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Hero of EarthBound/MOTHER 2, Ness is a young kid from Onett with psychokinetic powers (PSI), some of which he learned himself, some he learned from friends. He also carries an arsenal of baseball bats and yo-yo's which make powerful smash attacks. While the majority of people only know him through Smash Bros similar to Captain Falcon, EarthBound/MOTHER has a loyal fandom that adores his appearance. | Hero of EarthBound/MOTHER 2, Ness is a young kid from Onett with psychokinetic powers (PSI), some of which he learned himself, some he learned from friends. He also carries an arsenal of baseball bats and yo-yo's which make powerful smash attacks. While the majority of people only know him through Smash Bros similar to Captain Falcon, EarthBound/MOTHER has a loyal fandom that adores his appearance. | ||
Ness's tilt smash ({{gc|A}}+{{gc|Left|Control}}/{{gc|Right|Control}}) can be used to reflect some projectiles, a little known skill. He also has Peach and Yoshi's DJC (double jump cancel), which gives him unique and varied combos. As always, his throws are strong, have varied uses, and back throw | Ness's tilt smash ({{gc|A}}+{{gc|Left|Control}}/{{gc|Right|Control}}) can be used to reflect some projectiles, a little known skill. He also has Peach and Yoshi's DJC (double jump cancel), which gives him unique and varied combos. As always, his throws are strong, have varied uses, and back throw does tremendous damage. His yo-yo glitch is also his best asset, as it can allow him to attack with near-limitless range on all his attacks. | ||
But even that is not enough to salvage this character. He has multiple heavily crippling flaws, with the biggest being his awful range (including the second-worst grab range in Melee and very small hitboxes on his tilts), with his moves lacking the utility needed to make up, and even if he gets within attacking range, his KO-ing power is surprisingly weak (especially his smashes, as up and down smash are among the weakest in the game in spite of their versatility, and forward smash needs the sweet spot at the tip to have reasonable KO power). Lastly, in spite of his double jump and PK Thunder giving good distance, Ness has a very bad recovery, among the absolute worst in the game, as PK Thunder's ball will dissipate upon hitting the opponent and send him into helplessness, allowing characters to jump into the ball to intercept it wile taking negligible damage and knockback, and projectiles can do the job without damage inflicted onto the opponent. | But even that is not enough to salvage this character. He has multiple heavily crippling flaws, with the biggest being his awful range (including the second-worst grab range in Melee and very small hitboxes on his tilts), with his moves lacking the utility needed to make up, and even if he gets within attacking range, his KO-ing power is surprisingly weak (especially his smashes, as up and down smash are among the weakest in the game in spite of their versatility, and forward smash needs the sweet spot at the tip to have reasonable KO power). Lastly, in spite of his double jump and PK Thunder giving good distance, Ness has a very bad recovery, among the absolute worst in the game, as PK Thunder's ball will dissipate upon hitting the opponent and send him into helplessness, allowing characters to jump into the ball to intercept it wile taking negligible damage and knockback, and projectiles can do the job without damage inflicted onto the opponent. |