Super Smash Bros.

Ness (SSB)/Up tilt: Difference between revisions

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(New Page: {{ArticleIcons|ssb=y}} ==Overview== thumb|Hitbox of Ness's up tilt. Ness thrusts both of his hands above himself, dealing 7% damage and knocki...)
 
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==Overview==
==Overview==
[[File:Ness Up Tilt Hitbox Smash 64.gif|thumb|Hitbox of Ness's up tilt.]]
[[File:Ness Up Tilt Hitbox Smash 64.gif|thumb|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, including being able to rack up 50%+ on [[fastfaller]]s, whether used in conjunction with {{mvsub|Ness|SSB|up aerial}}s 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 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 50%+ on [[fastfaller]]s, whether used in conjunction with {{mvsub|Ness|SSB|up aerial}}s 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).
Ness's head will be [[intangible]] for most of the move's duration (when the hitbox is out).

Revision as of 04:26, October 28, 2013

Overview

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 50%+ on fastfallers, whether used in conjunction with 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).


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