Ness
Basic Moves
On the ground basics
Controls |
Description |
Damage
|
Launch meter
|
A |
Punch |
2%
|
X
|
Forward or back + A |
Bat attack |
14%
|
4
|
Forward or back , A |
Side kick |
8%
|
X
|
Forward, forward, A |
Lunging punch |
9%
|
X
|
Up + A |
Overhead yo-yo attack |
13%
|
X
|
Up , A |
Overhead punch |
6%
|
X
|
Down + A |
Back-front yo-yo attack |
15%
|
5
|
Down , A |
Low kick |
3%
|
X
|
B |
Short-range fire attack* |
6-24%
|
X
|
Up + B |
Electric projectile** |
5%
|
X
|
Up + B, then hit Ness with electric projectile |
Flying smash |
23%
|
9
|
Down + B |
Energy shield*** |
0%
|
X
|
R, R or Forward |
Forward yo-yo spin throw |
14%
|
1
|
R, Back |
Backward yo-yo spin throw |
14%
|
2
|
In the air basics
Controls |
Description |
Damage
|
Launch meter
|
A |
Kick |
11%
|
X
|
Forward + A |
Punch |
9%
|
X
|
Back + A |
Back kick |
12%
|
6
|
Up + A |
Jumping headbutt |
12%
|
7
|
Down + A |
Foot stomp |
12%
|
3
|
B |
Short-range fire attack* |
6-24%
|
X
|
Up + B |
Electric projectile** |
5%
|
X
|
Up + B, then hit Ness with electric projectile |
Flying smash |
23%
|
8
|
Down + B |
Energy shield*** |
0%
|
X
|
*Depends upon how many flames hit your opponent.
**This projectile can be moved around using the analog
stick.
***If you have the shield up when you are hit by a projectile,
you lose damage you would normally gain by that attack.
1) Forward yo-yo spin throw -- Ness' throws have
almost the same power as each other. The reason that this throw is better
is because when you're in an offensive game mentality, with 99% of your
attacks attacking in front of you, you'll be more likely to be facing the
edge as opposed to away from it most of the time.
2) Backward yo-yo spin throw -- Another advantage
to Ness' throws as great launchers is that they both spin opponents around
before they are released. When this is done, other opponents can get hit
by the person you're spinning. Thus, they are knocked away from you and
this lowers the counterability of these two moves.
3) Foot stomp -- Though not much of a move if
you're not near a ledge, get near a ledge and use the foot stomp to an
opponent in the air, and they'll be flying downwards very fast no matter
how much damage they have. The facts that it launches downward effectively
at any damage level and that it is almost a guaranteed KO when connected
on an opponent with no platform underneath him make it a great launcher.
It's a great asset to learn this maneuver for the above reasons. Its only
downfalls are Ness' slow jumps and therefore inability to connect and the
fact that it's sometimes difficult to jump back onto the platform after
you execute it.
4) Bat attack -- Though it's not very powerful
(you'll probably need to be right near an edge to get a launch off of it)
it is very quick and gives your opponents just a bit of fear that it might
be the Homerun Bat item.
5) Back-front yo-yo attack -- More powerful than
the bat attack but, because it attacks backwards before it attacks forwards,
it takes a lot of timing to connect with. The fact that it goes in both
directions also makes Ness vulnerable to counterattack during the recovery
time.
6) Back kick -- This is a very powerful launcher
but Ness' air moves are pretty difficult to connect with considering his
wacky jumping style. But, if you're falling from a platform (i.e. after
just getting launched), it should work very well if you can time it correctly.
7) Jumping headbutt -- Another powerful air launcher
that is hindered by Ness' jumping ability. The problem with this move is
that it has no range and, when Ness uses it, it totally stops his jump
in mid-swing. Therefore, it's tremendously difficult to connect with and
should be used with discretion.
8) In-air flying smash -- Maybe, just maybe, if
you're opponent isn't paying attention or just preoccupied, you could hit
him with this as you're coming back from a launch. But beyond the possibility
that you're invincible and can get away with the setup time on this one,
I wouldn't recommend trying it at all.
9) Flying smash -- A terrible setup time. The
distinct possibility that you'll fall off the platform attempting this
move, especially on small boards like Yoshi's Island. The fact that your
opponent can see it coming from miles away. The fact that your opponent
can see which direction you're going to be attacking in from miles away.
