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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
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{{Overview |
{{Overview |
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|overview= |
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|overview= {{StockIcon|{{PAGENAME}}}} is a character with very quick buttons, great offstage and onstage punish game and some of the safest moves. He has a set of great moves and specials but they come with cost of very poor grounded stats but mainly that even if he has great air accel, his fall speed and air speed are very exploitable as he needs to utilize magnet mixups and djc fire landing and autocancels to reduce risks when landing. This may help but there is a limit to how much a Ness player can do with their kit before they have to outplay the opponent to a considerable amount. Ness may not be hard to pickup but he requires a lot of effort to fully master and optimize and that includes in matchup experience and counterplay, not just tech and punish game. |
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{{StockIcon|SSBU|Ness}} is a character with very quick buttons, great offstage and onstage punish game and some of the safest moves in the game when used correctly. He has a set of great moves and specials but they come with cost of very poor grounded stats but mainly that even if he has great air accel, his fall speed and air speed are very exploitable as he needs to utilize magnet mixups and djc fire landing and autocancels to reduce risks when landing. This may help but there is a limit to how much a Ness player can do with their kit before they have to outplay the opponent to a considerable amount. Ness may not be hard to pickup but he requires a lot of effort to fully master and optimize and that includes in matchup experience and counterplay, not just tech and punish game. |
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|summary= is a tricky fighter, featuring strong aerials and specials which he uses to pressure the opponent into bad decisions and favorable scrapping situations. |
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|summary= {{StockIcon|{{PAGENAME}}}} Ness is a character with many great highs but decently big lows. He trades his versatile toolkit for mixing up his approach and advantage state for a poor disadvantage. This makes him a very risky character against certain characters but very good against others. He is not hard to pick up but he is not easy to play at much higher levels. |
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|pros= |
|pros= |
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*''' |
*'''Oppressive Punishes:''' Ness can practically kill and force the opponent into extremely unfavorable situations with his punish game, with many ways to do heavy damage or close out a stock starting from just a few hits |
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*''' |
*'''Low Commitment:''' Ness has very generous autocancel windows for his aerials which reduce their risk from a full hop on platform as well as being usable from a shorthop and has decently quick aerials and normals such as DTilt and FTilt as well as a very quick grab. |
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*''' |
*'''Kill Power and Damage:''' The options Ness has from a techchase, read or reaction on ledge means he can kill you off a single mistake and not just from long combos, even then Ness' damage output is very solid so you can rack up your kills really quickly. |
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*''' |
*'''Grabs:''' Ness' grab grants him high reward at just about any percent, able to combo at low percents, set up edgeguards, and kill at high percents. |
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*''' |
*'''Mixups:''' Ness can use diagonal mixups in his pressure thanks to both his vertical and horizontal coverage with his aerials such as {{aerial|NAir}}. {{aerial|BAir}}, {{aerial|UAir}} and {{Aerial|DAir}}. In addition to this, his specials such as {{special|PK Thunder 1}} allow him to condition and juggle outside of his usual range when the opponent is too high and his other specials such as {{special|PK Fire}} cover diagonal archs in the air and horizontally on the ground while PSI Magnet covers Ness from all sides and with B reverses and Wavebounces and DJC mixups he can cover a lot more arcs thanks to the synergy of these moves when combined with his floatiness and high double jump. |
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|cons= |
|cons= |
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*'''Mediocre |
*'''Mediocre Mobility:''' Ness has great tools but he is very exploitable in the air due to his attributes |
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*'''Limited |
*'''Limited Recovery:''' Although the mixups you can do with Ness PK Thunder help a ton, it can lose to certain tools that don't need to contest it and characters who trade and have more range can even cover his double jump and airdodge mixups vertically and diagonally. |
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*''' |
*'''Camping:''' Characters that can easily approach Ness and keep him away without contesting him like {{StockIcon|SSBU|Mr. Game & Watch}}, {{StockIcon|SSBU|Lucina}}, {{StockIcon|SSBU|Palutena}} and {{StockIcon|SSBU|Shulk}}. These characters force Ness to play in a less comfortable playstyle to avoid potentially getting checkmated near the corner or offstage by their oppressive tools or to avoid the potential of dying to multiple juggles. |
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*''' |
*'''Grounded Options:''' Although a lot of grounded Ness moves aren't bad or too niche, they tend to rely on his poor mobility and moves like uptilt and ftilt are very laggy on whiff and don't fully protect him and dash attack while good has inconsistencies and tends to always force Ness to preempetively space to make it safe to use cause of how far the move is which means the opponent won't have to react to it from too close. |
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|unique_mechanic1 = Ness sports an unusually floaty double jump that gradually accelerates him vertically, rather than a more typical immediate double jump like most of the roster. Ness's floaty jump enables him to catch characters much higher than characters with similar floaty double jumps. |
|unique_mechanic1 = Ness sports an unusually floaty double jump that gradually accelerates him vertically, rather than a more typical immediate double jump like most of the roster. Ness's floaty jump enables him to catch characters much higher than characters with similar floaty double jumps. |
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However, it has a few problems. Ness is not able to readily jump away from opponents, either defensively or as a bait, must commit to using a wavebounce double jump cancel special/B-reverse special/Aerial if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries. |
However, it has a few problems. Ness is not able to readily jump away from opponents, either defensively or as a bait, must commit to using a wavebounce double jump cancel special/B-reverse special/Aerial if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries. |
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|unique_mechanic2_name = Double Jump Cancel(DJC) Specials |
|unique_mechanic2_name = Double Jump Cancel(DJC) Specials |
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|spotDodge = 25F (3~17F int.) |
|spotDodge = 25F (3~17F int.) |
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|airDodge = 3~30 int. (Neutral) <br> 3~21 int. (Directional) |
|airDodge = 3~30 int. (Neutral) <br> 3~21 int. (Directional) |
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|uro = |
|uro = Floaty Double Jump <br> |
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|fastestOOS = N-Air (8F), USmash, Down B (Air) (10F) |
|fastestOOS = N-Air (8F), USmash, Down B (Air) (10F) |
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==Normal Moves== |
==Normal Moves== |
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=== {{clr|tilt|Jab}} === |
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{{TOClimit|2}} |
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<big>{{Prompt|A}}</big> |
