Editing Ness (SSBU)

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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|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 veterans on June 12, 2018 and 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''.
{{s|wikipedia|Makiko Ōmoto}}'s portrayal of Ness from ''[[Super Smash Bros. 4]]'' were repurposed for ''Ultimate''. This makes ''Ultimate'' the only installment where Ness does not receive any new voice clips.
 
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 1st 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 1st 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==
==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 represents a unique blend of character archetypes. Although he uses several projectiles, Ness does not excel at [[camping]] and functions best at shorter ranges, where he can pressure opponents with a mixture of projectiles and disjointed aerials. Ness' overall mobility is also somewhat mixed. While his [[walking speed]], [[initial dash]], and [[dash]] speed are all below average, his aerial movement is quite strong thanks to his solid [[air speed]], above-average [[jump]] height, and excellent [[air acceleration]]. Moreover, his low [[gravity]] and low [[falling speed]] allow him to perform multiple aerials in succession. Despite his small stature, Ness' [[weight]] is average.


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, while not a traditional zoner, enjoys a useful set of projectiles: [[PK Flash]], [[PK Fire]], and [[PK Thunder]]. PK Flash is a relatively slow-moving projectile that can be charged. Because it has low ending lag and no longer sends Ness into helplessness, PK Flash can be used to knock opponents away from the ledge while Ness is being edgeguarded or to combo into moves like up air. It also freezes opponents in place briefly when it connects, allowing for an immediate grab or other fast option if Ness is right next to the opponent. PK Fire is infamous for being spammable and can help set up combos, trap opponents for a grab or aerial, or simply rack up damage. When used in the air, PK Fire has a diagonal trajectory and decreased landing lag. [[PK Thunder]] is arguably Ness' most useful special, as it can be used to gimp opponents offstage, juggle them repeatedly, or even KO them into the upper blast zone. Ness can also send the tail into himself, launching him forward for an extremely powerful [[PK Thunder|PK Thunder 2]] attack that can be used to recover or take a very early stock from an unsuspecting opponent. Ness' down special, [[PSI Magnet]], creates a psychic field around Ness that absorbs energy-based moves and heals Ness based on the strength of the attack. This is particularly effective against characters such as {{SSBU|Pikachu}}, {{SSBU|Pichu}}, and {{SSBU|Snake}}, who rely on energy-based projectiles in neutral. PSI Magnet also has great offensive utility in ''Ultimate'', as it now features an active hitbox with set knockback. The aerial hitbox confirms into most of Ness' normal aerials, while the grounded hitbox places opponents in perfect range for a sweetspotted Ness 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|double-jump cancelling]] that makes for a unique aerial burst option and a stylish way to start or extend 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' strength is his amazing air game. All of his aerials are relatively fast, have disjointed hitboxes, combo into each other, can KO at high percents, and autocancel from a short hop. His neutral aerial comes out on frame 5 and is very useful as a combo-breaker and out-of-shield option. It also sets up jab lock and tech chase situations at middle percents and has decent knockback at high percents, making it a viable edgeguarding and KO option. His forward aerial has a large disjoint and is quite active, making it excellent for 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 combos and KOs. Ness' back aerial is very strong when sweetspotted, and his down aerial is a slow-but-powerful meteor smash that can edgeguard or start vertical combos.


