Ness (PM): Difference between revisions
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(Going by the names in the official player's guide of Melee.) |
(→Moveset: Cleaned-up: poor grammar & move description, and poor competitive expertise. Also, listing a charged smash attack's damage is irrelevant: you just multiply the uncharged amount by 1.4.) |
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|- | |- | ||
!Neutral attack | !Neutral attack | ||
| Jab Combo || | | Jab Combo || 3%, 2% then 4%, total 9% || Ness punches twice, then kicks. | ||
|- | |- | ||
!Forward tilt | !Forward tilt | ||
| Short Kick || 12/11/10% || Ness kicks | | Short Kick || 12%/11%/10% || Ness kicks with a foot forward. Can be angled. | ||
|- | |- | ||
!Up tilt | !Up tilt | ||
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|- | |- | ||
!Down tilt | !Down tilt | ||
| Squat Kick || 3% || Ness kicks his foot out slightly. Short ranged attack. | | Squat Kick || 3% || Ness kicks his foot out slightly. Short ranged attack, but can be used in quick sucession. | ||
|- | |- | ||
!Dash attack | !Dash attack | ||
| PK Shove || 5% | | PK Shove || 5%, 4% then 5%, total 14% || Ness runs forward and creates three disjointed PSI bubbles from his hands. The first two hits have a [[semi-spike]] trajectory, while the last hit sends opponents straight upwards. | ||
|- | |- | ||
!Forward smash | !Forward smash | ||
| Home Run Swing || 18% | | Home Run Swing || 18% (sourspot), 23% (sweetspot) || Ness takes out his trusty cracked bat and swings it at his opponents. Sweetspot is located at the bat's tip. [[Reflection|reflects]] [[projectile]]s. | ||
|- | |- | ||
!Up smash | !Up smash | ||
| Around the World || 5 hits of 2%, | | Around the World || 8% (start), 5 hits of 2% (spin), 13% (swing) || Ness takes out his yoyo and swings it above him. Fast for an up smash; covers a wide area above him. Can be charged, but doing so does not increase the attack's damage. It is also affected slightly by gravity when used near an edge. | ||
|- | |- | ||
!Down smash | !Down smash | ||
| Walk the Dog || | | Walk the Dog || 8% (start), 5% hits of 2% (spin), 12% (swing) || Ness takes out his yo-yo and swings it across the floor. Strong power, can be used to safely [[edge-guard]] from the stage. Same properties as the up smash. | ||
|- | |- | ||
!Neutral aerial | !Neutral aerial | ||
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|- | |- | ||
!Forward aerial | !Forward aerial | ||
| Flying PK Shove || | | Flying PK Shove || 6 hits of 3% || Ness produces PSI bubbles in front of him that hit consecutively, the latter hit having stronger knockback. | ||
|- | |- | ||
!Back aerial | !Back aerial | ||
| PK Drop Kick || 15% (sweetspot), 10% (sourspot) || Ness extends his feet outward. | | PK Drop Kick || 15% (sweetspot), 10% (sourspot) || Ness extends his feet outward. Sweetspot is electrical and posseses high KO potential. | ||
|- | |- | ||
!Up aerial | !Up aerial | ||
| Jumping Headbutt || 13% || Ness uses his noggin to hit | | Jumping Headbutt || 13% || Ness uses his noggin to hit the opponent. | ||
|- | |- | ||
!Down aerial | !Down aerial | ||
| Meteor Kick || 14% || Ness kicks downward. | | Meteor Kick || 14% || Ness kicks with one foot downward. A fast [[meteor smash]] useful for edge-guarding. Combined with double-jump canceling and [[L-cancel]]ing, it can also pressure shields efficiently. | ||
<!--Grab aerial--> | <!--Grab aerial--> | ||
|- | |- | ||
!Grab | !Grab | ||
| Grab ||—|| | | Grab ||—|| Grabs with both hands. The fastest grab in the game, but has short reach. | ||
|- | |- | ||
!Pummel | !Pummel | ||
| Captive Headbutt || 3% || | | Captive Headbutt || 3% || Hits grabbed opponent with his head. | ||
|- | |- | ||
!Forward throw | !Forward throw | ||
| PK Throw || 11% || | | PK Throw || 11% || Throws the opponent forward with PSI power. | ||
|- | |- | ||
!Back throw | !Back throw | ||
| Reverse PK Throw || 11% || | | Reverse PK Throw || 11% || Uses PSI to throw the opponent backwards. Has low base knockback, but a surprisingly strong knockback scaling, becoming a powerful KO move and also one of the strongest throws in the game. | ||
|- | |- | ||
!Up throw | !Up throw | ||
| Cowboy PK Throw || 10% || | | Cowboy PK Throw || 10% || Psychokinetically spins the opponent horizontally above him, then throws upward. | ||
|- | |- | ||
!Down throw | !Down throw | ||
| PK Inferno || 9% || Ness | | PK Inferno || 9% total || Ness pushes the opponent onto the floor and hits repeteadly with PK Fire. | ||
|- | |- | ||
!Floor attack (front) | !Floor attack (front) | ||
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|- | |- | ||
!Neutral special | !Neutral special | ||
