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|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. | ||
|b2=Rising PK Flash | |b2=Rising PK Flash | ||
|b2desc=The projectile has a bigger radius but can only keep moving upward. This move is even slower than PK Flash and has an absolutely terrible trajectory. As it moves straight up, it is very easy for even novices to avoid, since it moves so slow and you barely have any control of it. It is worst for sneaky bombardment when attention is diverted away from you for this same reason. Overall, Rising PK Flash is pretty much just a worse version of an already horrible move. | |b2desc=The projectile has a bigger radius but can only keep moving upward. This move gives Ness an actual follow-up off up-throw, but that's where it's positives end. is even slower than PK Flash and has an absolutely terrible trajectory. As it moves straight up, it is very easy for even novices to avoid, since it moves so slow and you barely have any control of it. It is worst for sneaky bombardment when attention is diverted away from you for this same reason. Finally, it is noticably weaker than the default, meaning there's not much point to connect with it. Overall, Rising PK Flash is pretty much just a worse version of an already horrible move. | ||
|b3=PK Freeze | |b3=PK Freeze | ||
|b3desc=The projectile is a lot weaker, but gives you greater control over its trajectory and freezes foes it hits. This move is much easier to use, but instead of KO power it offers a bit of utility. It is still not much better than PK Flash, as it still takes a long time to direct the projectile around. It also ends too slowly for you to combo out of a successful freeze, making the effect kind of pointless. At least it is better against recovering foes because it allows for more horizontal movement, but even then PK Thunder does the exact same job safer and more effectively. | |b3desc=The projectile is a lot weaker, but gives you greater control over its trajectory and freezes foes it hits. This move is much easier to use, but instead of KO power it offers a bit of utility. It is still not much better than PK Flash, as it still takes a long time to direct the projectile around. It also ends too slowly for you to combo out of a successful freeze, making the effect kind of pointless. At least it is better against recovering foes because it allows for more horizontal movement, but even then PK Thunder does the exact same job safer and more effectively. |
Revision as of 13:08, 28 March 2016
- 3DS unlock conditions: Complete Classic Mode on any intensity or play 10 Vs. matches, then defeat Ness on Magicant.
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 a 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
Smash Attacks
Air Attacks
Throws
Special Attacks
Taunts
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.