knockback, making it a viable KO option for the first time.
However, Ness did get some small nerfs. His up aerial has a smaller hitbox (although it can still be used as a finisher or a drag down aerial to extend combos to make up for this), and [[PK Thunder|PK Thunder 2]] has less killpower than it did before.  


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 autocanceled from a short hop, and has a much stronger [[meteor smash]] effect. In terms of special moves, [[PK Flash]] charges much more quickly and no longer causes [[helpless]]ness; [[PK Fire]] has reduced lag (especially landing lag, making it far more useful when used in the air) that improves its combo and set-up potential, and [[PK Thunder]] deals more damage. His most notable buff, however, comes from a significantly improved [[PSI Magnet]]; the move now has a hitbox (similarly to {{SSBU|Lucas}}, although during the move rather than when canceling the move) that possesses a rehit rate, which gives it offensive use for the first time in the series, as it helps Ness extend combos and gives him newfound KO confirms at high percentages.
In spite of his negligible nerfs, his buffs to his aerial and edge-guarding games and airdodge mechanics changes have made Ness a more viable and frightening fighter than his previous iterations; the extent of the threat Ness poses on the battlefield, however, has still yet to be determined.  


The universal changes in ''Ultimate'' have improved Ness as well, especially the new [[air dodge]] mechanics and general buffs to aerial attacks. The return of directional air dodges benefits Ness tremendously, as his own directional air dodge travels further than that of any character (aside from 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 further compounded by the universal reductions to landing lag, improving their safety and combo potential.
===Aesthetics===
*{{change|Ness' model features a more subdued color scheme, and some of the detailing on his clothes and weapons are more prominent, such as the stitching on his socks.}}
*{{change|Ness always faces the screen regardless of which direction he turns, causing his animations to be mirrored.}}
*{{change|The text on his yo-yo now reads "SUPER NINTENDO 2018 MOTHER". The yo-yo also produces trailing aftereffects when in motion.}}
*{{change|Many of his PSI moves now have their respective PSI graphics from ''{{b|EarthBound|game}}''.}}
*{{change|Ness's eyes bulge and grow more circular when he is hit or frozen.}}
*{{change|Ness is much angrier in battle than he was in the previous installment.}}
*{{change|Ness's dash animation is different; he now bounces slightly when dashing.}}
*{{change|Ness has a new idle animation where he bounces in place with his arms to the side.}}
*{{change|His [[air dodge]] now resembles its ''[[Melee]]'' iteration more closely.}}
*{{change|Ness' [[victory pose]]s have been slightly altered:}}
**When Ness poses with his bat, he swings his bat only once instead of multiple times.
**Ness skips into the victory area instead of hopping in place.
**He has a more astonished expression during his look-about victory pose.


However, Ness has also received a few nerfs. His new up aerial has less horizontal range, requires landing all hits (which start from behind and move in an arc above Ness) to deal considerable damage, and sends at a lower angle that hinders its KO potential, worsening Ness' ability to juggle opponents. His grab game has been toned down, as his slower, more standard [[pummel]] cannot rack up damage as effectively, [[back throw]] is very slightly worse for KOing (though it remains the strongest throw in the game), [[down throw]]'s higher ending lag hinders its combo potential past low to mid-percents, and the universal nerfs to grabs affects Ness just as much as the rest of the cast, as grabbing is a key component to his gameplan. 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.
===Attributes===
*{{buff|Like all characters, Ness's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Ness [[run]]s faster (1.46265 → 1.609).}}
**{{buff|Ness's initial [[dash]] is faster (1.3 → 1.826).}}
*{{buff|Ness [[walk]]s slightly faster (0.8635 → 0.907).}}
*{{buff|Ness's [[air speed]] is higher (0.9588 → 1.007).}}
*{{buff|Ness [[jump]]s higher.}}
*{{buff|The new air dodge mechanics significantly improve Ness' edgeguarding with PK Thunder, allowing him to pressure opponents more reliably and force them to spend their air dodge, leaving them open to punishes.}}
*{{buff|Ness can use the directional air dodge to recover instead of using [[PK Thunder]], giving him a potent [[recovery]] mixup if he's close enough to ledge.}}
*{{nerf|Conversely, the new airdodge mechanics also render Ness more vulnerable than ever to edgeguarding.}}


Overall, the buffs to Ness' neutral game, punish game, edgeguarding, and recovery outweigh the few nerfs he received, and while his main weaknesses —such as lack of range and an exploitable recovery— are still present, they are generally to a lesser extent than in previous ''Smash'' games. 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.  
===Ground Attacks===
*[[Neutral attack]]:
**{{buff|Neutral attack connects more reliably.}}
**{{buff|Neutral attack's first hit deals slightly more damage (Hit 1: 2%→2.4%, hit 3: 4%→4.8%).}}
**{{nerf|Neutral attack's second hit deals slightly less damage (2%→1.8%).}}
*[[Dash attack]]:
**{{buff|Dash attack deals more damage (hit 1 and 3: 4%→4.8%, hit 2: 2%→2.4%).}}
*[[Forward tilt]]:
**{{buff|Forward tilt deals more damage (10%→12%).}}
*[[Up tilt]]:
**{{buff|Up tilt has less startup (7 → 5).}}
**{{buff|Up tilt has less endlag (FAF 32 → 29).}}
**{{buff|Up tilt has a larger hitbox, extending its horizontal range.}}
*[[Down tilt]]:
**{{change|Down tilt has an altered animation, instead of kicking fully crouched, he now gets up slightly and kicks. }}
**{{buff|Down tilt deals more damage.}}
**{{buff|Down tilt has less endlag (FAF 14 → 12).}}
**{{nerf|Down tilt no longer has an increased chance to [[trip]] opponents.}}
*{{buff|[[Up smash]] and [[down smash]] once again have their pre-''SSB4'' spool-up hitboxes. The yo-yo can also hang below the ledge, improving Ness's edge-guarding abilities significantly.}}
*[[Up smash]]:
**{{buff|Up smash deals significantly more knockback, allowing it to KO much earlier.}}
**{{buff|Up smash deals more shield damage.}}
**{{nerf|Up smash comes out later (frame 6 → 10), no longer hitting behind Ness.}}
**{{buff|Up smash has less ending lag (FAF 56 → 53).}}
*[[Down smash]]:
**{{nerf|Down smash comes out later (frame 10 → 12).}}