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{{#vardefine:cargoTable|SSBU_MoveData}} |
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{{SSBU Move Card |
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===== Jab ===== |
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|attack=Jab |
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{{Prompt|A}} |
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|specificHits=yes |
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{{MoveDataCargo |
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|description= |
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| title = Jab |
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| subtitle = |
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| input = Jab |
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| images = |
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{{MoveDataCargoImage|NessJab1_0|1|caption=}} |
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{{MoveDataCargoImage|NessJab2_0|1|caption=}} |
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{{MoveDataCargoImage|NessJab3_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessJab1_0|1|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|NessJab2_0|1|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|NessJab3_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessJab1_0}} |
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{{AttackDataCargo-SSBU/Query|NessJab2_0}} |
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{{AttackDataCargo-SSBU/Query|NessJab3_0}} |
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---- |
---- |
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'''Jab 1''' |
'''Jab 1''' |
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* Placeholder |
* Placeholder |
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}} |
}} |
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=== {{clr|tilt|Forward Tilt}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big |
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big>(angleable)</span> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack=Forward Tilt |
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|specificHits= |
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| subtitle = |
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|description= |
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| input = Forward Tilt |
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| images = |
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{{MoveDataCargoImage|NessFTilt_0|1|caption=}} |
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{{MoveDataCargoImage|NessFTilt_0|2|caption=}} |
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{{MoveDataCargoImage|NessFTilt_0|3|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessFTilt_0|1|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|NessFTilt_0|2|caption=|hitbox=yes}} |
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{{MoveDataCargoImage|NessFTilt_0|3|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessFTilt_0}} |
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* Can be angled up or down |
* Can be angled up or down |
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* Very strong for a quick FTilt |
* Very strong for a quick FTilt |
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Line 93: | Line 68: | ||
}} |
}} |
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=== {{clr|tilt|Up Tilt}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack=Up Tilt |
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|specificHits=yes |
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| subtitle = |
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|description= |
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| input = Up Tilt |
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* PlaceHolder |
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| images = |
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{{MoveDataCargoImage|NessUTilt_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessUTilt_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessUTilt_0}} |
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{{AttackDataCargo-SSBU/Query|NessUTilt_1}} |
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}} |
}} |
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=== {{clr|tilt|Down Tilt}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack=Down Tilt |
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|specificHits= |
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| subtitle = |
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|description= |
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| input = Down Tilt |
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| images = |
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{{MoveDataCargoImage|NessDTilt_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessDTilt_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessDTilt_0}} |
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{{AttackDataCargo-SSBU/Query|NessDTilt_1}} |
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* |
* Tied with {{StockIcon|SSBU|Lucas}}, {{StockIcon|SSBU|R.O.B.}}, {{StockIcon|SSBU|Little Mac}}, and {{StockIcon|SSBU|Meta Knight}} for the second fastest {{clr|tilt|DTilt}} in the game |
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* Can be canceled into itself starting on frame 6 |
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* If the transition of Ness DTilt is done in rapid succession when spaced, it can lock the opponent in their shield when blocked which you can use for mindgames or to reset neutral or potentially get a grab or punish if they mash after you stop. |
* If the transition of Ness DTilt is done in rapid succession when spaced, it can lock the opponent in their shield when blocked which you can use for mindgames or to reset neutral or potentially get a grab or punish if they mash after you stop. |
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* Will lock opponents who miss a grounded tech, which can confirm into an {{clr|smash|FSmash}} |
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}} |
}} |
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=== {{clr|tilt|Dash Attack}} === |
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<big>{{Prompt|A}} while dashing or running</big> |
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===== Dash Attack ===== |
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{{SSBU Move Card |
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<big>{{Prompt|Analog Smash Right}} > {{Prompt|A}}</big> |
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|attack=Dash Attack |
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|specificHits=yes |
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{{MoveDataCargo |
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|description= |
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| title = Dash Attack |
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| subtitle = |
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| input = Dash Attack |
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| images = |
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{{MoveDataCargoImage|NessDashAttack_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessDashAttack_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessDashAttack_0}} |
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{{AttackDataCargo-SSBU/Query|NessDashAttack_1}} |
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{{AttackDataCargo-SSBU/Query|NessDashAttack_2}} |
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{{AttackDataCargo-SSBU/Query|NessDashAttack_3}} |
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{{AttackDataCargo-SSBU/Query|NessDashAttack_4}} |
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* The move is decently active |
* The move is decently active |
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==Smash Attacks== |
==Smash Attacks== |
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=== |
=== {{clr|smash|Forward Smash}} === |
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<big> |
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack= Forward Smash |