If you actually connect for a launch with this move in a game, consider
yourself lucky and never do it again (unless your teammate has a fireflower
on someone of course).
Combos
2-move combos
Damage level of opponent
|
Damage inflicted
|
Description
|
40-100%
|
13-28%
|
Start with Ness' foot stomp to launch your opponent in
the air and then use the bat attack for the lower half of the damage level
and the overhead yo-yo attack for the upper half of the damage level. As
always, you need to time it correctly to connect on the second hit. Also,
you can extend the range of the damage level by using the foot stomp on
a downed opponent. |
50-135%
|
20-26%
|
Start with Ness' foot stomp to launch your opponent in
the air and then use his jumping headbutt to get the second hit. Again,
you can hit your opponent while they are on the ground to extend the damage
level range. |
Above 45%
|
20%
|
Start with Ness' overhead punch and then quickly jump.
Your opponent should now be behind you so finish him off with a back kick.
This is a great combo for launching an opponent when you are facing away
from an edge and toward an opponent. |
3-move combos
Damage level of opponent
|
Damage inflicted
|
Description
|
20-95%
|
24-28%
|
Start with Ness' foot stomp and go straight into his
overhead punch. Then finish the combo off with any of Ness' jump attacks,
but preferably his jumping headbutt as that will be the easiest to hit
your opponent with. As always, you can extend the damage level range by
starting the combo off on a downed opponent. |
8-move combos
Damage level of opponent
|
Damage inflicted
|
Description
|
0%
|
Around 58%
|
Start with as many overhead punches as you can combo
with (maximum should be seven) and then finish with the jumping headbutt. |
Strengths
-
Ness probably has the most peculiar
set of moves of any character when you consider his yo-yo, bat, etc. One
of those peculiar moves is the energy shield which is unique in that, if
Ness is hit with a projectile while performing it, his damage will lower
in magnitude. Thus, Ness is the only character who can gain energy back
without using the tomato or heart items.
-
Ness' Up + B attack has the best range
both horizontally and vertically of any character. This is done by hitting
yourself with the projectile either on your side, or from below, or anywhere
in between. It is also great for coming back in that it is very fast so
it is hard to hit Ness when he's coming back and it is also a very strong
launcher.
-
Ness also has a very cool throw. When
he goes to throw his opponent, he first spins him around and, in effect,
the opponent becomes a weapon that Ness is using. If another opponent is
near Ness when he is doing this, they will be hit, possibly launched, as
well.
Weaknesses
-
Ness is one of the slowest characters
in the air and has very few downward attacks and is therefore very much
susceptible to attacks from below. He usually just cannot either get down
fast enough or cannot move far enough or fast enough horizontally.
-
Ness also has a very bad second jump
for a few reasons. One is that it does not have much range in terms of
comebackability from launches. It is also a bad jump because it is slow
and takes him a while to get back to an attacking position (because it
is a slow backflip).
-
Ness' Up + B is a huge weakness in
two situations. One is when Ness is not on the screen. In this situation
it is obviously difficult to hit yourself with the projectile because you
cannot see either of them. However, in Saffron City, it is even worse.
If you fall between any of the buildings, it is near impossible to hit
yourself back up because there is no room for projectile to circle around
your body. Consequently, you're pretty much dead on that stage if such
a situation arises.
-
Ness' Up + B move also has another
terrible side effect that causes two problems. If you use this move while
you are near the edge, your opponent should just jump above you. If the
projectile hits your opponent, Ness will simply drop to his death since
he won't have another Up + B. He will furthermore drop straight down and
you won't be able to move him horizontally. Therefore, Ness should usually
only use the Up + B when he is far enough away from the edge so that no
one can get above him and stop his Up + B move. This is bad however because
then your opponent will have more time to block and see where you are going
to land. And, since Ness will probably end up at the edge of the platform,
he'll probably get smacked back even farther.
-
Though Ness has a large variety of
attacks, they almost all come under a similar weakness and that is that
they take a long time to execute. Both yo-yo attacks, as well as the bat
swing and the PK fire take a half second longer than other attacks to execute.
What this means is that you're likely to be hit while trying to pull them
off.
-
Though Ness' back kick and foot stomp
are both good launchers, they do lack a certain quality and that is range.
If you are not very close to your opponent, you will miss with these moves
and possibly get hit yourself.