Ness (SSBB): Difference between revisions

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Updating the moveset, attributes and the Subspace Emissary lore.
(Updating the moveset, attributes and the Subspace Emissary lore.)
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==Attributes==
==Attributes==
Generalizing Ness is difficult. He generally runs a unique, versatile role, employing three different projectiles with differing purposes. Generally, the moves have modest lag and decent knockback, his [[PK Fire]] leads well into other attacks, and his PK Thunder can trap opponents and lead into [[PK Thunder 2]], one of the strongest attacks in the game. Also, PK Thunder and PK Flash both leave Ness very vulnerable because he can't move or attack when controlling these projectiles. Ness can use his [[PSI Magnet]] to absorb any energy projectile. The best for Ness, however, are his powerful throws, most notably his back throw, the only throw in Brawl that can reliably KO under 150% without relying on being on the edge and bad DI. Combining these with proper projectile use and appropriate Smash timing, and Ness can be a powerful foe. Shield grabs tend to be a problem for Ness since he has the shortest standing grab range in the game. He's fairly balanced in the areas of weight, falling speed, and air speed with none of them being particularly good nor particularly bad.
Generalizing Ness is difficult. He has a unique moveset that borrows from various archetypes: while his three [[projectile]]s allow for some zoning, his fast moveset and punishing grab game make him most dangerous at short distances. Although his grounded mobility is relatively poor — his [[walk]]ing speed, [[initial dash]], and [[dash]]ing speed are below-average — his aerial mobility shines thanks to his excellent [[air acceleration]], above-average [[jump]]ing height, slightly above-average [[air speed]], and unique [[double jump cancel]]ling ability. Further bolstering his aerial game, Ness' low [[gravity]] and below-average [[falling speed]] allow him to perform multiple aerials in a single short hop, and all of his aerials can be [[auto-cancel]]ed. Despite his small stature, Ness is a [[weight|middleweight]], tied with {{SSBB|Lucas}} and {{SSBB|Pit}}.


Ness' true game can be found by utilizing his aerials. Ness is one of the very few characters in the game who can perform two aerials in one shorthop (Double Aerial Shuffle). This requires practice though because one needs to do the aerial immediately when one jumps off the ground. Looking at his aerials individually, his neutral aerial is fast and a great combo and defensive move. His forward aerial can set up into itself, making it good at damage-racking. His back aerial deals powerful knockback when sweetspotted, making it his best aerial finisher, while it can be used for a wall of pain when sourspotted. His up aerial is a very strong vertical KO move with a decent amount of range. Lastly, his clean down aerial is among the best meteor smashes in the game, and when hit late, it has strong horizontal knockback, making it good for edgeguarding.
Ness is perhaps best known for his flexible [[special move]]set. His [[neutral special]], [[PK Flash]], is a large projectile that travels in an arc from Ness' head, gaining strength and distance depending on how long the input is held for. Because it has low ending lag and freezes opponents briefly when successful, PK Flash has great utility as a combo starter and juggling tool. In addition, it boasts extreme power at full charge, KOing {{SSBB|Bowser}}, the heaviest character, under 70%. However, similar to {{SSBB|Lucas}}' [[PK Freeze]] and {{SSBB|Zelda}}'s [[Din's Fire]], PK Flash sends Ness into [[helplessness]] after usage in midair, making it risky for offstage usage as it will lead into inadvertent [[self-destruct]]s. Ness' [[side special]], [[PK Fire]], is a tiny projectile that travels horizontally a short distance and bursts into a pillar of flames on contact with an opponent, dealing multiple hits. When performed in the air, PK Fire has a diagonal trajectory and less landing lag, bolstering its safety in neutral, especially on platforms. The move is infamously spammable and can set up combos, condition opponents to jump, or simply rack up damage itself. Ness' [[up special]], [[PK Thunder]], doubles as a versatile projectile and Ness' primary means of [[recovery]]. The move sends a ball of electricity upward from Ness' head that can be guided with the control stick, costing Ness his mobility while active, but granting him the ability to pressure deep offstage, juggle opponents repeatedly, or occasionally KO an opponent into the upper blast zone. Ness can also send the lightning into himself at any angle, launching him in that direction for an extremely powerful attack ([[PK Thunder 2]]), which both KOs rather early and allows Ness to recover from deep offstage. Ness' [[down special]], [[PSI Magnet]], creates a psychic field around Ness that absorbs energy-based projectiles and heals Ness a proportionate percentage. PSI Magnet also alters the momentum of Ness' double jump, a form of double jump cancelling that makes for a unique aerial burst option and a stylish way to start or extend combos.


However, his ground game is underwhelming. With slow dash speed and short range tilts, he suffers in matchups against characters with disjointed hitboxes such as Ike or Marth. The only upside of his tilts are that they come out very quickly, which can be used to rack up damage. His forward smash is slow and needs to be sweetspotted for it to reliably KO under 100%. His up smash is very weak in terms of knockback, being among the weakest in the game, although it is one of the only two smash attacks able to damage people while charging, the other being Ness's down smash. All of Ness's smashes also give Ness some much needed range in his ground game, although their lack of speed and KO power limit their use.