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|specificHits= |
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| subtitle = |
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|description= |
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| input = Side Smash |
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| images = |
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{{MoveDataCargoImage|NessFSmash_0|1|}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessFSmash_0|1||hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessFSmash_0}} |
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* Very strong tipper, one of the strongest FSmashes in the game |
* Very strong tipper, one of the strongest FSmashes in the game |
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* Slow reflector, hefty lag and startup, only use this when you are sure if it'll hit or if you're not good enough at doing optimal techchases. |
* Slow reflector, hefty lag and startup, only use this when you are sure if it'll hit or if you're not good enough at doing optimal techchases. |
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}} |
}} |
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===Up Smash=== |
=== {{clr|smash|Up Smash}} === |
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<big>{{Prompt|Analog Smash Up}} + {{Prompt|A |
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack= Up Smash |
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|specificHits=yes |
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| subtitle = |
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|description= |
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| input = Up Smash |
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* One of his decent out of shield options |
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| images = |
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{{MoveDataCargoImage|NessUSmashCharge_0|1|caption=The yoyo holds the ledge hostage but loses to all aerials}} |
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* Has a multi-hitting hitbox in front of Ness while charging |
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{{MoveDataCargoImage|NessUSmash_0|1|caption=}} |
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** This hitbox can hang off of ledge and platforms |
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| hitboxes = |
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{{MoveDataCargoImage|NessUSmashCharge_0|1||hitbox=yes}} |
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* Can be used to 2 frame at ledge, but is usually outclassed by {{smash|D-Smash}} due to it launching straight up |
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{{MoveDataCargoImage|NessUSmash_0|1||hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessUSmashCharge_0}} |
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{{AttackDataCargo-SSBU/Query|NessUSmash_0}} |
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* One of his decent out of shield options, can be used to 2 frame at ledge. |
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* Loses to most aerials due to low priority |
* Loses to most aerials due to low priority |
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* Has a 1.2x charge damage multiplier, much lower than most smash attacks |
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}} |
}} |
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===Down Smash=== |
=== {{clr|smash|Down Smash}} === |
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<big>{{Prompt|Analog Smash Down}} + {{Prompt|A |
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack= Down Smash |
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|specificHits=yes |
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|description= |
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* Has a hitbox while charging the move, which is active behind Ness |
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* Charge hitbox comes out on frame 12 and can rehit every 6 frames |
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{{MoveDataCargo |
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| title = Down Smash |
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| subtitle = |
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| input = Down Smash |
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| images = |
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{{MoveDataCargoImage|NessDSmashCharge_0|1|caption= The other yoyo when you need to cover ledge facing back}} |
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{{MoveDataCargoImage|NessDSmash_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessDSmashCharge_0|1||hitbox=yes}} |
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{{MoveDataCargoImage|NessDSmash_0|1||hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessDSmashCharge_0}} |
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{{AttackDataCargo-SSBU/Query|NessDSmash_0}} |
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* Will hang off of ledge or platforms while charging |
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* Placeholder |
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* Unlike most smash attacks, the charge can only be held for an additional half second instead of two seconds |
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* Launches at a semi-spike angle when released |
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}} |
}} |
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==Aerials== |
==Aerials== |
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===Neutral Aerial=== |
=== {{clr|aerial|Neutral Aerial}} === |
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<big>Airborne {{Prompt|A}}</big> |
<big>Airborne {{Prompt|A}}</big> |
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{{SSBU Move Card |
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|attack=Neutral Air |
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{{MoveDataCargo |
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|specificHits=yes |
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| title = Neutral Air |
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|description= |
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| subtitle = |
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| input = Neutral Air |
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| images = |
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{{MoveDataCargoImage|NessNAir_0|1|caption= This is the move that forces you to not get too close to Ness}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessNAir_0|1||hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessNAir_0}} |
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{{AttackDataCargo-SSBU/Query|NessNAir_1}} |
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* One of the strongest knockback NAirs in the game |
* One of the strongest knockback NAirs in the game |
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* The active frames and hitbox allow this to be a great way to force the opponent away from you, edgeguard and to setup techchases. |
* The active frames and hitbox allow this to be a great way to force the opponent away from you, edgeguard and to setup techchases. |
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}} |
}} |
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===Forward Aerial=== |
=== {{clr|aerial|Forward Aerial}} === |
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<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack=Forward Air |
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|specificHits=yes |
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| subtitle = |
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|description= |
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| input = Forward Air |
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| images = |
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{{MoveDataCargoImage|NessFAir_0|1|caption=An edgeguard and offstage combo followup combination}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessFAir_0|1||hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessFAir_0}} |
