Ness (SSBM): Difference between revisions

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===Ground Attacks===
===Ground Attacks===
*{{buff|The first hit of Ness' neutral attack deals more damage (2% → 3%).}}
*[[Neutral attack]]:
*{{nerf|All three hits of neutral attack have more startup (frame 2 → 3 (hit 1), frame 3 → 4 (hit 2), frame 6 → 7 (hit 3)) and ending lag (frame 18 → 20 (hit 1), frame 20 → 21 (hit 2), frame 25 → 31 (hit 3)). The second and third hits also have a shorter duration (frames 3-5 → 4-5 (hit 2), frames 6-11 → 7-10 (hit 3)). Ness can also no longer cancel the first hit of neutral attack into grab.}}
**{{buff|Neutral attack's first hit deals more damage (2% → 3%).}}
**{{nerf|All three hits of neutral attack have more startup (frame 2 (hit 1)/3 (hit 2)/6 (hit 3) → 3/4/→ 7) and ending lag (frame 18 (hit 1)/20 (hit 2)/ 25 (frame 3) → 20/21/3). The second and third hits also have a shorter duration (frames 3-5 → 4-5 (hit 2), frames 6-11 → 7-10 (hit 3)). Ness can also no longer cancel the first hit of neutral attack into grab.}}
*{{buff|Forward tilt is much stronger dealing more damage (9%/10%/11% → 10%/11%/12%).}}
*{{buff|Forward tilt is much stronger dealing more damage (9%/10%/11% → 10%/11%/12%).}}
*{{buff|Up tilt has less ending lag (frame 35 → 32).}}
*[[Up tilt]]:
*{{nerf|Up tilt has a much shorter duration (frames 5-19 → 5-9).}}
**{{buff|Up tilt has less ending lag (frame 35 → 32).}}
*{{buff|Down tilt is much faster with less startup (frame 4 → 3) and ending lag if Ness performs another down tilt (frame 14 → 8) and can now infinite.}}
**{{nerf|Up tilt has a much shorter duration (frames 5-19 → 5-9).}}
*{{nerf|Down tilt has a shorter duration (frames 4-8 → 3-5).}}
*[[Down tilt]]:
*{{buff|Dash attack is now a multi-hitting move that does slightly more damage (12% (clean), 9% (late) → 12.28%) and has significantly more range, combo potential and overall utility.}}
**{{buff|Down tilt is much faster with less startup (frame 4 → 3) and ending lag if Ness performs another down tilt (frame 14 → 8) and can now infinite.}}
*{{change|His dash attack has become psychokinetic.}}
**{{nerf|Down tilt has a shorter duration (frames 4-8 → 3-5).}}
*{{nerf|Each hit of dash attack only has a duration of 1 frame and each hit has high base knockback making it extremely difficult to connect properly. It also has more ending lag (frame 38 → 40).}}
*[[Dash attack]]:
*{{buff|Forward smash now has longer reach and has less startup lag (frame 18 → 16). All hitboxes also deal much more damage (18% → 18%/20%/22%/24%), which increases its knockback, despite having lower knockback values (70 (base), 65 (scaling) → 50/62).}}
**{{buff|Dash attack is now a multi-hitting move that does slightly more damage (12% (clean), 9% (late) → 12.28%) and has significantly more range, combo potential and overall utility.}}
*{{nerf|Forward smash now has 3 drastically weaker sourspots on the base of his bat that can't KO until 150%. It also has a shorter duration (frames 18-21 → 16-17).}}
**{{nerf|Each hit of dash attack only has a duration of 1 frame and each hit has high base knockback making it extremely difficult to connect properly. It also has more ending lag (frame 38 → 40).}}
*{{buff|Ness now has access to the Yo-yo glitch.}}
***{{change|Dash attack now has PSI effects.}}
*{{buff|Up and down smash have less startup lag (frame 13 → 12). Up smash also has a longer duration (frames 13-25 → 12-31).}}
*[[Forward smash]]:
*{{nerf|His up and down smashes have less reach, deal drastically less damage (17%/15% → 9% (up), 19% → 11%/7% (down)) and they have been drastically weakened to the point where the strongest hitboxes (the initial hitbox) can't KO until 200% while the swinging parts can no longer KO even well past Sudden Death. Down smash also has a shorter duration (frames 13-52 → 12-31) and both have more ending lag (frame 40 → 50 (up), frame 55 → 59 (down)).}}