Ness' outstanding aerial mobility is supplemented by possessing one of the best aerial games in ''Brawl''. Ness is one of the few characters in the game who can perform a pair of aerials in a snigle short hop (Double Aerial Shuffle). This requires practice though because the player needs to performs the aerial immediately when jumping off the ground. His [[neutral aerial]] is a [[sex kick]] that possesses minimal startup and ending lag, and hits on both sides of Ness, making it a useful [[out of shield]] option. It also sets up [[tech-chasing]] situations at medium precents, while the clean hit also deals decent knockback, allowing it to KO at high precents while eddgeguarding. His [[forward aerial]] has quick startup, a disjointed hitbox, and traps opponents, essentially allowing it to chain into either itself or another move. It is a powerful spacing tool, making it useful in approaching, racking up damage and edgeguarding opponents. His [[up aerial]], one of the strongest in the game, can be used to combo at lower percents and KO reliably at higher percents. It possesses a large hitbox and little lag, making it low-risk, high-reward tool in his kit. His [[back aerial]] is another reliable KO move that possesses low lag when clean, while the late hit is useful for performing a [[wall of pain]]. Lastly, his clean [[down aerial]] is among the strongest [[meteor smash]]es in the game, and when hit late, it is a steep [[semi-spike]], making it good for edgeguarding.


Ness's major problems are his awful ground grab release and recovery. He and {{SSBB|Lucas}} both suffer from having extremely long grab release animations. Most characters have some sort of ground grab release on Ness, and/or Lucas, leading to chaingrabs, infinities in walls, and other moderate to major problems. Two examples of this would be {{SSBB|Marth}} and {{SSBB|Donkey Kong}}'s 0-death on Ness and Lucas. Another example is {{SSBB|Wario}} using his forward smash out of the grab release, which Ness can't avoid. As mentioned above, Ness's other major problem is his atrocious recovery. Although Ness has a very large 2nd jump (second only to Yoshi's in terms of height), his PK Thunder, though faster than Lucas' PK Thunder, has a much wider turning angle, thus requiring more room for Ness to recover than Lucas. Its PK Thunder 2 also travels less distance than Lucas' version. In addition, his PK Thunder will stop in its tracks when it hits most projectiles, walls, or a character. As such, some opponents may take a risk and jump in front of PK Thunder's path to intercept Ness's recovery, giving Ness little to no hope of making it back onstage, which is easier with disjointed moves. However, this is a risky way of intercepting Ness's recovery, due to his recovery move having an extreme amount of knockback, KOing below 50% in most situations, although a projectile could still be used to halt his recovery, especially if it's controllable.
Ness' [[grab]] game is outstanding and among the best across the cast. All of his grabs are characterized with extreme speed, albeit short range. His [[pummel]] is tied with {{SSBB|Lucas}} for the second-fastest in the game (surpassed by only {{SSBB|Wolf}}), allowing him to inflict decent damage before throwing his opponent, and all of his throws have useful applications. His [[down throw]] is a solid combo starter, easily following into an aerial attack or multiple forward aerials. His [[forward throw]] has disproportionate base knockback, allowing it to easily set up edgeguards. His [[up throw]] has similar applications of utility to down throw: being a solid combo starter. However, it can KO at very high precents and can lead to solid mix-ups that can set up juggling with PK Thunder or PK Flash, leading to [[mindgame]]s. Most notorious, however, is Ness' infamous [[back throw]], which is the most consistent and common KO throw in the series.
Ness's double jump has a unique quality that sets it apart from others in the game. It consists of four PSI flashes that propel him upward. If Ness uses an aerial or [[air dodge]] at the beginning of the jump, he will obtain a directional boost depending on the aerial used and if it is used on the first or second flash (his up aerial gives the longest boost, and the boost is longer if activated on the first flash). He can also use his double jump from the ground if the jump button is pressed during lag, which is helpful for starting up aerial combos. Using an aerial will make Ness move up faster, which complies for his slow double-jump and floatiness. After this, he will take a small pause in the air as a "filler" for the frames lost by the faster double-jump.
 
Although less effective than his aerial prowess, Ness' grounded game is still respectable. His [[forward tilt]] and [[dash attack]] are fast and strong enough to KO at high percents, and the latter has considerable range. His [[up tilt]] is a good combo tool at low percents and can even KO at higher percents. His [[down tilt]], which is extremely fast and highly spammable, can be used to two-frame, jab lock, pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. His [[forward smash]] (baseball bat) has high start-up and ending lag, but is among the strongest in the game, especially when sweetspotted with the tip of the bat. The bat itself is also a long-lasting [[reflection|reflector]]. Ness' [[up smash|up]] and [[down smash]]es (yo-yo) deal damage while charging, and can hang below the stage, making them some of the best and easiest-to-use edgeguarding tools in the game. However, while his up smash is useful out of shield and his down smash is useful as an edgeguarding option to two-frame opponents, both KO considerably later than his other KO options in a neutral situation.
