Project M

Ness (PM)

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Ness
in Project M and Project+
Ness SSBB.jpg
EarthboundSymbol.svg
Universe EarthBound
Base game appearance Brawl
Moveset inspiration Ness (SSBM), Ness (SSB)
Alternate costume Pajama Ness
Ness (SSBB)

Ness is a playable character in the Brawl mod Project M. Despite having to stand very low on the Melee tier list, he has been significantly buffed from his Melee version for his appearance in Project M.

Attributes

Changes from Melee to PM

Ness's down aerial in Project M.

Ness received many considerably buffs from Melee to Project M, having much more options for racking up damage and KOing.

  • Buff Ness retains his double jump cancel ability, though it is now optional; just pressing and then releasing the jump button when attacking will cause him to DJC, while holding the jump button causes him to perform a rising aerial, just like characters who cannot use this technique. Special moves will always DJC.
  • Buff Midair jump speed increased.
  • Buff Ness's additional lag from a grounded grab release has been removed.
  • Buff Neutral aerial initiates slightly faster.
  • Buff Up aerial and the sweetspot of back aerial were given more KO power.
  • Buff Down aerial reverted to Smash 64 speed, which almost removes its startup lag entirely. It also has much higher knockback scaling and deals 2% more damage.
  • Buff Forward smash has slightly more range and is much more powerful (went from on par with Mario`s to being slightly stronger than Captain Falcon`s forward smash).
  • Buff Up smash is much faster and deals better damage and knockback, being more reliable at juggling and KOing.
  • Buff Down smash covers more distance and also deals better damage and knockback, serving as a powerful on-stage edge-guarding tool.
  • Buff Both up and down smashes can now be held even when near an edge.
  • Buff PK Flash moves farther and faster, greatly improving its use as an edgeguarding move. It also no longer enforces helplessness.
  • Buff PK Fire's flame effect activates even on shields, and has Brawl power. It also keeps forward momentum when used in midair. The move can additionally "Fobble": the knockback of other hitboxes that hit within a 3 frame window of one of the PK Fire's repeating hitboxes gets completely canceled due to Project M's new knockback engine, allowing the player to rack up deadly amounts of damage.
  • Buff PK Thunder 2 travels farther and keeps its hitbox throughout the move.
  • Buff Ness can jump out of PSI Magnet (like how the space animals can jump out of their Reflectors), and the move additionally deals consecutive damage, with a strong initial hit that sends foes above Ness and allows to link into aerials. When absorbing a projectile, he can also cancel the move to go into the ending animation afterwards, preventing rapid-fire projectiles such as Fox's Blaster from trapping him into the move indefinitely.
  • Buff Dash grab range from Melee increased.
  • Buff Back throw is slightly stronger from Melee.
  • Nerf Down tilt now has a more vertical angle, removing its infinite capabilities.
  • Nerf Yoyo/Jacket glitch has been removed.
  • Nerf PK Flash, though retaining its powerful knockback, is smaller and deals much less damage.
  • Change Forward smash's sourspot produces the "wooden bat" SFX from Brawl, while sweetspot displays a ping sound like in Melee and Smash 64.
  • Change Revamped on-screen appearance: the vortex of Teleport now appears as well, similar to in Melee's opening.
  • Change Ness now has an up Smash Taunt: he poses at the screen and a "photo" flash is displayed, based on the iconic Fuzzy Pickles moments in his origin game, EarthBound.

Pajama Ness

Ness' alternate costume.

Ness' Alternate Costume is him wearing his striped blue pajamas he has been seen wearing in the beginning of EarthBound.

Revisions

2.1

  • Buff Ness' PK Flash no longer causes him to become helpless.

2.5b

  • Buff Dash attack cannot be DI'd down or shielded inbetween hits.
  • Buff Up tilt has better coverage in front of Ness, and can be interrupted earlier.
  • Buff Down tilt can be interrupted into itself quickly like in Melee and Brawl.
  • Buff Forward smash can now be angled, and its tipper hit has increased knockback scaling.
  • Buff PK Flash can be charged for slightly longer.
  • Buff PK Fire travels for slightly longer.
  • Buff PK Thunder has a hitbox during startup, and the thunderbolt no longer vanishes when entering the horizontal blast lines. It also no longer dies when Ness is hit, and instead becomes unfriendly towards any player and continuing in the same direction before he got hit.
  • Buff PK Thunder 2 travels a bit faster over the same distance, and its hitboxes have more coverage over Ness.
  • Buff PSI Magnet's healing multiplier was slightly increased, and the move can be jumped out of. It additionally causes Ness to float for much longer at the start when used in midair.
  • Buff PSI Magnet was given damaging hitboxes; a weak launching one at the start, then repeated non-flinching ones afterwards.
  • Nerf Down throw has more ending lag.
  • Nerf PK Thunder does not clip stages as easily.
  • Nerf PSI Magnet's absorb collision is decreased in size (matching the graphic better).
  • Change Midair jump animation touched up near the end.
  • Change Forward air animation touched up near the end.
  • Change Back air animation touched up.
  • Change Dash grab has a new animation.
  • Change Up Smash Taunt implemented.

