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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= {{StockIcon| |
|overview= {{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 glass cannon with 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 strong against others. |
|summary= is a glass cannon with 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 strong against others. |
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*'''Mediocre Mobility:''' Ness has great tools but he is very exploitable in the air due to his attributes |
*'''Mediocre Mobility:''' Ness has great tools but he is very exploitable in the air due to his attributes |
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*'''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. |
*'''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|Mr. Game & Watch}}, {{StockIcon|Lucina}}, {{StockIcon|Palutena}} and {{StockIcon|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. |
*'''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. |
*'''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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==Navigation== |
==Navigation== |
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{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} |
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} |
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<center>{{StockIcon| |
<center>{{StockIcon|SSBU|Ness|size=50px}}</center> |
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{{#lst:{{PAGENAME}}/Data|Links}} |
{{#lst:{{PAGENAME}}/Data|Links}} |
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{{#lst:SSBU/Navigation}} |
{{#lst:SSBU/Navigation}} |
Revision as of 12:58, 20 October 2022
This page is missing significant information. You can help by editing it. |
Ness is a glass cannon with 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 strong against others. | |
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 = '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 = 'NessFTilt_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 = '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 = 'NessFTilt_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
.- 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
- 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
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 `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
- 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
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
.- 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
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
- 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
- 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 = 'NessPKFirePillar_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:Lucas_{{{2}}}_Stock.png|link=Lucas/{{{2}}}|x25px|alt=]] [[Lucas/{{{2}}}|{{{2}}}]] 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
PK Thunder
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKThunder1_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 = '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 `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPKThunder1_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 = 'NessPKThunder2_0' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.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 [[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.
- 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
PSI Magnet
+
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPSIMagnetA_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
.Pushes opponents away on release
Function: CargoSQLQuery::run Query: SELECT `hitboxes__full` AS `hitboxes` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessPSIMagnetG_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 = 'NessPSIMagnetA_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
.- 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 [[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' 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' 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' 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' 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' 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' 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' 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' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Used to setup for edgeguards when BThrow has low knockback at earlier percents thanks to very high base knockback
Back Throw
After grabbing,
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessBThrow' 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' ORDER BY `cargo__SSBU_MoveData`.`hitboxes__full` LIMIT 100
.- Arguably the best horizontal kill throw in the game, kills really well regardless of position due to very high knockback scaling
Up Throw
After grabbing,
Function: CargoSQLQuery::run Query: SELECT `images__full` AS `images` FROM `cargo__SSBU_MoveData` WHERE moveId = 'NessUThrow' 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' 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' 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' 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
.
To edit frame data, edit values in SSBU/Ness/Data. |
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 •
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