 
Ness' major problems are his awful grounded grab release and exploitable [[recovery]]. He and {{SSBB|Lucas}} both suffer from possessing 10 additional frames of lag on their grab releases. Most characters have some sort of detrimental exploits upon grab releasing Ness, and/or Lucas, leading to [[chain grab]]s, infinities in walls, and other moderate/major exploits. A pair of examples of this would be {{SSBB|Marth}} and {{SSBB|Donkey Kong}}'s [[zero-to-death]] on Ness and Lucas. Another example is {{SSBB|Wario}} using his forward smash out of the grab release, which Ness cannot avoid. As mentioned above, Ness' other major problem is his exploitable recovery. Although Ness has the second-highest [[double jump]] in the game (surpassed by {{SSBB|Yoshi}}), Ness' PK Thunder, though faster than Lucas' PK Thunder, has a much wider turning angle, thus requiring more room for Ness to recover than Lucas. Ness' PK Thunder 2 also travels less distance than Lucas'. In addition, PK Thunder will stop in its tracks when it hits most projectiles, walls, or a character. As such, some opponents might take a risk and jump in front of PK Thunder's path to intercept Ness' recovery, giving Ness little/no hope of returning it onstage, which is easier with attacks with disjointed hitboxes. It is also notably difficult to angle correctly, and it can easily curve under lips of stages, especially on {{SSBB|Battlefield}}. However, this is a risky method of intercepting Ness' recovery, due to PK Thunder 2 dealing an extreme amount of knockback, KOing below 50% in most situations, although a projectile could still be useful to halt his recovery, especially if it is controllable.
 
Ness' [[double jump]] has a unique quality that differs itself from the other characters in the game, aside from {{SSBB|Lucas}}. It consists of four PSI flashes that propel him upwards. If Ness perform an aerial or [[air dodge]] at the beginning of the jump, he will obtain a directional boost depending on the aerial performed, and if it is performed on the first or second flash (his up aerial gives the longest boost, and the boost is longer if activated on the first flash). He can also use his double jump from the ground if the jumping button is pressed during lag, which is useful for starting up aerial combos. Using an aerial will cause Ness to move up faster, which complies for his slow double jump and floatiness. After this, he will take a small pause in the air as a "filler" for the frames lost by the faster double jump.


==Changes from ''[[Super Smash Bros. Melee]]''==
==Changes from ''[[Super Smash Bros. Melee]]''==
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|neutral2dmg=2%
|neutral2dmg=2%
|neutral3dmg=4%
|neutral3dmg=4%
|neutraldesc=Ness punches twice, then kicks.
|neutraldesc=A pair of {{s|wikipedia|one-two combo}} punches, followed by a side kick. The first hit is capable of [[jab lock]]ing at low precents.
|ftiltname= 
|ftiltname= 
|ftiltangles=3
|ftiltangles=3
Line 201: Line 206:
|ftiltsidedmg=11%
|ftiltsidedmg=11%
|ftiltdowndmg=10%
|ftiltdowndmg=10%
|ftiltdesc=Ness kicks with a foot forward. Can be angled.
|ftiltdesc=A {{s|wikipedia|roundhouse}} kick. Can be angled. It has surprisingly good power for a [[tilt attack]], being able to KO middleweights at around 150% by the edge of Final Destination. It can also lock at low percents.
|utiltname= 
|utiltname= 
|utiltdmg=7%
|utiltdmg=7%
|utiltdesc=Ness pushes upward with both hands.
|utiltdesc=A vertical double-palm thrust. Ness' head gains [[intangibility]] during 2 frames while the hitboxes are active, giving it pseudo-disjointed range. A decent anti-air and [[juggling]] tool with high knockback scailing for a tilt attack similar to Ness' forward tilt, allowing it to KO at around 150%.  
|dtiltname= 
|dtiltname= 
|dtiltdmg=4%
|dtiltdmg=4%
|dtiltdesc=Ness swiftly kicks out in front of him. Extremely spammable. Has a chance of making the opponent trip.
|dtiltdesc=A swift shin kick. Due to the move's lack of start-up lag and ending lag, it is extremely spammable and is useful for jab resetting, locking, pressuring shields, two-framing and racking up quick damage while the opponent is trapped at the edge. The move is a sourspot located on the tip of his foot. Has a 30% chance of making the opponent trip. If it trips the opponent, it combos well into his up smash, a forward tilt, forward smash, or another down tilt.
|dashname= 
|dashname= 
|dashdmg=5% (hit 1), 4% (hits 2-3)
|dashdmg=5% (hit 1), 4% (hits 2-3)
|dashdesc=Sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. Each hit sends the opponent in a different direction, with different knockback. Great, disjointed range. If all hits connect, it can be followed up by an aerial combo.
|dashdesc=A double-palm thrust that launches three PSI sparks out in front of him, with the final spark knocking the opponent up into the air and KOing at high precentages. The first spark deals more damage to aerial opponents. The move is useful for setting up juggles and pressuring from afar. It is difficult to punish on shield if only the last hit connects. The disjointed hitboxes have considerable distances, giving it impressive range for a dash attack and giving it decent utility for approaching, as well as pressuring from a distance. The first hit is more damaging on opponents in the air.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|18}} (body), {{ChargedSmashDmgSSBB|20}} (bat base), {{ChargedSmashDmgSSBB|22}} (bat mid), {{ChargedSmashDmgSSBB|24}} (bat tip)
|fsmashdmg={{ChargedSmashDmgSSBB|18}} (body), {{ChargedSmashDmgSSBB|20}} (bat base), {{ChargedSmashDmgSSBB|22}} (bat mid), {{ChargedSmashDmgSSBB|24}} (bat tip)
|fsmashdesc=Ness swings his bat. There are four hitboxes on the bat, dealing 18%, 20%, 22% and 24% uncharged, the strongest part being at the tip of his bat. The bat will [[reflect]] incoming projectiles when he swings it.