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{{AttackDataCargo-SSBU/Query|NessFAir_1}} |
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* Ness can abuse this move offstage for continous offstage pressure while covering airdodge or predictable unsafe high or in between recoveries. |
* Ness can abuse this move offstage for continous offstage pressure while covering airdodge or predictable unsafe high or in between recoveries. |
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Line 264: | Line 183: | ||
}} |
}} |
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===Back Aerial=== |
=== {{clr|aerial|Back Aerial}} === |
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<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big> |
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack=Back Air |
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|specificHits=yes |
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| subtitle = |
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|description= |
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| input = Back Air |
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| images = |
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{{MoveDataCargoImage|NessBAir_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessBAir_0|1||hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessBAir_0}} |
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{{AttackDataCargo-SSBU/Query|NessBAir_1}} |
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* A very strong kill move and spacing tool due to it's great knockback safety on block. |
* A very strong kill move and spacing tool due to it's great knockback safety on block. |
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Line 285: | Line 195: | ||
}} |
}} |
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===Up Aerial=== |
=== {{clr|aerial|Up Aerial}} === |
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<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack=Up Air |
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|specificHits=yes |
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| subtitle = |
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|description= |
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| input = Up Air |
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| images = |
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{{MoveDataCargoImage|NessUAir_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessUAir_0|1||hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessUAir_0}} |
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{{AttackDataCargo-SSBU/Query|NessUAir_1}} |
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* One of Ness' safest vertical moves in most situations |
* One of Ness' safest vertical moves in most situations |
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Line 309: | Line 212: | ||
}} |
}} |
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===Down Aerial=== |
=== {{clr|aerial|Down Aerial}} === |
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<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack=Down Air |
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|specificHits=yes |
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| subtitle = |
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|description= |
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| input = Down Air |
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| images = |
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{{MoveDataCargoImage|NessDAir_0|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessDAir_0|1||hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessDAir_0}} |
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{{AttackDataCargo-SSBU/Query|NessDAir_1}} |
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* Very strong spike |
* Very strong spike |
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Line 334: | Line 230: | ||
==Specials== |
==Specials== |
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=== PK Flash === |
=== {{clr|special|PK Flash}} === |
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<big>{{Prompt|B}}</big> |
<big>{{Prompt|B}}</big> |
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{{SSBU Move Card |
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{{MoveDataCargo |
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| |
|attack= PK Flash |
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|specificHits=yes |
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| subtitle = |
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|description= |
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| input = PK Flash |
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| images = |
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{{MoveDataCargoImage|NessPKFlash_0|1|caption=A terrible move that has very decent niches now that it's buffed in Ultimate}} |
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{{MoveDataCargoImage|NessPKFlash_0|2|caption=Explosion}} |
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| hitboxes = |
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{{MoveDataCargoImage|NessPKFlash_0|1||hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|NessPKFlash_0}} |
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* Can be steered left or right, with the direction Ness is facing dictating its momentum |
* Can be steered left or right, with the direction Ness is facing dictating its momentum |
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* Hitbox becomes much bigger and the knockback much stronger the longer the button is held |
* Hitbox becomes much bigger and the knockback much stronger the longer the button is held |
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* |
* Absurdly safe on shield especially when charged |
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* |
* Extremely plus on hit and the opponent does not get sent upward immediately so you can dtilt between it on max charge or get a free grab both on hit and shield. |
||
* Only the explosion can be reflected or absorbed |
* Only the explosion can be reflected or absorbed |
||
** It cannot, however, be pocketed by {{StockIcon|Villager}} or {{StockIcon|Isabelle}} |
** It cannot, however, be pocketed by {{StockIcon|SSBU|Villager}} or {{StockIcon|SSBU|Isabelle}} |
||
* Catches landings well |
* Catches landings well |
||
* Decent stalling move and it's vertical range helps Ness mixup at ledge |
* Decent stalling move and it's vertical range helps Ness mixup at ledge |
||
Line 366: | Line 255: | ||
}} |
}} |
||
=== PK Fire === |
=== {{clr|special|PK Fire}} === |
||
<big> |
<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack= PK Fire |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = PK Fire |
|||
| images = |
|||
{{MoveDataCargoImage|NessPKFireG_0|1|caption=Since it's a great punish tool, people find this move very annoying}} |
|||
{{MoveDataCargoImage|NessPKFireA_0|1|caption=}} |
|||
{{MoveDataCargoImage|NessPKFirePillar_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessPKFireG_0|1||hitbox=yes}} |
|||
{{MoveDataCargoImage|NessPKFireA_0|1||hitbox=yes}} |
|||
{{MoveDataCargoImage|NessPKFireA_0|1||hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessPKFireG_0}} |
|||
{{AttackDataCargo-SSBU/Query|NessPKFireA_0}} |
|||
{{AttackDataCargo-SSBU/Query|NessPKFirePillar_0}} |
|||
* The aerial version has less lag than the grounded version |
* The aerial version has less lag than the grounded version |
||
* Quicker on startup and more active than {{StockIcon|Lucas}} PK Fire but the grounded version has more lag to compensate |
* Quicker on startup and more active than {{StockIcon|SSBU|Lucas}} PK Fire but the grounded version has more lag to compensate |
||
* Great punish tool that can be optimized with double jump cancel momentum and other techniques |
* Great punish tool that can be optimized with double jump cancel momentum and other techniques |
||
* Grounded version goes straight forward, aerial version goes in a downwards diagonal direction |
|||
Line 395: | Line 273: | ||
}} |
}} |
||
=== PK Thunder === |
=== {{clr|special|PK Thunder}} === |
||
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big> |
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack= PK Thunder |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = PK Thunder |