| [[PK Flash]] || 14-22% || | | [[PK Flash]] || 14-22% || Ness generates a green ray that is sent upwards, then explodes. Can be charged, and doing so nudges the ray downwards. Can be moved sideways effectively, and is also Ness's deadliest edge-guarding move due to its very strong knockback scaling. The explosion can be [[Absorption|absorbed]] and reflected, though the latter only affects Ness if he's close to it. | ||
|- | |- | ||
!Side special | !Side special | ||
| [[PK Fire]] || 3% | | [[PK Fire]] || 8 hits of 3%, 24% total || Ness shoots a bolt from his fingers forward, which then bursts into a pillar of flames upon hitting a foe. It also activates on shields, pressuring them easily. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed. | ||
|- | |- | ||
!Up special | !Up special | ||
| [[PK Thunder]] || | | [[PK Thunder]] || 4% (startup), 8% (beam), 6% (beam tail), 15%-25% (PK Thunder 2) || Ness produces an electric beam from his head, which he can then control freely. When he produces it, a brief hitbox covers his body, repelling foes attempting to stop the attack. The beam vanishes upon hitting a foe or surface (though foes can be hit by its tail without the beam vanishing), and Ness can hit himself with it to launch into a distance for [[recovery]], known as PK Thunder 2. Ness will launch in the opposite direction the beam hits him (if aiming to the center of his body), and will travel a far distance while keeping s powerful hitbox with KO potential. When hitting a wall or ceiling, he will either travel paralell to it or rebound off it, depending on how perpendicular he blasts against it. When launching against the ground, he will [[Floor recovery|lie on the floor]]. Ness will lose control of the beam if he's hit or it becomes reflected. Can also be absorbed. Though an effective recovery move, it's difficult to recover with it between tall walls (such as the buildings in [[Saffron City]]). | ||
|- | |- | ||
!Down special | !Down special | ||
| [[PSI Magnet]] || 4% ( | | [[PSI Magnet]] || 4% (initial), 2% (repeating hitbox) || Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the [[damage]] a projectile would have dealt. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials. | ||
|- | |- | ||
!Final Smash | !Final Smash | ||
| [[PK Starstorm]] || 20% for each star | | [[PK Starstorm]] || 20% for each star || Ness calls down a rain of stars from the sky, yelling "PK Starstorm!". | ||
|} | |} | ||
Revision as of 00:53, December 19, 2013
Ness in Project M and Project+ | |
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Universe | EarthBound |
Base game appearance | Brawl |
Alternate costume | Pajama Ness |
Ness is a playable character in the Brawl mod Project M.
Attributes
Changes from Melee to PM
- Ness retains his double jump cancel ability, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.
- Midair jump speed increased.
- Neutral aerial initiates slightly faster.
- Up aerial and the sweetspot of back aerial were given more KO power.
- Down aerial reverted to Smash 64 speed, which almost removes its startup lag entirely.
- Up smash is much faster and deals better damage and knockback, being more reliable at juggling and KOing.
- Down smash covers more distance and also deals better damage and knockback, serving as a powerful on-stage edge-guarding tool.
- Both up and down smashes can now be held even when near an edge.
- PK Flash moves farther and faster, greatly improving its use as an edgeguarding move. It also no longer enforces helplessness.
- PK Fire's flame effect activates even on shields, and has Brawl power. It also keeps forward momentum when used in midair.
- PK Fire can 'Fobble' (Completely cancel the knockback of other hitboxes that hit within a 3 frame window of one of the PK Fire's repeating hitboxes) due to Project M's new knockback engine.
- PK Thunder 2 travels much farther and keeps its hitbox throughout the move.
- Ness can jump out of PSI Magnet, similar to with Reflector. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's Blaster from trapping him into the move indefinitely.
- PSI Magnet can now deal damage consecutively; it has a primary hitbox that inflicts 4% damage with diagonal knockback, then repeated ones that deal 2% with no knockback and turn idle foes around.
- Dash grab range from Melee increased.
- Yoyo/Jacket glitch no longer exists.
- Down tilt now has a more vertical angle, removing its infinite capabilities.
- PK Flash, though retaining its powerful knockback, is smaller and deals much less damage.
- Forward smash's sourspot produces the "wooden bat" SFX from Brawl, while sweetspot displays a ping sound like in Melee and Smash 64.
- Revamped on-screen appearance: the vortex of Teleport now appears as well, similar to in Melee's opening.
- Ness now has a secret taunt: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, EarthBound.