|fsmashdesc=Swings his {{s|wikibound|baseball bat}}. It is the second-strongest forward smash in the game when sweetspotted at the tip of the bat, KOing even the heaviest characters under 97% by the edge of Final Destination, and is still one of the strongest forward smashes when sourspotted, KOing middleweights at around 102% by the edge of Final Destination, but it has considerable start-up and ending lag. The bat itself will [[reflect]] incoming projectiles when he swings it.
|usmashname=Around The World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashname=Around The World ({{ja|シャトルループ|Shatoru Rūpu}}, ''Shuttle Loop'')
|usmashdmg=4% (startup & charge), 9% (front), 13% (back)
|usmashdmg=4% (startup & charge), 9% (front), 13% (back)
|usmashdesc=Ness sends his yo-yo forward and performs "around-the-world" over himself. Interestingly, when it's 'charging', it doesn't increase in damage or knockback.
|usmashdesc=Sends his {{s|wikibound|yo-yo}} forward and performs an "around-the-world," hitting first in front then above and behind. It has a hitbox while charging and can hang from the ledge, which makes it effective for edgeguarding and two-framing, but can only be held for an additional half of a second instead of two. A decent anti-air and a good [[out of shield]] option. It is more powerful if the opponent is behind Ness, but it is among the weakest up smashes in the game, KOing roughly around 137%.
|dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashname=Walk the Dog ({{ja|ヨーヨーショット|Yōyō Shotto}}, ''Yo-Yo Shot'')
|dsmashdmg=4% (startup & charge), 13% (attack)
|dsmashdmg=4% (startup & charge), 13% (attack)
|dsmashdesc=Ness sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back. Similar to his up smash, the yo-yo doesn't increase in damage or in knockback when it's "charging".
|dsmashdesc=Sends his {{s|wikibound|yo-yo}} backward and performs the "walk-the-dog" with it, hitting first behind then in front. It has a hitbox while charging and can hang from the ledge, which makes it effective for edgeguarding and 2-frame punishing, but can only be held for an additional half of a second instead of two. It covers get-up options greatly, but it occasionally has troubles linking correctly if the opponent is at the furthest point of the back-hit.
|nairname= 
|nairname= 
|nairdmg=11% (clean), 7% (late)
|nairdmg=11% (clean), 7% (late)
|nairdesc=Spins diagonally in the air with arms outstretched.
|nairdesc=Spins diagonally in the air with arms outstretched. It has minimal start-up lag and low ending lag, and functions like a [[sex kick]]. It is relatively useful for breaking combos and as an out-of-shield option. It [[auto-cancel]]s from a short hop. The clean hit deals decent knockback, making it a good edgeguarding and KOing option at high precents, being able to KO middleweights at around 135% by the edge of Final Destination. It also sets up [[tech-chasing]] situations at medium precentages.
|fairname= 
|fairname= 
|fairdmg=2% (hits 1-4), 3% (hit 5)
|fairdmg=2% (hits 1-4), 3% (hit 5)
|fairdesc=Ness sticks out his palms out, sending a stream of PSI sparks in front of him.
|fairdesc=Performs a double-palm trust while generating a stream of PSI out of his hands. It is tied with [[up aerial]] for the second-fastest startup out of Ness' aerials. Due to Ness' excellent [[air acceleration]], it functions as an excellent approaching and spacing tool as Ness is capable of retreating while the opponent gets hit by the move's long-lasting and relatively large hitboxes, and it is useful for starting and extending combos. It auto-cancels from a short hop. Can chain into itself multiple times at low percentages, making it a useful [[wall of pain]] tool. Its sourspot can sometimes trip opponents, leading into a jab lock. Its range changes depending on the direction Ness is traveling: possessing decent reach while approaching, good reach while remaining still, and is Ness' longest-ranged aerial attack while retreating.
|bairname= 
|bairname= 
|bairdmg=15% (clean), 8% (late)
|bairdmg=15% (clean), 8% (late)
|bairdesc=Ness kicks out backwards with both feet. If sweetspotted, it electrifies the opponent and semi-spikes them with extreme power.
|bairdesc=A {{s|wikipedia|dropkick}} with PSI embedded on his feet, functioning like a sex kick. The clean hit boasts immense power, KOing middleweights at 125% on Final Destination and even lower at the ledge, thus being Ness' strongest aerial. The late hit is also useful for walls of pain at lower precents in conjunction with his neutral aerial. Despite its power, it also has relatively fast start-up and low ending lag compared to other aerial attacks with comparable properties. Auto-cancels from a short hop.
|uairname= 
|uairname= 
|uairdmg=13%
|uairdmg=13%
|uairdesc=Ness headbutts up into the air.
