Ness (SSB): Difference between revisions

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Ness is a fairly small, light character with very high damage attacks. His greatest metagame comes from his air game. He has the game's lowest double jump cancel, which can be used to perform devastating combos, and a quick [[spike]] as a finisher to many of them. Ness' special attacks serve a variety of purposes; his neutral and up specials are [[projectile]]s, and his down special can absorb energy projectiles such as fireballs or Charge Shots. However, his special moves are slow. Ness himself is somewhat slow normally, but his fast roll and certain advanced techniques can help this problem. Perhaps his greatest disadvantage is his overall poor range, which can results in rather sub-par combo ability. In addition, Ness possesses some of the most powerful throws in the game, and if followed up with edgeguarding can make it extremely difficult for characters such as Link and Samus to recover from him.
Ness is a fairly small, light character with very high damage attacks. His greatest metagame comes from his air game. He has the game's lowest double jump cancel, which can be used to perform devastating combos, and a quick [[spike]] as a finisher to many of them. Ness' special attacks serve a variety of purposes; his neutral and up specials are [[projectile]]s, and his down special can absorb energy projectiles such as fireballs or Charge Shots. However, his special moves are slow. Ness himself is somewhat slow normally, but his fast roll and certain advanced techniques can help this problem. Perhaps his greatest disadvantage is his overall poor range, which can results in rather sub-par combo ability. In addition, Ness possesses some of the most powerful throws in the game, and if followed up with edgeguarding can make it extremely difficult for characters such as Link and Samus to recover from him.


Ness' recovery, distance-wise, is one of the greatest recoveries in the game due to PK Thunder 2's large distance, coupled with his enormous double jump, whose maneuverability makes it difficult to gimp. However, he is disadvantaged by the fact that PK Thunder 2 is fairly easy to gimp, due to taking some time to complete. To solve this, many Ness players use their double jump away from the stage, and then use their third jump. At this distance, it is difficult for most of the cast to follow up with an edgeguard, as it will result in an SD for them. However, for the select few characters who can safely recover from that distance, such as Kirby, Pikachu, or another Ness, it can be very difficult for Ness to recover.
Ness's recovery, distance-wise, is one of the greatest recoveries in the game due to PK Thunder 2's large distance, coupled with his enormous double jump, whose maneuverability makes it difficult to gimp. However, he is disadvantaged by the fact that PK Thunder 2 is fairly easy to gimp, due to taking some time to complete. To solve this, many Ness players use their double jump away from the stage, and then use their third jump. At this distance, it is difficult for most of the cast to follow up with an edgeguard, as it will result in an SD for them. However, for the select few characters who can safely recover from that distance, such as Kirby, Pikachu, or another Ness, it can be very difficult for Ness to recover.


On a competitive level, Ness has dropped the most since being 3rd on the original Super Smash Bros. 64 tier list. Ness' combos are excellent but Ness has problems dealing with excessive range such as facing Captain Falcon Up smash or Kirby or Pikachu's up tilt. Ness' approach is also easily read and has extremely short range.  
On a competitive level, Ness has dropped the most since he was 3rd on the original Super Smash Bros. 64 tier list. Ness's combos are excellent but Ness has problems dealing with excessive range such as facing Captain Falcon's up smash, or Kirby or Pikachu's up tilt. Ness's approach is also easily read and has extremely short range.


==Moveset==
==Moveset==
1,050

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