Ness (SSBB): Difference between revisions

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* PK Flash has limited usefulness due to its slow speed and obviousness
* PK Flash has limited usefulness due to its slow speed and obviousness
* Up and Down Smashes are weak (but much stronger when compared to their Melee counterparts)
* Up and Down Smashes are weak (but much stronger when compared to their Melee counterparts)
* PK Thunder can be intercepted, gimping his recovery, and requires specific conditions to work properly (i.e. no "trenches). Hitting Ness while he steers the PK Thunder towards himself will put him into helpless
* PK Thunder can be intercepted, gimping his recovery, and requires specific conditions to work properly (i.e. no "trenches). Hitting Ness while he steers the PK Thunder towards himself will put him into helpless state
* Short standing grab range   
* Short standing grab range   
* PK Thunder has some ending lag
* PK Thunder has some ending lag

Revision as of 22:52, April 30, 2008

This article is about Ness's appearance in Super Smash Bros. Brawl. For other uses, see Ness.
Ness
Ness
EarthboundSymbol.svg
Universe EarthBound
Appears in SSB
SSBM
SSBB
Availability Unlockable
Tier N/A


Ness (ネス, Nesu) is an unlockable character in Super Smash Bros. Brawl.

How to unlock

Complete one of the following:

  • Play 5 matches in Brawl, then defeat Ness
  • Reflect 10 projectiles, then defeat Ness
  • Get Ness to join your party in The Subspace Emissary

Pros and Cons

Pros:

  • Three projectiles of varying usefulness
  • Can absorb many projectiles with down B, restoring health, and can reflect any projectile with forward smash
  • Forward Smash has long range, high knockback, decent damage, and a sweet-spot at the tip of the bat. In addition, it can reflect projectiles.
  • Up Smash can set up for aerial combos and kill at higher percentages
  • Up and down smashes deal damage while charging and can also block projectiles while charging
  • Large second jump
  • PK Thunder (Up B recovery) has long range and high knockback
  • Forward Aerial is a quick, disjointed, multi-hit attack with decent knockback on the end
  • Down Aerial is a spike
  • Back Aerial has a powerful sweet-spot
  • Small target
  • Strong Throws
  • Up aerial now a good finisher
  • Dash A can set up for aerial combos
  • Excellent dash-grab and powerful throws
  • Up and Down smashes damage while charging
  • Side B has a great wavebounce
  • PK Flash can KO at average percent when fully charged
  • PK Fire racks up damage quickly

Cons:

  • PK Flash and Thunder can leave you open
  • Smashes are on the slow side
  • PK Flash has limited usefulness due to its slow speed and obviousness
  • Up and Down Smashes are weak (but much stronger when compared to their Melee counterparts)
  • PK Thunder can be intercepted, gimping his recovery, and requires specific conditions to work properly (i.e. no "trenches). Hitting Ness while he steers the PK Thunder towards himself will put him into helpless state
  • Short standing grab range
  • PK Thunder has some ending lag
  • Fairly fragile character

Changes from Melee to Brawl

  • PK Flash activates faster and charges and travels further, but is less controllable in horizontal direction. Also, it goes further down than where it starts (it doesnt activate automatically once it hits the ground)
  • Back Air is slightly weaker and has smaller sweet-spot compared to Melee version
  • No double jump cancel (except with special moves)
  • PK Thunder travels tighter, making it easier to hit self
  • PK Thunder2 is much deadlier, almost as powerful as in SSB64, but still has same range as in Melee
  • Up aerial now quite low-range, but much more powerful, and can be used as a finisher.
  • Running Grab Animation no longer has Ness leaning forward hopping if missed.
  • Forward Smash produces a "CRAAAACK!!" sound, similar to a baseball bat hitting a baseball, when connecting with the opponent instead of the echoing "PIIIING!!" sound from Melee
  • Up and Down Smashes are stronger, have greater knockback and are able to kill in very high percentages (though they are still the weaker smashes in Ness's arsenal)
  • So far, there is no yo-yo glitch
  • Forward throw sends foes at a higher angle
  • Victory Theme changed from an orchestrated version of the second half of the "Soundstone Melodies" (from EarthBound/Mother 2) to a sped-up section of the "Sixteen Melodies" called Time Passage. (from Mother 3. Also note that the particular section used came from the title screen of Mother 1.). Both Ness and Lucas share the same Victory Theme.
  • New yo-yo design
  • Ness's PSI Magnet can be canceled with USmash, Jump, Grab or Spot Dodge.
  • No more lag in final of Human Missile.
  • Down spike is faster.
  • Dash grab has excellent range
  • Back throw slightly more powerful
  • PK Fire activates faster

Standard Moves

Ground Attacks

  • Single Neutral Attack: Ness jabs once in front of him.
  • Double Neutral Attack: Ness jabs once and then jabs again quickly in front of him.
  • Neutral Combo: Ness jabs twice and then kicks in front of him.
  • (Note: If holding A, Ness will constantly jab in front of him.)
  • Dash Attack: Sends three sparks out in front of him with the third spark knocking the opponent up into the air.
  • Up Tilt: Raises his hands, which grow large, up into the air.
  • Down Tilt: Ness crouches and very quickly kicks out in front of him.
  • Forward Tilt: Kicks out in front of him. Can be directed upward or downward.
  • Up Smash: Ness sends his yo-yo forward and performs "around-the-world" over himself, with the yo-yo ending behind him before he pulls it back. If connected properly, the opponent hit by the forward yo-yo will then be sent up to be hit by the swinging yo-yo and then sent up into the air.
  • Down Smash: Ness sends his yo-yo backwards and "walks-the-dog" with it before pulling the yo-yo back.
  • Forward Smash: Ness swings his bat. The bat has a sweet-spot at the tip of it. Similar to Lucas's Forward Smash, but with a slower start-up time, much more power, and a longer range. One of Ness's killing moves.

Aerial Attacks

  • Neutral Air: Spins diagonally in the air with arms outstretched.
  • Up Air: Sends a headbutt up into the air.
  • Forward Air: Ness sticks out his palms in front sending a stream of PK sparks in front of him.
  • Back Air: Kicks out backwards with both feet. Has a sweet-spot that could, if landed correctly, send the opponent a fair amount of horizontal distance while electrified. One of Ness's killing moves.
  • Down Air: Ness pulls his legs to his body before stomping down into the air. This attack can spike.

Grabs and Throws

  • Grabs: Ness's standing grab has fairly short range but little lag. His dash-grab has a large range without much increase in lag over the standing grab.
  • Grab Attack: Ness pummels the opponent with headbutts that deal a max of 2%.
  • Up Throw: Psycho-Kinetically spins the opponent above his head before sending them up.
  • Back Throw: Psycho-Kinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. The knockback of this throw dramatically increases at higher percentages.
  • Down Throw: Throws his opponent down and psycho-kinetically shoots out fire onto his opponent.
  • Forward Throw: Ness psycho-kinetically swings his opponent in a small circle in front of himself before sending them off forward. The knockback of this throw is not set, but does not increase with damage at an expected rate: it changes from Ness's best throw to his worst as the enemy's damage increases.

Special Moves

Template:Specialmoves

Role in the Subspace Emissary

Ness shows up saving Lucas from the giant King P. statue, which is soon revealed to be his nemesis, Pokey Minch. Both Lucas and Ness team up and defeat Pokey and his machine. Afterwards, 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 trophy-izing arrow from the Dark Cannon. As Lucas is too scared to face Wario, he leaves Ness behind as Wario cackles in the rain.

As Wario is driving his cargo with Ness and a princess's trophies on board, he finds Luigi's trophy and prepares to take it until he's ambushed by an army of Waddle Dees, who throw Luigi's trophy into the cargo, which is stolen by King Dedede. At his hideout, Dedede puts a badge on Luigi, Ness, and the princess's trophies before the roof collapses on them and Bowser takes the princess's trophy.

Later on, 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 and the others in order to defeat Tabuu. [1]

Snake’s Codec Message

Colonel: That kid... isn't that Ness?

Snake: Ness?

C: He may look like a mere boy, but don't let that fool you.

C: He has PSI abilities that defy all scientific explanation.

S: Just like Psycho Mantis...

C: Exactly. He can use teleportation, levitation, pyrokinesis and psychokinesis.

S: Yeah, but the question is, can he read minds?

C: Not to my knowledge, no.

S: Good. Then I won't have to worry about him predicting my every move.

C: Even if he had telepathic powers, I don't think he'd use them to mess with you like that. I hear he's a good kid.'

Tactics and Strategies

  • Since it is so slow, PK Flash is almost useless in regular combat, but can be used to cover you is case of enemies dropping from above. It is also very good for edgeguarding, but only in one-on-one matches (if playing with more than one, other enemies besides the one you are trying to edgeguard will hit you as you try to intercept the target.
  • After hitting a target with PK Fire, you can often get a free forward smash on them as they are immobilized, dealing a total of 40 or more damage.
  • Use PK Fire to set off Blast Boxes and other ordinance from a safe distance, and try to get opponents caught in the blast.
  • Use PK Fire on an opponent when an they are over a pit or over the edge. They will sometimes (at lower damages or when playing larger characters) be unable to escape the pillar of flame as it falls and will fall to their death.
  • Use PK Thunder to interrupt the recovery of characters like Pit, or to interrupt Lucas or another Ness while they steer PK Thunder into themselves to recover. They will be put in a helpless state and fall to their doom.
  • Having another Ness or Lucas as a teammate in team brawls will allow you to heal each other easily (using PK Freeze, PK Flash, PK Fire, or PK Thunder)and PSI Magnet, provided that Friendly Fire is on.

Special Movements

Taunts

Up: Turns to the screen, nods and says "Okay." (Same as in Melee)

Side: Poses with his bat, Babe Ruth style.

Down: Waves PK shots from his fingers in the air.

On-Screen Appearance

Teleports using PK Teleport and shakes off some soot after crashing into the stage.

Wii Remote Choice

Says "Okay".

Victory Pose

  • He jumps up and down twice, swinging his arms, before quickly nodding twice towards the screen with arms akimbo.
  • He swings his bat many times before holding the bat with his right hand, outstretched and pointing diagonally upwards.
  • He looks to his sides quickly before facing the screen, putting his hand on the back of his head.

Trivia

  • Ness is one of the only five characters to have a speaking role in The Subspace Emissary. He says "PK Flash!" and "PK Thunder!".
  • Ness relies on his PSI powers far less than Lucas, using them only for his specials, throws, dash attack, and forward aerial. His back aerial also seems PSI powered if it connects. Lucas uses his PSI powers for two smashes (up and down), all specials, all aerials, all throws, his dash attack, and forward and up tilts.
  • Ness was confirmed in a sticker screenshot via leak.
  • Ness has a huge accent, especially when he says "PK Fire!".
  • Ness closes one eye while performing his forward smash, while Lucas closes both eyes.

External Links