|uairdesc=An upward-arcing headbutt. It is considered one of Ness' best aerials, due to its rather quick startup, power and low ending lag that makes it effective for comboing and juggling at low percentages and KOing at high ones, starting at 115% against middleweights. Like the rest of Ness' aerial moveset, it auto-cancels from a short hop. It bolsters Ness' outstanding aerial game, as its low base knockback gives it good combo ability, which, combined with its high damage output, can rack up damage quickly. It gives the furthest directional boost when performed in tandem with his double jump, giving him a slightly larger recovery. Can be used as a follow-up to an [[up throw]] or [[down throw]] at low percentages and leads into several tricks with PK Thunder. It can also be used as a finisher to combos from [[PK Fire]].
|dairname= 
|dairname= 
|dairdmg=12% (clean), 9% (late)
|dairdmg=12% (clean), 9% (late)
|dairdesc=Ness pulls his legs to his body before stomping down into the air. This attack can [[meteor smash]] in the first frame of the move. Somewhat laggy in the startup.
|dairdesc=Tightens his legs together before [[stomp (archetype)|stomping]] down below himself. If clean, the move is among the strongest [[meteor smash]]es in the game, and can is useful for starting combos on the stage fairly reliably if landed against grounded opponents. It auto-cancels from a short hop. Ness' slowest aerial in terms of start-up lag, coming out on frame 20, as well as somewhat high ending lag, and some landing lag (the highest out of all his aerials) so this can be a risky move to use. On the other hand, it auto-cancels the entire time the hitbox is inactive, which is a step above most other aerials. It functions as Ness' meteor smash to edgeguard or [[gimp]], and has excellent base knockback, making it a powerful KOing tool offstage, especially against characters who have poor [[meteor cancel]]ing windows, such as {{SSBB|Wolf}}, but has low knockback scaling, so it cannot KO until 200% on grounded opponents. It also has a late hit that [[semi-spike]]s and deals less damage, but it still has high base knockback, and it KOs grounded opponents earlier.
|grabname= 
|grabname= 
|grabdesc=Grabs opponent with both hands.
|grabdesc=[[wikipedia:Grappling hold#Clinch hold|Clinches]] the opponent. All of Ness' grabs are extremely quick with the lowest ending lag in the game, but are burdened with poor range; in particular, his standing grab is the shortest in the game.
|pummelname= 
|pummelname= 
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=Ness quickly headbutts the opponent. Very fast.
|pummeldesc=Headbutts the opponent. It is the second-fastest pummel in the game, tied with {{SSBB|Lucas}} and surpassed by {{SSBB|Wolf}}.
|fthrowname= 
|fthrowname= 
|fthrowdmg=11%
|fthrowdmg=11%
|fthrowdesc=Ness psychokinetically swings his opponent in a small circle in front of himself before sending them off forward.
|fthrowdesc=Ness psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Has extremely high base knockback, but incredibly low knockback scaling, which gives it little/no KO potential even after [[Sudden Death]]-inflicted percentages. It is useful for setting up an edgeguard, however, or KOing an opponent early on if near the horizontal blast zone.
|bthrowname= 
|bthrowname= 
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Ness psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Has extremely low base knockback but very high knockback scaling. Has the highest KO potential of all throws.
|bthrowdesc=Ness psychokinetically swings the opponent overhead before sending them off backwards, in a diagonally vertical motion. It is the opposite of his forward throw; possessing minimal base knockback, but incredibly high knockback scaling, making it one of the strongest back throws in the game, and considered the most versatile KO throw overall, as it can KO much more reliably anywhere onstage at higher percentages than most other back throws at its level of strength, like {{SSBB|Luigi}} and {{SSBB|Mario}}'s, due to its much stronger knockback scaling.
|uthrowname= 
|uthrowname= 
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Ness psychokinetically spins the opponent above his head before sending them up. Leads into many PK Thunder tricks and juggles. Good knockback for an up throw, though the opponent will have to be around 200% to actually KO.
|uthrowdesc=Ness psychokinetically spins the opponent above his head before sending them straight upwards. Leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.
|dthrowname= 
|dthrowname= 
|dthrowdmg=1% (hits 1-5), 4% (throw)
|dthrowdmg=1% (hits 1-5), 4% (throw)
|dthrowdesc=Ness throws his opponent onto the ground and scorches them with [[PK Fire]]. Combined with pummeling and [[PK Fire]], it can be used to rack up a high amount of damage quickly.
|dthrowdesc=Ness throws his opponent onto the ground and scorches them with [[PK Fire]]. In combination of pummeling and PK Fire, it is useful for racking up a high amount of damage quickly. A solid combo starter, having guaranteed follow-ups into neutral aerial, forward aerial, up aerial and down aerial. If Ness successfully reads the opponent's [[air dodge]], Ness can [[chain grab]] using down throw at lower precents and can perform a [[zero-to-death]] by following up into down aerial after using down throw at the edge, which is able to KO at even 0% regardless of weight. Unlike in ''Melee'', the hitboxes no longer whiff against {{SSBB|Mr. Game & Watch}}.
|floorfname= 
|floorfname= 
|floorfdmg=6%
|floorfdmg=6%
|floorfdesc=Gets up and kicks both sides of himself.
|floorfdesc=Sweep kicks in front of and behind himself.
|floorbname= 
|floorbname= 
|floorbdmg=6%
|floorbdmg=6%
|floorbdesc=Gets up and kicks both sides of himself.
|floorbdesc=Planting a hand on the ground, Ness sweeps kicks behind and in front of himself.
