More actions
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*'''Consistently strong kill options and great damage output:''' 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. |
*'''Consistently strong kill options and great damage output:''' 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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*'''Solid grab game:''' Ness' grab is one of the quickest in the game and is very useful from a pivot grab due to the additonal range, his throws have decent uses, even if his DThrow isn't exactly a full combo throw, it's a great di mixup and platform techchase check tool. His UThrow helping him setup juggles and condition more easily from just a single grab into a throw and having a few followups. Ness FThrow sets up for early edgeguards and has decent angle for ledge, BThrow is his strongest throw from any position ad it kills well and is hard to react to, one of the strongest BThrows in the game. With all of this together, Ness has a very formidable grab game and you should never feel safe and should be mindful to DI his throws correctly to avoid dying sooner or an even harder punish |
*'''Solid grab game:''' Ness' grab is one of the quickest in the game and is very useful from a pivot grab due to the additonal range, his throws have decent uses, even if his DThrow isn't exactly a full combo throw, it's a great di mixup and platform techchase check tool. His UThrow helping him setup juggles and condition more easily from just a single grab into a throw and having a few followups. Ness FThrow sets up for early edgeguards and has decent angle for ledge, BThrow is his strongest throw from any position ad it kills well and is hard to react to, one of the strongest BThrows in the game. With all of this together, Ness has a very formidable grab game and you should never feel safe and should be mindful to DI his throws correctly to avoid dying sooner or an even harder punish |
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*'''Great mixups that cover multiple directions and conditioning tools:''' Ness is one of the characters who 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}} |
*'''Great mixups that cover multiple directions and conditioning tools:''' Ness is one of the characters who 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 archs 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 mobility that requires high execution to improve:'''Ness has 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. |
*'''Mediocre mobility that requires high execution to improve:'''Ness has 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. |
Revision as of 11:35, 9 September 2022
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Pros | Cons |
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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.
Normal Moves
Jab
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessJab1_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessJab2_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessJab3_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessJab1_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessJab2_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessJab3_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Jab 1
- Placeholder
Jab 2
- Placeholder
Jab 3
- Placeholder
Forward Tilt
/
+
(angleable)
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFTiltUp_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFTiltDown_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFTiltUp_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFTiltDown_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Can be angled up or down
- Very strong for a quick FTilt
Up Tilt
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Down Tilt
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDTilt_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Ness DTilt is also tied with [[File:Lucas_{{{2}}}_Stock.png|link=Lucas/{{{2}}}|x25px|alt=]] [[Lucas/{{{2}}}|{{{2}}}]], [[File:R.O.B._{{{2}}}_Stock.png|link=R.O.B./{{{2}}}|x25px|alt=]] [[R.O.B./{{{2}}}|{{{2}}}]], [[File:Little Mac_{{{2}}}_Stock.png|link=Little Mac/{{{2}}}|x25px|alt=]] [[Little Mac/{{{2}}}|{{{2}}}]], and [[File:Meta Knight_{{{2}}}_Stock.png|link=Meta Knight/{{{2}}}|x25px|alt=]] [[Meta Knight/{{{2}}}|{{{2}}}]] for the second fastest DTilt in the game (the fastest being Ryu/Ken's DTilt, which is frame 2).
- 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.
Dash Attack
>
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDashAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDashAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- The move is decently active
- Massively disjointed, going past ness' hand hurtbox
- Placeholder
Smash Attacks
Side Smash
(/
+
) or (
/
)
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFSmash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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.
Up Smash
+
or
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUSmashCharge_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.The yoyo holds the ledge hostage but loses to all aerials
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUSmash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUSmashCharge_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- One of his decent out of shield options, can be used to 2 frame at ledge.
- Loses to most aerials due to low priority
Down Smash
+
or
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDSmashCharge_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.The other yoyo when you need to cover ledge facing back
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDSmash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDSmashCharge_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDSmash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Aerials
Neutral Aerial
Airborne
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessNAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.This is the move that forces you to not get too close to Ness
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessNAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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.
Forward Aerial
Airborne +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.An edgeguard and offstage combo followup combination
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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.
Back Aerial
Airborne +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessBAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessBAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.
- A very strong kill move and spacing tool due to it's great knockback safety on block.
Up Aerial
Airborne +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Down Aerial
Airborne +
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDAir_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDAir_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
Specials
PK Flash
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKFlash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.A terrible move that has very decent niches now that it's buffed in Ultimate
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKFlash_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Explosion
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKFlash_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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
- This move is absurdly safe on shield especially when charged
- This move is so 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
- It cannot, however, be pocketed by [[File:Villager_{{{2}}}_Stock.png|link=Villager/{{{2}}}|x25px|alt=]] [[Villager/{{{2}}}|{{{2}}}]] or [[File:Isabelle_{{{2}}}_Stock.png|link=Isabelle/{{{2}}}|x25px|alt=]] [[Isabelle/{{{2}}}|{{{2}}}]]
- Catches landings well
- Decent stalling move and it's vertical range helps Ness mixup at ledge
PK Fire
(/
+
)
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKFireG_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Since it's a great punish tool, people find this move very annoying
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKFireA_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKFirePillar_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKFireG_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKFireA_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKFireA_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- The aerial version has less lag than the grounded version
- Quicker on startup and more active than [[File:_{{{2}}}_Stock.png|link=/{{{2}}}|x25px|alt=]] [[/{{{2}}}|{{{2}}}]] but the grounded has more lag to compensate
- Great punish tool that can be optimized with double jump cancel momentum and other techniques
PK Thunder
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKThunder2_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Use this to punish players who commit too much or too high on platforms
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKThunder2_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.PK Thunder 1
- Consists of a "head" hitbox and a "tail" hitbox
- The head PK Thunder 1 hitbox does way more damage, shield damage, knockback, hitstun on it's own than [[File:Lucas_{{{2}}}_Stock.png|link=Lucas/{{{2}}}|x25px|alt=]] [[Lucas/{{{2}}}|{{{2}}}]] PK Thunder 1
- Since this is much faster and less laggy of a projetile than [[File:Lucas_{{{2}}}_Stock.png|link=Lucas/{{{2}}}|x25px|alt=]] [[Lucas/{{{2}}}|{{{2}}}]]'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.
PK Thunder 2
- Triggers when Ness hits himself with the projectile
- Ridiculously high damage if the early hitbox connects
- Ness' main non airdodge recovery
- Ness' PK Thunder 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
- 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.
- 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
- If the projectile is absorbed or reflected during startup, Ness will go into free fall
PSI Magnet
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPSIMagnet_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.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
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPSIMagnetEnd_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPSIMagnet_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPSIMagnetEnd_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- 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 [[File:Snake_{{{2}}}_Stock.png|link=Snake/{{{2}}}|x25px|alt=]] [[Snake/{{{2}}}|{{{2}}}]], [[File:Pikachu_{{{2}}}_Stock.png|link=Pikachu/{{{2}}}|x25px|alt=]] [[Pikachu/{{{2}}}|{{{2}}}]], [[File:Mario_{{{2}}}_Stock.png|link=Mario/{{{2}}}|x25px|alt=]] [[Mario/{{{2}}}|{{{2}}}]] and [[File:Sora_{{{2}}}_Stock.png|link=Sora/{{{2}}}|x25px|alt=]] [[Sora/{{{2}}}|{{{2}}}]] 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.
Grabs & Throws
Standing Grab
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessGrab' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessGrab' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Dash Grab
or
>
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Do not Recommend
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDashGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Pivot Grab
>
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPivotGrab_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.It grabs way further than it looks ingame
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPivotGrab_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Pummel
After grabbing,
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPummel_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPummel_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Used for unstaling moves and throws
Forward Throw
After grabbing,
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessFThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Used to setup for edgeguards when BThrow has low knockback at earlier percents.
Back Throw
After grabbing,
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessBThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Please just di this in and pray
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessBThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- One of the best horizontal kill throws in the game, kills really well regardless of position.
Up Throw
After grabbing,
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Ness
Down Throw
After grabbing,
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDThrow_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.dthrow fair is fake against most characters
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessDThrow_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Placeholder
Floor Attacks
Ledge Attack
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessLedgeAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessLedgeAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.
Getup Attack
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessGetupAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessGetupAttack_1' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessGetupAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessGetupAttack_1' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.Trip Attack
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessTripAttack_0' ORDER BY `cargo__SSBU_MoveData`.`images__full` LIMIT 100
.Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessTripAttack_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.
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To edit frame data, edit values in SSBU/Ness/Data. |