{{SSB4 to SSBU changelist|char=Ness}}
===Aerial Attacks===
*{{buff|All aerials have less landing lag (Neutral: frame 18 → 8, Forward: 20 → 12, Back: 17 → 10, Up: 14 → 8, Down: 28 → 12).}}
*[[Neutral aerial]]:
**{{change|Ness now emits PSI from his hands to indicate the move's increased range. It also produces a magical sound effect.}}
**{{buff|Neutral aerial has increased range.}}
**{{buff|Neutral aerial now has disjointed hitboxes.}}
**{{buff|Neutral aerial deals more knockback, making it a more reliable KO move.}}
*[[Forward aerial]]:
**{{buff|Forward aerial deals more damage, 1% → 1.5% (multihit), 4% → 5.5% (final hit).}}
*[[Up aerial]]:
**{{change|Up aerial is now a different move that has Ness waving his hand in an arc over his head while emitting PSI from his index finger, hitting 5 times.}}
**{{nerf|Up aerial has significantly reduced horizontal range.}}
**{{nerf|Up aerial now has worse KO potential.}}
**{{buff|Up aerial deals more damage when all hits connect.}}
**{{buff|The first four hits of the up aerial have minuscule knockback, allowing for combos at a wide range of percentages.}}
**{{buff|Up aerial has less ending lag (FAF 42 → 34).}}
*[[Down aerial]]:
**{{buff|Down aerial has reduced ending lag (FAF 60 → 55) and its animation is faster overall.}}
**{{buff|Down aerial is much stronger, with its knockback now being more in line with other meteor smashes.}}
**{{buff|Down aerial's clean hit deals more damage (12%→14.4%).}}
**{{buff|Down aerial autocancels sooner, allowing Ness to [[auto-cancel]] it out of a [[shorthop]] much like it could in earlier ''Smash'' titles. This grants the move combo potential and greatly improves its utility.}}


==Update history==
===Throws/other attacks===
Ness has received a mix of [[buff]]s and [[nerf]]s, but he was buffed overall. Update 2.0.0 increased autocancel frames for up aerial matching the ending lag of the move and his down aerial deals more damage while keeping the knockback the same. Update 3.0.0, nerfed yo-yo charging smash attacks which was infamous for breaking shields easily. He also received buffs such as PK Flash having 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.
*{{change|Ness now [[grab]]s and [[pummel]]s his opponents using PSI with accompanying sound effects.}}
*[[Grab]]:
**{{nerf|Standing grab has increased ending lag (FAF 35 → 38).}}
**{{nerf|Dash grab has more startup (frame 8 → 9) and more ending lag (FAF 43 → 46).}}
*[[Pummel]]:
**{{buff|Pummel deals slightly more damage.}}
**{{nerf|Pummel is slower.}}
*{{nerf|[[Down throw]] has slightly more ending lag (FAF 50 → 51) and the opponent is launched earlier (frame 30 → 28), reducing its combo potential and its safety in [[doubles]].}}
**{{change|While the total damage is unchanged, the hits are spread out differently going from 0.6% (hits 1-5), 4% (throw) to 0.5% (hits 1-3), 1.5% (hit 4), 4% (throw).}}


However, Ness has received a number of buffs in 9.0.0. Up tilt, dash attack and up throw deal more damage, though with knockback adjusted for the former two. In addition, down aerial and PK Flash have less start-up lag. Overall, Ness remains a strong character who can compete well with the rest of the cast.
===Special moves===
 
*[[PK Flash]]:
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
**{{change|PK Flash has a more aquamarine colour and emits its respective ''EarthBound'' graphic upon detonating.}}
{{UpdateList (SSBU)/2.0.0|char=Ness}}
**{{buff|PK Flash travels faster.}}
 
**{{buff|PK Flash can now travel through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semisoft platforms]] and no longer dissipates upon making contact with [[platform#Hard_platforms|hard platforms]] and can instead be held on the ground until the move is fully charged.}}
'''{{GameIcon|SSBU}} {{SSBU|3.0.0}}'''
**{{buff|PK Flash's explosion has more active frames.}}
{{UpdateList (SSBU)/3.0.0|char=Ness}}
**{{buff|PK Flash no longer causes [[helpless|helplessness]] when used in the air, this helps Ness to punish enemies near the edge that try to edgeguard him, being able to recover more safely.}}
 
**{{nerf|PK Flash deals less knockback.}}
'''{{GameIcon|SSBU}} {{SSBU|3.1.0}}'''
**{{nerf|PK Flash has a smaller hitbox without charge.}} <!--Verification on this is needed, PK Flash has always had a deceptively small hitbox when uncharged.-->
{{UpdateList (SSBU)/3.1.0|char=Ness}}
*[[PK Fire]]:
 