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Gets up and kicks both sides of himself.
|floortdesc=Performs a {{s|wikipedia|dropkick}} behind and in front of himself with both hands planted on the ground.
|edgefname= 
|edgefname= 
|edgefdmg=8% (leg), 6% (body)
|edgefdmg=8% (leg), 6% (body)
|edgefdesc=Flips onto the stage and does a sweep kick.
|edgefdesc=Flips onto the stage and performs a sweep kick in front of himself.
|edgesname= 
|edgesname= 
|edgesdmg=10%
|edgesdmg=10%
|edgesdesc=Slowly pulls himself up and delivers a powerful punch.
|edgesdesc=Drags himself up, and delivers a powerful punch while sliding forwards.
|nsname=PK Flash
|nsname=PK Flash
|nsdmg=9-37%
|nsdmg=9-37%
|nsdesc=Ness generates a green pulse of energy that is sent upwards, then explodes. It can be charged, increasing damage and knockback while causing it to curve downwards, and it can be moved sideways.
|nsdesc=Ness generates a greenish-light blue, energetic pulse of plasma-like projectile that appears above him. As the special input is held, the sphere curves downwards and increases its power, until the attacking input is released or until the move's level of charge is maxed out, it explodes. PK Flash is effective at edgeguarding and gimping characters with predictable or linear recoveries, like {{SSBB|Zelda}} and {{SSBB|Sonic}}, respectively. PK Flash boasts extreme power at full charge, KOing even the heaviest characters under 75% on Final Destination. PK Flash is also a hard punish if reading the opponent's options from a ledge.
|ssname=PK Fire
|ssname=PK Fire
|ssdmg=4% (lightning), 1-2% (fire)
|ssdmg=4% (lightning), 1-2% (fire)
|ssdesc=Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an enemy or destructible portion of a stage, at which point it explodes into flames. When used in midair, Ness fires the bolt at a 45° angle.
|ssdesc=Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an opponent or destructible portion of a stage, at which point, it explodes into into a gradually-fading and quick-hitting pillar of fire, making said opponent vulnerable to guaranteed followups or KO confirms. However, the pillar of flames can still be easily [[SDI]]'d out of, although at a lesser extent than in ''Melee'', making it a viable tool for racking up quick damage. When performed in midair, Ness fires the bolt at a 45° angle.
|usname=PK Thunder
|usname=PK Thunder
|usdmg=PK Thunder: 8% (head), 1% (tail);<br />PK Thunder 2: 25% (clean), 21% (late)
|usdmg=PK Thunder: 8% (head), 1% (tail);<br />PK Thunder 2: 25% (clean), 21% (late)
|usdesc=Ness creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. Aiming the head into Ness himself will launch him in a trajectory opposite to the side he was hit on, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has invincibility frames during the first half of the move.
|usdesc=Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. It can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a powerful human-projectile. Aiming the head of the projectile into Ness himself will launch him in a trajectory opposite to the side the projectile collided onto Ness, which is referred to as [[PK Thunder 2]]. PK Thunder 2 has brief [[invincibility]] during the first half of the move. Ness' primary means of [[recovery]], but it can be easily gimped during startup. However, PK Thunder is much easier to connect with Ness than the game's predecessors due to the projectile's tighter arc and slower speed in ''Brawl''.
|dsname=PSI Magnet
|dsname=PSI Magnet
|dsdmg=0%, heals x1.6 the damage of absorbed projectiles.
|dsdmg=0%, heals x1.6 the damage of absorbed projectiles.
|dsdesc=Creates a blue energy field around himself which allows him to absorb all energy-based projectiles. It can be held in order to use it repeatedly. The move pushes nearby opponents when the button is released.
|dsdesc=Surrounds himself with a purple field of energy, allowing him to absorb energy-based [[projectile]]s (such as {{SSBB|Mario}}'s [[Fireball]], {{SSBB|Fox}}'s {{S|Fox|Blaster}} or {{SSBB|Samus}}' [[Charge Shot]]) or explosions (including all of {{SSBB|Snake}}'s explosives) and heal for a multiplier of 1.6× from the damage he would have received, but only at a maximum of 30% damage per projectile. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. PSI Magnet is also useful as a [[Fall Break|fall break]] to stall Ness' vertical momentum slightly in the air.
|fsname=PK Starstorm
|fsname=PK Starstorm
|fsdmg=20% (each star)
|fsdmg=20% (each star)
|fsdesc=Ness calls down a rain of stars from the sky, yelling "PK... Starstorm!".
|fsdesc=Summons stars to fall from the sky to annihilate his opponents, yelling "PK... Starstorm!" in the process. The comets descend in a straight line over Ness and can sweep the screen with directional inputs to the left and right.
}}
}}


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==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace ness.PNG|thumb|250px|Ness in ''[[SSE]]''.]]
