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|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. 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.
|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.
|ua=Upward Spark
|ua=Upward Spark
|uadesc=Ness hops up with his arms raised and charged with energy. This move has decent reach, and its weak vertical knockback suggests that it is meant for juggling and starting combos. While it can certainly do so, its poor horizontal reach is a big drawback against grounded foes, and Ness simply has a much better combo starter with Down Throw. It has enough reach to serve as a surprise anti-air, but usually isn't used for anything else.
|uadesc=Ness hops up with his arms raised and charged with energy.
|da=Rapid Stomp
|da=Rapid Stomp
|dadesc=Ness kicks low at high speed. This move can be spammed extremely quickly, but is severely held back by its limited range and stun. Its poor reach forces you to get dangerously safe to an enemy to use it, where the move is easily countered and punished if your foe shields. It can lock opponents for a few hits, and spamming it can be used to punish spotdodges, but the many strikes quickly knock them out before you can deal decent damage. One neat feature is its ability to trip foes, which can lead to much more damaging followups.
|dadesc=Ness kicks low at high speed.
|dasha=PSI Pulse
|dasha=PSI Pulse
|dashadesc=Ness lunges forward while sending sparkles out of his hands. This move has nice range due to how far ahead Ness lunges, and it does good damage too boot. You'll mainly be using it as a punish, since its long range and fast shift in position makes it good for closing the distance and punishing rolls or landings. However, it is extremely punishable if shielded due to the long animation and gaps between each strike of the move, so you must not throw it out haphazardly.
|dashadesc=Ness lunges forward while sending sparkles out of his hands.
|hanga=
|hanga=
|hangadesc=Ness climbs up and kicks.
|hangadesc=Ness climbs up and kicks
|fsmash=Bat Swing
|fsmash=Bat Swing
|fsmashdesc=Ness swings his trusty bat. The attack is strongest at the tip. Ness's baseball bat is his strongest smash attack, but also his slowest. Since it is a powerful smash attack, an obvious use is for risky early KOs. It can be shielded or avoided on reaction, so your best bet at landing this attack is from punishes. The bat can also reflect projectiles at the very moment Ness swings. It is an alternate anti-projectile measure to PSI Magnet, but requires precise timing and can't be spammed often. Its poor against spammable projectiles, but can be a nasty surprise against singular, powerful projectiles.
|fsmashdesc=Ness swings his trusty bat. The attack is strongest at the tip.
|usmash=Around the World
|usmash=Around the World
|usmashdesc=Ness swings his yoyo over him. This is Ness's weakest smash attack, but what it lacks in power, it makes up with utility. Ness's yoyo goes in an arch over him, starting behind him and quickly spinning over to the front, giving the attack nice coverage around Ness. It is also very fast and the hitbox extends a bit away from Ness, making it pretty safe to use as well. These features make this move a great anti-air, but it can also occasionally be used as a surprise attack to launch foes into the air.
|usmashdesc=Ness swings his yoyo over him.
|dsmash=Walking the Dog
|dsmash=Walking the Dog
|dsmashdesc=Ness swings his yoyo behind, then in front of him. This smash attack is rather unique in that it starts behind Ness instead of in front, and the back hit deals more knockback. Down Smash is one of Ness's weaker KO options, but it can also be used for punishes and edgeguarding. Like most Down Smashes, hitting both sides helps you punish foes trying to roll through you. It also has nice reach and a nearly horizontal knockback angle that is hard to recover from when hit. The yoyo strikes very low to the ground and thus can be used against foes hanging from the ledge, which can have deadly effects combined with its tricky knockback angle.
|dsmashdesc=Ness swings his yoyo behind, then in front of him.
|aira=Twirl Attack
|aira=Twirl Attack
|airadesc=Ness spins around in the air with his arms extended. This move is an excellent close-range defensive attack. It comes out very quickly and hits on both sides, so it can be used to interrupt combos and launch foes to a more comfortable distance. It is a fast punish and a decent Out-of-Shield option against opponents pressuring you at close range. Its lack of range limits its offensive utility, but it can be used to end combos.
|airadesc=Ness spins around in the air with his arms extended. This move is an excellent close-range defensive attack. It comes out very quickly and hits on both sides, so it can be used to interrupt combos and launch foes to a more comfortable distance. It is a fast punish and a decent Out-of-Shield option against opponents pressuring you at close range. Its lack of range limits its offensive utility, but it can be used to end combos.
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