**{{change|Ness now uses one hand to fire the projectile while emitting a red spark from his index finger. Diamond-shaped PSI energy also rises up within the fire pillar, resembling PK Fire's graphics from ''EarthBound''.}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
**{{buff|PK Fire has less startup (21 → 18), endlag (FAF 59 → 56) and much less landing lag (30 → 12).}}
{{UpdateList (SSBU)/9.0.0|char=Ness}}
***{{buff|The spark is bigger and does more damage on its initial hit (4% → 6%).}}
**{{buff|Due to its improved rehit rate, the flame pillar engulfs opponents more reliably.}} <!--Why? Specific changes which result in this are needed to ensure it is not subjective.-->
**{{change|PK Fire pushes Ness back slightly, similar to {{SSBU|Lucas}}'s PK Fire.}}
*[[PK Thunder]]:
**{{change|PK Thunder more closely resemble its appearance in ''EarthBound''.}}
**{{change|PK Thunder now has an angle indicator when the ball of lighting moves close to Ness. While this allows for the player to more accurately determine the trajectory Ness will travel during PK Thunder 2, it also makes the trajectory much more predictable to opponents.}}
**{{change|PK Thunder 2 now triggers Special Zoom upon hitting an opponent.}}
**{{buff|PK Thunder now has a window of [[intangibility]] during its startup frames.}}
**{{buff|PK Thunder deals more damage (8% → 11%).}}
**{{buff|PK Thunder 2 travels further.}}
**{{buff|PK Thunder 2 has more intangibility frames during the move, significantly improving its safety against [[Counterattack|counterattacks]].}}
**{{buff|The window for using PK Thunder again after bouncing against a wall is much bigger. In addition, Ness now also enters the rebound animation when bouncing against the ground, allowing him to use PK Thunder a second time.}}
*[[PSI Magnet]]:
**{{change|PSI Magnet more closely resembles its appearance in ''EarthBound'' and features a visible suction effect around the magnet.}}
**{{buff|PSI Magnet has less start-up (10 → 7) and less endlag (FAF 30 → 25).}}
**{{Buff|PSI Magnet no longer halts Ness's horizontal momentum in the air, now functioning as it did in ''Brawl'', significantly improving Ness' movement options.}}
**{{buff|PSI Magnet now has a weak hitbox on startup and deals damage to opponents who enter it. This lingering hitbox can destroy weak projectiles, improving its safety when used for [[Absorption|absorption]].}}
**{{buff|Thanks to all the changes mentioned above, Ness can use PSI Magnet in combos.}}
*[[Final Smash]]:
**{{change|[[PK Starstorm]] summons slower meteors that spread out over the stage, similar to its ''Brawl'' iteration. [[Paula]] and [[Poo]] now accompany Ness during the move. PK Starstorm particle effects from ''EarthBound'' accompany each meteor, and the Sound Stone's background pattern appears in the stage's background.}}
**{{change|However, unlike in ''Brawl'', PK Starstorm can be angled slightly left or right via the control stick, similar to its ''Smash 4'' iteration.}}
**{{buff|Ness no longer sinks downward while channeling PK Starstorm while airborne. In addition, if this Final Smash was initiated while in the air, Ness is propelled upward a moderate amount at the conclusion. This can assist in recovery.}}


==Moveset==
==Moveset==
*Ness possesses a special jump. When jumping in midair, Ness will ascend in a floatier, curved trajectory. The upward momentum of Ness' double jump can be [[double jump cancel|canceled]] by inputting a special move or throwing an item. This trait is shared with {{SSBU|Mewtwo}}, {{SSBU|Lucas}}, {{SSBU|Kazuya}}, and {{SSBU|Sora}}.
''The following damage values were calculated '''without''' the 1.2× damage multiplier that is active during one-on-one fights.''
''For a gallery of Ness' hitboxes, see [[Ness (SSBU)/Hitboxes|here]].''