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' 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 useful combo starter and will often lead into multiple forward airs, and his forward throw has very high base knockback, allowing Ness to set up edgeguarding situations or even KO opponents at very early percents on some stages. 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 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' ground game, while limited, also has strengths. 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 starter 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, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. His forward smash (baseball bat) deals high damage and is among the strongest forward smashes in the game if sweetspotted with the tip of the bat. 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' 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.
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 outspaced or stuffed out by characters with even larger disjoints, especially swordfighters such as {{SSBU|Shulk}}, {{SSBU|Marth}}, and {{SSBU|Lucina}}. Moreover, Ness' below-average run and air speed, as well as his lack of a quick, long-ranged projectile, render him slightly vulnerable to [[camping]]. This is especially true if Ness' opponent utilizes projectiles that are not energy-based, such as {{SSBU|Link}}'s arrows and boomerang. Ness is also vulnerable to [[juggling]] given his floatiness and lack of reliable landing options, as well as the removal of multiple air dodges. Powerful, disjointed aerials such as {{SSBU|Palutena}}'s and {{SSBU|Ike}}'s up aerials are particularly effective against Ness. However, Ness' most glaring weakness remains his recovery. Despite traveling a good distance, his PK Thunder 2 is extraordinarily 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.
Overall, Ness is an offense-oriented character who excels in pressuring, edgeguarding, ledgetrapping, juggling, comboing, and KOing, but suffers from limited range, difficulty landing, and a predictable recovery. As a result, he has a somewhat polarizing matchup spread, with even or favorable matchups against some top-tier characters, most notably {{SSBU|Pikachu}}, {{SSBU|Snake}}, {{SSBU|Fox}}, and {{SSBU|Joker}}, and poor matchups against others, particularly {{SSBU|Lucina}} and {{SSBU|Shulk}}.


==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.
Ness has been greatly buffed in his transition to ''Ultimate''. His [[forward tilt]] is now a viable KO option, and his [[dash attack]] has increased knockback and range. His [[up tilt]] has decreased ending lag and is useful for starting combos, while his [[down tilt]] racks up damage much more effectively, especially near the ledge. One of Ness's most significant buffs were to his yo-yo smash attacks ([[up smash]] and [[down smash]]), which not only regained their charging hitboxes, but now can hang below the ledge to set up easy edgeguards against most characters. His up smash in particular also has dramatically improved knockback, making it a viable KO option. Many of Ness's other tools are more effective as well: his [[down aerial]] has more range, can once again be autocanceled from a short hop, and has a much stronger [[meteor smash]] effect; his new [[up aerial]] has drag-down properties, enabling him to set up combos. Ness has also recieved buffs to his special moves: his [[PK Flash]] charges much more quickly and no longer causes [[helplessness]]; his [[PK Fire]] has reduced lag (especially landing lag, making it far more useful when used in the air); his [[PK Thunder]] deals more damage; and his [[PSI Magnet]] now has a hitbox that helps Ness extend combos or set up kills.
 
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.


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.
Ness has also recieved significant indirect buffs from the universal changes in ''Ultimate'', especially from the new [[air dodge]] mechanics and general buffs to aerial attacks. The return of directional air dodges benefit Ness the most out of the cast, as Ness's directional air dodge travels further than that of any character (a trait he shares with {{SSBU|Lucas}}), providing him with 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's already great aerial game is even better, as his forward, down, and up aerials deal more damage, and all of his aerials have drastically less landing lag, even compared to other characters. Most notable in this regard are his neutral and down aerials, which have less than half their previous amount of landing lag.


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.
However, Ness did receive some nerfs. His new up aerial has less horizontal range, decreased KO power, and requires landing all hits (which start from behind and move in an arc above Ness) to deal considerable damage, hindering Ness's ability to juggle opponents. His grab game has been toned down, as his slower, more standard [[pummel]] cannot rack up damage as effectively, and his [[down throw]] has more ending lag, hindering its combo potential past low percents. Lastly, the power of his yo-yo smash attacks now only increases by half as much when charged, and PK Flash, in exchange for its much faster charge, is significantly weaker when fully charged.


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.
All in all, the buffs to Ness's neutral game, punish game, edgeguarding, and recovery far outweigh the few nerfs he received. Although the weaknesses he had in previous games still affect him, such as lack of range and exploitable recovery (albiet to a lesser extent), ''Ultimate''{{'}}s incarnation is widely aconsidered his best incarnation in the series. His tournament representation in ''Ultimate''{{'}}s early metagame has been generally stronger than in ''Smash 4'', with several players such as {{Sm|FOW}}, {{Sm|BestNess}}, {{Sm|Gackt}}, and {{Sm|Awestin}} achieving strong results with the character. As such, Ness is commonly considered to be an upper-mid or high-tier character.
 
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.  


{{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 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.
Ness has recieved a mix of [[buff]]s and [[nerf]]s. 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.
 
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.