|||
| images = |
|||
{{MoveDataCargoImage|NessPKThunder2_0|1|caption=Use this to punish players who commit too much or too high on platforms}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessPKThunder2_0|1||hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessPKThunder1_0}} |
|||
{{AttackDataCargo-SSBU/Query|NessPKThunder2_0}} |
|||
{{AttackDataCargo-SSBU/Query|NessPKThunder2_1}} |
|||
'''PK Thunder 1''' |
'''PK Thunder 1''' |
||
* Consists of a "head" hitbox and a "tail" hitbox |
* Consists of a "head" hitbox and a "tail" hitbox |
||
* It cannot be clanked with and goes through opponents for the first 10 frames, but afterwards loses to any hitbox that clanks well due to damage and priority or is transcedent. |
|||
* The head PK Thunder 1 hitbox does way more damage, shield damage, knockback, hitstun on it's own than {{StockIcon|Lucas}} PK Thunder 1 |
|||
* The head PK Thunder 1 hitbox does way more damage, shield damage, knockback, hitstun on it's own than {{StockIcon|SSBU|Lucas}} PK Thunder 1 |
|||
* Since this is much faster and less laggy of a projetile than {{StockIcon|Lucas}}'s version of PKT1, it can be used to juggle and condition opponents vertically and it's less reactable generally to move the projectile. This means you can circle it around to catch them into PK Thunder 2 and kill them early or break their shield as a risky read. |
|||
* Since this is much faster and less laggy of a projetile than {{StockIcon|SSBU|Lucas}}'s version of PKT1, it can be used to juggle and condition opponents vertically and it's less reactable generally to move the projectile. This means you can circle it around to catch them into PK Thunder 2 and kill them early or break their shield as a risky read. |
|||
* The projectile will go through opponents on the first several frames, and afterwards will dissipate if the head collides with an opponent |
|||
Line 425: | Line 298: | ||
* Triggers when Ness hits himself with the projectile |
* Triggers when Ness hits himself with the projectile |
||
* Active on frame 1 from self-hit |
|||
* Ridiculously high damage if the early hitbox connects |
|||
* Ridiculously high damage and kill power if the early hitbox connects |
|||
* Ness' main non airdodge recovery |
|||
*This move removes jostling during the active frames so this means Ness cannot be directly pushed when the hitbox is active. |
|||
* Ness' PK Thunder does a ton of shield damage for the early hit |
|||
* Ness' primary non-airdodge recovery |
|||
* Does a ton of shield damage for the early hit |
|||
* High startup (when counting PK Thunder 1) can leave Ness vulnerable against wary opponents |
* High startup (when counting PK Thunder 1) can leave Ness vulnerable against wary opponents |
||
Line 435: | Line 312: | ||
* Very punishable on whiff if landed with onstage |
* Very punishable on whiff if landed with onstage |
||
* Intangibility frames and ludicrous kill power can make challenging Ness's recovery risky, as if an opponent fails, they may just die at a very low percent |
|||
*When the hitbox connects on the enemy in the air, the recovery momentum and distance is shortened, this also means it slows down onstage ater connecting. |
|||
** Intangibility can also allow it to completely ignore counter attempts if hit early enough |
|||
* When it connects with an enemy in the air, the recovery momentum and distance are significantly shortened, this also means it slows down onstage ater connecting. |
|||
* Interacts differently with walls depending on which side of the stage you are on. Ness is more likely to slide up the left side, while he is more likely to "bonk" off the right side. |
* Interacts differently with walls depending on which side of the stage you are on. Ness is more likely to slide up the left side, while he is more likely to "bonk" off the right side. |
||
** This is most noticeable on stages with vertical walls such as Kalos and Yoshi's |
** This is most noticeable on stages with vertical walls such as Kalos and Yoshi's |
||
* If Ness collides with terrain and "bonks" off, he has a 31-frame window to input another PK Thunder before going into free fall. This allows him to both extend his recovery distance and create new mixups to throw off an opponent's timings. |
* If Ness collides with terrain and "bonks" off, he has a 31-frame window to input another PK Thunder before going into free fall. This allows him to both extend his recovery distance and create new mixups to throw off an opponent's timings. |
||
Line 446: | Line 325: | ||
* The early hitbox triggers special zoom |
* The early hitbox triggers special zoom |
||
* Early hit will also come out immediately upon colliding with terrain |
* Early hit will also come out immediately upon colliding with terrain, although this will most likely never come into play as Ness's PK Thunder 2 is a strong single hit compared to Lucas's multi-hitting version |
||
* If the projectile is absorbed or reflected during startup, Ness will go into free fall |
|||
* It grabs ledge backwards way after the move is finished. |
|||
* If the projectile is absorbed, reflected, or otherwise destroyed during startup, Ness will go into free fall |
|||
Line 457: | Line 335: | ||
}} |
}} |
||
=== |
=== {{clr|special|Down B}} === |
||
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big> |
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=PSI Magnet |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = PSI Magnet |
|||
* One of his most versatile combo tools |
|||
| images = |
|||
{{MoveDataCargoImage|NessPSIMagnet_0|1|caption=This move aids in dealing with certain characters' energy projectiles which makes their normal gameplan easier to deal with and is a versatile advantage tool}}{{MoveDataCargoImage|NessPSIMagnetEnd_0|1|caption=}} |
|||
*It can loop and combo vertically and lead into his aerials or vice versa |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessPSIMagnet_0|1||hitbox=yes}} |
|||
* It can also lead to high damaging combos and zero to deaths with a double jump cancel but requires higher execution to master. |
|||
{{MoveDataCargoImage|NessPSIMagnetEnd_0|1||hitbox=yes}} |
|||
| info = |
|||
*Very low lag and is safer on release as it pushes the opponent away. |
|||
{{AttackDataCargo-SSBU/Query|NessPSIMagnet(Ground)_0}} |
|||
{{AttackDataCargo-SSBU/Query|NessPSIMagnet(Aerial)_0}} |
|||
{{AttackDataCargo-SSBU/Query|NessPSIMagnet(End)_0}} |
|||
* Heals a maximum of 30% per projectile, regardless of how strong the absorbed energy projectile is |
* Heals a maximum of 30% per projectile, regardless of how strong the absorbed energy projectile is |
||
Line 479: | Line 355: | ||
* Can be used for movement mixups and to stall |
* Can be used for movement mixups and to stall |
||
* Thanks to the absorb, important pressure tools of characters such as {{StockIcon|Snake}}, {{StockIcon|Pikachu}}, {{StockIcon|Mario}} and {{StockIcon|Sora}} have to be used much more carefully due to the reward Ness gets while also reducing the threat of energy projectiles which makes the matchups considerably easier. |
* Thanks to the absorb, important pressure tools of characters such as {{StockIcon|SSBU|Snake}}, {{StockIcon|SSBU|Pikachu}}, {{StockIcon|SSBU|Mario}} and {{StockIcon|SSBU|Sora}} have to be used much more carefully due to the reward Ness gets while also reducing the threat of energy projectiles which makes the matchups considerably easier. |
||
Line 486: | Line 361: | ||
==Grabs & Throws== |
==Grabs & Throws== |
||
=== |
=== {{clr|grab|Grab}} === |
||
{{Prompt|Z}} |
<big>{{Prompt|Z}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Grab |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Standing Grab |
|||
;Standing Grab |
|||
| images = |
|||
Ness' fastest grab, usable out of shield somewhat cause of how quick and it is and it has low lag. |
|||
{{MoveDataCargoImage|NessGrab|1|}} |
|||
---- |
|||
| hitboxes = |
|||
;Dash Grab ({{Prompt|Analog Smash Left}} or {{Prompt|Analog Smash Right}} > {{Prompt|Z}}) |
|||
{{MoveDataCargoImage|NessGrab|1||hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessGrab}} |
|||
Ness' fastest throw, usable out of shield somewhat cause of how quick and it is and it has low lag. |
|||
}} |
|||
=== Dash Grab === |
|||
<big>{{Prompt|Analog Smash Left}} or {{Prompt|Analog Smash Right}} > {{Prompt|Z}}</big> |
|||
{{MoveDataCargo |
|||