''For [[aerial attack]]s, full hop damage values are shown. Hovering over them shows the [[short hop]] damage values (aerial attacks performed during a short hop have a 0.85× damage multiplier).''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jyabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Middle Kick ({{ja|ミドルキック|Midoru Kikku}})
|neutralname=&nbsp;
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Two punches followed by a front kick. The first and second hits can [[lock]].
|neutraldesc=Punches twice, then kicks. The first hit can [[lock]] at low percents.
|ftiltname= Side Kick ({{ja|サイドキック|Saido Kikku}})
|ftiltangles=1
|ftiltname=&nbsp;
|ftiltdmg=10%
|ftiltdmg=10%
|ftiltdesc=A roundhouse kick that can be angled. Surprisingly good power, KOing at around 120% at the ledge.
|ftiltdesc=A roundhouse kick that can be angled.
|utiltname=PK Toss ({{ja|PKトス|Pīkei Tosu}})
|utiltname=&nbsp;
|utiltdmg=9% (spark), 7% (body)
|utiltdmg=7% (spark) 5% (body)
|utiltdesc=Jumps and attacks with an upward double palm thrust that produces a PSI spark from his hands. Has a sourspot located on his body that deals 7%. A decent anti-air and juggling tool.
|utiltdesc=Pushes upward with both hands that produces a PSI spark. Has a sourpot located on his body that deals 5%.
|dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}})
|dtiltname=&nbsp;
|dtiltdmg=4.5% (foot), 3% (toes)
|dtiltdmg=4.5% (foot), 3% (toes)
|dtiltdesc=A swift shin kick. Extremely spammable and can be used to lock. Has a sourspot located on the tip of his foot.
|dtiltdesc=A swift shin kick. Extremely spammable and can be used to jab reset. Has a sourspot located on the tip of his foot.  
|dashname=PK Hand Stamp ({{ja|PKハンドスタンプ|Pīkei Hando Sutanpu}})
|dashname=&nbsp;
|dashdmg=4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3)
|dashdmg=4%/3% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3)
|dashdesc= A double palm thrust that sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. The first spark deals more damage to aerial targets. Good to set up juggles and pressuring from afar. Difficult to punish on shield if only the last hit connects. The disjointed hitboxes go very far, giving it impressive range for a dash attack. The first hit is more damaging on opponents in the air.
|dashdesc=Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. The first spark deals more damage to aerial targets. Good to set up juggles and pressuring from afar. Difficult to punish on shield if only the last hit connects.
|fsmashname=Batter Up! ({{ja|バットスイング|Batto Suingu}}, ''Bat Swing'')
|fsmashname=Batter Up!
|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 bat. It can [[reflect]] incoming projectiles and has a max thresold of 80% before breaking, resulting in Ness experiencing five full seconds of ending lag.
|usmashname=Around the World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashname=Around the World
|usmashdmg=1% (charge), {{ChargedSmashDmgSSBU|13|1.2}}
|usmashdmg={{ChargedSmashDmgSSBU|1}} (charge) - {{ChargedSmashDmgSSBU|13}}
|usmashdesc=Sends his {{s|wikibound|yo-yo}} forward and performs an "around-the-world", hitting first in front then above and behind. 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 max charge damage multiplier of 1..
|usmashdesc=Sends his yo-yo forward and performs an "around-the-world", hitting first in front then above and behind. It has a hitbox while charging and can hang from the ledge, but can only be held for 1 extra second instead of 2 and has a max charge damage multiplier of x1.2.
|dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashname=Walk the dog
|dsmashdmg=1% (charge), {{ChargedSmashDmgSSBU|10|1.2}}
|dsmashdmg={{ChargedSmashDmgSSBU|1}} (charge), {{ChargedSmashDmgSSBU|12}}
|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 max charge damage multiplier of 1.. Might have troubles linking correctly if the opponent is at the furthest point of the back hit.
|dsmashdesc=Sends his yo-yo backwards and "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 1 extra second instead of 2 and has a max charge damage multiplier of x1.2. Might have troubles 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=&nbsp;
|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 hands. Quick, coming out on frame 5 and acts like a [[sex kick]]. Rather useful to break combos and as an out-of-shield option. Autocancels from a short hop. It has decent knockback, making it a good edgeguarding and KOing option.
|nairdesc=Spins diagonally in the air with his arms outstretched, emitting PSI from his hands. Quick, and acts like a [[sex kick]]. Rather useful to break combos and as an out of shield option. Autocancels 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=&nbsp;
|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 thrust that generates a stream of PSI sparks from his hands. Comes out on frame 8, making it tied with up aerial for the second fastest out of Ness' aerials. Decently safe on shield if Ness backs away during the attack, and it's useful to start and continue combos. Autocancels from a short hop. Can chain into itself multiple times at low percentages, making it a useful wall-of-pain tool.
|fairdesc=Sticks his palms out, generating a stream of PSI in front of him. Decently safe on shield if Ness retreats during the attack, useful to start and continue combos. Autocancels from a short hop.
|bairname=PK Drop Kick ({{ja|PKドロップキック|Pīkei Doroppu Kikku}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|8}} (late)
|bairdmg={{ShortHopDmgSSBU|15}} (clean), {{ShortHopDmgSSBU|8}} (late)
|bairdesc=A dropkick that produces a PSI spark. Comes out on frame 10. The clean hit is very strong, being his strongest aerial overall. Autocancels from a short hop.
|bairdesc=A drop kick that produce a PSI spark. The clean hit is very strong. Autocancels from a short hop.
|uairname=PK Wiper ({{ja|PKワイパー|Pīkei Waipā}})
|uairname=&nbsp;
|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 sparkles, hitting up to 5 times. Autocancels from a short hop. A great combo tool, as its linking hits and last hit's vertical angle combine to make it a great combo extender. It can also KO well near the upper blast line at high percentages since the final hit has extremely high knockback scaling. Overall great power.
|uairdesc=Waves his hand in an arc above his head while generating PSI sparkles, hitting up to 5 times. Autocancels from a short hop.
|dairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}})
|dairname=&nbsp;
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdmg={{ShortHopDmgSSBU|12}} (clean), {{ShortHopDmgSSBU|10}} (late)
|dairdesc=Twirls before kicking down into the air, producing a PSI spark. The clean hit can [[meteor smash]], and can be used to start combos on-stage fairly reliably if landed against grounded opponents. Autocancels from a short hop. Ness' slowest aerial, coming out on frame 18.
|dairdesc=Twirls before kicking down into the air, producing a PSI spark. The clean hit can [[meteor smash]]. Autocancels from a short hop.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Grabs with both hands. A fast grab with a slight amount of ending lag.
|grabdesc=Grabs with both hands. Fast, but below average range.
|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank blast of PSI energy. Average power and speed.
|pummeldesc=
|fthrowname=PK Throw ({{ja|PKスルー|Pīkei Surū}})
|fthrowname=PK Throw
|fthrowdmg=11%
|fthrowdmg=11%
|fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Very high base knockback, but incredibly low knockback scaling, which gives it little to no KO potential even after Sudden Death percentages. It is useful for setting up an edgeguard, however, or KO'ing an opponent early on if near the blastzone.
|fthrowdesc=Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Very high base knockback, but incredibly low knockback scaling, which gives it little to no KO potential even after Sudden Death percentages. It is useful for setting up an edgeguard, however, or KO'ing an opponent early on if near the blastzone.
|bthrowname=Reverse PK Throw ({{ja|リバースPKスルー|Ribāsu Pīkei Surū}})
|bthrowname=Reverse PK Throw
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backward, in a diagonally upwards motion. It is the opposite of his forward throw, possessing very low base knockback but incredibly high knockback scaling, making it one of the strongest back throws in the game, and considered the most versatile KO 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.
|bthrowdesc=Psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. It is the opposite of forward throw, possessing very low base knockback but incredibly high knockback scaling, making it one of the strongest back throw in the game.
|uthrowname=Cowboy PK Throw ({{ja|カウボーイPKスルー|Kaubōi Pīkei Surū}})
|uthrowname=&nbsp;
|uthrowdmg=12%
|uthrowdmg=10%
|uthrowdesc=Psychokinetically spins the opponent above his head before sending them up. It leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.
|uthrowdesc=Psychokinetically spins the opponent above his head before sending them up, leaving the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.
|dthrowname=Rapid PK Fire ({{ja|ラピッドPKファイヤー|Rapiddo Pīkei Faiyā}})
|dthrowname=&nbsp;
|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, having guaranteed follow-ups into neutral aerial, forward aerial and up aerial.
|dthrowdesc=Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, having guaranteed follow-ups into neutral aerial, forward aerial and up aerial.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Sweep kicks in front of and behind himself.
|floorfdesc=
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=With one hand planted on the ground, sweeps his leg behind and in front of himself.
|floorbdesc=
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=5%
|floortdmg=5%
|floortdesc=Kicks behind and in front of himself with both legs.
|floortdesc=
|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=9%
|edgedmg=7%
|edgedesc=Flips onto the stage and does a sweep kick.
|edgedesc=Flips onto the stage and does a sweep kick.
|nsname=PK Flash
|nsname=PK Flash
|nsdmg=11%-27%
|nsdmg=?%-?%
|nsdesc=A light blue sphere of light appears above Ness and flies forward in an arc if charged. The arc it travels can be controlled, and the projectile is able to go through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semisoft platforms]] and will not dissipate upon contact with [[platform#Hard_platforms|hard platforms]].
|nsdesc=A green sphere of light appears above Ness and flies forward in an arc if charged. The arc it travels can be controlled, and the projectile is able to go through [[platform#Soft_platforms|soft]] and [[platform#Semisoft_platforms|semisoft 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, pushing back Ness slightly.
|ssdesc=Fires a yellow lightning-bolt shaped projectile, pusing back Ness slightly.
If used on the ground, it travels in a slight downward angle until it vanishes by itself or touches the ground (disappearing into a puff of smoke) or an enemy, making it explode into a quick-hitting pillar of flames.
If used on the ground, it travels in a slight downward angle until it vanishes by itself or touches the ground (disappearing into a puff of smoke) or an enemy, making it explode into a quick-hitting pillar of flames.