'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
'''{{GameIcon|SSBU}} {{SSBU|2.0.0}}'''
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'''{{GameIcon|SSBU}} {{SSBU|3.1.0}}'''
'''{{GameIcon|SSBU}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Ness}}
{{UpdateList (SSBU)/3.1.0|char=Ness}}
'''{{GameIcon|ssbu}} {{SSBU|9.0.0}}'''
{{UpdateList (SSBU)/9.0.0|char=Ness}}


==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}}.
*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 affected through various actions if timed correctly, such as aerial attacks, air dodges or special moves. This trait is shared with [[Mewtwo (SSBU)|Mewtwo]] and [[Lucas (SSBU)|Lucas]].
''For a gallery of Ness' hitboxes, see [[Ness (SSBU)/Hitboxes|here]].''
''For a gallery of Ness' hitboxes, see [[Ness (SSBU)/Hitboxes|here]].''


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|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= 
|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=Two punches followed by a front kick. The first and second hits can [[lock]].
|ftiltname= Side Kick ({{ja|サイドキック|Saido Kikku}})
|ftiltname= 
|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. Surprisingly good power, KOing at around 120% at the ledge.
|utiltname=PK Toss ({{ja|PKトス|Pīkei Tosu}})
|utiltname= 
|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=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 5%. A decent anti-air and juggling tool.
|dtiltname=Crouching Kick ({{ja|クラウチングキック|Kurauchingu Kikku}})
|dtiltname= 
|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 lock. 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= 
|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 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= 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.  
|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 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.
|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=1% (charge), {{ChargedSmashDmgSSBU|13|1.2}}
|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 1.2×.
|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 an additional half of a second instead of two, and has a max charge damage multiplier of 1.2×.
|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=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 max charge damage multiplier of 1.2×. Might have troubles linking correctly if the opponent is at the furthest point of the back hit.
|dsmashdesc=Sends his 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 1.2×. 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= 
|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, 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.
|fairname=Aerial PK Hand Stamp ({{ja|空中PKハンドスタンプ|Kūchū Pīkei Hando Sutanpu}}
|fairname= 
|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= 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.
|bairname=PK Drop Kick ({{ja|PKドロップキック|Pīkei Doroppu Kikku}})
|bairname= 
|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 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.
|uairname=PK Wiper ({{ja|PKワイパー|Pīkei Waipā}})
|uairname= 
|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 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.  
|dairname=PK Meteor Kick ({{ja|PKメテオキック|Pīkei Meteo Kikku}})
 
|dairname= 
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (late)
|dairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|12}} (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]], 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 20.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Grabs with both hands. A fast grab with a slight amount of ending lag.
|grabdesc=Grabs with both hands. A fast grab with a slight amount of ending lag.
|pummelname=Grab PK Shock ({{ja|つかみPKショック|Tsukami Pīkei Shokku}})
|pummelname= 
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A point-blank blast of PSI energy. Average power and speed.
|pummeldesc=Attacks the opponent with a discharge of PSI energy.
|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 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.
|uthrowname=Cowboy PK Throw ({{ja|カウボーイPKスルー|Kaubōi Pīkei Surū}})
|uthrowname= 
|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. It leaves 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= 
|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.
Line 172: Line 157:
|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 [[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 projectiles (such as {{SSBU|Mario}}'s [[Fireball]], {{SSBU|Fox}}'s [[Blaster (Fox)|Blaster]] 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 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 possesses a hitbox on startup and 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 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=[[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.
}}
}}
===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 that of 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, similar to how baseball players use it to indicate they are hitting a home run.
Line 229: Line 177:


===[[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>
<gallery>
SSBUNessIdle1.gif|Ness' first idle pose.
SSBUNessIdle1.gif|Ness' first idle pose
SSBUNessIdle2.gif|Ness' second idle pose.
SSBUNessIdle2.gif|Ness' second idle pose
</gallery>
</gallery>
===[[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===
Line 284: Line 195:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
Upon the release of ''Ultimate'', Ness was considered a low-high or upper-mid tier character at best, roughly on par with his ''[[Smash 4]]'' counterpart. Despite his improved recovery and various buffs, Ness was still somewhat hindered by the popularity of swordfighters, who have posed difficult matchups for Ness throughout the ''Smash'' series. Furthermore, the loss of the ability to airdodge multiple times before landing and the smaller hitbox of Ness' up air led players to believe that landing would be more challenging for Ness than in ''Smash 4''.
<!--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.
However, Ness' results in the early metagame of ''Ultimate'' have been stronger than in ''Smash 4''. The overall mechanics of ''Ultimate'' and the changes to Ness' aerials and specials have greatly bolstered Ness' neutral, advantage, recovery, and movement options. In addition, many of Ness' hardest matchups from ''Smash 4'' (most notably {{SSBU|Rosalina & Luma}}, {{SSBU|Cloud}}, and {{SSBU|Corrin}}) were nerfed and are considered far less troublesome.
*{{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===
Top players' viewpoints of Ness remain mixed. Although players such as {{Sm|VoiD}} and {{Sm|Dabuz}} still regard Ness merely as an upper-mid tier character, he appears to enjoy even or slightly favorable matchups against some of ''Ultimate'''s best characters; {{Sm|ESAM}} considers Ness the most difficult matchup in the game for {{SSBU|Pikachu}}, and {{Sm|MkLeo}} has expressed reluctance to play against Ness as {{SSBU|Joker}}. Overall, Ness is a dangerous but somewhat inconsistent character at high level, with his overwhelming offensive kit and edgeguarding prowess offset by his limited recovery and landing options. Ness has achieved results on par with a modest high-tier character, largely thanks to players such as {{Sm|BestNess}}, {{Sm|Gackt}}, and {{Sm|Awestin}}.  
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.  
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->


