Super Smash Bros.

Ness (SSB)/Up tilt: Difference between revisions

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Ness's head will be [[intangible]] for most of the move's duration (when the hitbox is out).
Ness's head will be [[intangible]] for most of the move's duration (when the hitbox is out).
In the Japanese version, the move dealt more damage and had lower base knockback. The higher damage did not matter much as the move still deals the same damage when [[stale]]. However, the lower base knockback made the move combo for considerably longer, making up tilt considerably better in the Japanese version overall.


==Hitboxes==
==Hitboxes==
===NTSC-J===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=8%
|sd=0
|angle=100
|bk=70
|ks=40
|fkv=0
|r=185
|bn=10
|effect=Normal
|slvl=M
|sfx=Punch
}}
{{SSB64HitboxTableRow
|id=1
|damage=8%
|sd=0
|angle=100
|bk=70
|ks=40
|fkv=0
|r=185
|bn=16
|effect=Normal
|slvl=M
|sfx=Punch
}}
|}


===NTSC-U/PAL===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
{{SSB64HitboxTableRow
|id=0
|id=0
|damage=7%
|damage=7%
|damagebg=nerf
|sd=0
|sd=0
|angle=100
|angle=100
|bk=80
|bk=80
|bkbg=nerf
|ks=40
|ks=40
|fkv=0
|fkv=0
Line 27: Line 63:
|id=1
|id=1
|damage=7%
|damage=7%
|damagebg=nerf
|sd=0
|sd=0
|angle=100
|angle=100
|bk=80
|bk=80
|bkbg=nerf
|ks=40
|ks=40
|fkv=0
|fkv=0
Line 39: Line 77:
}}
}}
|}
|}
====Summary====
*{{nerf|Damage (8% → 7%).}}
*{{nerf|Base knockback (70 → 80).}}


==Timing==
==Timing==

Latest revision as of 11:52, May 30, 2022

Overview[edit]

Hitbox of Ness's up tilt.

Ness thrusts both of his hands above himself, dealing 7% damage and knocking opponents straight up, with pretty low knockback. It has excellent combo ability, being able to chain into itself repeatedly on many characters to juggle, including being able to rack up ~35%+ on fastfallers, whether used in conjunction with DJC'd up aerials or not. The move can combo into a grab at moderate percentages or an aerial at higher percentages. It is considered among Ness's best options on the ground. However, it is held back by its very short range (like most of his moveset), and being somewhat difficult to actually set up.

Ness's head will be intangible for most of the move's duration (when the hitbox is out).

In the Japanese version, the move dealt more damage and had lower base knockback. The higher damage did not matter much as the move still deals the same damage when stale. However, the lower base knockback made the move combo for considerably longer, making up tilt considerably better in the Japanese version overall.

Hitboxes[edit]

NTSC-J[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 8% 0 AngleIcon100.png 70 40 0 185 10 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
1 0 8% 0 AngleIcon100.png 70 40 0 185 16 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch

NTSC-U/PAL[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 7% 0 AngleIcon100.png 80 40 0 185 10 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch
1 0 7% 0 AngleIcon100.png 80 40 0 185 16 0 0 0 HitboxTableIcon(Clang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch

Summary[edit]

  • Nerf Damage (8% → 7%).
  • Nerf Base knockback (70 → 80).

Timing[edit]

Head intangibility 5-19
Hitboxes 5-19
Animation length 34
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Head  FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible