Ness (SSBM): Difference between revisions
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Ness is a very unique, although awkward character to use in Super Smash Bros. Melee. He has a very odd playstyle and is extremely difficult to use and master. Even most pro players cannot use Ness perfectly. Ness has many good attributes, many of which which are quite odd for a bottom tier character. He has excellent combo and juggling capabilities, able to easily rack up large amounts of damage fairly quickly in the air. He is especially good against fastfallers, who he can usually combo up to kill percentage. His attacks are extremely fast, most with literally no starting or ending lag. He also has a great amount of high priority attacks, 2 projectiles, strong kill moves, the games best set of throws, and can even absorb energy based projectiles. | Ness is a very unique, although awkward character to use in Super Smash Bros. Melee. He has a very odd playstyle and is extremely difficult to use and master. Even most pro players cannot use Ness perfectly. Ness has many good attributes, many of which which are quite odd for a bottom tier character. He has excellent combo and juggling capabilities, able to easily rack up large amounts of damage fairly quickly in the air. He is especially good against fastfallers, who he can usually combo up to kill percentage. His attacks are extremely fast, most with literally no starting or ending lag. He also has a great amount of high priority attacks, 2 projectiles, strong kill moves, the games best set of throws, and can even absorb energy based projectiles. | ||
However, Ness suffers from some very huge problems. Ness has horrible range on almost all of his attacks except for PK Thunder 2 and his smashes, though his speed, combo ability, and the [[Double Jump Cancel]] somewhat make up for this. Ness also has the game's worst running grab due to its high lag and short range | However, Ness suffers from some very huge problems. Ness has horrible range on almost all of his attacks except for PK Thunder 2 and his smashes, though his speed, combo ability, and the [[Double Jump Cancel]] somewhat make up for this. Ness also has the game's worst running grab due to its high lag and short range; and second worst standing grab, only longer ranged than [[Pikachu (SSBM)|Pikachu]]'s, but still very quick; making grabbing extremely difficult. Because of this, his amazing throws are usually unused in battle. Ness also has a slow, and somewhat weak, meteor smash. His meteor smash does have excellent range however, but will still be difficult to land in battle, and usually the opponent will always make it back to the stage. Ness' Up-B recovery is long and has high priority, but extremely easy to gimp due to the amount of skill it takes to go certain angles, and the relatively high amount of vulnerability Ness has before he hits himself with his PK Thunder to recover. Ness also suffers from having a short, but very quick, washdash; only a small amount of reliable kill moves, usually KOing with the Forward Smash, Back Aerial, Back Throw, or PK Thunder 2 all of which are relatively difficult to land, except the bat and bair; very weak Up and Down Smashes, which are typically only useful for occasional spacing opportunities or the [[Yoyo Glitch (SSBM)|Yoyo Glitch]]; slow, weak projectiles (with the exception of PK Flash, which is extremely powerful when charged) that leave you very vulnerable, and being extremely slow without advanced techniques, making him one of the hardest characters to learn and play well as. | ||
Though Ness has many severe weaknesses, many can be almost nullified with a large amount of practice, skill, and experience. Ness is a very unique character, and is known for being remarkably fun to use in combat. | Though Ness has many severe weaknesses, many can be almost nullified with a large amount of practice, skill, and experience. Ness is a very unique character, and is known for being remarkably fun to use in combat. | ||
==Moveset== | ==Moveset== | ||
====Ground Attacks==== | ====Ground Attacks==== | ||
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*Slow without advanced techniques like the [[Wavedash]] and [[Double Jump Cancel]], however many of his attacks are still very quick. | *Slow without advanced techniques like the [[Wavedash]] and [[Double Jump Cancel]], however many of his attacks are still very quick. | ||
*Highly abusable, easily edgeguarded recovery. | *Highly abusable, easily edgeguarded recovery. | ||
*Extremely | *Extremely short standing grab range (The second lowest in the game, next to [[Pikachu]].) | ||
*Slow special moves. | *Slow special moves. | ||
*Recovery requires an extremely high learning curve, and is extremely difficult on certain stages. | *Recovery requires an extremely high learning curve, and is extremely difficult on certain stages. |
Revision as of 18:26, April 5, 2009
- This page is about Ness's appearance in Super Smash Bros. Melee. For other uses, see Ness.
Ness | |
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Ness | |
Universe | EarthBound |
Appears in | SSB SSBM SSBB |
Availability | Starter |
Tier | Bottom (21) |
Ness (ネス, Nesu) is a default character in Super Smash Bros. Melee. Tierwise, he is placed toward the bottom. This is ironic because he was among the best in the original Super Smash Bros. Announced at E3 2001, He was originally going to be replaced by Lucas from Mother 3, but the game wasn't released by the time Melee was completed. He is currently ranked at 21st place on the tier list.
Attributes
Ness is a very unique, although awkward character to use in Super Smash Bros. Melee. He has a very odd playstyle and is extremely difficult to use and master. Even most pro players cannot use Ness perfectly. Ness has many good attributes, many of which which are quite odd for a bottom tier character. He has excellent combo and juggling capabilities, able to easily rack up large amounts of damage fairly quickly in the air. He is especially good against fastfallers, who he can usually combo up to kill percentage. His attacks are extremely fast, most with literally no starting or ending lag. He also has a great amount of high priority attacks, 2 projectiles, strong kill moves, the games best set of throws, and can even absorb energy based projectiles.
However, Ness suffers from some very huge problems. Ness has horrible range on almost all of his attacks except for PK Thunder 2 and his smashes, though his speed, combo ability, and the Double Jump Cancel somewhat make up for this. Ness also has the game's worst running grab due to its high lag and short range; and second worst standing grab, only longer ranged than Pikachu's, but still very quick; making grabbing extremely difficult. Because of this, his amazing throws are usually unused in battle. Ness also has a slow, and somewhat weak, meteor smash. His meteor smash does have excellent range however, but will still be difficult to land in battle, and usually the opponent will always make it back to the stage. Ness' Up-B recovery is long and has high priority, but extremely easy to gimp due to the amount of skill it takes to go certain angles, and the relatively high amount of vulnerability Ness has before he hits himself with his PK Thunder to recover. Ness also suffers from having a short, but very quick, washdash; only a small amount of reliable kill moves, usually KOing with the Forward Smash, Back Aerial, Back Throw, or PK Thunder 2 all of which are relatively difficult to land, except the bat and bair; very weak Up and Down Smashes, which are typically only useful for occasional spacing opportunities or the Yoyo Glitch; slow, weak projectiles (with the exception of PK Flash, which is extremely powerful when charged) that leave you very vulnerable, and being extremely slow without advanced techniques, making him one of the hardest characters to learn and play well as.
Though Ness has many severe weaknesses, many can be almost nullified with a large amount of practice, skill, and experience. Ness is a very unique character, and is known for being remarkably fun to use in combat.
Moveset
Ground Attacks
Tilts
- Standard Attack: Ness punches forwards, hooking the opponent. 3% If pressed twice more, Ness will punch forwards the kick. 2% punch, 4% kick.
- Dash Attack: Ness uses PK Brainshock forwards. Has three hits. Good, disjointed range. Sends opponent in random directions. 12%
- Forward Tilt: Ness does a roundhouse kick forward. 11%
- Up Tilt: Ness thrusts his hands upwards, as if hitting a volley ball. 7%
- Down Tilt: Ness thrusts his leg downwards, then pivots his foot to hit the opponent. Can combo into itself by mashing A after the move is executed. 3%
Smashes
- Forward Smash: Ness swings a bat forwards. If hit on the tip, there is more knockback and damage. Has high knockback and damage, but a little bit of start-up lag. 32%
- Down Smash: Ness swings his yo-yo backwards then forwards. Has decent knockback and good range. 25%
- Up Smash: Ness does a "Around the World" trick, swinging his yo-yo above his head. Has decent knockback and range. Can be used to perform the Yo-yo Glitch. 22%
Aerial Attacks
- Aerial A: Ness spins around, arms stretched out. Has medium knockback. 11%
- Aerial Forward A: Ness uses PK Brainshock forwards. Is a multi-hitting move. 15%
- Aerial Back A: Ness thrusts his feet backwards. If sweetspotted, it electrifies the opponent. Has very high knockback. 16%
- Aerial Up A: Ness headbutts upwards. 13%
- Aerial Down A: Ness kicks downwards. It is a meteor smash, and has start-up lag. 12%
Grabs and Throws
- Pummel: Ness headbutts the opponent. 3%
- Forward Throw: Ness throws the opponent forwards. Is stronger at lower percents. 11%
- Back Throw: Ness throws the opponent behind him. Can KO at high percents. 11%
- Up Throw: Ness throws the opponent upwards. Can chain with many Uairs. Decent knockback. 10%
- Down Throw: Ness throws the opponent downwards, and hits the enemy with PK Fire. Low knockback. 8%
Special Moves
Changes from N64 to Melee
- Available as a starter
- New Neutral B (PK Flash). PK Fire is now Ness' Side B.
