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|fb3desc=The bolt will always travel straight even while airborne. Instead of a fire pillar, it simply explodes on hit, knocking foes away. This variant is based off of Lucas's PK Fire, but it is a bit slower than Ness's Mother 3 counterpart. It functions more like a traditional projectile, having slightly more range especially in the air, letting you spam single bolts to keep foes at a distance. It doesn't set up combos like the default PK Fire, but it is more effective against players who can escape from the flame easily.
|fb3desc=The bolt will always travel straight even while airborne. Instead of a fire pillar, it simply explodes on hit, knocking foes away. This variant is based off of Lucas's PK Fire, but it is a bit slower than Ness's Mother 3 counterpart. It functions more like a traditional projectile, having slightly more range especially in the air, letting you spam single bolts to keep foes at a distance. It doesn't set up combos like the default PK Fire, but it is more effective against players who can escape from the flame easily.
|ub1=PK Thunder
|ub1=PK Thunder
|ub1desc=Ness sends out an electric projectile that can be guided with the control stick. He can guide the ball at himself to launch him with great force, a state usually called the PKT2, for PK Thunder 2. This is Ness's recovery special, and while it does travel a good distance, it is one of the easiest recoveries to edgeguard in the game. You must be able to direct the ball to launch you at any angle, and even then, your opponents have many ways to stop your recovery with ease. Reflectors and absorbers are very dangerous, as they completely counter the electric ball. Foes can also jump into the projectile or even get hit by PKT2 purposely, since doing so will cancel out the ball and the move respectively, while causing you to plummet helplessly. To alleviate this, it is advisable to start PK Thunder further from the ledge, so your foe takes longer to reach you.</b>
|ub1desc=Ness sends out an electric projectile that can be guided with the control stick. He can guide the ball at himself to launch him with great force.
Besides using it as a recovery move, PK Thunder is also a very good projectile and KO move. Since you can direct the projectile freely, you can use it to pester recovering foes while remaining safely onstage. You can turn loops with the PK Thunder near your target to make it harder to avoid. You are completely vulnerable while controlling PK Thunder, so press shield to cancel it as soon as your foe gets past it. As for KOing, PKT2 is tricky to land but very strong. If your opponent succeeds at evading your PK Thunder, you can try to direct it toward yourself instead, launching you at them just as they think they're safe for an early KO.
|ub2=Lasting PK Thunder
|ub2=Lasting PK Thunder
|ub2desc=The electric ball turns tighter and can travel though foes. When launching himself, Ness does less knockback on contact but pierces foes. This move sacrifices power and a bit of distance for safety. Because both the projectile and PKT2 now pierce through foes, you no longer have to worry about enemies bodyblocking your way back onstage, but reflectors and absorbers are still a lethal threat. It is also better for pestering foes since you can zap them multiple times with a single electric ball. PKT2 is not as strong as the default, but can still be a damaging punish option if you manage to land it.
|ub2desc=The electric ball turns tighter and can travel though foes. When launching himself, Ness does less knockback on contact but pierces foes.
|ub3=Rolling PK Thunder
|ub3=Rolling PK Thunder
|ub3desc=Both the ball and Ness when launching himself is made stronger, but the distance he travels is reduced. This variant is usable, but its improvements are iffy. Ness's recovery is bad as it is, but reducing his travel distance makes it even worse by forcing you to use it closer to the stage, where opponents have an easier time reaching you. It's also slightly slower, which means it is worse as a projectile. However, a PKT2 can KO extremely early, and landing it is not too different from landing a default PKT2. If you don't mind sacrificing whatever chance you have at recovering for a risky but rewarding attack, you could probably make this custom work.
|ub3desc=Both the ball and Ness when launching himself is made stronger, but the distance he travels is reduced.
|db1=PSI Magnet
|db1=PSI Magnet
|db1desc=Ness surrounds himself with a psychic void that draws in energy projectiles to heal himself. It pushes foes away when he ends the move. This move is one of the very few special attacks that can be used to heal yourself. Against foes that have energy projectiles, it not only keeps them from prolonged projectile camping, but also helps keep your damage low. There is a slight window after ending the move where you can get punished, so watch out for anyone nearby when you use it. PSI Magnet's main flaw is its specific function. It will only ever come in use when you're fighting characters with energy projectiles, being effectively useless against everyone else. Nevertheless, as situational as it is, it is a great move in situations where it is needed.
|db1desc=Ness surrounds himself with a psychic void that draws in energy projectiles to heal himself. It pushes foes away when he ends the move.
|db2=PSI Vacuum
|db2=PSI Vacuum
|db2desc=Ness can no longer absorb projectiles, but he can suck foes closer and cause an explosion when he ends the move. This variant is the preferred custom move when going up against characters with no energy projectiles to use against. Its vacuum range is surprisingly big, even though the attack is small. In fact, PSI Vacuum is mostly picked not because of its explosion, but because of its disruptive vacuum. You can use the vacuum to mess up your opponents' spacing, or keep them trapped by PK Fire. It can also be used for edgeguarding, using the vacuum to pull recovering foes away from the ledge. It still won't be used as often as Ness's other moves, but it at least gives you a functional Down Special against someone with no moves to absorb.
|db2desc=Ness can no longer absorb projectiles, but he can suck foes closer and cause an explosion when he ends the move.
|db3=Forward PSI Magnet
|db3=Forward PSI Magnet
|db3desc=Ness holds the void in front of him, leaving his back vulnerable. Releasing the button zaps opponents in the void. This move is obviously based on Lucas's, but is a poor imitation of the version in ''Brawl''. The Forward PSI Magnet tries to blend utility and attack, retaining your ability to absorb projectiles while also giving you an attack. However, it is worse at absorbing projectiles due to its shifter position, and the ending zap has been greatly reduced in range. Overall, you'd be better going for the other, more specialized Down Specials.
|db3desc=Ness holds the void in front of him, leaving his back vulnerable. Releasing the button zaps opponents in the void.
|utaunt=Ness says "Okay!" while nodding.
|utaunt=Ness says "Okay!" while nodding.
|ftaunt=Ness holds out his bat.
|ftaunt=Ness holds out his bat.
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