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 47th out of 82 characters on | Ness is ranked 47th out of 82 characters on LumiRank's "official" ''Ultimate'' [[tier list]], placing him in the "B-" tier. Ness has a fairly well-rounded design in ''Ultimate'', with useful tools in most phases of the game, but especially in advantage. He is most notable for his strong aerial game: All of his aerials are quick, powerful, disjointed, and useful for damage, KOing, and initiating [[combo]]s at lower precents. His [[grab]] game is also among the best in the cast, as all of his throws have practical applications: His down throw is a viable combo starter, while his back throw remains the most versatile KO throw in the game, as in all previous Smash titles. Rounding out Ness' moveset is a flexible array of [[special move]]s: [[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 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 can easily outrange Ness, forcing him to play defensively | 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 can easily outrange Ness, forcing him to play defensively and leaving him with few options in neutral and disadvantage. Because of his slow mobility on the ground, his approach options are also limited, especially when combined with his aforementioned sub-par range. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is exploitable by many characters. | ||
As a result of his strengths and weaknesses, Ness is perceived as a strong, albeit volatile character in competitive play. Players such as {{Sm|Gackt}}, {{Sm|Scend}}, and {{Sm|Syrup}} have seen consistent success with Ness in tournaments. | As a result of his strengths and weaknesses, Ness is perceived as a strong, albeit volatile character in competitive play. Players such as {{Sm|Gackt}}, {{Sm|Scend}}, and {{Sm|Syrup}} have seen consistent success with Ness in tournaments. |