If used in the air, it fires at a downward 45° angle.
If used in the air, it fires at a downward 45 degree 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 fast-moving ball of thunder that 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 very powerful human projectile.
|usdesc=Creates a fast moving ball of thunder that 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 very powerful human projectile.
This is referred to as [[PK Thunder 2]]. The Rocket portion of the attack has invulnerability from frame 1 to 32 and is constituted of an early and late hit. Making contact with something during PKT2 will shorten the distance traveled, and slamming into a wall allows Ness to perform another PK Thunder if the player is sufficiently quick enough.
This is referred as [[PK Thunder 2]]. The Rocket portion of the attack has invulnerability from frame 1 to 32, and is constitued of an early and late hit. Making contact with something during PKT2 will shorten the distance traveled and slamming into a wall will let you perform another PK Thunder if you are quick enough.


The tail of the thunder projectile can be used to disrupt opponents recovering.
The tail of the thunder projectile can be used to disrupt opponents recovering.
|dsname=PSI Magnet
|dsname=PSI Magnet
|dsdmg=4% per hit
|dsdmg=4% on the first hit, can hit again if held.
|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}}'[[Charge Shot]] or explosions (including all of {{SSBU|Snake}}'s explosives) and heal for 1.6× the damage he would have taken, but only at a maximum of 30% damage per projectile.
|dsdesc=Surrounds Ness with a purple energy field, allowing him to [[absorb]] energy-based projectile (like Samus' [[Charge Shot]]) or explosions and heal for 1.6× the damage he would have taken, 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. Can also be used as a [[Fall Break]] to stall Ness' vertical momentum slightly in the air.
It possess a hitbox on startup and if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be cancelled with a jump, roll or spotdodge. Can also be used to stall Ness' vertical momentum slightly in the air.
|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 enemies. The comets will rain down over the stage and can be slightly aimed left and right.
|fsdesc=Summons stars to fall from the sky to annihilate his enemies. The comets will rain down over the stage, and can be slightly aimed left and right.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=94 | rweight=48-51
| dash=1.826 | rdash=59-61
| run=1.609 | rrun=58
| walk=0.907 | rwalk=70
| trac=0.131 | rtrac=5-8
| airfric=0.0225 | rairfric=4
| air=1.007 | rair=58
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.09 | raddaccel=7-10
| gravity=0.077 | rgravity=73
| fall=1.31 | rfall=79
| ff=2.096 | rff=79
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=34.48 | rjumpheight=26
| shorthop=16.65 | rshorthop=34
| djump=45.65 | rdjump=6
}}
===[[Announcer]] calls===
<gallery>
Ness English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Ness Dutch Announcer SSBU.wav|Dutch
Ness French Announcer SSBU.wav|French
Ness German Announcer SSBU.wav|German
Ness Italian Announcer SSBU.wav|Italian
Ness Russian Announcer SSBU.wav|Russian
Ness Spanish Announcer SSBU.wav|Spanish
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot which he then shakes off his body.
*Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot which he then shakes off his body.
<gallery>
NessOnScreenAppearanceSSBU.gif|Ness's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunts]]===
*'''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 and nods while saying "Okay". The pose is similar to his clay model from Earthbound.
*'''Side taunt''': Swings his bat out in front of him and strikes a pose, similar to how baseball players use it to indicate they are hitting a home run.
*'''Side taunt''': Swings his bat out in front of him and strikes a pose.
*'''Down taunt''': Waves his hand in an S motion while emitting a stream of PSI from his finger.
*'''Down taunt''': Waves his hand in a S motion while emitting a stream of PSI from his finger.
<gallery>
SSBUNessTaunt1.gif|Ness' up taunt.
SSBUNessTaunt2.gif|Ness' side taunt.
SSBUNessTaunt3.gif|Ness' down taunt.
</gallery>


===[[Idle pose]]s===
===[[Idle pose]]s===
*Look to his left, then to his right.
*Look to his right, then to his left.
*Places his finger to his forehead before pointing it forward.
*Places his finger to his forehead before pointing it forward.
<gallery>
SSBUNessIdle1.gif|Ness' first idle pose.
SSBUNessIdle2.gif|Ness' second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!style="width: 20%" | Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Ness Cheer English SSB4 SSBU.ogg|center]]||[[File:Ness Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Ness Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Ness Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Ness Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ness Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Su-per Ness! || Ness Ness Ness! || Forza Ness ole ole! || Ness Ness Ness! - Go - Ness Ness Ness! - Go - Ness Ness Ness! - Go - Ness Ness Ness! || Ness Ness Ness! Ohhhhh!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Ness Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Ness Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Ness Cheer Spanish PAL SSBU.ogg|center]]||[[File:Ness Cheer Russian SSBU.ogg|center]]||[[File:Ness Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Ness Ness Ness! Yaaaaa! || Viva Ness! *claps 5 times* || Ness! Ness! Ness! || Ne - seu!
|}
</div>
</div>


===[[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).
*The theme that plays is a remix of the last two melodies from Mother 1.
*'''Up:''' Skips into the victory screen, then nods slightly, holding a pose similar to his official clay model, up taunt, and official ''Brawl'' render.
*Skips into the victory screen, then nods slightly, holding a pose similar to his up taunt.
*'''Right:''' Swings his bat once, then strikes a pose similar to his side taunt.
*Walks in then looks around with a surprised expression, before rubbing the back of his head while smiling.
[[File:EarthboundSeriesVictoryThemeUltimate.ogg|thumb|A flourished combination of the final two out of the Eight Melodies in ''Mother / EarthBound Beginnings''.]]
*Swings his bat once, then strikes a pose similar to his side taunt.
<gallery>
NessVictoryPose1SSBU.gif
NessVictoryPose2SSBU.gif
NessVictoryPose3SSBU.gif
</gallery>
 
==In [[competitive play]]==
===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 players (SSBU)]]''
 