[[File:Subspace ness.PNG|thumb|250px|Ness in ''[[SSE]]''.]]
Ness shows up saving {{SSBB|Lucas}} from the giant [[Pig King Statue]], which is soon revealed to be their mutual nemesis, [[Porky Minch]]. Ness and Lucas team up to defeat Porky and his machine. Afterward, {{SSBB|Wario}} attacks him with his [[Dark Cannon]], but Ness successfully dodges each shot. Wario, however, then aims at Lucas, forcing Ness to push Lucas out of harm's way and take the arrow from the Dark Cannon, which turns him into a trophy. As Lucas is too scared to face Wario, he leaves Ness behind as Wario cackles in the rain. Most of Lucas's story in SSE involves getting revenge on Wario and trying to find Ness.
Ness shows up rescuing {{SSBB|Lucas}} from the giant [[Pig King Statue]], by knocking it over using [[PK Thunder]]. The Pig King Statue recovers and flies into the air, intentionally attempting to crush Ness, but the latter causes the Ping King Statue to explode using [[PK Flash]], which reveals to be their mutual nemesis, [[Porky Minch]] (in his spider-like bed-mecha), from ''[[MOTHER 3]]'', who immediately challenges Ness and Lucas. The latter two team up to defeat Porky Minch, including his machine. Shortly thereafter, though, the pair encounter {{SSBB|Wario}} on top of a pillar, who attempts to trophicate Ness using the [[Dark Cannon]]. Ness successfully evades each shot. Proving himself to be a difficult target, Wario shrugs and attempts to trophicate Lucas instead (who is too scared to react). Noticing this, Ness sacrifices himself, pushing Lucas out of the shot's range while Ness transforms into a [[trophy]] himself. Unconcerned with who exactly he got, Wario acheives Ness' trophy, and Lucas (terrified to challenge Wario due to the Dark Cannon) flees while Wario cackles in the rain, before bumping {{SSBB|Pokémon Trainer}} and teams up with him in an effort to rescue Ness and retaliate on Wario.
 
As Wario is driving his [[Cargo]] with Ness' and Peach/Zelda's trophies on board, he finds {{SSBB|Luigi}}'s trophy and prepares to steal it, which is interrupted being ambushed by an army of [[Waddle Dee]]s, who throw Luigi's trophy into the cargo, which is stolen by {{SSBB|King Dedede}}. At his hideout (his castle), King Dedede applies a [[Dedede Badge|brooch]] on Luigi's, Ness', and Peach/Zelda's trophies before the roof collapses on them caused by the [[Koopa Troop]], knocking out and transforming King Dedede into a trophy in the process, and {{SSBB|Bowser}} steals Peach/Zelda's trophy, while Luigi's, Ness's, and King Dedede's trophies are left abandoned and covered in rubble. Soon afterward, the [[Ancient Minister]] detonates a [[Subspace Bomb]] that consumes King Dedede's castle into the [[Subspace]], along with Ness', Luigi's and King Dedede's trophies.


As Wario is driving his [[Cargo]] with Ness' and Peach/Zelda's trophies on board, he finds {{SSBB|Luigi}}'s trophy and prepares to take it until he is ambushed by an army of [[Waddle Dee]]s, who throw Luigi's trophy into the cargo, which is stolen by {{SSBB|King Dedede}}. At his hideout, Dedede puts a [[Dedede Badge|badge]] on Luigi's, Ness', and Peach/Zelda's trophies before the roof collapses on them, turning Dedede into a trophy in the process, and {{SSBB|Bowser}} takes Peach/Zelda's trophy. Soon afterward the Ancient Minister detonates a Subspace Bomb that consumes Dedede's castle along with Ness', Luigi's and Dedede's trophies by Subspace.
Ness does not make another reappearance until after [[Tabuu]] trophicates all of the fighters using his [[Tabuu#Off Waves|off waves]], where he and Luigi are miraculously revived from the Dedede Brooches. Upon inspecting Luigi's badge, he notices that it replicates King Dedede's appearance, and, assuming that Dedede made them, proceeds to revive him. Upon being revived, King Dedede, his plan being successful, grants both of them a hug in elation before teaming up and reviving Lucas, along with the other fighters the trio come across. Upon reaching the staircase at the [[Great Maze]]'s entrance and spotting Bowser's trophy lying there, they revive him as well, only for him to challenge King Dedede, while Ness and Luigi spectate. Dedede wins the subsequent fight and revives Bowser again; Bowser tries to initiate another fight, but is flicked in the face by Dedede, who directs Bowser to [[Master Hand]]'s motionless form. Bowser begrudgingly decides to join the group to retailiate on Tabuu. {{SSBB|Kirby}}, who was revived by the Dedede Brooch he swallowed earlier that fell off from the trophicated princess King Dedede had collected, revives whatever characters that Ness, Luigi and King Dedede group did not come across, including Wario. The latter then confronts Dedede by bashing him in the head as revenge for King Dedede stealing his cargo and trophies. He taunts over it, but after witnessing Ness and Luigi on Dedede's side, Wario became surprised to the point he stopped fooling around. The trio offer to let Wario join them, and after a bit of reflection, he agrees and rides his bike up to the entrance of The Great Maze.  


