|Final Smash||PK Starstorm, Super PK Fire, Super PK Flash|
Generalizing Ness is difficult. He generally runs a unique, versatile role, employing three different projectiles with differing purposes. Generally, the moves have modest lag and decent knockback, his PK Fire leads well into other attacks, and his PK Thunder can trap opponents and lead into PK Thunder 2, one of the strongest attacks in the game. Also, PK Thunder and PK Flash both leave Ness very vulnerable because he can't move or attack when controlling these projectiles. Ness can use his PSI Magnet to absorb any energy projectile. The best for Ness, however, are his powerful throws, most notably his back throw, the only throw in Brawl that can reliably KO under 150% without relying on being on the edge and bad DI. Combining these with proper projectile use and appropriate Smash timing, and Ness can be a powerful foe. Shield Grabs tend to be a problem for Ness because of his below average standing grab range. Ness is fairly balanced in the areas of weight, falling speed, and air speed with none of them being particularly good nor particularly bad.
Ness' true game can be found by utilizing his aerials. Ness is one of the very few characters in the game who can perform two aerials in one shorthop (Double Aerial Shuffle). This requires practice though because one needs to do the aerial immediately when one jumps off the ground. His ground game is decent but not great. With slow dash speed and short range tilts, he suffers fighting people with disjointed hitboxes such as Ike or Marth. The only upside of his tilts are that they come out very quickly, which can be used to rack up damage. His forward smash, although powerful, is slow. His up smash, though weak in terms of knockback, is very versatile when used properly, being one of the only two smash attacks able to damage people while charging, the other being Ness's down smash. All of Ness's smashes also give Ness some much needed range in his ground game.
Ness's major problems are his poor ground grab release and recovery. He and Lucas both suffer from having extremely long grab release animations. Most characters have some sort of ground grab release on Ness, and/or Lucas, leading to chaingrabs, infinities in walls, and other moderate to major problems. An example would be Marth's 0-death on Ness and Lucas. Another example is Wario using his forward smash out of the grab release, which Ness can't avoid. As mentioned above, Ness's other major problem is his using of PK Thunder 2 as a recovery move. Although Ness has a very large 2nd jump (second only to Yoshi's in terms of height), his PK Thunder, though faster than Lucas' PK Thunder, has a much wider turning axle, thus requiring more room for Ness to recover than Lucas. Its PK Thunder 2 also travels less distance than Lucas' version. In addition, his PK Thunder will stop in its tracks when it hits most projectiles, walls, or a character. As such, some opponents may take a risk and jump in front of PK Thunder's path to intercept Ness's recovery, giving Ness little to no hope of making it back onstage, which is easier with disjointed moves. However, this is a risky way of intercepting Ness's recovery, due to his recovery move having an extreme amount of knockback, KOing below 50% in most situations, although a projectile could still be used to halt his recovery, especially if it's controllable.
Ness's double jump has a unique quality that sets it apart from others in the game. It consists of four Psi flashes that propel him upward. If Ness uses an aerial or air dodge at the beginning of the jump, he will obtain a directional boost depending on the aerial used and if it is used on the first or second flash (his up aerial gives the longest boost, and the boost is longer if activated on the first flash). He can also use his double jump from the ground if the jump button is pressed during lag, which is helpful for starting up aerial combos. Using an aerial will make Ness move up faster, which complies for his slow double-fump and floatiness. After this, he will take a small pause in the air as a "filler" for the frames lost by the faster double-jump.
Changes from Brawl to Worlds CollideEdit
- Ness has overall faster speed.
- PK Thunder travels slightly faster, and has a larger hitbox.
- Forward tilt has been sped up.
- Down air has less start up.
- Neutral air deals more damage.
- PK Flash seems to travel slightly faster.
- PSI Magnet has less ending lag.
- PK Fire travels much farther.
- Forward smash is slightly slower.
- Forward air is less damaging.
- PK Starstorm has a much smaller horizontal range, leaving blind spots.
- The stars are more concentrated, however.
- The Final Smash may be angled left or right to catch any opponents.
- Dash attack has more intense lighting effects.
- PK Thunder appears to be a brighter shade of blue.
- PSI Magnet also is a light blue color.
- PK Flash is a much darker green.
- PK Fire's affect after hitting an opponent produces darker colored flames, and produces more smoke.
- Up tilt changed to his Smash 64 animation
These are Ness' Moveset as of Right now
|Neutral Attack||, ,|
|Floor Attack (Front)|
|Floor Attack (Back)|
|Floor Attack (Trip)|
|Edge Attack (fast)|
|Edge Attack (Slow)|
|Neutral special||PK Flash||37%||Ness generates a green ray that is sent upwards, then explodes. Can be charged, and doing so nudges the ray downwards. Can be moved sideways effectively, and is also Ness's deadliest edge-guarding move due to its very strong knockback scaling. The explosion can be absorbed and reflected, though the latter only affects Ness if he's close to it.|
|Side special||PK Fire||24% if all hits connect||,||Ness shoots a bolt from his fingers forward, which then bursts into a pillar of flames upon hitting a foe. It also activates on shields, pressuring them easily. When used in midair, Ness instead shoots it at a diagonally downward angle while keeping his forward momentum. The pillar is affected by gravity and can be hit by attacks. The bolt vanishes upon hitting a surface, and can be reflected or absorbed.|
|Up special||PK Thunder||4% (startup), 8% (beam), 6% (beam tail), 15%-25% (PK Thunder 2)||,||Ness produces an electric beam from his head, which he can then control freely. When he produces it, a brief hitbox covers his body, repelling foes attempting to stop the attack. The beam vanishes upon hitting a foe or surface (though foes can be hit by its tail without the beam vanishing), and Ness can hit himself with it to launch into a distance for recovery, known as PK Thunder 2. Ness will launch in the opposite direction the beam hits him (if aiming to the center of his body), and will travel a far distance while keeping a powerful hitbox with KO potential. When hitting a wall or ceiling, he will either travel paralell to it or rebound off it, depending on how perpendicular he blasts against it. When launching against the ground, he will lie on the floor. Ness will lose control of the beam if he's hit or it becomes reflected. Can also be absorbed. Though an effective recovery move, it's difficult to recover with it between tall walls.|
|Down special||PK Magnet||4% (initial), 2% (repeating hitbox)||,||Ness becomes covered by an electrical field that absorbs any energy projectiles shot against him, deducting x1.6 of the damage a projectile would have dealt. As an attack, it first launches enemies diagonally upwards, then hits consecutively with no knockback. When used in the air, it resets Ness's falling speed. He can jump out of the ending lag of the move to string it together with aerials.|
|Final Smash #1||PK Starstorm||20%||Ness shouts out "PK Starstorm" which alot of stars come down on the stage|
|Final Smash #2||Super PK Fire||40%||Ness shoots out a huge PK Fire, anyone caught in it will get knocked back pretty far|
|Final Smash #3||Super PK Flash||70%||Ness shoots out a huge PK flash that explodes all over the stage, creating huge knockback|