Pajama Ness
Ness' Alternate Costume is him wearing his striped blue pajamas he has been seen wearing in the beginning of his origin game, Earthbound.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
---|---|---|---|
Neutral attack | Jab Combo | 3%, 2% then 4%, total 9% | Ness punches twice, then kicks. |
Forward tilt | Short Kick | 12%/11%/10% | Ness kicks with a foot forward. Can be angled. |
Up tilt | Push Up | 7% | Ness extends his arms quickly upwards. |
Down tilt | Squat Kick | 3% | Ness kicks his foot out slightly. Short ranged attack, but can be used in quick sucession. |
Dash attack | PK Shove | 5%, 4% then 5%, total 14% | Ness runs forward and creates three disjointed PSI bubbles from his hands. The first two hits have a semi-spike trajectory, while the last hit sends opponents straight upwards. |
Forward smash | Home Run Swing | 18% (sourspot), 23% (sweetspot) | Ness takes out his trusty cracked bat and swings it at his opponents. Sweetspot is located at the bat's tip. reflects projectiles. |
Up smash | Around the World | 8% (start), 5 hits of 2% (spin), 13% (swing) | Ness takes out his yoyo and swings it above him. Fast for an up smash; covers a wide area above him. Can be charged, but doing so does not increase the attack's damage. It is also affected slightly by gravity when used near an edge. |
Down smash | Walk the Dog | 8% (start), 5% hits of 2% (spin), 12% (swing) | Ness takes out his yo-yo and swings it across the floor. Strong power, can be used to safely edge-guard from the stage. Same properties as the up smash. |
Neutral aerial | Ness Spin | 11% | Ness spins around with his arms stretched out. |
Forward aerial | Flying PK Shove | 6 hits of 3% | Ness produces PSI bubbles in front of him that hit consecutively, the latter hit having stronger knockback. |
Back aerial | PK Drop Kick | 15% (sweetspot), 10% (sourspot) | Ness extends his feet outward. Sweetspot is electrical and posseses high KO potential. |
Up aerial | Jumping Headbutt | 13% | Ness uses his noggin to hit the opponent. |
Down aerial | Meteor Kick | 14% | Ness kicks with one foot downward. A fast meteor smash useful for edge-guarding. Combined with double-jump canceling and L-canceling, it can also pressure shields efficiently. |
Grab | Grab | — | Grabs with both hands. The fastest grab in the game, but has short reach. |
Pummel | Captive Headbutt | 3% | Hits grabbed opponent with his head. |
Forward throw | PK Throw | 11% | Throws the opponent forward with PSI power. |
Back throw | Reverse PK Throw | 11% | Uses PSI to throw the opponent backwards. Has low base knockback, but a surprisingly strong knockback scaling, becoming a powerful KO move and also one of the strongest throws in the game. |
Up throw | Cowboy PK Throw | 10% | Psychokinetically spins the opponent horizontally above him, then throws upward. |
Down throw | PK Inferno | 9% total | Ness pushes the opponent onto the floor and hits repeteadly with PK Fire. |
Floor attack (front) | |||
Floor attack (back) | |||
Floor attack (trip) | |||
Edge attack (fast) | |||
Edge attack (slow) | |||
Neutral special | PK Flash | 14-22% | Ness generates a green ray that is sent upwards, then explodes. Can be charged, and doing so nudges the ray downwards. Can be moved sideways effectively, and is also Ness's deadliest edge-guarding move due to its very strong knockback scaling. The explosion can be absorbed and reflected, though the latter only affects Ness if he's close to it. |
Side special | PK Fire | 8 hits of 3%, 24% total | Ness shoots a bolt from his fingers forward, which then bursts into a pillar of flames upon hitting a foe. It also activates on shields, pressuring them easily. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed. |
Up special | PK Thunder | 4% (startup), 8% (beam), 6% (beam tail), 15%-25% (PK Thunder 2) | Ness produces an electric beam from his head, which he can then control freely. When he produces it, a brief hitbox covers his body, repelling foes attempting to stop the attack. The beam vanishes upon hitting a foe or surface (though foes can be hit by its tail without the beam vanishing), and Ness can hit himself with it to launch into a distance for recovery, known as PK Thunder 2. Ness will launch in the opposite direction the beam hits him (if aiming to the center of his body), and will travel a far distance while keeping s powerful hitbox with KO potential. When hitting a wall or ceiling, he will either travel paralell to it or rebound off it, depending on how perpendicular he blasts against it. When launching against the ground, he will lie on the floor. Ness will lose control of the beam if he's hit or it becomes reflected. Can also be absorbed. Though an effective recovery move, it's difficult to recover with it between tall walls (such as the buildings in Saffron City). |
Down special | PSI Magnet | 4% (initial), 2% (repeating hitbox) | Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the damage a projectile would have dealt. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials. |
Final Smash | PK Starstorm | 20% for each star | Ness calls down a rain of stars from the sky, yelling "PK Starstorm!". |
In competitive play
Notable players
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |