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|{{SSBB Move|fs}} | |{{SSBB Move|fs}} | ||
|Bat Smash||Ness smashes his bat. Takes time to charge but is Ness's most powerful smash attack. | |Bat Smash||Damage:'''18%''' on handle uncharged,'''24%''' on tip of bat uncharged,'''25%''' on handle fully charged,'''33%''' on tip of bat fully charged. | ||
Urgency:'''Medium''' | |||
Ness smashes his bat. Takes time to charge but is Ness's most powerful smash attack. Damage depends on the part of the bat you hit the opponent with. It has a little starting lag but is pretty fast for a smash attack. | |||
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|{{SSBB Move|us}} | |{{SSBB Move|us}} | ||
|Yo-Yo Arch||Swings a yo-yo above Ness's head. | |Yo-Yo Arch||Damage:'''4%''' while charging,'''4%,9%''' if hit directly where it starts,'''13%''' if it hits above Ness's head or behind ness. | ||
Urgency:'''Medium''' | |||
Swings a yo-yo above Ness's head. It is good for a bit of damage, and will almost always hit with 13%. This and Ness's down smash are the only smashes that can do damage while charging, with charging the Yo-Yo spins, doing 4% and launching them into the rest of the attack. | |||
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|{{SSBB Move|ds}} | |{{SSBB Move|ds}} | ||
|Yo-Yo Swing||Swings a yo-yo around Ness's feet. | |Yo-Yo Swing||Damage:4% from charging,13% in front or behind Ness. | ||
Urgency:'''Low''' | |||
Swings a yo-yo around Ness's feet. Unlike most down smashes, this one starts behind Ness instead of in front of him. Just like Ness's up smash, charging doesn't increase damage done, but instead allows damage to be done while charging. | |||
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Revision as of 20:07, 23 January 2012
- Ness needs to be unlocked.
Ness is the 13-year-old psychic boy who is the hero of EarthBound on the SNES. Although he is small, he can be lethal when used correctly. Especially his PK lightning. Aim the PK lightning to ness and blast him through enemies. This attack will kill anyone who is 50%+ it is much harder to control than lucas's. His PK Flash is used for people who are caught off guard and people who are falling down. It also finishes people who are 50%+ in other words, great for 2 on 2.
Standard Attacks
Smash Attacks
Ness's up and down smash's charge is unique as its only to hold the attack out longer and doesn't increase its damage and knockback.
Pummels and Throws
Air Attacks
Special Attacks
Wii Remote + Nunchuk | Wii Remote (sideways) | Wii Classic Controller | GameCube Controller | Special Attack | Info |
---|---|---|---|---|---|
PK Flash | Shoots an orb energy that charges if you hold the B button down. Deals immense damage and knockback when fully charged. | ||||
+ | + | + | + | PK Fire | Shoots a beam that bursts into a pillar of flames when it hits an enemy. Unlike Lucas's PK Fire, if Ness uses in in midair it will travel diagonally downwards. If it hits in midair, the flame will also travel slowly downwards. |
+ | + | + | + | PK Thunder | Shoots a lightning bolt that can be steered back at Ness to shoot him to a direction and cause powerful damage or used to hit other characters. |
+ | + | + | + | PSI Magnet | Absorbs damage from energy-based projectiles and heals Ness. |
Taunts
Final Smash
PK Starstorm: Ness's final smash is similar to Lucas's but with blue stars instead of yellow ones. Also, the stars come down in more of a fan-shaped pattern. It is most successful on smaller stages. However, in large stages such as New Pork City, Ness's final smash could be easily avoided in combat. Also note that Ness's final smash is stronger than Lucas's, but inaccurate.
Match-Ups
Bowser
Bowser is slow but can deal a lot of damage. An easy way to rack up damage is to jump nice and high then use PK Thunder. If this hits then Bowser is stunned for a bit allowing you to fall down then jump up and repeat the process. Try and stay away from Bowser as his Fire Breath can be absorbed by PSI Magnet, so he has no ranged attacks.
Ike
Ike is a slightly harder version of Bowser because:
- None of his attacks can be absorbed by PSI Magnet.
- He is a lot faster than Bowser.
Use the same strategy to rack up damage as you did for Bowser, but you will probably have to do a bit more air-navigating. This is a hard fight.
Mario
Mario is quite fast, but can have some weak attacks. PK Thunder is not much use here as Mario can use Cape to deflect it, so don't be afraid to get up close and engage in close-range combat. You can also absorb Fireball with PSI Magnet.