*{{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}}, {{Trn|Maesuma TOP 12}} and {{Trn|S Factor 11}}, 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|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|Syrup|USA}} - Came to prominence in the online metagame, placing 2nd at the {{Trn|SWT: NA Northeast Ultimate Online Qualifier}}. He has also established himself as one of two best Ness players in the United States in 2022, placing 5th at the major {{Trn|Get On My Level 2022}} as well as the superregionals {{Trn|Shine 2022}} and {{Trn|Apex 2022}}. However since early-2023 he has shifted his focus towards {{SSBU|Steve}}, although he still uses Ness as a secondary.
*{{Sm|Scend|USA}} - The second-best Ness player of all time. He has consistently placed top 64 at majors, including 5th at {{Trn|Let's Make Big Moves 2022}} and 9th at both {{Trn|Low Tier City 7}} and {{Trn|MomoCon 2022}}. He was also one of the best players in the online metagame, and notably won {{Trn|The Box}}, the largest ''Smash'' tournament in terms of entrants.
 
===Tier placement and history===
Initial opinions of Ness were fairly positive, as the numerous buffs he received during the transition from ''Smash 4'' and the addition of several new mechanics in ''Ultimate'' improved his neutral, advantage, recovery, and movement options. Ness' early results reflected these improvements: The character saw strong performances at majors from players such as {{Sm|Gackt}} and {{Sm|Scend}}; regionally, he was represented well by a multitude of players, including {{Sm|ATATA}}, {{Sm|Awestin}}, {{Sm|PeW}}, {{Sm|S1}}, and {{Sm|FOW}}. As such, Ness was widely considered a high-tier character in the early metagame of ''Ultimate''. Notably, perception of Ness is even higher in online play, as the presence of increased [[Wi-Fi lag|input lag]] ostensibly makes his quick aerials even safer and his recovery more difficult to challenge, allowing players such as Scend and {{Sm|Syrup}} to flourish during the [[COVID-19 pandemic and its impact on competitive Smash|COVID-19 pandemic]], which temporarily relegated all large tournaments to an online format.
 
Ness has remained popular in the post-online metagame, with representation in or around the top 20 among all characters. Although he continues to see high tournament placements, he has generally underperformed his online results, and his weaknesses have become more apparent over time. As in previous Smash titles, Ness' limited attack range hinders his neutral against certain characters, particularly swordfighters such as {{SSBU|Lucina}} and {{SSBU|Shulk}}. He also struggles to recover without the use of his double jump, and his floatiness leaves him susceptible to juggling. Furthermore, several characters introduced via [[DLC]] are believed to be overpowered, rendering traditional characters less appealing by comparison. Given his pronounced strengths and weaknesses, even Ness' strongest players face inconsistency — Gackt followed a top 3 finish at {{Trn|Kagaribi 7}} with 49th at {{Trn|Maesuma TOP 8}} a month later — or have picked up other characters to alleviate Ness' weaknesses — Syrup picked up {{SSBU|Steve}} and has gradually used the character more in competitive play.
 
Divergent opinions on Ness' viability were reflected in ''Ultimate''{{'}}s first "official" [[tier list]], with his average ranking varying considerably across regions: Japan in particular ranked him much lower compared to other countries, especially the United States.<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> Overall, Ness debuted at 40th out of 82 characters on ''Ultimate's'' first tier list, in the B+ tier. Following this, Syrup made the transition to Steve while relegating Ness to a secondary, and Scend's performances at major events declined. Reflecting this, Ness fell seven spots on the second LumiRank tier list, dropping to the B- tier.
 
Despite his middling tier list placement, Ness still enjoys strong results at most levels of competition: Gackt remains the preeminent representative of Ness on a global scale, earning the 27th spot on the [[LumiRank 2023]] and defeating {{Sm|MkLeo}} at {{Trn|GENESIS X}}, while ATATA and Scend have placed highly at the regional level. As such, opinions of Ness' current stance in the metagame remain varied: While some regions, especially Japan, continue to believe Ness lacks the representation for a higher tier placing, some regions, especially the United States and Latin America, still view Ness as a solid high-tier character and ranked him higher for the second tier list. Overall, Ness' incredible offensive tools are offset by weaknesses in his neutral and disadvantage; he therefore remains a common yet polarizing character in competitive play.


=={{SSBU|Classic Mode}}: Home to Onett!==
=={{SSBU|Classic Mode}}: Home to Onett!==
[[File:SSBU Congratulations Ness.png|thumb|Ness' congratulations screen.]]
Ness fights opponents largely based on his journey in ''EarthBound'' in reverse from [[Magicant]] to [[Onett]].
Ness fights opponents largely based on his journey in ''EarthBound'' in reverse from [[Magicant]] to [[Onett]].


