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(Throws)
(ground moves)
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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.
|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.
|ua=Upward Spark
|ua=Upward Spark
|uadesc=Ness hops up with his arms raised and charged with energy.
|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.
|da=Rapid Stomp
|da=Rapid Stomp
|dadesc=Ness kicks low at high speed.
|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.
|dasha=PSI Pulse
|dasha=PSI Pulse
|dashadesc=Ness lunges forward while sending sparkles out of his hands.
|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.
|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.
|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.
|usmash=Around the World
|usmash=Around the World
|usmashdesc=Ness swings his yoyo over him.
|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.
|dsmash=Walking the Dog
|dsmash=Walking the Dog
|dsmashdesc=Ness swings his yoyo behind, then in front of him.
|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.
|aira=Twirl Attack
|aira=Twirl Attack
|airadesc=Ness spins around in the air with his arms extended.
|airadesc=Ness spins around in the air with his arms extended.

Revision as of 15:30, 17 June 2015

The cult favorite PSI kid returns to Smash! Even though he is one of the more unwieldy and odd characters in the game, Ness has been considerably strengthened and streamlined, making him easier to pick up and more rewarding to master. Ness's talents are fairly well-rounded, with s mix of good range from his psychic attacks, useful projectiles and strong KO moves. Ness's main strength lies in his throws, able to pull off damaging combos off of a grab and possessing the best KO throw in the game. Unfortunately, Ness's greatest weakness is his terrible recovery, one that requires some mastery and can still be easily countered by most characters. Nevertheless, Ness is a solid, balanced character suitable for novices, while still remaining a threat at higher levels of play.

Basic attributes

Ness is, as you might expect, a middleweight leaning toward the lightweight end of the spectrum. His dash speed is poor while his air speed is slightly below average, and he is one of the floatier characters in the air. Like Yoshi, Ness has an extra high midair jump to make up for his unconventional Up Special, but lacking Yoshi's heavy armor state, he has to be more careful not to get hit out of his jump early.


Moveset Analysis

Standard Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) 2 button(+2 button2 button2 button) Kid Combo 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.
A button(+A buttonA buttonA button) A button(+A buttonA buttonA button) A button(+A buttonA buttonA button)
(Left lstick or Right lstick)+A button (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+2 button Sideways Kick 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.
(Left lstick or Right lstick)+A button (Left control or Right control)+A button (Left cpad or Right cpad)+A button
Up lstick+A button Up nunchuk+A button Up dpad+2 button Upward Spark 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.
Up lstick+A button Up control+A button Up cpad+A button
Down lstick+A button Down nunchuk+A button Down dpad+2 button Rapid Stomp 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.
Down lstick+A button Down control+A button Down cpad+A button
A button while dashing A button while dashing 2 button while dashing PSI Pulse 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.
A button while dashing A button while dashing A button while dashing
A button while hanging A button while hanging 2 button while hanging Ness climbs up and kicks.
A button while hanging A button while hanging A button while hanging

Smash Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Smash (Left lstick or Right lstick)+A button Smash (Left nunchuk or Right nunchuk)+A button (Left dpad or Right dpad)+1 button+2 button Bat Swing 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.
Smash (Left lstick or Right lstick)+A button Smash (Left control or Right control)+A button Smash (Left cpad or Right cpad)+A button
Smash Up lstick+A button Smash Up nunchuk+A button Up dpad+1 button+2 button Around the World 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.
Smash Up lstick+A button Smash Up control+A button Smash Up cpad+A button
Smash Down lstick+A button Smash Down nunchuk+A button Down dpad+1 button+2 button Walking the Dog 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.
Smash Down lstick+A button Smash Down control+A button Smash Down cpad+A button

