Ness (ネス, Nesu) is a default character in Super Smash Bros. Melee. Announced at E3 2001, he was originally going to be replaced by Lucas from Mother 3, but the game wasn't released by the time Melee was completed.
Ness is a character known for his powerful Throws, good Aerial Attacks, overall bad priority, and a variety of projectiles. His Forward Throw is good for knockback. His Back Throw is the strongest in the game. His Up and Down throws are good for setting up combos. However, Ness's standing grab range is the second shortest (next to Pikachu), and his running grab the shortest, which means his throws are usually unused in battle.
His Aerial Attacks are good for comboing, KOing, and edgeguarding. Ness's Down Aerial is a Meteor Smash with decent range, but it's slow. Three out of four of Ness's Special Moves are projectiles. However, they are overall slow and have various amounts of cooldown time and start-up lag with them. Additionally, each one has very limited use, making them all situational, with an exception to PK Thunder, which is good for edgeguarding, juggling, and mindgames.
A majority of Ness's attacks are fast with little lag, but many of his attacks are also short-ranged. Ness has a powerful Side Smash that can reflect projectiles, but his Up and Down smashes are weak and nearly useless, except in tech chasing. Ness can reflect projectiles with his body during his Side Smash, and he can use his Down Special Move, PSI Magnet, to absorb energy projectiles and lower his percentage, but it is quite slow.
Ness has fairly slow dash speed, but his fast, although short wavedash can help this problem. Ness also has an effective (as well as the lowest) double jump cancel. Ness's main form of recovery is PK Thunder 2. When mastered, this covers great distance and is very powerful (and having a large sweetspot range and very high second jump also helps his recovery). However, it takes great precision to angle in certain instances, and Ness is extremely vunerable while his PK Thunder is out; because if it is hit by a high priority projectile or the opponent, Ness will fall into a helpless state.
- Neutral Attack - Ness punches forward, hooking the opponent, dealing 3% damage. If pressed twice more, Ness will punch forward for 2% damage, then kick for 4% damage. 10% damage if all hits connect.
- Dash Attack - Ness uses PK Brainshock forward. Has three hits. Good, disjointed range. Sends opponent in random directions. 12% damage.
- Forward Tilt - Ness does a roundhouse kick forward. 11% damage.
- Up Tilt - Ness thrusts his hands upward, as if hitting a volley ball. 7% damage.
- Down Tilt - Ness thrusts his leg downward, then pivots his foot to hit the opponent. Can combo into itself after the move is executed. 3% damage.
- Forward Smash - Ness swings a bat forward. If hit on the tip, there is more knockback and damage. Has high knockback and damage, but a little bit of start-up lag. The 16th and 17th frames have invincibility frames. 32% damage.
- Down Smash - Ness swings his yo-yo backward then forward. Has good range, but decent to very poor knockback depending on the opponent's falling speed. It it also very slow and laggy in both starting and ending lag. 25% damage.
- Up Smash - Ness does an "Around the World" trick, swinging his yo-yo above his head. Has average range and speed, but sub-par knockback. Can be used to perform the Yo-yo Glitch. 22% damage.
- Ledge Attack - Somersaults onto the stage, both feet stuck out. 8% damage.
- 100% Ledge Attack - Picks himself up and kicks. 10% damage.
- Floor Attack - Punches on both sides whilst getting up. 6% damage.
- Neutral Aerial - Ness spins around, arms stretched out. Has average knockback, but is very fast with high combo potential. Poor range. 11% damage.
- Forward Aerial - Ness uses PK Brainshock forward. Is a fast, multi-hitting move, with good range but low knockback. 15% damage if all hits connect.
- Back Aerial - Ness thrusts his feet backward. If sweetspotted, it electrifies the opponent. Is fast with very high knockback albeit poor range. 16% damage.
- Up Aerial - Ness headbutts upward. Has amazing juggling potential and a good KO move with very low lag, but poor range. 13% damage.
- Down Aerial - Ness kicks downward. Can Meteor Smash, and has a decent amount of start-up lag. Great range, but low knockback. 12% damage.
- Pummel - Ness headbutts the opponent. 3% damage.
- Forward Throw - Ness throws the opponent forward. Is stronger at lower percents. 11% damage.
- Back Throw - Ness throws the opponent behind him. Very high knockback at higher percents. 11% damage.
- Up Throw - Ness throws the opponent upward. Can chain with many Up Aerials. Decent knockback. 10% damage.
- Down Throw - Ness throws the opponent downward, and hits the enemy with PK Fire. Low knockback, but has a decent amount of followups. 8% damage.
|Ness' Special Moves|
|Standard Special Move:||PK Fire (SSB), PK Flash (SSBM, SSBB)|
|Side Special Move1:||PK Fire|
|Up Special Move:||PK Thunder|
|Down Special Move:||PSI Magnet|
|Final Smash2:||PK Starstorm|
| 1: In Super Smash Bros. Melee and Super Smash Bros. Brawl only.|
2: In Super Smash Bros. Brawl only.
Changes from N64 to MeleeEdit
Ness was nerfed significantly from Super Smash Bros. Here are some changes:
- Available as a starter. (This is somewhat a major buff for Ness, but not counted)
- New Neutral B (PK Flash). PK Fire is now Ness's Side B.
- Bat has longer reach, but it now has three hitboxes instead of one. The middle and "closest to Ness" hitboxes are much weaker than hitting with the tip, the initial part of the attack.
- Up Smash and Down Smash have decreased significantly in range and power.
- PK Thunder 2 has less knockback, and it also doesn`t make Ness travel as far.
- Color of PSI Magnet changed from green to blue.
- Ground Jump is now normal, rather than psychokinetic.
- Dash A and and Forward Air are now psychokinetic, giving them more reach, but less power.
- PK Thunder moves faster and travels less distance.
- New Voice Samples.
- The crowd no longer cheers when Ness absorbs a projectile with Down B.
- Slightly heavier, now being a middleweight.
- His attacks are slightly weaker, slower, and have worse priority.
In addition to the normal trophy about Ness as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Ness on any difficulty:
- Ness is a young boy who's mastered the psychic power known as PSI. Ness was living a normal life in the suburbs of Onett until a meteor crashed into a nearby mountain and sent him on a wild adventure. Believing in the ultimate powers of wisdom, courage, and friendship, Ness proves that some heroes come in small packages.
- EarthBound (06/95)
- Ness (Smash Red)
- The key to mastering Ness is controlling his unique midair jump, which makes up for what he lacks in speed. His PK Flash attack may seem weak at first glance, but it grows more powerful the longer you hold down the B button. To do a lot of damage with PK Fire, try to burn your opponent as many times as possible.
- Ness (Smash Blue)
- Ness's mind is his best weapon. PK Thunder is a PSI missile weapon that can be guided using the Control Stick, and if Ness hits himself with it, he turns into a living missile capable of doing massive damage. This move can also be used for recovery. PSI Magnet turns energy missile attacks into health; try out certain Pokémon for stamina replenishment.