Ness (SSBM): Difference between revisions

m
(It seems like a bunch of unnecessary and dramatic adjectives and adverbs were added since I last edited this page. I just removed the worst of it.)
Line 25: Line 25:
Arguably Ness's greatest strength is his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; as Ness's ground-based options are poor, his various aerial attacks can act as superior alternatives to them, with his [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters (especially the latter) and his back and up air attacks acting as KO moves. Due to this, his air approach is considered to be much better than his ground approach. Furthermore, Ness alone has access to the [[Yo-yo glitch]], which can significantly increase his range and options when performed properly.
Arguably Ness's greatest strength is his [[double jump cancel]] (often abbreviated DJC). By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; as Ness's ground-based options are poor, his various aerial attacks can act as superior alternatives to them, with his [[neutral aerial]] and [[forward aerial]] attacks acting as potential combo starters (especially the latter) and his back and up air attacks acting as KO moves. Due to this, his air approach is considered to be much better than his ground approach. Furthermore, Ness alone has access to the [[Yo-yo glitch]], which can significantly increase his range and options when performed properly.


Ness, however, suffers from very poor range in his attacks, which, in turn, significantly increases his difficultly in approaching and KOing opponents, especially on the ground. Ness's tilts have little range; furthermore, while Ness does have a decently-lengthed wavedash, none of his smashes can be used in wavesmashing, as his forward smash needs to be sweetspotted to actually be powerful, while his up and down smashes are laggy and have poor hitbox placements and awkwardly weak knockback. Thus, his dash attack is considered to be his only reliable ground approach option, which can be exploited due to its long ending lag. Also, Ness's grab has the second shortest range in all of the game (only to {{SSBM|Pikachu}}), thus making it difficult for him to KO opponents via his powerful throws, while his dash grab ius considered the worst in the game (along with Yoshi) as it just barely increases its range and it features considerable lag if it whiffs. Furthermore, as Ness has a high short hop and a low falling speed, he also has a rather poor [[SHFFL]]. Additionally, all of his projectiles are heavily flawed: PK Flash is slow, has poor mobility, and is only useful as a situational edge guard, PK Fire can be versatile when used properly, but has very poor range and is SDI'd extremely easily and is slow, essentially making it a very poor projectile on the ground and its only real use being to gimp fast-fallers, while PK Thunder is considered more useful, it is very slow and leaves Ness very vulnerable. Also, while PSI Magnet can be effective, it is laggy and is very character dependent, as he cannot use it at all against other projectile-heavy characters with no energy projectiles (such as Link and his younger counterpart) or against characters with no projectiles at all, making it relatively situational. Finally, against opponents with particularly good spacing games, like {{SSBM|Marth}}, Ness can be easily overwhelmed in his attempts to approach opponents in the air.
Ness, however, suffers from very poor range in his attacks, which, in turn, significantly increases his difficulty in approaching and KOing opponents, especially on the ground. Ness's tilts have little range; furthermore, while Ness does have a decently-lengthed wavedash, none of his smashes can be used in wavesmashing, as his forward smash needs to be sweetspotted to actually be powerful, while his up and down smashes are laggy and have poor hitbox placements and awkwardly weak knockback. Thus, his dash attack is considered to be his only reliable ground approach option, which can be exploited due to its long ending lag. Also, Ness's grab has the second shortest range in all of the game (only to {{SSBM|Pikachu}}), thus making it difficult for him to KO opponents via his powerful throws, while his dash grab is considered the worst in the game (along with Yoshi) as it just barely increases its range and it features considerable lag if it whiffs. Furthermore, as Ness has a high short hop and a low falling speed, he also has a rather poor [[SHFFL]]. Additionally, all of his projectiles are heavily flawed: PK Flash is slow, has poor mobility, and is only useful as a situational edge guard, PK Fire can be versatile when used properly, but has very poor range and is SDI'd extremely easily and is slow, essentially making it a very poor projectile on the ground and its only real use being to gimp fast-fallers, while PK Thunder is considered more useful, it is very slow and leaves Ness very vulnerable. Also, while PSI Magnet can be effective, it is laggy and is very character dependent, as he cannot use it at all against other projectile-heavy characters with no energy projectiles (such as Link and his younger counterpart) or against characters with no projectiles at all, making it relatively situational. Finally, against opponents with particularly good spacing games, like {{SSBM|Marth}}, Ness can be easily overwhelmed in his attempts to approach opponents in the air.


Assuming he can approach his opponents, Ness suffers from heavy KOing problems, as he has surprisingly weak KO power and poor range. He possesses arguably the worst set of smashes in the game; none of his smashes are especially powerful (particularily his up and down smashes which can't KO even at 430-500%), and not even his forward smash (unless it is tipped), as it is among the weakest when untipped, not KOing until at least 150%. Also, his back and up air not only suffer from very poor range, but the latter KO's at very high percents compared to his other finishers, only KOing at around 130% near the top blast line and even higher the farther he is from the top blast line. His back throw is his most powerful finisher, but his terrible grab range often keeps him from using it, especially against characters like {{SSBM|Marth}}. Finally, his PK Flash and PK Thunder 2 are extremely situational and will rarely be used to outright KO someone.  
Assuming he can approach his opponents, Ness suffers from heavy KOing problems, as he has surprisingly weak KO power and poor range. He possesses arguably the worst set of smashes in the game; none of his smashes are especially powerful (particularily his up and down smashes which can't KO even at 430-500%), and not even his forward smash (unless it is tipped), as it is among the weakest when untipped, not KOing until at least 150%. Also, his back and up air not only suffer from very poor range, but the latter KO's at very high percents compared to his other finishers, only KOing at around 130% near the top blast line and even higher the farther he is from the top blast line. His back throw is his most powerful finisher, but his terrible grab range often keeps him from using it, especially against characters like {{SSBM|Marth}}. Finally, his PK Flash and PK Thunder 2 are extremely situational and will rarely be used to outright KO someone.  
786

edits