Ness (SSB)/Up tilt: Difference between revisions
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==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 26: | Line 61: | ||
|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 38: | Line 75: | ||
}} | }} | ||
|} | |} | ||
====Summary==== | |||
*{{nerf|Damage (8% → 7%).}} | |||
*{{nerf|Base knockback (70 → 80).}} | |||
==Timing== | ==Timing== |
Revision as of 11:42, May 28, 2022
Overview
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).
Hitboxes
NTSC-J
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 8% | 0 | 70 | 40 | 0 | 185 | 10 | 0 | 0 | 0 | Punch | |||||
1 | 0 | 8% | 0 | 70 | 40 | 0 | 185 | 16 | 0 | 0 | 0 | Punch |
NTSC-U/PAL
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 7% | 0 | 80 | 40 | 0 | 185 | 10 | 0 | 0 | 0 | Punch | |||||
1 | 0 | 7% | 0 | 80 | 40 | 0 | 185 | 16 | 0 | 0 | 0 | Punch |
Summary
- Damage (8% → 7%).
- Base knockback (70 → 80).
Timing
Head intangibility | 5-19 |
---|---|
Hitboxes | 5-19 |
Animation length | 34 |
Hitboxes | ||||||||||||||||||||||||||||||||||
Head |
Lag time |
Hitbox |
Vulnerable |
Intangible |