Ness, the hero of EarthBound fame, fights with his favorite baseball bat and yo-yo. Oh yeah, and his psychokinetic powers! PK Flash, PK Fire, and PK Thunder are the most distinctive aspects of the boy hero. Using PK Thunder in particular takes some getting used to, both controlling it as a ranged attack and using it to save Ness when knocked offstage. His PK specials form the backbone of a defensive projectile/camping game, chipping away at enemies and coaxing them to react. Ness is no slouch when forced to fight in close, with a good neutral attack and grab, an amazing down tilt, and multiple clear-out options with up smash and down smash. Not to mention his signature attack, the side smash home-run swing, which is a walloping KO move and also a means to bat projectiles back tosender.
His biggest weaknesses are floatiness in his movement, especially midair after a double jump, and difficulty recovering because of how PK Thunder works. You have to rely on muscle memory to recover in some situations where you can’t even see Ness and the snaking PK Thunder, like under a ledge beneath the screen or out too far to the side of a stage. Dastardly opponents can foil your effort and send Ness plunging to his doom by snuffing out PK Thunder, whether by canceling it with a well-aimed shot or item throw, or by jumping in the way and eating the hit!
Ness Vitals
Movement Options
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Midair jumps: |
1 |
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No |
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No |
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No |
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No |
Movement Ranks
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Ground speed: |
D (49) |
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Air speed: |
C- (53) |
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Falling speed: |
D (66) |
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C (40-43) |