- Bat has longer reach.
- Up Smash and Down Smash have decreased in range and power.
- PK Thunder 2 has a little less knockback. (Ness also doesn't travel as far as in 64)
- Color of PSI Magnet changed from green to blue.
- Ground Jump is now normal, rather than psychokinetic.
- Dash A and and Forward Air are now psychokinetic.
- PK Thunder moves faster and probably travels less distance.
- New Voice Samples.
- The crowd no longer cheers when Ness absorbs a projectile with Down B.
- Slightly heavier compared to 64. (In 64, he was lighter than Fox, now he's heavier than Fox)
Pros
- Long recovery.
- Effective, as well as lowest double jump cancel.
- Effective at comboing, especially with double jump cancel.
- Very good aerial attacks that are good for comboing, killing, and edgeguarding.
- Throws can KO and combo.
- Powerful forward smash; can deflect projectiles.
- Very versatile projectile; arguably the best Up B in the game.
- Largest ledge sweetspot range.
- Recovery can curve on walls, such as at Final Destination. This can make it more adaptable and less predictable.
- Very good throws. (Forward throw is good for knockback at low percentages. Back throw is according to Simna, the strongest throw in the game which makes it good for finishing opponents. Up and Down Throw are good for setting up combos.)
- Majority of attacks are fast with little lag
- PK Thunder 2 is among the most powerful moves in the game, knockback wise.
Cons
- Slow without advanced techniques like the Wavedash and Double Jump Cancel, however many of his attacks are still very quick.
- Highly abusable, easily edgeguarded recovery.
- Extremely short standing grab range (The second lowest in the game, next to Pikachu.)
- Slow special moves.
- Recovery requires an extremely high learning curve, and is extremely difficult on certain stages.
- Weak, near useless down and up smash attacks.
- Human Missle has some ending lag and can cause one to miss ledges
- Low range and priority on the Down-B.
- Very steep learning curve in general.
Unique Abilities
Trophies
"Ness is a young boy who's mastered the psychic power known as PSI. Ness was living a normal life in the suburbs of Onett until a meteor crashed into a nearby mountain and sent him on a wild adventure. Believing in the ultimate powers of wisdom, courage, and friendship, Ness proves that some heroes come in small packages."
Game: Earthbound (06/95)
Smash Red
"The key to mastering Ness is controlling his unique midair jump, which makes up for what he lacks in speed. His PK Flash attack may seem weak at first glance, but it grows more powerful the longer you hold down the B button. To do a lot of damage with PK Fire, try to burn your opponent as many times as possible."
Smash Blue
"Ness's mind is his best weapon. PK Thunder is a PSI missile weapon that can be guided using the Control Stick, and if Ness hits himself with it, he turns into a living missile capable of doing massive damage. This move can also be used for recovery. PSI Magnet turns energy missile attacks into health; try out certain Pokémon for stamina replenishment."
Costume Gallery
Fighters in Super Smash Bros. Melee | |
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Veterans | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
Newcomers | Bowser · Dr. Mario · Falco · Ganondorf · Ice Climbers · Marth · Mewtwo · Mr. Game & Watch · Peach · Pichu · Roy · Young Link · Zelda (Sheik) |
EarthBound (Mother) universe | |
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Fighters | Ness (SSB · SSBM · SSBB · SSB4 · SSBU) · Lucas (SSBB · SSB4 · SSBU) |
Assist Trophies | Jeff · Starman |
Bosses | Porky Statue · Porky |
Stages | Onett · Fourside · New Pork City · Magicant |
Items | Mr. Saturn · Franklin Badge · Ramblin' Evil Mushroom |
Enemies | Devil Car · Starman |
Other | Boney · Flying Man · Kumatora · Paula · Poo · Rope Snake · Ultimate Chimera |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | EarthBound |