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.
''Numbers in parentheses denote a smasher's placement on the [[Fall 2019 PGRU]], which recognizes the top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
====Active====
*{{Sm|ATATA|USA}} - A very strong Ness player from the Midwest. Placed 1st at {{Trn|Midwest Arena 2: Doubles Masters}}, 2nd at Second City Smash 3, and 5th at {{Trn|Midwest Arena}}. He has defeated {{Sm|MuteAce}}, {{Sm|8BitMan}}, {{Sm|Daybreak}}, and {{Sm|Ned}}. Ranked 1st on the [[Chicago Power Rankings#Super Smash Bros. Ultimate|Chicago Ultimate Power Rankings]].
*{{Sm|Awestin|USA}} - One of the best Ultimate players in Texas, as well as one of the best Ness players in the world. Consistently places 1st in large tournaments in his region, especially the {{Trn|Shockwave}} series. Placed 1st at {{Trn|No Fun Allowed 3}} and 4th at {{Trn|Ultimatum}} and has wins over top players such as {{Sm|BestNess}}, {{Sm|Dakpo}}, {{Sm|ESAM}}, {{Sm|Fatality}}, {{Sm|Lima}}, {{Sm|MVD}}, {{Sm|SDX}}, {{Sm|CaptainZack}}, {{Sm|tamim}}, {{Sm|Trela}}, and {{Sm|Magister}}.
*{{Sm|BestNess|USA}} (#43) - The best Ness player in the United States as well as one of the best Ness players in the world. Placed 5th at {{Trn|Super Splat Bros}} (in conjunction with {{SSBU|Wii Fit Trainer}}), 9th at {{Trn|Low Tier City 7}}, 17th at both {{Trn|Shine 2019}} and {{Trn|Super Smash Con 2019}}, and 25th at {{Trn|GENESIS 7}}. Has wins over {{Sm|Abadango}}, {{Sm|Dark Wizzy}}, {{Sm|Elegant}}, {{Sm|Goblin}}, {{Sm|Larry Lurr}}, {{Sm|LeoN}}, {{Sm|Light|p=Connecticut}}, {{Sm|Pandarian}}, {{Sm|Raito}}, and {{Sm|WaDi}}.
*{{Sm|FOW|USA}} - One of the best Ness players in the world. Consistently places 1st in Las Vegas tournaments, placed 2nd at {{Trn|LVL Up Expo 2019}} and 25th at {{Trn|GENESIS 6}}. Ranked 1st on the [[Las Vegas Power Rankings]]. Has taken sets off of {{Sm|Mr.R}}, {{Sm|Tsu}}, yeti, BestNess, Dakpo, and {{Sm|K9sbruce}}.
*{{Sm|Fsann|Japan}} - One of the best Ness players in Japan. Placed 25th at {{Trn|Umebura SP 6}} with wins over Logix, MASA, and Kuroitsu.
*{{Sm|Gackt|Japan}} (#29) - Currently the best Ness player in the world. Placed 3rd at {{Trn|Sumabato SP 2}}, 5th at both {{Trn|Umebura SP 2}} and {{Trn|Umebura SP 4}}, 13th at {{Trn|2GG: Kongo Saga}}, and 9th at {{Trn|EVO Japan 2020}}. Has wins over {{Sm|Abadango}}, {{Sm|Cosmos}}, {{Sm|Etsuji}}, {{Sm|kameme}}, {{Sm|KEN}}, {{Sm|Kome}}, {{Sm|Lea}}, {{Sm|ProtoBanham}}, {{Sm|Raito}}, {{Sm|T}}, {{Sm|Tea}}, {{Sm|Tsu}}, {{Sm|VoiD}}, and {{Sm|Umeki}}.
*{{Sm|Lumbre|USA}} - The best Ness player in [[SoCal]]. Placed 49th at both {{Trn|2GG: SwitchFest 2019}} and {{Trn|2GG: Prime Saga}}. Has wins over {{Sm|VoiD}}, {{Sm|Lui$}}, {{Sm|Nitro}}, {{Sm|Eim}}, {{Sm|Charliedaking}}, {{Sm|KiraFlax}}, {{Sm|falln}}, and {{Sm|MrConCon}}. Ranked 15th on the [[SoCal Power Rankings]].
*{{Sm|MASA|Japan}} - Co-mains Ness with Falco and is one of the best Ness player in Japan. Placed 33rd at {{Trn|Umebura SP 7}} and 49th at {{Trn|Umebura SP 6}}. Has wins over {{Sm|ZAKI}}, {{Sm|FILIP}}, and {{Sm|Ke-ya}}.
*{{Sm|Luco|Australia}} - One of the best Ness players in Australia, along with {{Sm|Poppt1}}. Placed 1st at {{Trn|Phantom 2019}}.
*{{Sm|PEW|France}} - One of the best Ness players in Europe. Placed 5th at both {{Trn|Elysium: Yggdrasil}} and {{Trn|Ultimate WANTED 1}}.
*{{Sm|PkChris|USA}} - The best Ness player in the tri-state area. Placed 17th at {{Trn|Smash at The Paramount}} and 33rd at both {{Trn|Pound 2019}} and {{Trn|Super Smash Con 2019}}. He has defeated players such as {{Sm|Dabuz}}, {{Sm|Suarez}}, {{Sm|Mr E}}, {{Sm|ZD}}, {{Sm|Wizzrobe}}, {{Sm|Ralphie}}, {{Sm|Phantom|p=Connecticut}}, and {{Sm|Stocktaker69}}.
*{{Sm|PSI Force|Philippines}} - The best Ness player in the Philippines. Placed 1st at {{Trn|Smash That Ash}}, 2nd at {{Trn|Gamebookr's Mid-Year Smash Tournament}}, 3rd at {{Trn|REV Major 2019}}, and 4th at {{Trn|SEA Major 2019}}. Ranked 1st on the [[Filipino Power Rankings]].
*{{Sm|S1|Netherlands}} - One of the best Ness players in Europe. Placed 5th at {{Trn|Elysium: Yggdrasil}}, 7th at {{Trn|Albion 4}}, and 9th at {{Trn|Tech Republic IV}}.
*{{Sm|taranito|Japan}} - Placed 17th at both {{Trn|Umebura SP 2}} and {{Trn|Sumabato SP 5}}. Has wins over {{Sm|Songn}}, {{Sm|Gackt}} and {{Sm|akasa}}.


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.
====Inactive====
*{{Sm|Jtails|USA}} - Placed 5th at {{Trn|Don't Park on the Grass 2018}} and 49th at {{Trn|MomoCon 2019}}. Retired from competitive smash.
*{{Sm|Poppt1|Australia}} - Placed 1st at {{Trn|BigWinSmash Ultimate Showdown 2}} and 9th at {{Trn|Battle Arena Melbourne 11}} before dropping Ness for {{SSBU|Lucina}}.


=={{SSBU|Classic Mode}}: Home to Onett!==
=={{SSBU|Classic Mode}}: Home to Onett!==
Line 310: Line 230:
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 {{Head|Ness|g=SSBU|s=20px|cl=Blue}}||[[Magicant]]||''{{SSBUMusicLink|EarthBound|Magicant (for 3DS / Wii U)}}''||The opponent has his 5th alternate costume equipped, referencing Ness' younger self that he encounters in Magicant. If the player is using the 5th alternate costume, default Ness {{Head|Ness|g=SSBU|s=20px}} will appear as the enemy instead.
|-
|-
|2||{{CharHead|Lucas|SSBU|hsize=20px}}||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|You Call This a Utopia?!}}''||
|2||{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px}}||[[New Pork City]]||''{{SSBUMusicLink|EarthBound|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||{{SSBU|R.O.B.}} {{Head|R.O.B.|g=SSBU|s=20px|cl=Purple}} (x3)||[[Fourside]]||''{{SSBUMusicLink|EarthBound|Fourside}}''||A reference to the 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}}. [[Mr. Saturn]] is the only item that spawns.
|4||{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=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||{{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=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]].
|-
|-
|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}} {{Head|Villager|g=SSBU|s=20px}} and {{SSBU|Isabelle}} {{Head|Isabelle|g=SSBU|s=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 [[Starman (EarthBound)|Starman]].
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 336: Line 256:
==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 opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (minus {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
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.


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]].
Ness can be found in a pink cloud area reminiscent of [[Magicant]].
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|10
| 10
|[[File:Ness SSBU.png|center|64x64px]]
| [[File:Ness SSBU.png|center|108x108px]]
|Ness
| {{SSBU|Ness}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| [[File:SpiritTypeAttack.png|20px|center|Attack]] <center>{{color|#dc1029|Attack}}</center>
|7,500
| 7,500
|[[Magicant]] ([[Ω form]])
| [[Magicant]] ([[Ω form]])
|''{{SSBUMusicLink|EarthBound|Magicant (for 3DS / Wii U)}}''
| ''{{SSBUMusicLink|EarthBound|Magicant (for 3DS / Wii U)}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]s==
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''.
Ness' Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. 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. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Ness.png|563. '''''Ness'''''
NessSpirit.png|563. '''''Ness'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 389: Line 309:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|307
|307
|{{SpiritTableName|Slugger & Green Glove|size=64}}
|[[File:Slugger Green Glove Spirit.png|center|64x64px]]
|''Yoshi'' Series
|{{anchor|Slugger & Green Glove}}Slugger & Green Glove
|''Yoshi series''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,500
|1,500
|{{SSBB|Yoshi's Island}}
|{{SSBB|Yoshi's Island}}
Line 401: Line 321:
|•The enemy starts the battle with a [[Home-Run Bat]]
|•The enemy starts the battle with a [[Home-Run Bat]]
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|{{SSBUMusicLink|Yoshi|Obstacle Course - Yoshi's Island}}
|Slugger
|-
|-
|565
|565
|{{SpiritTableName|Ninten|size=64}}
|[[File:Ninten Spirit.png|center|64x64px]]
|''EarthBound'' Series
|Ninten
|•{{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)
|''Earthbound series''
|{{SpiritType|Grab}}
|•{{SSBU|Ness}} Team (×4) ({{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}})
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,700
|13,700
|[[Magicant]] (hazards off)
|[[Magicant]]
|N/A
|N/A
|•The enemy's PSI attacks have increased power<br>•[[Stamina battle]]<br>•The enemy's FS Meter charges quickly
|•The enemy's PSI attacks have increased power<br>•[[Stamina battle]]<br>•The enemy's FS Meter charges quickly
|{{SSBUMusicLink|EarthBound|Bein' Friends}}
|{{SSBUMusicLink|EarthBound|Bein' Friends}}
|
|-
|-
|571
|571
|{{SpiritTableName|Starman|customname={{b|Starman|EarthBound}}|size=64}}
|[[File:Starmen Spirit.png|center|64x64px]]
|''EarthBound'' Series
|{{b|Starman|EarthBound}}
|•Metal {{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}} (140 HP)
|''Earthbound series''
|{{SpiritType|Grab}}
|•Metal {{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,200
|4,200
|[[Lylat Cruise]]
|[[Lylat Cruise]]
|•Assist Trophy Enemies (Starman)<br>•Item: Stars
|•Assist Trophy Enemies ([[Starman]])<br>•Item: Stars
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy is metal
|•[[Stamina battle]]<br>•Hostile assist trophies will appear<br>•The enemy is metal
|{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}
|{{SSBUMusicLink|EarthBound|Unfounded Revenge / Smashing Song of Praise}}
|
|-
|-
|579
|579
|{{SpiritTableName|Ramblin' Evil Mushroom|link=y|size=64}}
|[[File:RamblinEvilMushroom.png|center|64x64px]]
|''EarthBound'' Series
|[[Ramblin' Evil Mushroom]]
|''Earthbound series''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,600
|1,600
|[[Distant Planet]]
|[[Distant Planet]]
Line 437: Line 357:
|•The enemy starts the battle with a Ramblin' Evil Mushroom
|•The enemy starts the battle with a Ramblin' Evil Mushroom
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|
|-
|-
|1,087
|1,087
|{{SpiritTableName|Nico Fire|size=64}} {{Flag|North America}}<br>Nico Flame {{Flag|PAL}}
|{{anchor|Nico Fire}}[[File:Nico Fire Spirit.png|center|64x64px]]
|''StreetPass Mii Plaza'' Series
|Nico Fire
|''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}}
|•{{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}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,500
|1,500
|[[Big Blue]]
|[[Big Blue]]
|•Uncontrollable Speed
|•Uncontrollable Speed
|•All fighters move faster and can't stop quickly
|•All fighters move faster and can't stop quickly
|{{SSBUMusicLink|Other|Wii Sports Resort}}
|{{SSBUMusicLink|Nintendo|Wii Sports Resort}}
|
|-
|-
|1,116
|1,116
|{{SpiritTableName|Pitcher & Batter|size=64}}
|{{anchor|Pitcher & Batter}}[[File:Pitcher Batter Spirit.png|center|64x64px]]
|Pitcher & Batter
|''Baseball''
|''Baseball''
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Red}}×2
|•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Red}} (×2)
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,700
|1,700
|[[Pokémon Stadium 2]] (hazards off)
|[[Pokémon Stadium 2]] ([[Ω form]])
|•Item Tidal Wave<br>•Item: Sports
|•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
|•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)}}
|{{SSBUMusicLink|Nintendo|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===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 511: Line 404:
|-
|-
|566
|566
|{{SpiritTableName|Ana|size=64}}
|[[File:Ana spirit.png|center|64x64px]]
|''EarthBound'' Series
|Ana
|•{{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)
|''Earthbound series''
|{{SpiritType|Grab}}
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,200
|9,200
|[[Magicant]] (hazards off)
|[[Magicant]] (hazards off)
Line 523: Line 417:
|-
|-
|570
|570
|{{SpiritTableName|Flying Man|link=y|size=64}}
|[[File:Flying Man Spirit.png|center|64x64px]]
|''EarthBound'' Series
|[[Flying Man]]
|•{{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)
|''Earthbound series''
|{{SpiritType|Attack}}
|•{{SSBU|Mii Brawler}} Team {{Head|Mii Brawler|g=SSBU|s=20px}} (Flying Man Hat, Flying Man Outfit) (×5)<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Yellow}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,100
|9,100
|[[Magicant]] (hazards off)
|[[Magicant]]
|N/A
|N/A
|•Defeat the main fighter to win<br>•[[Stamina battle]]
|•Defeat the main fighter to win<br>•[[Stamina battle]]
Line 535: Line 430:
|-
|-
|572
|572
|{{SpiritTableName|Paula|link=y|size=64}}
|[[File:Paula Spirit.png|center|64x64px]]
|''EarthBound'' Series
|[[Paula]]
|•{{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)
|''Earthbound series''
|{{SpiritType|Shield}}
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,300
|13,300
|[[Onett]]
|[[Onett]]
Line 547: Line 443:
|-
|-
|576
|576
|{{SpiritTableName|Ness's Father|customname=[[wikibound:Ness's family|Ness's Father]]|size=40}}
|[[File:Ness's Father.png|center|40x40px]]
|''EarthBound'' Series
|Ness's Father
|''Earthbound series''
|•Clear {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Black}}
|•Clear {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,500
|13,500
|[[Onett]]
|[[Onett]]
Line 559: Line 456:
|-
|-
|1,156
|1,156
|{{SpiritTableName|Girl from Hajimari no Mori|size=64}}
|[[File:Komurasaki Spirit.png|center|64x64px]]
|''Hajimari no Mori''
|Girl from Hajimari no Mori
|''Hajimori no Mori''
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|2,300
|2,300
|{{b|Duck Hunt|stage}} ([[Battlefield form]])
|{{b|Duck Hunt|stage}} ([[Battlefield form]])
|•Hazard: Fog
|•Hazard: Fog
|•The stage is covered in fog<br>•The enemy favors down specials
|•The stage is covered in fog<br>•The enemy favors down specials
|{{SSBUMusicLink|Other|Yūyūki Medley}}
|{{SSBUMusicLink|Nintendo|Yūyūki Medley}}
|Protagonist of ''Hajimari no Mori''
|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 486:
==Gallery==
==Gallery==
<gallery>
<gallery>
SSBU Ness Number.png|Ness's fighter card.
Ness SSBU Banner.png|Ness' appearance on the panoramic artwork.
Ness unlock notice SSBU.jpg|Ness's unlock notice.
SSBU Ness Number.png|Ness' fighter card.
SSBUWebsiteNess1.jpg|Ness [[idling]] on the [[Bridge of Eldin]].
NessJoinsTheBattleSSBU.jpg|Ness' unlock notice.
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 610: Line 505:
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=jtlUHmonMGQ}}
{{#widget:YouTube|id=jtlUHmonMGQ}}