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Ness|SSBU|hsize=20px|color=Blue}}||[[Magicant]]||''{{SSBUMusicLink|EarthBound|Magicant (for 3DS / Wii U)}}''||The opponent has his blue alternate costume equipped, referencing Ness' younger self that he encounters in Magicant. If the player is using the blue alternate costume, {{Head|Ness|g=SSBU|s=20px}} default Ness will appear as the enemy instead.
|1||Ness||[[Magicant]]||Magicant (for 3DS / Wii U)||The opponent has his 5th alternate costume equipped
|-
|-
|2||{{CharHead|Lucas|SSBU|hsize=20px}}||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|You Call This a Utopia?!}}''||
|2||{{SSBU|Lucas}}||[[New Pork City]]||You Call This a Utopia?!||
|-
|-
|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||3 {{SSBU|R.O.B.}}s||[[Fourside]]||Fourside||
|-
|-
|4||{{CharHead|Sheik|SSBU|hsize=20px}}||[[Gerudo Valley]]||''{{SSBUMusicLink|EarthBound|Bein' Friends}}''||A reference to {{s|wikibound|Dusty Dunes Desert}}. [[Mr. Saturn]] is the only item that spawns.
|4||{{SSBU|Sheik}}||[[Gerudo Valley]]||Bein' Friends||
|-
|-
|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||2 Dark {{SSBU|Toon Link}}s||[[Luigi's Mansion]]||Unfounded Revenge / Smashing Song of Praise||When used, the only Assist Trophy summoned is [[Jeff]].
|-
|-
|6||{{CharHead|Villager|SSBU|hsize=20px}} and {{CharHead|Isabelle|SSBU|hsize=20px}}||[[Onett]]||''{{SSBUMusicLink|EarthBound|Onett Theme / Winters Theme}}''||A reference to the {{s|wikibound|Sharks}} and the dogs fought in Onett. When used, the only Assist Trophy summoned will be {{b|Starman|EarthBound}}.
|6||{{SSBU|Villager}} and {{SSBU|Isabelle}}||[[Onett]]||Onett Theme / Winters Theme||When used, the only Assist Trophy summoned is [[Starman (EarthBound)|Starman]].
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|Bonus Stage
|-
|-
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Super Smash Bros.|Master Hand}}'' <small>(Less than 7.0 intensity)</small><br>''{{SSBUMusicLink|Super Smash Bros.|Master Hand / Crazy Hand}}'' <small>(7.0 or higher intensity)</small>||{{SSBU|Crazy Hand}} teams up with Master Hand on Intensity 7.0 or higher.
|Final||{{SSBU|Master Hand}}||{{SSBU|Final Destination}}||''Master Hand'' (Less than 7.0 intensity)<br>''Master Hand / Crazy Hand'' (7.0 or higher intensity)||{{SSBU|Crazy Hand}} teams up with Master Hand on Intensity 7.0 or higher.
|}
|}
Note: Every stage plays a track from the {{uv|EarthBound}} universe, no matter what universe the stage originates from.
Note: Every stage plays a track from the {{uv|EarthBound}} universe, no matter what universe the stage originates from.
[[Credits]] roll after completing Classic Mode. Completing it as Ness has ''{{SSBUMusicLink|EarthBound|Smiles and Tears}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-10Ness.jpg|thumb|Finding Ness in World of Light|left]]
Although Ness does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Ness has been absent from the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (minus {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
 
Ness can be found in a pink cloud area reminiscent of [[Magicant]], and to access him the player needs to defeat the [[Flying Man]] [[List of spirits (EarthBound series)|spirit]].
{{clrl}}
 
===Fighter Battle===
{|class="wikitable" style="width:100%;"
|-
!style="width:5%;"|No.
!style="width:5%;"|Image
!Name
!Type
!Power
!Stage
!Music
|-
|10
|[[File:Ness SSBU.png|center|64x64px]]
|Ness
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
|7,500
|[[Magicant]] ([[Ω form]])
|''{{SSBUMusicLink|EarthBound|Magicant (for 3DS / Wii U)}}''
|}
{{clr}}
 
==[[Spirit]]==
Ness' fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Ness. It is also available periodically for purchase in the shop for 300 Gold, but only after Ness has been unlocked. Unlocking Ness in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
 
<center>
<gallery>
SSBU spirit Ness.png|563. '''''Ness'''''
</gallery>
</center>
 
==In Spirit Battles==
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|307
|{{SpiritTableName|Slugger & Green Glove|size=64}}
|''Yoshi'' Series
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|1,500
|{{SSBB|Yoshi's Island}}
|•Item: [[Beastball]]
|•The enemy starts the battle with a [[Home-Run Bat]]
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|Slugger
|-
|565
|{{SpiritTableName|Ninten|size=64}}
|''EarthBound'' Series
|•{{SSBU|Ness}} Team {{Head|Ness|g=SSBU|s=20px|cl=White}}{{Head|Ness|g=SSBU|s=20px|cl=Yellow}}{{Head|Ness|g=SSBU|s=20px|cl=Green}}{{Head|Ness|g=SSBU|s=20px|cl=Blue}} (60 HP)
|{{SpiritType|Grab}}
|13,700
|[[Magicant]] (hazards off)
|N/A
|•The enemy's PSI attacks have increased power<br>•[[Stamina battle]]<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|EarthBound|Bein' Friends}}
|
|-
|571
|{{SpiritTableName|Starman|customname={{b|Starman|EarthBound}}|size=64}}
|''EarthBound'' Series
|•Metal {{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}} (140 HP)
|{{SpiritType|Grab}}
|4,200
|[[Lylat Cruise]]
|•Assist Trophy Enemies (Starman)<br>•Item: Stars
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy is metal
|{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}
|
|-
|579
|{{SpiritTableName|Ramblin' Evil Mushroom|link=y|size=64}}
|''EarthBound'' Series
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|1,600
|[[Distant Planet]]
|•Item: Ramblin' Evil Mushroom
|•The enemy starts the battle with a Ramblin' Evil Mushroom
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|
|-
|1,087
|{{SpiritTableName|Nico Fire|size=64}} {{Flag|North America}}<br>Nico Flame {{Flag|PAL}}
|''StreetPass Mii Plaza'' Series
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Attack}}
|1,500
|[[Big Blue]]
|•Uncontrollable Speed
|•All fighters move faster and can't stop quickly
|{{SSBUMusicLink|Other|Wii Sports Resort}}
|
|-
|1,116
|{{SpiritTableName|Pitcher & Batter|size=64}}
|''Baseball''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Red}}×2
|{{SpiritType|Grab}}
|1,700
|[[Pokémon Stadium 2]] (hazards off)
|•Item Tidal Wave<br>•Item: Sports
|•The enemy favors side smash attacks<br>•The enemy starts the battle with a [[Home-Run Bat]]<br>•Certain items will appear in large numbers
|{{SSBUMusicLink|Other|Baseball (Training)}}
|Batter
|-
|rowspan="2"|1,466
|{{SpiritTableName|Sophia|size=64|dlcalt=y}}
|rowspan="2"|''Persona'' Series
|rowspan="2"|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}<br>•Metal {{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px}}×3 (INT)/{{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}×3 (JP/CH/KR)
|rowspan="2"|{{SpiritType|Neutral}}
|rowspan="2"|9,500
|[[New Pork City]] ([[Battlefield form]])
|rowspan="2"|N/A
|rowspan="2"|•Defeat the main fighter to win<br>•The enemy is metal
|{{SSBUMusicLink|Other|Light Plane (Vocal Mix) (for 3DS / Wii U)}}
|-
|style="background-color:#EEE;"|[[Mementos]] ([[Battlefield form]])<ref group="SB" name="DLC"/>
|style="background-color:#EEE;"|{{SSBUMusicLink|Persona|Last Surprise}}<ref group="SB" name="DLC"/>
|
|-
|1,519
|{{SpiritTableName|Power Pro-Kun, Aoi Hayakawa, & Mamoru Ikari|size=64}}
|''eBASEBALL: POWER PROS''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|9,600
|[[Pokémon Stadium 2]] (hazards off)
|•Item: [[Beastball]]
|•The enemy starts the battle with a [[Home-Run Bat]]
|{{SSBUMusicLink|Other|Baseball (Training)}}
|Power Pro-Kun
|}