| title = Dash Grab |
|||
| subtitle = |
|||
| input = Dash Grab |
|||
| images = |
|||
{{MoveDataCargoImage|NessDashGrab_0|1|caption=Do not Recommend}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessDashGrab_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessDashGrab}} |
|||
}} |
|||
=== Pivot Grab === |
|||
<big>{{Prompt|Analog Smash Right}} > {{Prompt|Analog Left}} + {{Prompt|Z}}</big> |
|||
{{MoveDataCargo |
|||
| title = Pivot Grab |
|||
| subtitle = |
|||
| input = Pivot Grab |
|||
| images = |
|||
{{MoveDataCargoImage|NessPivotGrab_0|1|caption=It grabs way further than it looks ingame}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessPivotGrab_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessPivotGrab}} |
|||
---- |
|||
;Pivot Grab ({{Prompt|Analog Smash Right}} > {{Prompt|Analog Left}} + {{Prompt|Z}}) |
|||
Ness' longest range grab, this grabs considerably further that it works to catch unsafe landings. |
Ness' longest range grab, this grabs considerably further that it works to catch unsafe landings. |
||
---- |
|||
}} |
|||
;Pummel ({{Prompt|Z}} > {{Prompt|A}}) <br/> |
|||
=== Pummel === |
|||
<big>After grabbing, {{Prompt|A}}</big> |
|||
{{MoveDataCargo |
|||
| title = Pummel |
|||
| subtitle = |
|||
| input = Pummel |
|||
| images = |
|||
{{MoveDataCargoImage|NessPummel_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessPummel_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessPummel}} |
|||
*Used for unstaling moves and throws |
*Used for unstaling moves and throws |
||
}} |
}} |
||
=== Forward Throw === |
|||
<big>After grabbing, {{Prompt|Analog Right}}</big> |
|||
{{MoveDataCargo |
|||
| title = Forward Throw |
|||
| subtitle = |
|||
| input = |
|||
| images = Forward Throw |
|||
{{MoveDataCargoImage|NessFThrow_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessFThrow_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessFThrow}} |
|||
* Used to setup for edgeguards when BThrow has low knockback at earlier percents. |
|||
=== {{clr|grab|Forward Throw}} === |
|||
<big>{{Prompt|Z}} > {{Prompt|Analog Right}}</big> |
|||
{{SSBU Move Card |
|||
|attack=Forward Throw |
|||
|specificHits= |
|||
|description= |
|||
* Used to setup for edgeguards when BThrow has low knockback at earlier percents thanks to very high base knockback |
|||
}} |
}} |
||
=== Back Throw === |
=== {{clr|grab|Back Throw}} === |
||
<big> |
<big>{{Prompt|Z}} > {{Prompt|Analog Left}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Back Throw |
||
|specificHits= |
|||
| subtitle = |
|||
|description= |
|||
| input = Back Throw |
|||
* Arguably the best horizontal kill throw in the game, kills really well regardless of position due to very high knockback scaling |
|||
| images = |
|||
{{MoveDataCargoImage|NessBThrow_0|1|caption= Please just di this in and pray}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessBThrow_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessBThrow}} |
|||
* One of the best horizontal kill throws in the game, kills really well regardless of position. |
|||
}} |
}} |
||
=== Up Throw === |
=== {{clr|grab|Up Throw}} === |
||
<big> |
<big>{{Prompt|Z}} > {{Prompt|Analog Up}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Up Throw |
||
|specificHits= |
|||
| subtitle = |
|||
|description= |
|||
| input = Up Throw |
|||
* Placeholder |
|||
| images = |
|||
{{MoveDataCargoImage|NessUThrow_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessUThrow_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessUThrow}} |
|||
* Ness |
|||
}} |
}} |
||
=== Down Throw === |
=== {{clr|grab|Down Throw}} === |
||
<big> |
<big>{{Prompt|Z}} > {{Prompt|Analog Down}}</big> |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Down Throw |
||
|specificHits= |
|||
| subtitle = |
|||
|description= |
|||
| input = Down Throw |
|||
| images = |
|||
{{MoveDataCargoImage|NessDThrow_0|1|caption=dthrow fair is fake against most characters}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessDThrow_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessDThrow}} |
|||
* Placeholder |
* Placeholder |
||
}} |
}} |
||
==Floor Attacks== |
==Floor Attacks== |
||
===Ledge Attack=== |
===Ledge Attack=== |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Ledge Attack |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Ledge Attack |
|||
| images = |
|||
{{MoveDataCargoImage|NessLedgeAttack_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessLedgeAttack_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessLedgeAttack_0}} |
|||
One of the worst and lowest ranged ledge attacks in the game. Very unsafe on shield and it does not hit very far at all, be mindful of that when using ledge attack. |
One of the worst and lowest ranged ledge attacks in the game. Very unsafe on shield and it does not hit very far at all, be mindful of that when using ledge attack. |
||
}} |
}} |
||
===Getup Attack=== |
===Getup Attack=== |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Getup Attack |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Getup Attack |
|||
It's a get up attack. |
|||
| images = |
|||
{{MoveDataCargoImage|NessGetupAttack_0|1|caption=}} |
|||
{{MoveDataCargoImage|NessGetupAttack_1|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessGetupAttack_0|1|caption=|hitbox=yes}} |
|||
{{MoveDataCargoImage|NessGetupAttack_1|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessGetupAttack_0}} |
|||
{{AttackDataCargo-SSBU/Query|NessGetupAttack_1}} |
|||
}} |
}} |
||
===Trip Attack=== |
===Trip Attack=== |
||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Trip Attack |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input =Trip Attack |
|||
It's a trip attack. |
|||
| images = |
|||
{{MoveDataCargoImage|NessTripAttack_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|NessTripAttack_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|NessTripAttack_0}} |
|||
}} |
}} |
||
==Navigation== |
==Navigation== |
||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} |
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} |
||
<center>{{StockIcon|{{ROOTPAGENAME}}| |
<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center> |
||
{{#lst:{{PAGENAME}}/Data|Links}} |
{{#lst:{{PAGENAME}}/Data|Links}} |
||
{{#lst:Navigation}} |
{{#lst:SSBU/Navigation}} |
||
[[Category:Super Smash Bros Ultimate]] |
[[Category:Super Smash Bros. Ultimate]] |
||
[[Category:Playable Character]] |
[[Category:Playable Character]] |
||
[[Category:Ness]] |
[[Category:Ness]] |
Latest revision as of 15:01, 13 August 2023
![](http://static.miraheze.org/dragdownwiki/thumb/c/c4/SSBU_Ness_Stock.png/25px-SSBU_Ness_Stock.png)
![]() |
|
Pros | Cons |
|
|
However, it has a few problems. Ness is not able to readily jump away from opponents, either defensively or as a bait, must commit to using a wavebounce double jump cancel special/B-reverse special/Aerial if he wants to change positions more suddenly, and also makes him take longer to reactively juggle or catch high recoveries.
Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 1 | 2.0 | 3 | 19 | 361/180 | -13 | N/A |
Jab 2 | 1.5 | 3 | 19 | 361 | -13 | N/A |
Jab 3 | 4.0 | 6~7 | 29 | 361 | -18 | N/A |
Jab 1
- Placeholder
Jab 2
- Placeholder
Jab 3
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 30/20 | 25/15 | N/A | N/A | 3 | ||||||||
Jab 2 | 30/20 | 25/20 | N/A | N/A | 3 | ||||||||
Jab 3 | 40 | 100 | N/A | N/A | 5 |
Forward Tilt
/
+
(angleable)
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 7~10 | 34 | 361 | -17 | N/A |
- Can be angled up or down
- Very strong for a quick FTilt
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
35 | 100 | N/A | N/A | 10 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot | 9.0 | 5~8 | 28 | 96 | -14 | N/A |
Sourspot | 7.0 | 5-6 | 28 | 96 | -16 | N/A |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 46 | 113 | N/A | N/A | 9 | ||||||||
Sourspot | 46 | 113 | N/A | N/A | 7 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
4.5/3.0 | 3~4 | 11 | 361 | -3 to -2/-4 to -3 | N/A |
- Tied with
Lucas,
R.O.B.,
Little Mac, and
Meta Knight for the second fastest DTilt in the game
- Can be canceled into itself starting on frame 6
- If the transition of Ness DTilt is done in rapid succession when spaced, it can lock the opponent in their shield when blocked which you can use for mindgames or to reset neutral or potentially get a grab or punish if they mash after you stop.