**{{buff|Forward smash now has longer reach and has less startup lag (frame 18 → 16). All hitboxes also deal much more damage (18% → 18%/20%/22%/24%), which increases its knockback, despite having lower knockback values (70 (base), 65 (scaling) → 50/62).}}
**{{nerf|Forward smash now has 3 drastically weaker sourspots on the base of his bat that can't KO until 150%. It also has a shorter duration (frames 18-21 → 16-17).}}
*[[Up smash|Up]]/[[Down smash]]:
**{{buff|Up and down smash have less startup lag (frame 13 → 12). Up smash also has a longer duration (frames 13-25 → 12-31).}}
**{{nerf|His up and down smashes have less reach, deal drastically less damage (17%/15% → 9% (up), 19% → 11%/7% (down)) and they have been drastically weakened to the point where the strongest hitboxes (the initial hitbox) can't KO until 200% while the swinging parts can no longer KO even well past Sudden Death. Down smash also has a shorter duration (frames 13-52 → 12-31) and both have more ending lag (frame 40 → 50 (up), frame 55 → 59 (down)).}}
**{{buff|Ness now has access to the Yo-yo glitch.}}


===Aerial Attacks===
===Aerial Attacks===
*{{change|Ness has a new neutral aerial: a spin. It deals 3% less damage on both hitboxes (14%/11% → 11%/8%) with no compensation on its knockback, making it worse for damage racking and hindering its KO potential. However, this change makes it combo better, when combined with its new hitboxes.}}
*[[Neutral aerial]]:
*{{buff|New neutral aerial has less ending lag (frame 40 → 36) and [[auto-cancel]]s earlier (frame 33 → 27).}}
**{{change|Ness has a new neutral aerial: a spin with his arms outward. It deals 3% less damage on both hitboxes (14%/11% → 11%/8%) with no compensation on its knockback, making it worse for damage racking and hindering its KO potential. However, this change makes it combo better, when combined with its new hitboxes.}}
*{{nerf|New neutral aerial has a shorter duration (frames 5-39 → 5-23).}}
**{{buff|It has less ending lag (frame 40 → 36) and [[auto-cancel]]s earlier (frame 33 → 27).}}
*{{buff|Forward aerial has less startup (frame 10 → 8) and ending lag (frame 42 → 40), deals more damage (12% (clean), 10% (late) → 15.74%), has more range and has much better combo potential as it can now chain into itself or other aerials from low to K.O. percents.}}
**{{nerf|It has a shorter duration (frames 5-39 → 5-23).}}
*{{change|His back and forward aerial have become psychokinetic. His forward aerial is now a multi hitting move.}}
*[[Forward aerial]]:
*{{nerf|Forward aerial is less reliable due to being a multi-hit and it auto-cancels later (frame 26 → 30).}}
**{{buff|Forward aerial has less startup (frame 10 → 8) and ending lag (frame 42 → 40), hits multiple times resulting in consistent and increased damage (12% (clean), 10% (late) → 15.74%), has more range and has much better combo potential as it can now chain into itself or other aerials from low to K.O. percents.}}
*{{buff|Back aerial has less ending lag (frame 40 → 36) and the sweetspot has increased base knockback (10 → 16).}}
**{{nerf|Forward aerial is less reliable due to being a multi-hit and it auto-cancels later (frame 26 → 30).}}
*{{nerf|Back aerial auto-cancels later (frame 19 → 25).}}
***{{change|Forward aerial now has PSI effects.}}
*{{buff|Up aerial has more reach with a bigger hitbox.}}
*[[Back aerial]]:
*{{nerf|Ness's head when doing his up aerial is no longer intangible. Up aerial also deals less damage (15% → 13%) and knockback (10 (base), 110 (scaling) → 13/109), has a shorter duration (frames 8-16 → 8-11) and no longer auto-cancels for its entire duration making it auto-cancel later (frame 27) and giving it more landing lag (4 frames → 19). This is further exacerbated with the weakening of [[L-canceling]].}}
**{{buff|Back aerial has less ending lag (frame 40 → 36) and the sweetspot has increased base knockback (10 → 16).}}
*{{buff|Down aerial has much higher base knockback (10/0 → 90), making it a deadly 0-death KO tool if not [[Meteor canceling|meteor cancelled]].}}
**{{nerf|Back aerial auto-cancels later (frame 19 → 25).}}
*{{nerf|Ness's down aerial deals 3% less damage (15% → 12%), no longer deals extra shield damage and like most other meteor smashes, now has drastically increased start-up lag and a shorter duration (frames 4-20 → 20-28). It also has twice the amount of ending lag (frame 30 → 60) no longer being possible to perform twice in a short hop or even out of a full height double jump and it no longer auto-cancels while the hitbox is out giving it more landing lag (4 frames → 28). The addition of meteor cancelling, when combined with its new angle allowing it to be meteor canceled (-90° → 280°) and its much lower knockback scaling (120 → 70), makes the attack much easier to survive at higher percents. This drastically worsens the move's utility and reliability, removing its use in combos while being much more unreliable as a finisher.}}
**{{change|Back aerial now has PSI effects.}}
*[[Up aerial]]:
**{{buff|Up aerial has a bigger hitbox.}}
**{{nerf|Ness's head when doing his up aerial is no longer intangible. Up aerial also deals less damage (15% → 13%) and knockback (10 (base), 110 (scaling) → 13/109), has a shorter duration (frames 8-16 → 8-11) and no longer auto-cancels for its entire duration making it auto-cancel later (frame 27) and giving it more landing lag (4 frames → 19). This is further exacerbated with the weakening of [[L-canceling]].}}
*[[Down aerial]]:
**{{buff|Down aerial has much higher base knockback (10/0 → 90), making it a deadly 0-death KO tool if not [[Meteor canceling|meteor cancelled]].}}
**{{nerf|Ness's down aerial deals 3% less damage (15% → 12%), no longer deals extra shield damage and like most other meteor smashes, now has drastically increased start-up lag and a shorter duration (frames 4-20 → 20-28). It also has twice the amount of ending lag (frame 30 → 60) no longer being possible to perform twice in a short hop or even out of a full height double jump and it no longer auto-cancels while the hitbox is out giving it more landing lag (4 frames → 28). The addition of meteor cancelling, when combined with its new angle allowing it to be meteor canceled (-90° → 280°) and its much lower knockback scaling (120 → 70), makes the attack much easier to survive at higher percents. This drastically worsens the move's utility and reliability, removing its use in combos while being much more unreliable as a finisher.}}


===Grabs and Throws===
===Grabs and Throws===
*{{nerf|Grabs have more startup lag (frame 6 → 8 (standing), 10 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}}
*{{nerf|Grabs have more startup lag (frame 6 → 8 (standing), 10 (dash)) and ending lag (frame 16 → 31 (standing), 41 (dash)).}}
*{{nerf|[[Forward throw|Forward]] and [[back throw]] deal 5% less damage (16% → 11%) hindering their KO potential. The former has increased base knockback (90 → 120) although it also has drastically lower knockback scaling (70 → 10) and cannot KO reliably until well beyond Sudden Death. The latter has much lower base knockback (90 → 15) and less KO potential although it has more knockback scaling (70 → 130) and it still remains one of the most potent throws in the game.}}