Air Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A buttonArcade-Modifier-Air.png A buttonArcade-Modifier-Air.png 2 buttonArcade-Modifier-Air.png Twirl Attack Ness spins around in the air with his arms extended.
A buttonArcade-Modifier-Air.png A buttonArcade-Modifier-Air.png A buttonArcade-Modifier-Air.png
Right lstick+A buttonArcade-Modifier-Air.png Right nunchuk+A buttonArcade-Modifier-Air.png Right dpad+2 buttonArcade-Modifier-Air.png Front Spark Ness discharges PSI energy in front of him.
Right lstick+A buttonArcade-Modifier-Air.png Right control+A buttonArcade-Modifier-Air.png Right cpad+A buttonArcade-Modifier-Air.png
Left lstick+A buttonArcade-Modifier-Air.png Left nunchuk+A buttonArcade-Modifier-Air.png Left dpad+2 buttonArcade-Modifier-Air.png PSI Kick Ness kicks backward.
Left lstick+A buttonArcade-Modifier-Air.png Left control+A buttonArcade-Modifier-Air.png Left cpad+A buttonArcade-Modifier-Air.png
Up lstick+A buttonArcade-Modifier-Air.png Up nunchuk+A buttonArcade-Modifier-Air.png Up dpad+2 buttonArcade-Modifier-Air.png Heavy Headbutt Ness swings his head upward.
Up lstick+A buttonArcade-Modifier-Air.png Up control+A buttonArcade-Modifier-Air.png Up cpad+A buttonArcade-Modifier-Air.png
Down lstick+A buttonArcade-Modifier-Air.png Down nunchuk+A buttonArcade-Modifier-Air.png Down dpad+2 buttonArcade-Modifier-Air.png Sneaker Stomp Ness kicks downward with PSI on his feet.
Down lstick+A buttonArcade-Modifier-Air.png Down control+A buttonArcade-Modifier-Air.png Down cpad+A buttonArcade-Modifier-Air.png

Throws

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
A button after grab A button after grab 2 button after grab Cap Butt 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.
A button after grab A button after grab A button after grab
Right lstick after grab Right nunchuk after grab Right dpad after grab Psychic Spin 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.
Right lstick after grab Right control after grab Right cpad after grab
Left lstick after grab Left nunchuk after grab Left dpad after grab Forceful Spin 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.
Left lstick after grab Left control after grab Left cpad after grab
Up lstick after grab Up nunchuk after grab Up dpad after grab Spin Launch 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.
Up lstick after grab Up control after grab Up cpad after grab
Down lstick after grab Down nunchuk after grab Down dpad after grab Ground Blaze 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.
Down lstick after grab Down control after grab Down cpad after grab

Special Attacks

Control Attack Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
B button B button 1 button PK Flash 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.
B button B button B button
Rising PK Flash The projectile has a bigger radius but can only keep moving upward.
PK Freeze The projectile is a lot weaker, but gives you greater control over its trajectory and freezes foes it hits.
(Left lstick or Right lstick)+B button (Left nunchuk or Right nunchuk)+B button (Left dpad or Right dpad)+1 button PK Fire Ness launches a bolt forward, diagonally downward if he's in the air. If it strikes an enemy, it will burst into a flame pillar that does multiple hits.
(Left lstick or Right lstick)+B button (Left control or Right control)+B button (Left cpad or Right cpad)+B button
PK Bonfire The move is slower and has less range, but the resulting fire pillar is stronger and lasts longer.
PK Fire Burst The bolt will always travel straight even while airborne. Instead of a fire pillar, it simply explodes on hit, knocking foes away.
Up lstick+B button Up nunchuk+B button Up dpad+1 button PK Thunder 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.
Up lstick+B button Up control+B button Up cpad+B button
Lasting PK Thunder The electric ball turns tighter and can travel though foes. When launching himself, Ness does less knockback on contact but pierces foes.
Rolling PK Thunder Both the ball and Ness when launching himself is made stronger, but the distance he travels is reduced.
Down lstick+B button Down nunchuk+B button Down dpad+1 button PSI Magnet Ness surrounds himself with a psychic void that draws in energy projectiles to heal himself. It pushes foes away when he ends the move.
Down lstick+B button Down control+B button Down cpad+B button
PSI Vacuum Ness can no longer absorb projectiles, but he can suck foes closer and cause an explosion when he ends the move.
Forward PSI Magnet Ness holds the void in front of him, leaving his back vulnerable. Releasing the button zaps opponents in the void.

Taunts

Control Info
Wii U GamePad / Pro Controller Wii Remote + Nunchuk Wii Remote (sideways)
Wii Classic Controller GameCube Controller Nintendo 3DS
Up dpad 1 button Up dpad+A button Ness says "Okay!" while nodding.
Up dpad Up dpad Up dpad
(Left dpad or Right dpad) 1 button+2 button A button Ness swipes his finger around, scattering PSI sparkles.
(Left dpad or Right dpad) (Left dpad or Right dpad) (Left dpad or Right dpad)
Down dpad 2 button Down dpad+A button Ness holds out his bat.
Down dpad Down dpad Down dpad

Final Smash - PK Starstorm

Ness calls down a barrage of stars from above, sending foes sideways when they are hit. This move has changed a lot from its counterpart in Brawl. The stars only take up a narrow cylindrical area, but can be slowly directed left or right to aim at enemies. Since Ness is invincible during the attack, your only concern is to guide where the stars will hit. The area of effect is just wide enough that foes can't easily roll through the whole thing. Try to sweep from inward out, progressively forcing your opponents off the stage until they have no space left to avoid it.