Ness (SSB)

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This article is about Ness' appearance in Super Smash Bros. For other uses, see Ness.
Ness
Ness
EarthboundSymbol.svg
Universe EarthBound
Appears in SSB
SSBM
SSBB
Availability Unlockable
Tier B (9)


Ness (ネス, Nesu) is a secret character in Super Smash Bros. He is well-known for his unique second and third jumps. He, along with Yoshi, can double jump cancel, allowing them to use quick, usually high-priority aerials.

Description

Ness was a seemingly-average kid from Onett, but in truth, he was destined for much more. When a strange meteorite landed near his hometown, the little boy with psychic powers set out to save the world. Little has been said of Ness' character, and much remains hidden.

Works: EarthBound (SNES)

How to unlock Ness

To unlock Ness Play 1-Player mode in Normal with 3 Lives without continuing then defeat Ness in a match. He is fought in Dreamland.

Attributes

Ness is a fairly small, light character with very high priority attacks. Ness' special attacks serve a variety of purposes. His neutral and up specials are projectiles, and his down special can absorb energy projectiles. However, his special moves are slow. Ness himself is somewhat slow normally, but his fast roll and certain advanced techniques can help this problem. Ness has the game's lowest Double Jump Cancel and a quick, high priority spike. Ness' grabs and throws are great in speed, range, and power. Ness' moves have great hitstun, which makes Ness good at combos (including multiple shield break combos). Also among Ness' assets are his powerful side smash which can also reflect projectiles, good juggling capabilities, and excellent range on his down smash.

Ness's recovery is long if mastered, but this can be a difficult task. This is because Ness is easily intercepted when using his third jump. His recovery gives him many invincibility frames, but if PK Thunder hits a wall or opponent, Ness will fall in a helpless state. Additionally, Ness (like most characters) can be easily spiked if he slides up the wall of the stage during recovery. Because he can be attacked out of and attacked before he can PK thunder 2, Ness' recovery is considered the second worst, after Link. Ness can also however cancel his PSI Magnet on the ledge in order to reduce all ending lag.

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 has very high priority but is easily read and has extremely short range. His recovery has also been proven to be a lot worse than is first appears, due to it's low sweet spot and sliding nature. However, Ness still has one of the best throws in the game, a great up tilt and can still compete vs the higher tiers better than the other characters in his tier.

Normal Moves

SSB64 Ness.gif

A attacks

  • A Jab, 2% Fast, low range , high priority.
  • AA One-two Punch, 4% "
  • Rapid A One-two Punch and Side Kick, 8% "

Tilts

  • Forward A Roundhouse Kick, 10% Average, low range, high priority.
  • Up A Two-handed Open-palm Uppercut, 7% Fast, great range, high priority.
  • Down A Low Kick, 7% Fast, low range, high priority.
  • Down rapid A Rapid Low Kick, 3% per kick Fast, low range, average priority.

Smash attacks

  • Forward smash Homerun Swing,7-18% Average speed, average range, extreme priority.
  • Up smash Yo-yo Semicircle, 7-17% Strange hitbox, does not hit short characters on ground. Above average speed, high priority.
  • Down smash Yo-yo Back and Forth, 8-19% Extremely low hitbox, extremely long range. Longest horizontal range of all down smashes. Fast startup in back, average speed to reach front. High priority.

Aerial attacks

  • Nair Split Kick, 14% Extremely fast, Low range, High priority.
  • Fair Two-handed Open-palm lunge, 12% Fast, Very low range, high priority.
  • Uair Headbutt, 15% Average, low range, High priority.
  • Bair Back kick, 16% Above average, low range, High priority.
  • Dair spike kick, 15% Extremely fast, Low range, High priority.

Throws

Other

Taunt

  • Says "Okay!" while turning to his right, then nods his head while putting hands on hips.

Special Moves

Combos, tricks, and tactics

Double jump cancel

Ness's DJCs allow him to do a wide range of tricks, such as a DJC'd dair shield break, DJC'd fair chains, Shield Break Jump, and DJC'd spikes on the edge. Though double jump canceling is extremely effective and powerful in it's own right, relying only on it is not very efficient. For a great Ness, one must utilize both his ground attacks and aerial attacks to their full potential.

PK Thunder 2

When Ness hits himself with PK Thunder, he will rocket in the opposite direction from which he was hit. This is both his triple jump and an incredibly powerful move - when Ness collides into someone with this move, the opponent takes high damage and suffers critical knockback.

Home Run Bat

Ness' Forward Smash (the Homerun bat) has the ability to knock back projectiles from other characters, such as Pikachu's neutral B Thundershock, or Mario's neutral B fireball attack. However, this technique requires very precise timing and skill to pull off, otherwise resulting in Ness taking damage.

Costume Gallery

File:Alt-ness.jpg
Ness' changeable clothing in SSB

Trivia

  • Ness, along with Captain Falcon, are the only characters to not have a stage originating from their franchise.