==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 ''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]].
**Ness is the only one of the four to face [[Master Hand]] as his final boss.
*''Ultimate'' marks the first time since ''[[Super Smash Bros. Melee]]'' where Ness' artwork depicts him holding his baseball bat.
*Although most characters from the original ''Super Smash Bros.'' are 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 date of ''EarthBound Beginnings'', 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 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.
*''Ultimate'' is the first ''Smash'' game where Ness does not receive any new voice clips.
*''Ultimate'' is the first ''Smash'' game in which Ness has a greater number of aerials which 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.]]
*Ness being unlocked by clearing Classic Mode as Kirby could be a reference to Ness being unlocked on {{SSB|Dream Land}} in the original ''Super Smash Bros.'', that both are voiced by Makiko Ōmoto, or that both are from games developed by [[HAL Laboratory, Inc.]]
*As of ''[[Ultimate]]''{{'}}s release, Ness has had more different victory themes than any other character, receiving new ones in ''[[Brawl]]'' and ''Ultimate'', in addition to his original one from the first two games.
*As of ''[[Ultimate]]''{{'}}s release, Ness has had more different victory themes than any other character, receiving new ones in ''[[Brawl]]'' and ''Ultimate'', in addition to his original one from the first two games.
*Ness is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one way, as he is the first character to be unlocked through VS. Matches and the first unlock in {{SSBU|Kirby}}'s Classic Mode tree. The other character who shares this distinction is {{SSBU|Villager}}.
*Ness' official artwork resembles [[:Image:Ness SSB4 Hoax.png|a hoax that claimed he would appear in ''Super Smash Bros. 4'']] [[Ness (SSB4)|before he was actually revealed]].
*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]].
*Ness is the only character to travel to all ''EarthBound'' universe stages in Classic Mode.
*Ness is one of the only two unlockable characters in ''Ultimate'' who can be the first character unlocked in more than one way. These being through VS. Matches and through Kirby's Classic Mode. The other character who shares this distinction is {{SSBU|Villager}}.
*Ness' cyan and purple alternate costumes are the only ones that are not featured in any spirit battles.


{{SSBUCharacters}}
{{SSBUCharacters}}

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