*{{nerf|[[Forward throw|Forward]] and [[back throw]] deal 5% less damage (16% → 11%) hindering their KO potential. The former has increased base knockback (90 → 120) although it also has drastically lower knockback scaling (70 → 10) and cannot KO reliably until well beyond Sudden Death. The latter has much lower base knockback (90 → 15) and less KO potential although it has more knockback scaling (70 → 130) and it still remains one of the most potent throws in the game.}}
*{{buff|Ness has been given an [[up throw]], a [[down throw]], and a [[pummel]], providing him with more options.}}
*{{buff|Ness has been given an [[pummel]], [[up throw]], and a [[down throw]], providing him with more options.}}


===Special Moves===
===Special Moves===
*{{change|Ness now has a new neutral special: [[PK Flash]]. A chargeable green ball of light that increases in power and moves downward the longer the button is held. Once it reaches full power, it explodes, dealing huge knockback.}}
*[[PK Flash]]:
*{{nerf|[[PK Fire]] travels a smaller distance, deals 10% less damage, and it is now considerably easier to SDI out of.}}
**{{change|Ness now has a new neutral special: PK Flash. A chargeable green ball of light that increases in power and moves downward the longer the button is held. Once it reaches full power, it explodes, dealing huge knockback.}}  
*{{change|PK Fire is moved to Ness's side special.}}
**{{buff|PK Flash grants Ness a new powerful (albeit slow) KO and edgeguarding option.}}
*{{buff|Ness's [[PK Thunder]] travels faster and deals 2% more damage (6% → 8%).}}
*[[PK Fire]]:
*{{nerf|Ness's PK Thunder 2 travels a much shorter distance, deals less damage when hitting an opponent (30% → 25%), is significantly weaker (now KOing in the 75% range) as its knockback wasn't fully compensated (40 (base), 84 (scaling) → 60/70), now has a drastically weaker late hitbox which deals 5% less damage than the normal hitbox and can't KO until roughly 130%, and has a lot more ending and landing lag, now having around 60 frames (or 1 second) of lag if he uses PK Thunder 2 on the ground or if he lands while in the middle of the animation of PK Thunder 2. As such, Ness's recovery is considered to be much worse overall.}}
**{{nerf|PK Fire travels a smaller distance, deals 10% less damage, and it is now considerably easier to SDI out of.}}
*{{change|The crowd no longer gasps when Ness hits himself with PK Thunder.}}
**{{change|As a result of PK Flash now being Ness' neutral special, PK Fire is now Ness' side special.}}
*{{buff|[[PSI Magnet]] has less startup lag (frame 15 → 10).}}
*[[PK Thunder]]:
*{{change|The color of PSI Magnet is now blue instead of green.}}  
**{{buff|Ness's [[PK Thunder]] travels faster and deals 2% more damage (6% → 8%).}}
*{{change|The crowd no longer cheers when Ness absorbs a projectile with PSI Magnet.}}
**{{nerf|Ness's PK Thunder 2 travels a much shorter distance, deals less damage when hitting an opponent (30% → 25%), is significantly weaker (now KOing in the 75% range) as its knockback wasn't fully compensated (40 (base), 84 (scaling) → 60/70), now has a drastically weaker late hitbox which deals 5% less damage than the normal hitbox and can't KO until roughly 130%, and has a lot more ending and landing lag, now having around 60 frames (or 1 second) of lag if he uses PK Thunder 2 on the ground or if he lands while in the middle of the animation of PK Thunder 2. As such, Ness's recovery is considered to be much worse overall.}}
*{{nerf|PSI Magnet has 10 frames extra frames of ending lag.}}
**{{change|The crowd no longer gasps when Ness hits himself with PK Thunder.}}
*[[PSI Magnet]]:
**{{buff|[[PSI Magnet]] has less startup lag (frame 15 → 10).}}
**{{change|The color of PSI Magnet is now blue instead of green.}}  
**{{change|The crowd no longer cheers when Ness absorbs a projectile with PSI Magnet.}}
**{{nerf|PSI Magnet has 10 frames extra frames of ending lag.}}


==Moveset==
==Moveset==
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