===As a minion===
The imprisoned Ness can be found in a pink cloud area reminiscent of [[Magicant]].
{|class="wikitable sortable" style="width:100%;"
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
! style="width:5%;"|No.
! style="width:5%;"|Image
! Name
! Series
! Enemy Fighter(s)
! style="width:5%;"|Type
! style="width:5%;"|Power
! Stage
! Rules
! Conditions
! Music
! Character
|-
|566
|{{SpiritTableName|Ana|size=64}}
|''EarthBound'' Series
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}} (100 HP)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}} (80 HP)
|{{SpiritType|Grab}}
|9,200
|[[Magicant]] (hazards off)
|N/A
|•[[Stamina battle]]<br>•The enemy heals over time
|{{SSBUMusicLink|EarthBound|Pollyanna (I Believe in You)}}
|{{s|wikibound|Ninten}}
|-
|570
|{{SpiritTableName|Flying Man|link=y|size=64}}
|''EarthBound'' Series
|•{{SSBU|Mii Brawler}} Team {{Head|Mii Brawler|g=SSBU|s=20px}}×5 (50 HP) (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Helicopter Kick|2]][[Feint Jump|2]], Flying Man Hat, Flying Man Outfit)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}} (100 HP)
|{{SpiritType|Attack}}
|9,100
|[[Magicant]] (hazards off)
|N/A
|•Defeat the main fighter to win<br>•[[Stamina battle]]
|{{SSBUMusicLink|EarthBound|Magicant}}
|{{s|wikibound|Ness}}
|-
|572
|{{SpiritTableName|Paula|link=y|size=64}}
|''EarthBound'' Series
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}} (120 HP)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}} (120 HP)
|{{SpiritType|Shield}}
|13,300
|[[Onett]]
|•Sudden Final Smash
|•The enemy will suddenly have a Final Smash<br>•The enemy's PSI attacks have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|EarthBound|Smiles and Tears}}
|{{s|wikibound|Ness}}
|-
|576
|{{SpiritTableName|Ness's Father|customname=[[wikibound:Ness's family|Ness's Father]]|size=40}}
|''EarthBound'' Series
|•Clear {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Shield}}
|13,500
|[[Onett]]
|N/A
|•Defeat the main fighter to win<br>•The enemy is invisible
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|{{s|wikibound|Ness}}
|-
|1,156
|{{SpiritTableName|Girl from Hajimari no Mori|size=64}}
|''Hajimari no Mori''
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|2,300
|{{b|Duck Hunt|stage}} ([[Battlefield form]])
|•Hazard: Fog
|•The stage is covered in fog<br>•The enemy favors down specials
|{{SSBUMusicLink|Other|Yūyūki Medley}}
|Protagonist of ''Hajimari no Mori''
|}
 
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


==[[Alternate costume (SSBU)#Ness|Alternate costumes]]==
==[[Alternate costume (SSBU)#Ness|Alternate costumes]]==
Line 592: Line 318:
==Gallery==
==Gallery==
<gallery>
<gallery>
SSBU Ness Number.png|Ness's fighter card.
SSBU Ness Number.png|Ness' fighter card.
Ness unlock notice SSBU.jpg|Ness's unlock notice.
SSBUWebsiteNess1.jpg|Ness [[idling]] on the [[Bridge of Eldin]].  
SSBUWebsiteNess1.jpg|Ness [[idling]] on the [[Bridge of Eldin]].
SSBUWebsiteNess2.jpg|Performing his [[up smash]] on [[Kalos Pokémon League]].
SSBUWebsiteNess2.jpg|Performing his [[up smash]] on [[Kalos Pokémon League]].
SSBUWebsiteNess3.jpg|Performing [[PK Flash]] on [[Frigate Orpheon]].
SSBUWebsiteNess3.jpg|Performing [[PK Flash]] on [[Frigate Orpheon]].
Line 606: Line 331:
SSBUWebsiteLaunchStar.jpg|[[Launch|Expelled]] by a [[Super Launch Star]] on {{SSBB|Yoshi's Island}}.
SSBUWebsiteLaunchStar.jpg|[[Launch|Expelled]] by a [[Super Launch Star]] on {{SSBB|Yoshi's Island}}.
SSBUWebsiteVulpix2.jpg|[[Frozen]] by [[Alolan Vulpix]] on Tortimer Island.
SSBUWebsiteVulpix2.jpg|[[Frozen]] by [[Alolan Vulpix]] on Tortimer Island.
SSBUWebsite18.jpg|Using his side taunt in Onett.
SSBUWebsite18.jpg|Taunting in Onett.
SSBUWebsiteAbra2.png|Ness being teleported away by [[Abra]] on [[Arena Ferox]].
SSBUWebsiteAbra2.png|Ness being teleported away by [[Abra]] on [[Arena Ferox]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=jtlUHmonMGQ}}
<youtube>jtlUHmonMGQ</youtube>


==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 is the only one of the four original [[unlockable character]]s from ''Smash 64'' to be playable in the E3 demo.
**Ness is also the only one to appear on the box art. However, {{SSBU|Captain Falcon}} is featured in the full group artwork.
**Ness is also the only one to appear on the box art. 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 always 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'' is the first Smash game where Ness does not receive any new voice clips.
*''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 use 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.]]
*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 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]].


{{SSBUCharacters}}
{{SSBUCharacters}}
{{EarthBound universe}}
{{EarthBound universe}}
[[Category:Ness (SSBU)| ]]
[[Category:Ness (SSBU)| ]]
[[Category:Spirits]]
[[es:Ness (SSBU)]]

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