Super Smash Bros. Brawl - WII/Ness
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Contents |
Overview
The silent but surprisingly powerful protagonist from Earthbound on the Super Nintendo returns once again to the Smash arena. A few of Ness's moves have gone up considerably in power, while others have drastically dropped. That said, he still controls almost identically to his Melee counterpart, as well as the newcomer, Lucas. Ness is typically a fighter for more experienced players who learn his odd dynamics, and for those who can get used to manipulating the blast of PK Thunder in order to gain any vertical height on a recovery. He has several good projectile attacks, including PK Thunder and PK Fire, though his PK Fire shoots a downward angle, while Lucas's version goes horizontally. He's a light-weight character and reasonably fast, and if you can manage to get a charged Home-Run Bat Smash off, you'll send whoever it connects with soaring into the distance.
Combos
Ness's combo ability will often rely on his projectiles and yo-yo attack rather than his regular attacks, simply because he lacks a lot of range. Here's a combo you can use to knock a character off the top of the screen when they're high in the air:
- When a character is high in the air, jump up and hit them with a Jumping Headbutt (Up Aerial A Attack) to knock them off the edge of the screen
- Quickly follow this up with a blast of PK Thunder and direct it their way, sending them the rest of the distance off the edge of the stage
Pros & Cons
Pros
- Three different projectile attacks
- Small target for opponents to hit
- Good second jump
- Strong grab moves
- Bat Swing Smash is very powerful and has very high knockback
Cons
- Up + B recovery move is difficult to pull off
- Special moves are slow to execute
- Grab range is very short
- Light-weight, so attacks make him fly farther
Special Notes
- To unlock Ness, you must meet Ness in Classic Mode and reflect ten projectiles, or play five matches.
- Ness possesses a Spike Move (see General Strategies for more information).
Move List
NOTE: All moves are written as if character is facing right; swap Left/Right directions if facing left. The name of the move is followed by the average maximum percentage of damage that move can inflict per strike. This percentage can change with varying proximity to an opponent, and lowers with each consecutive use of the same move.
A Attacks
- Hook (3%)
- A
- Hook/Straight/Kick (2-3% per hit)
- A, A, A
- PK Push (13%)
- A (while running)
- Toss (7%)
- Up + A
- Short Kick (11%)
- Right/Left + A
- Crouching Kick (5%)
- Down + A
- Ness Spin (12%)
- A or Z (in the air)
- Jumping Headbutt (13%)
- Up + A (in the air)
- PK Drop (9%)
- Left + A (in the air) (considerably weaker than in Melee)
- Flying PK (2-3% per hit)
- Right + A (in the air)
- Needle Kick (12%)
- Down + A (in the air)
Special Moves
- PK Flash (9%)
- B (weaker than in Melee)
- PK Fire (23%)
- Right/Left + B (considerably stronger than in Melee)
- PK Thunder (9%)
- Up + B (steer with control stick; loop around and through Ness in order to gain height on recovery)
- PSI Magnet (N/A)
- Down + B (repeatedly)
Grabs
- Headbutt Grab (1-2% per hit)
- Grab opponent, then hit A
- Cowboy PK Throw (10%)
- Grab opponent, then hit Up
- PK Throw (12%)
- Grab opponent, then hit Right
- Reverse PK Throw (11%)
- Grab opponent, then hit Left
- Rapid PK Fire (10%)
- Grab opponeent, then hit Down (stronger than in Melee)
Smash Attacks
- Shuttle Loop (17%)
- Up + A (Smash) (considerably stronger than in Melee)
- Bat Swing (26%)
- Right/Left + A (Smash) (weaker than in Melee)
- Yo-Yo (14%)
- Down + A (Smash) (stronger than in Melee)
Final Smash: PK Starstorm