- Will lock opponents who miss a grounded tech, which can confirm into an FSmash
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 3 | N/A | N/A | 5/4 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 4.0/7.0/3.0 | 8 | 39 | 0/80/45 | -26/-24/-27 | N/A |
Hit 2 | 2.0 | 15-16 | 39 | 20 | -21 to -20 | N/A |
Hit 3 | 6.0 | 23-24 | 39 | 70 | -10 to -9 | N/A |
- The move is decently active
- Massively disjointed, going past ness' hand hurtbox
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 57 FKB/60/80 | 100/70 | N/A | N/A | 5/7/4 | ||||||||
Hit 2 | 70 FKB | 100 | N/A | N/A | 3 | ||||||||
Hit 3 | 85 | 113 | N/A | N/A | 6 |
Smash Attacks
Forward Smash
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
18.0/20.0/22.0 (27/30/33 charged) | 21-22 | 54 | 361 | charged | N/A |
- Very strong tipper, one of the strongest FSmashes in the game
- Slow reflector, hefty lag and startup, only use this when you are sure if it'll hit or if you're not good enough at doing optimal techchases.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 67 | N/A | N/A | charged |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Charge Multihits | charged | - | 52+ | - | N/A | |
Release | 13.0 charged | 10-32 | 52+ | -33 | N/A |
- One of his decent out of shield options
- Has a multi-hitting hitbox in front of Ness while charging
- This hitbox can hang off of ledge and platforms
- Can be used to 2 frame at ledge, but is usually outclassed by D-Smash due to it launching straight up
- Loses to most aerials due to low priority
- Has a 1.2x charge damage multiplier, much lower than most smash attacks
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Charge Multihits | N/A | N/A | 2 charged | ||||||||||
Release | N/A | N/A | 9 charged |
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Charge MultiHits | charged | 45+ | - | N/A | ||
Release | 10.0 charged | 12-15, 17-18, 23-25, 31-32 | 45+ | charged | N/A |
- Has a hitbox while charging the move, which is active behind Ness
- Charge hitbox comes out on frame 12 and can rehit every 6 frames
- Will hang off of ledge or platforms while charging
- Unlike most smash attacks, the charge can only be held for an additional half second instead of two seconds
- Launches at a semi-spike angle when released
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Charge MultiHits | N/A | N/A | 2 charged | ||||||||||
Release | N/A | N/A | 7charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 11.0 | 5-12 | 35 | 361 | -4 | N/A |
Late | 7.0 | 13-15 | 35 | 361 | -5 | N/A |
- One of the strongest knockback NAirs in the game
- The active frames and hitbox allow this to be a great way to force the opponent away from you, edgeguard and to setup techchases.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 20 | 100 | 8 | 1-4, 26+ | 4 | ||||||||
Late | 20 | 100 | 8 | 1-4, 26+ | 3 |
Early:
- Frame difference on shield recorded from lowest hit
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Multihits | 1.5 | 8-18 | 39 | 367 | -10 | N/A |
Late | 5.5 (x5) | 20-21 | 39 | 361 | -9 | N/A |
- Ness can abuse this move offstage for continous offstage pressure while covering airdodge or predictable unsafe high or in between recoveries.
- When autocancelled onstage it can be looped into itself and be a tad bit safer, FAir
- This move trades really badly to strong multihits at the start before the last hit.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Multihits | 16 | 60 | 12 | 1-7, 33+ | -2 | 5 | |||||||
Late | 32 | 128 | 12 | 1-7, 33+ | 3 |
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 15.0 | 10-11 | 35 | 361 | -5 | N/A |
Late | 8.0 | 12-18 | 35 | 361 | -6 | N/A |
- A very strong kill move and spacing tool due to it's great knockback safety on block.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 16 | 100 | 10 | 1-9, 25+ | 5 | ||||||||
Late | 0 | 100 | 10 | 1-9, 25+ | 4 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Multihits | 2.5 | 8-14 (x2) | 33 | 366 | -6 | N/A |
Late | 5.0 | 15-16 | 33 | 73 | -5 | N/A |
- One of Ness' safest vertical moves in most situations
- Very good coverage for front and back and can be made safer if spaced so the later hits connect shield last as you land.
- Extremely active and leads into itself and PSI Magnet
- Can be used as a dragdown move to confirm into FTilt or Grab
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Multihits | 30 | 100 | 8 | 1-7, 34+ | 2 | ||||||||
Late | 40 | 180 | 8 | 1-7, 34+ | 3 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 14.0 | 18-20 | 52 | 270 | -7 | N/A |
Late | 12.0 | 21-24 | 52 | -8 | N/A |
- Very strong spike
- Combos into itself and has great followups into Ness' vertical moves and punish tools such as UAir
- Very early autocancel window, very safe to fake out with from a full hop on platform
A very strong spike that also has fakeout mixups thanks to it's generous auto cancel window.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 37 | 74 | 12 | 1-17, 39+ | - | ||||||||
Late | 30 | 74 | 12 | 1-17, 39+ |
Late:
- values are separated as
Specials
PK Flash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
PK Flash | 11.027.0 fully charged | 40-44117-121 fully charged | 61~138 | 70 | -4+4 fully charged | N/A |
- Can be steered left or right, with the direction Ness is facing dictating its momentum
- Hitbox becomes much bigger and the knockback much stronger the longer the button is held
- Absurdly safe on shield especially when charged
- Extremely plus on hit and the opponent does not get sent upward immediately so you can dtilt between it on max charge or get a free grab both on hit and shield.
- Only the explosion can be reflected or absorbed
- Catches landings well
- Decent stalling move and it's vertical range helps Ness mixup at ledge
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PK Flash | 50 | 65 | N/A | N/A | fully charged |
PK Fire
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground | 6.0 | 18~37 | 55 | 80 | -28-at max range | N/A |
Air | 6.0 | 18~37 | 55 | 80 | -28 at max range | N/A |
Pillar | 1.0 | - | 55 | 68 | N/A | N/A |
- The aerial version has less lag than the grounded version
- Quicker on startup and more active than
Lucas PK Fire but the grounded version has more lag to compensate
- Great punish tool that can be optimized with double jump cancel momentum and other techniques
- Grounded version goes straight forward, aerial version goes in a downwards diagonal direction
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground | 30 | 80 | N/A | N/A | 3 | ||||||||
Air | 45 | 110 | N/A | 2 | |||||||||
Pillar | 10 | 30 | N/A | N/A | N/A |
PK Thunder
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
PK Thunder 1 | 11.0/1.0Head/tail | 20-139 | 39 endlag after hit | /Head/Tail | -22 | |
PK Thunder 2 Early | 25.0 | 1-10 after self hit | When travelling along the ground | 361 | -33 | all intangible 1-9/head intangible 10-32 |
PK Thunder 2 | 21.0 | 11~32 after self hit | When travelling along the ground | 361 | N/A | all intangible 1-9/head intangible 10-32 |
PK Thunder 1
- Consists of a "head" hitbox and a "tail" hitbox
- It cannot be clanked with and goes through opponents for the first 10 frames, but afterwards loses to any hitbox that clanks well due to damage and priority or is transcedent.