Ness is not seen again until much later in the story, where he and Luigi are revived thanks to the Dedede Badges. Upon inspecting Luigi's badge, he notices that it looks like Dedede, and, assuming that Dedede made them, proceeds to revive him. Upon being revived, King Dedede gives both of them a hug before they team up and rescue Lucas, along with most of the other characters. Kirby, who was revived by the Dedede brooch he swallowed earlier, revives whatever characters that Ness' group did not come across, including Wario. Wario then bashes Dedede in the head as revenge for Dedede stealing his cargo and trophies. He is then surprised to see Ness and Luigi on Dedede's side. They offer to let Wario join them, and he agrees and rides his bike up to the entrance of The Great Maze. Ness, along with {{SSBB|Sonic}} and the other characters team up to defeat [[Tabuu]].
Upon completing the Great Maze and confronting Tabuu altogether, Tabuu attempts to trophicate the fighters once again, but {{SSBB|Sonic}} shatters his wings and teams up with the other fighters, including Ness. In the end, the fighters successfully defeat Tabuu, both restoring the [[World of Trophies]] and annihiliating the existence of the Subspace.


===Playable appearances===
===Playable appearances===
Ness was captured by {{SSBB|Wario}} during [[The Ruined Zoo]], and he is brought into {{SSBB|King Dedede}}'s castle after he previously stole Wario's trophy cart. But after [[The Cave]], a Subspace Bomb was detonated near his castle, bringing Ness into Subspace.
Ness was captured by {{SSBB|Wario}} during [[The Ruined Zoo]], and he is brought into {{SSBB|King Dedede}}'s castle after he previously stole Wario's trophy cart. After [[The Cave]], a Subspace Bomb was detonated near King Dedede's castle, bringing Ness into the Subspace.


*[[The Ruined Zoo]]
*[[The Ruined Zoo]]
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==Trivia==
==Trivia==
*Despite being the first [[unlockable character]] through playing [[Brawl]]s, Ness is one of the last unlockable characters by playing [[Subspace Emissary]]. He is also the first unlockable character to be playable in the Subspace Emissary, despite not joining the player's team until near the finale of the game.
*Despite being the [[unlockable character|first character to be unlocked]] in the game, Ness is one of the last unlockable characters by playing [[Subspace Emissary]]. He is also the first unlockable character to be playable in the Subspace Emissary, despite not joining the player's team until near the finale of the game.
*Strangely, Ness possesses visible teeth during the cutscenes of the Subspace Emissary, but not during the actual gameplay. {{SSBB|Lucas}} shares this distinction as well.
*Strangely, Ness possesses visible teeth during the cutscenes of the Subspace Emissary, but not during the actual gameplay. {{SSBB|Lucas}} shares this distinction as well.
*During his metailic period while under the effect of the [[Metal Box]], Ness' baseball bat is also metailic, but his yo-yo is not, remaining the same design when Ness is non-metailic.
*During his metailic period while under the effect of the [[Metal Box]], Ness' baseball bat is also metailic, but his yo-yo is not, remaining the same design when Ness is non-metailic.
*Ness' yo-yo possesses a noticeable dialouge on it, reading "''Super Nintendo 2008''" along the top, above "MOTHER."
*Ness' yo-yo possesses a noticeable dialouge on it, reading "''Super Nintendo 2008''" along the top, above "MOTHER."
*Ness and {{SSBB|Captain Falcon}} are the only two characters to have their unlockability-status change between ''Melee'' and ''Brawl''. In Ness' own case, Ness was previously able to be unlocked by playing [[1P Game]] on normal difficulty or higher with three stocks or less without continues in ''Smash 64''. In ''Brawl'', he can be simply unlocked by either playing 5 [[VS. match]]es or [[reflect]]ing 10 [[projectiles]].
*Ness and {{SSBB|Captain Falcon}} are the only two characters to have their unlockability status change between ''Melee'' and ''Brawl''. In Ness' own case, Ness was previously able to be unlocked by playing [[1P Game]] on normal difficulty or higher with three stocks or less without continues in ''Smash 64''. In ''Brawl'', he can be simply unlocked by either playing 5 [[VS. match]]es or [[reflect]]ing 10 [[projectiles]].
*Ness is the only fighter to provide his trophy list another ''Super Smash Bros.'' game for his game appearances. This is most likely due to the fact that outside of the ''{{b|Super Smash Bros.|series}}'' series, he only made a playable appearance in ''{{b|EarthBound|game}}''. {{forwiiu}} instead lists the second appearance as ''Mother 1+2'', released in 2003 for the Game Boy Advance.
*Ness is the only fighter to provide his trophy list another ''Super Smash Bros.'' game for his game appearances. This is most likely due to the fact that outside of the ''{{b|Super Smash Bros.|series}}'' series, he only made a playable appearance in ''{{b|EarthBound|game}}''. {{forwiiu}} instead lists the second appearance as ''Mother 1+2'', released in 2003 for the Game Boy Advance.
*Ness is the only character to be fought on a [[Melee Stage]] ([[Onett]]) when being unlocked.
*Ness is the only character to be fought on a [[Melee Stage]] ([[Onett]]) when being unlocked.
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