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{{SSB3DS Move List
{{SSB3DS Move List
|a=Kid Combo
|a=Kid Combo
|adesc=Ness punches with both hands, then kicks. This is an average Standard Attack, doing quick, low damage to knock foes away. It is a good panic move when your foe is too close for comfort, but as little use otherwise. You can use it as a poke at close-range due to its sheer speed, but its low reach makes this application a bit iffy. If you want a fast, close-range move, Ness's air attacks are usually the better options.
|adesc=Ness punches with both hands, then kicks.
|fa=Sideways Kick
|fa=Sideways Kick
|fadesc=Ness kicks in front of him. This attack can be angled by tilting the control stick up or down. Like most of Ness's normal attacks, this move's range is pretty poor, but it is still fast enough to serve as a surprise defensive move, knocking foes at close-range away. Its terrible reach makes it terrible on offense, and Ness has plenty of other strong defensive options, so this move won't see a lot of use.
|fadesc=Ness kicks in front of him. This attack can be angled by tilting the control stick up or down. Like most of Ness's normal attacks, this move's range is pretty poor, but it is still fast enough to serve as a surprise defensive move, knocking foes at close-range away. Its terrible reach makes it terrible on offense, and Ness has plenty of other strong defensive options, so this move won't see a lot of use.
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|airdadesc=Ness kicks downward with PSI on his feet. Strike with the very beginning of the move to meteor smash foes. This move is the black sheep of Ness's amazing air attacks. It is a meteor smash, but not only is the downward spike really hard to land due to the strict timing, its also very weak for a meteor smash for the effort needed to land it. Outside of its terrible meteor smash, the move is still pretty bad, plagued with poor horizontal reach and long startup animation.
|airdadesc=Ness kicks downward with PSI on his feet. Strike with the very beginning of the move to meteor smash foes. This move is the black sheep of Ness's amazing air attacks. It is a meteor smash, but not only is the downward spike really hard to land due to the strict timing, its also very weak for a meteor smash for the effort needed to land it. Outside of its terrible meteor smash, the move is still pretty bad, plagued with poor horizontal reach and long startup animation.
|holda=Cap Butt
|holda=Cap Butt
|holdadesc=Ness headbutts the grabbed opponent. This move does little damage but is very quick. Extra damage off of a grab is always a nice thing, but it is especially important for Ness, since that extra 5% could secure a KO off of Back Throw.
|holdadesc=Ness headbutts the grabbed opponent.
|fthrow=Psychic Spin
|fthrow=Psychic Spin
|fthrowdesc=Ness spins the grabbed opponent, launching them forward. This move is a standard sideways throws. It has moderately high knockback no matter your opponent's damage, and will often send your enemies offstage to setup edgeguard scenarios. It is also your most damaging throw, so it can be used to deal raw damage when Down Throw combos no longer work.
|fthrowdesc=Ness spins the grabbed opponent, launching them forward.
|bthrow=Forceful Spin
|bthrow=Forceful Spin
|bthrowdesc=Ness spins the grabbed opponent, launching them backward. Ness's infamous Back Throw is one of the best KO throws in the game. It has poor base knockback, but ridiculous knockback growth, causing its launch power to skyrocket with the opponent's damage. Having a reliable KO option from a grab is immensely useful, since you only need to land the grab to guarantee a KO, instead of slower smash attacks or high-precision sweetspots.
|bthrowdesc=Ness spins the grabbed opponent, launching them backward.
|uthrow=Spin Launch
|uthrow=Spin Launch
|uthrowdesc=Ness spins the grabbed opponent, sending them upward. This throw is pretty useless. When it comes to damage, either side throws will deal more of it unless they are staled. In terms of combos, Down Throw sets up aerial follow-ups with greater ease. Trying to compare KO potential, its strength is dwarfed by Back Throw's deadly knockback. Just avoid using Up Throw if you get a grab.
|uthrowdesc=Ness spins the grabbed opponent, sending them upward.
|dthrow=Ground Blaze
|dthrow=Ground Blaze
|dthrowdesc=Ness burns the grabbed opponent with psychic energy. This is Ness's combo throw, and also easily his best combo starter. The throw launches your opponent at an angle in front of you, which lets you follow up with aerial chains from low to mid percentages. Ness's throw combos are notoriously effective, and a low percent grab can translate into a free 20% just from his Forward Air chains alone.
|dthrowdesc=Ness burns the grabbed opponent with psychic energy.
|b1=PK Flash
|b1=PK Flash
|b1desc=Ness sends out concentrated psychic energy that must be held to charge, unleashing it when he releases. The projectile travels in a slightly controllable arc while charging, but cannot fall lower than the height it was initiated on. This is a pretty bad projectile. It is slow, hard to control and leaves Ness vulnerable to attacks while using it, but it has immense power when released, provided that you can actually hit someone with it. Its main use is to strike recovering foes who can't immediately retaliate against the move, but remember it can't go lower than the ledge. It also places Ness in a helpless state if used in the air, further limiting its use. The one situation it would be useful in is in chaotic battles with many players and none of them are focused on you. In this scenario, you can likely use PK Flash for long term bombardment and get some easy KOs.
|b1desc=Ness sends out concentrated psychic energy that must be held to charge, unleashing it when he releases. The projectile travels in a slightly controllable arc while charging, but cannot fall lower than the height it was initiated on. This is a pretty bad projectile. It is slow, hard to control and leaves Ness vulnerable to attacks while using it, but it has immense power when released, provided that you can actually hit someone with it. Its main use is to strike recovering foes who can't immediately retaliate against the move, but remember it can't go lower than the ledge. It also places Ness in a helpless state if used in the air, further limiting its use. The one situation it would be useful in is in chaotic battles with many players and none of them are focused on you. In this scenario, you can likely use PK Flash for long term bombardment and get some easy KOs.
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