- The head PK Thunder 1 hitbox does way more damage, shield damage, knockback, hitstun on it's own than
Lucas PK Thunder 1
- Since this is much faster and less laggy of a projetile than
Lucas's version of PKT1, it can be used to juggle and condition opponents vertically and it's less reactable generally to move the projectile. This means you can circle it around to catch them into PK Thunder 2 and kill them early or break their shield as a risky read.
- The projectile will go through opponents on the first several frames, and afterwards will dissipate if the head collides with an opponent
PK Thunder 2
- Triggers when Ness hits himself with the projectile
- Active on frame 1 from self-hit
- Ridiculously high damage and kill power if the early hitbox connects
- This move removes jostling during the active frames so this means Ness cannot be directly pushed when the hitbox is active.
- Ness' primary non-airdodge recovery
- Does a ton of shield damage for the early hit
- High startup (when counting PK Thunder 1) can leave Ness vulnerable against wary opponents
- Very punishable on whiff if landed with onstage
- Intangibility frames and ludicrous kill power can make challenging Ness's recovery risky, as if an opponent fails, they may just die at a very low percent
- Intangibility can also allow it to completely ignore counter attempts if hit early enough
- When it connects with an enemy in the air, the recovery momentum and distance are significantly shortened, this also means it slows down onstage ater connecting.
- Interacts differently with walls depending on which side of the stage you are on. Ness is more likely to slide up the left side, while he is more likely to "bonk" off the right side.
- This is most noticeable on stages with vertical walls such as Kalos and Yoshi's
- If Ness collides with terrain and "bonks" off, he has a 31-frame window to input another PK Thunder before going into free fall. This allows him to both extend his recovery distance and create new mixups to throw off an opponent's timings.
- This can only be done once before landing or grabbing ledge
- The early hitbox triggers special zoom
- Early hit will also come out immediately upon colliding with terrain, although this will most likely never come into play as Ness's PK Thunder 2 is a strong single hit compared to Lucas's multi-hitting version
- It grabs ledge backwards way after the move is finished.
- If the projectile is absorbed, reflected, or otherwise destroyed during startup, Ness will go into free fall
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
PK Thunder 1 | / | / | 4/10 | ||||||||||
PK Thunder 2 Early | 83 | 80 | 24 | N/A | 22 | ||||||||
PK Thunder 2 | 45 | 70 | 24 | N/A | 18 |
Down B
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground | 4.0 | Hitbox 7-12, Absorb 7+, Hitbox pulses/hits again every 20 frames | 24 | 361 | -18 to -13 | N/A |
Aerial | 4.0 | Hitbox 7-12, Absorb 7+, Hitbox pulses/hits again every 20 frames | 24 | 361 | -18 to -13 | N/A |
Windbox End | 0.0 | 1-9 | 24 | 361 | -7 to 1 | N/A |
- One of his most versatile combo tools
- It can loop and combo vertically and lead into his aerials or vice versa
- It can also lead to high damaging combos and zero to deaths with a double jump cancel but requires higher execution to master.
- Very low lag and is safer on release as it pushes the opponent away.
- Heals a maximum of 30% per projectile, regardless of how strong the absorbed energy projectile is
- If you absorb on the ground you can immediately cancel into a spotdodge, roll or jump which immediately takes you out of the magnet animation.
- Can be used for movement mixups and to stall
- Thanks to the absorb, important pressure tools of characters such as
Snake,
Pikachu,
Mario and
Sora have to be used much more carefully due to the reward Ness gets while also reducing the threat of energy projectiles which makes the matchups considerably easier.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground | 11FKB | 100 | N/A | N/A | 2 | ||||||||
Aerial | 11FKB | 100 | N/A | N/A | 2 | ||||||||
Windbox End | 11FKB | 100 | N/A | N/A | 2 |
Ground:
- This move pulses which means it moves the character and hitbox throughout the move's duration.
Aerial:
- This move pulses which means it moves the character and hitbox throughout the move's duration.
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 6-7 | 37 | N/A | N/A | N/A |
Dash | N/A | 9-10 | 45 | N/A | N/A | N/A |
Pivot | N/A | 10-11 | 40 | N/A | N/A | N/A |
Pummel | 1.3 | 1 | 19 | N/A | N/A | N/A |
- Standing Grab
Ness' fastest grab, usable out of shield somewhat cause of how quick and it is and it has low lag.
- Dash Grab (
or
>
)
- Pivot Grab (
>
+
)
Ness' longest range grab, this grabs considerably further that it works to catch unsafe landings.
- Pummel (
>
)
- Used for unstaling moves and throws
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | -N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | N/A | N/A | N/A | N/A | N/A |
Forward Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 27 | 52 | 45 | N/A |
- Used to setup for edgeguards when BThrow has low knockback at earlier percents thanks to very high base knockback
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
120 | 10 | N/A | N/A | N/A |
Back Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
11.0 | 27 | 52 | 135 | N/A |
- Arguably the best horizontal kill throw in the game, kills really well regardless of position due to very high knockback scaling
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
15 | 130 | N/A | N/A | N/A |
Up Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.0 | 36 | 55 | 90 | N/A |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
105 | 40 | N/A | N/A | N/A |
Down Throw
>
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
0.5 (x4), 1.5 | 6-17, 26-29 | 49 | 361 | N/A |
- Placeholder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 100 | N/A | N/A | N/A |
Floor Attacks
Ledge Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ledge Attack | 9.0 | 22-24 | 56 | 45 | -24 to -22 | all intangible 1-24 |
One of the worst and lowest ranged ledge attacks in the game. Very unsafe on shield and it does not hit very far at all, be mindful of that when using ledge attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ledge Attack | 90 | 20 | N/A | N/A | 9 |
Getup Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Up | 7.0 | 17-22 | 56 | 48 | -21 to -16 | all intangible 1-22 |
Down | 5.0 | 17-22 | 46 | 361 | -21 to -17 | all intangible 1-22 |
It's a get up attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Down | 60 | 50 | N/A | N/A | 6 |
Trip Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Trip Attack | 7.0 | 19-30 | 50 | 48 | -24 to -12 | all intangible 1-7 |
It's a trip attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Trip Attack | 80 | 50 | N/A | N/A | 7 |
![]() |
To edit frame data, edit values in SSBU/Ness/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/c/c4/SSBU_Ness_Stock.png/50px-SSBU_Ness_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder