Super Smash Bros.

Ness (SSB)/Neutral attack/Hit 1: Difference between revisions

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m (→‎Overview: Corrected erroneous claim that Fox can jab grab. The actual character with this ability is Luigi.)
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Ness's first hit of his [[neutral attack]] or '''jab''' in ''[[Super Smash Bros.]]'' involves Ness punching. The move deals 2% and has short range.  
Ness's first hit of his [[neutral attack]] or '''jab''' in ''[[Super Smash Bros.]]'' involves Ness punching. The move deals 2% and has short range.  


The main advantage the move has is that it comes out extremely quickly on frame 2. Because of this, Ness can cancel his jab (if it connects) into grab, known as a [[jab grab]], a unique trait for Ness, {{SSB|Pikachu}}, {{SSB|Mario}}, and {{SSB|Fox}}. This gives Ness an extra option not present in many of the other lower tier characters (besides Luigi) and it is quite useful, as Ness's grab is one of the more powerful, at least when it comes to KOing (and it works regardless of if the opponent gets hit or shields the jab, although it does not work as well at long ranges or at higher percents). The move otherwise has very light knockback and is typical of most Smash 64 jabs (outside of DK/Yoshi) in terms of it's small range and quick speed.  
The main advantage the move has is that it comes out extremely quickly on frame 2. Because of this, Ness can cancel his jab (if it connects) into grab, known as a [[jab grab]], a unique trait for Ness, {{SSB|Pikachu}}, {{SSB|Mario}}, and {{SSB|Luigi}}. This gives Ness an extra option not present in many of the other lower tier characters (besides Luigi) and it is quite useful, as Ness's grab is one of the more powerful, at least when it comes to KOing (and it works regardless of if the opponent gets hit or shields the jab, although it does not work as well at long ranges or at higher percents). The move otherwise has very light knockback and is typical of most Smash 64 jabs (outside of DK/Yoshi) in terms of it's small range and quick speed.  


It is not recommended to continue past jab 1 as at low percents, the second hit is not guaranteed (until aroudn 20%-35% depending on the character) so the opponent can either block it or even punish Ness if they have a frame 1 move. The third hit is not particularly powerful either, especially compared to Ness' throws. The first hit on itself is also unsafe on shield (at -8) and very unsafe on hit (at -7 at low percents), making it useless to use on its own.  
It is not recommended to continue past jab 1 as at low percents, the second hit is not guaranteed (until around 20%-35% depending on the character) so the opponent can either shield it or even punish Ness if they have a frame 1 move. The third hit is not particularly powerful either, especially compared to Ness' throws. The first hit on itself is also unsafe on shield (at -8) and very unsafe on hit (at -7 at low percents), making it useless to use on its own.  


Overall, Ness' jab is solid, largely due to its speed and jab grab potential. Outside of its jab grab potential however, it is a fairly standard and unspectacular jab.  
Overall, Ness' jab is solid, largely due to its speed and jab grab potential. Outside of its jab grab potential however, it is a fairly standard and unspectacular jab.


==Hitboxes==
==Hitboxes==

Latest revision as of 04:54, November 2, 2021

Overview[edit]

Ness's first hit of his neutral attack or jab in Super Smash Bros. involves Ness punching. The move deals 2% and has short range.

The main advantage the move has is that it comes out extremely quickly on frame 2. Because of this, Ness can cancel his jab (if it connects) into grab, known as a jab grab, a unique trait for Ness, Pikachu, Mario, and Luigi. This gives Ness an extra option not present in many of the other lower tier characters (besides Luigi) and it is quite useful, as Ness's grab is one of the more powerful, at least when it comes to KOing (and it works regardless of if the opponent gets hit or shields the jab, although it does not work as well at long ranges or at higher percents). The move otherwise has very light knockback and is typical of most Smash 64 jabs (outside of DK/Yoshi) in terms of it's small range and quick speed.

It is not recommended to continue past jab 1 as at low percents, the second hit is not guaranteed (until around 20%-35% depending on the character) so the opponent can either shield it or even punish Ness if they have a frame 1 move. The third hit is not particularly powerful either, especially compared to Ness' throws. The first hit on itself is also unsafe on shield (at -8) and very unsafe on hit (at -7 at low percents), making it useless to use on its own.

Overall, Ness' jab is solid, largely due to its speed and jab grab potential. Outside of its jab grab potential however, it is a fairly standard and unspectacular jab.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 2% 0 Sakurai angle 8 50 0 80 10 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch
1 0 2% 0 Sakurai angle 8 50 0 80 9 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch

Timing[edit]

Hitboxes 2-3
Earliest continuable 10
Animation length 17
FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point