As such, he is considered non-viable in competitive play, with matchups remaining overall poor and having near non-existent representation in the modern metagame. Ness (ネス, Ness) is a default character in Super Smash Bros. Melee. Ness is featured in the following event matches: In addition to the normal trophy about Ness as a character, there are two trophies about him as a fighter, unlocked by completing both Adventure and All-Star modes respectively with Ness on any difficulty: Standing with Donkey Kong, Kirby, and Luigi on Great Bay, Taunting with Kirby and Pikachu on Temple, Using PSI Magnet near Mewtwo on Final Destination, From SmashWiki, the Super Smash Bros. wiki, This article is about Ness's appearance in, Super Smash Bros. Melee Character Matchups, https://liquipedia.net/smash/France_Power_Rankings/Marseille/Melee, https://www.ssbwiki.com/index.php?title=Ness_(SSBM)&oldid=1477172. PK Fire can trap opponents and leave them open for follow-ups, and can even gimp fast-fallers. Announced at E3 2001, he was originally going to be replaced by Lucas from Mother 3; the ultimate cancellation of the game for the Nintendo 64, however, caused Masahiro Sakurai to retain Ness.

Swings his bat forward. Unlike in, Pulls his legs to his body before stomping downwards. Also, Ness's grab has the second shortest range in all of the game (only to Pikachu), thus making it difficult for him to take advantage of his versatile throws, while his dash grab is extremely laggy and barely improves its range. Headbutts upward. PK Thunder is Ness' most useful special move; it is unique for controlling a thunder ball which can be moved in any direction, allowing for mindgames, offstage gimps, and even a powerful KOing option in PK Thunder 2. Outside of his poor approach, Ness also suffers from an easily gimpable recovery. As a result, Ness still has a difficult time approaching opponents and winning the neutral as he can still easily be outspaced. PK Thunder 2 travels a much shorter distance and has increased ending lag making it even easier to exploit than it already was. If sweetspotted, it electrifies the opponent, dealing massive damage. Si vous dirigez l'éclair de son PSY tonnerre vers Ness lui-même, celui-ci foncera sur ses ennemis en une attaque dévastatrice.

Low knockback but allows a decent amount of followups, including being able to lead into an up aerial to KO. In the process of having to start PK Thunder 2, characters with good recoveries (such as Jigglypuff or Samus) can merely jump into the projectile and take minor knockback and damage, immediately sending Ness into a state of helplessness, though this is a risky strategy. Some moves such as up aerial and back throw simply KO later than in the previous game while moves such as up smash, down smash, forward aerial and forward throw are now practically useless moves for KOing. Ness is a projectile-heavy character, as he has 3 projectiles: PK Flash, PK Fire and PK Thunder, while also having a healing move in his PSI Magnet. Son attaque Smash côté est redoutable s'il frappe les ennemis avec le bout de sa batte. Its linear nature can also make it easy to read and edgeguard for many characters, despite the invincibility frames found within it, and attacks like Mario's Cape or Link's Spin Attack can easily intercept the attack as Ness charges to the stage. Sous son air inoffensif, il cache en fait de puissants pouvoirs psychiques, qui s'avèrent très utiles dans EarthBound ainsi que dans ce jeu. Despite already being an exploitable recovery move, PK Thunder has been made even worse. No longer is he the odd kid out -- he's got his own stages, music, and even a sidekick of sorts, Mr. Saturn. As a result of these changes, Ness is one of the characters who was nerfed the most severely alongside Yoshi, Pikachu, and Kirby and he remains one of the worst characters in the game. L'attaque PSY Feu devient l'attaque spéciale de côté.

The bolt has a, 8% (thunder head), 1% (thunder tail), 25% (PK Thunder 2 clean), 20% (PK Thunder 2 late), Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. Ness is also one of the characters who was the most affected by the changes to shields. Ness obtient l'attaque PSY Flash comme attaque spéciale standard. Ness also benefits from the introduction of air dodging for two reasons; it gives him a much needed additional recovery and it gives him access to wavedashing. As such, his already terrible matchups have arguably only worsened as metagame developments have progressed, while Ness’ metagame remains highly stagnant. Previously, it was an extremely fast and powerful meteor smash which was a good combo starter as well as an excellent combo ender, edgeguarding tool and shield pressuring tool. Ness has also gained a useful up throw and down throw with both throws being decent combo starters. Can be angled up or down. Celle-ci peut également renvoyer les projectiles. All of Ness' aerials have increased landing lag and (with the exception of neutral aerial) worse auto-cancel windows. Thrusts his leg downward, then pivots his foot to hit the opponent. Ness est un personnage jouable de Super Smash Bros. Melee, vétéran du jeu précédent. Finally, against opponents with particularly good spacing games, most notoriously Marth, Ness can be easily overwhelmed in his attempts to approach opponents in the air despite the power of his DJC.

As a result of these shortcomings, Ness has one of the worst matchup spreads in all of Melee. Some of the clips are taken from netplay. The former has become a decent combo starter and an edgeguarding tool while the latter in particular has now become a solid spacing move with good combo potential (something he sorely lacked in the previous game). Can chaingrab.

Makiko Ōmoto reprises her role as Ness in Melee with new voice clips. Likely as a result of this, Ness received a mix of buffs and nerfs in his transition from Smash 64 to Melee but was ultimately nerfed overall. When on a team with Yoshi, he appears on Yoshi's Island. He only soft counters three characters and has only one even matchup, against Yoshi, while he is soft countered by six, countered by nine, and hard countered by six. Swings around his bat four times, then poses with it. Is fast with very high knockback albeit somewhat poor range. By cancelling out of his midair jump with an aerial, Ness can quickly and efficiently use his multiple aerial attacks; this is especially important considering the utility of his aerial attacks. Spins around, arms stretched out. Looks to the left and right of him, then places an arm on the back of his head in a bashful manner. Ness' down aerial in particular has seen rather drastic nerfs. Due to the weakening of L-canceling, these changes do impact Ness hindering his aerial combo game when combined with the reduction of hitstun and the introduction of DI as well as making his aerials easier to punish.

Wiki Super Smash Bros. est une communauté de FANDOM appartenant à la catégorie Jeux vidéo. Poor range. Finally, PK Thunder 2 has significant ending lag, and if Ness recovers directly onto the stage after using it, opponents can easily capitalize on this ending lag by landing a powerful hit on Ness that he cannot hope to counter. Son attaque PK Flash peut sembler faible dans un premier temps mais elle devient plus puissante si vous maintenez le Bouton B enfoncé. As a result of these significant weaknesses, Ness has very poor matchups, with six nearly unwinnable, and his favorable matchups being either too slow or having even worse range to combat his tools. It can be held. Ness' own out of shield options are also worse due to his longer jumpsquat, slower grab and his slower down aerial. The fourth most powerful back aerial in the game. While still possessing great throws and a great aerial game thanks to his double jump cancel, Ness has a poor approach on the ground due to significant range issues in most of his attacks; his recovery is also easy to intercept and edgeguard against, and he also has significant trouble KOing opponents, due to his surprisingly weak KO power and due to his aforementioned poor range.

He only has favorable matchups against characters who have as poor range as he does or are too slow to take advantage of his lack of range.