Ness (SSBU): Difference between revisions

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In a first for the series, {{s|wikipedia|Makiko Ōmoto}} lacks new voice-clips for Ness. Instead, all (excluding [[PK Freeze|one]]) of his voice-lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''.
In a first for the series, {{s|wikipedia|Makiko Ōmoto}} lacks new voice-clips for Ness. Instead, all (excluding [[PK Freeze|one]]) of his voice-lines from ''[[Super Smash Bros. 4]]'' have been repurposed for ''Ultimate''.


Ness is ranked 40th out of 82 characters on the ''Ultimate'' current [[tier list]], placing him at the B+ tier. This is a marginal improvement from his ranking in ''Smash 4'', where he was ranked 28th/29th out of 54 characters and tied with {{SSB4|Lucas}}, being his best position in the series to date. Ness has a fairly well-rounded design in ''Ultimate'', with useful tools in most phases of the game. He is most notable for his strong aerial game: all of his aerials are quick, powerful, disjointed, and useful for both racking up damage and KOing, as well as contributing to [[combo]]s at lower precents. His [[grab]] game is also among the best across the cast, as all of his throws have practical applications of utility: his down throw is a viable combo starter, and his back throw remains the most versatile KO throw in the series by default. Furthermore, Ness' [[special move]]set has 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. Meanwhile, PK Flash and [[PK Thunder 2]] can both lead to early KOs if landed. Ness' [[recovery]] has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of possessing the longest directional air dodging distance in the game alongside {{SSBU|Lucas}}.  
Ness is ranked 40th out of 82 characters on the ''Ultimate'' [[tier list]], placing him at the B+ tier. This is a marginal improvement from his ranking in ''Smash 4'', where he was ranked 28th/29th out of 54 characters and tied with {{SSB4|Lucas}}, being his best position in the series to date. Ness has a fairly well-rounded design in ''Ultimate'', with useful tools in most phases of the game. He is most notable for his strong aerial game: all of his aerials are quick, powerful, disjointed, and useful for both racking up damage and KOing, as well as contributing to [[combo]]s at lower precents. His [[grab]] game is also among the best across the cast, as all of his throws have practical applications of utility: his down throw is a viable combo starter, and his back throw remains the most versatile KO throw in the series by default. Furthermore, Ness' [[special move]]set has 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. Meanwhile, PK Flash and [[PK Thunder 2]] can both lead to early KOs if landed. Ness' [[recovery]] has improved in ''Ultimate'' thanks to buffs to [[PK Thunder]] and PK Thunder 2 — and by virtue of possessing the longest directional air dodging 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 (such as swordfighters) can easily outrange Ness, forcing him to play defensively against them and leaving him with few options to deal with them. Because of his slow mobility on the ground, his approaching options are also hindered as a result especially when combined with his aforementioned sub-par range, and speed demons (like {{SSBU|Fox}} or {{SSBU|Captain Falcon}} are capable of outspeeding him. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is one of the more exploitable recoveries in the game.
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 (such as swordfighters) can easily outrange Ness, forcing him to play defensively against them and leaving him with few options to deal with them. Because of his slow mobility on the ground, his approaching options are also hindered as a result especially when combined with his aforementioned sub-par range, and speed demons (like {{SSBU|Fox}} or {{SSBU|Captain Falcon}} are capable of outspeeding him. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is one of the more exploitable recoveries in the game.