2.6b

  • Buff Up tilt has a slightly reduced cooldown.
  • Buff Up and down smashes' refresh time between hits while charging has been slightly reduced.
  • Buff PSI Magnet can be released during the absorb lag to go into the end animation afterwards, preventing rapid hitting projectiles like Fox's Blaster shots that can re-hit before the absorb lag ends from trapping him into it indefinitely. The absorb lag was also reduced greatly.
  • Nerf Pivot grab has more startup, matching other pivot grabs.
  • Nerf PSI Magnet no longer allows Ness to roll, sidestep or jump upon absorbing a projectile while grounded.

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack Jab Combo 3%, 2% then 4%, total 9% Ness punches twice, then kicks.
Forward tilt Short Kick 12%/11%/10% Ness kicks with a foot forward. Can be angled.
Up tilt Push Up 7% Ness extends his arms quickly upwards. Can be used to juggle fast faller up to 70% which can lead into aerial attacks.
Down tilt Squat Kick 3% Ness kicks his foot out slightly. Short ranged attack, but can be used in quick sucession.
Dash attack PSI Brainshock 5%, 4% then 4%, total 13% Ness runs forward and creates three disjointed PSI bubbles from his hands. The first two hits have a semi-spike trajectory, while the last hit sends opponents straight upwards which can lead into up tilt combos against fast fallers.
Forward smash Cracked Bat Blow 18% (handle), 20%, 22%, 24% (tip) Ness takes out his trusty cracked bat and swings it at his opponents. Sweetspot is located at the bat's tip. Reflects projectiles.
Up smash Around the World 8% (start), 5 hits of 2% (spin), 12% (swing) Ness takes out his yoyo and swings it above him. Fast for an up smash; covers a wide area above him. Can be charged, but doing so does not increase the attack's damage. It is also affected slightly by gravity when used near an edge.
Down smash Walk the Dog 8% (start), 5% hits of 2% (spin), 12% (swing) Ness takes out his yo-yo and swings it across the floor. Strong power, can be used to safely edge-guard from the stage. Same properties as the up smash.
Neutral aerial Ness Spin 11% (clean) 8% (late) Ness spins around with his arms stretched out.
Forward aerial Flying PSI Brainshock 6 hits of 3% Ness produces PSI bubbles in front of him that hit consecutively, the latter hit having stronger knockback.
Back aerial PSI Sketchers 15% (sweetspot), 10% (sourspot) Ness extends his feet outward. Sweetspot is electrical and posseses high KO potential.
Up aerial Jumping Headbutt 13% Ness uses his noggin to hit the opponent.
Down aerial Meteor Kick 14% Ness kicks with one foot downward. A fast meteor smash useful for edge-guarding. Combined with double-jump canceling and L-canceling, it can also pressure shields efficiently.
Grab Grab Grabs with both hands. The fastest grab in the game, but has short reach.
Pummel Captive Headbutt 3% Hits grabbed opponent with his head.
Forward throw PSI Love 11% Throws the opponent forward with PSI power.
Back throw PSI Farewell 11% Uses PSI to throw the opponent backwards. Has low base knockback, but a surprisingly strong knockback scaling, becoming a powerful KO move and also one of the strongest throws in the game.
Up throw PK Pizza Toss 10% Psychokinetically spins the opponent horizontally above him, then throws upward. Can chain grab at very low percentage and set up an uair or up tilt against fast fallers.
Down throw PSI Rockin' 9% total Ness pushes the opponent onto the floor and hits repeteadly with PK Fire.
Floor attack (front) 6% Does a low kick going from back to front.
Floor attack (back) 6% Does a low kick going from back to front.
Floor attack (trip) 5% Kicks with both of his feet from back to front.
Edge attack (fast) Get Up Kick 6%, 8% Ness pulls himself off the side of a stage, rolls, and kicks his feet out.
Edge attack (slow) Get Up Punch 10% Ness climbs up the side of a stage and throws out a punch.
Neutral special PK Flash 8-22% Ness generates a green ray that is sent upwards, then explodes. Can be charged, and doing so nudges the ray downwards. Can be moved sideways effectively, and is also Ness's deadliest edge-guarding move due to its very strong knockback scaling. The explosion can be absorbed and reflected, though the latter only affects Ness if he's close to it.
Side special PK Fire 8 hits of 3%, 24% total Ness shoots a bolt from his fingers forward, which then bursts into a pillar of flames upon hitting a foe. It also activates on shields, pressuring them easily. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed.
Up special PK Thunder 4% (startup), 8% (beam), 6% (beam tail), 15%-25% (PK Thunder 2) Ness produces an electric beam from his head, which he can then control freely. When he produces it, a brief hitbox covers his body, repelling foes attempting to stop the attack. The beam vanishes upon hitting a foe or surface (though foes can be hit by its tail without the beam vanishing), and Ness can hit himself with it to launch into a distance for recovery, known as PK Thunder 2. Ness will launch in the opposite direction the beam hits him (if aiming to the center of his body), and will travel a far distance while keeping a powerful hitbox with KO potential. When hitting a wall or ceiling, he will either travel paralell to it or rebound off it, depending on how perpendicular he blasts against it. When launching against the ground, he will lie on the floor. Ness will lose control of the beam if he's hit or it becomes reflected. Can also be absorbed. Though an effective recovery move, it's difficult to recover with it between tall walls (such as the buildings in Saffron City).
Down special PSI Magnet 4% (initial), 2% (repeating hitbox) Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the damage a projectile would have dealt. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials.
Final Smash PK Starstorm 20% for each star Ness calls down a rain of stars from the sky, yelling "PK Starstorm!".

In competitive play

Notable players

Palette swaps

Ness's palette swaps in PM

External links