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Super Smash Bros. for Nintendo 3DS eGuide
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Contents

  • Characters K-P
    • King Dedede
    • Kirby
    • Link
    • Little Mac
    • Lucario
    • Lucina
    • Mario
    • Luigi
    • Marth
    • Mega Man
    • Meta Knight
    • Mr. Game & Watch
    • Ness
    • Olimar
    • PAC-MAN
    • Palutena
    • Peach
    • Pikachu
    • Pit
  • Stages
    • Stage Selection
    • Stage Descriptions
  • Smash Run
    • Smash Run Overview
    • Smash Run Menu
    • Solo
    • Smash Run Enemies
    • Group
    • Custom
    • Select Music
  • Games & More
    • Games & More Overview
    • Games & More Menu
    • Solo
    • All-Star
    • Group
    • Custom
    • Vault
    • Options
  • Challenge
    • Challenge Overview
    • Revealing Challenges
    • Completing Challenge Panels
    • Challenge Panel 1
    • Challenge Panel 2
    • Challenge Panel 3
    • Challenge Tips
  • Items
    • Items in Battle
    • Item Categories
    • Item Descriptions
  • Smash
    • Smash Overview
    • Smash Menus
    • Solo
    • Group
    • Unlocking Hidden Characters in Smash
  • Mii Fighters
    • Introduction
    • Brawler
    • Swordfighter
    • Gunner
  • Game Basics
    • Main Menu
    • Online
    • How to Play
  • Characters Q-Z
    • R.O.B.
    • Robin
    • Rosalina & Luma
    • Samus
    • Sheik
    • Shulk
    • Sonic the Hedgehog
    • Toon Link
    • Villager
    • Wario
    • Wii Fit Trainer
    • Yoshi
    • Zelda
    • Zero Suit Samus
  • Checklists
    • Checklists
  • Characters A-J
    • Bowser
    • Bowser Jr.
    • Captain Falcon
    • Charizard
    • Dark Pit
    • Diddy Kong
    • Donkey Kong
    • Dr. Mario
    • Duck Hunt
    • Falco
    • Fox
    • Ganondorf
    • Greninja
    • Ike
    • Jigglypuff

Super Smash Bros. for Nintendo 3DS Guide › Characters K-P

Ness

Trophy Description

Hailing from Onett, a small town in Eagleland, this young boy’s ordinary looks hide his psychic powers. Ness fought against the evil Gigas in EarthBound, and in Smash Bros., he unleashes some of the same PSI moves. Watch out for the PK Thunder, a guided attack that can also launch Ness like a rocket!

Statistics

  • Maximum Number of Jumps: 2
  • Can Wall Jump: No
  • Can Wall Cling: No
  • Can Crawl: No

Smash Attacks

SIDE SMASH

Ness swings a baseball bat at the opponent horizontally. This baseball bat has insane launching power and can also be used on projectiles! This move reflects.

DOWN SMASH

Ness sends his yo-yo backward before rolling it forward with the “walk the dog” trick. This knocks opponents away horizontally.

UP SMASH

Ness swings a yo-yo at your opponent. This attack actually starts behind Ness before swinging all the way around.

Basic Attacks

Standing Attack

Ness jabs forward twice then kicks the opponent away.

Forward Tilt

Ness kicks forward horizontally. This can be aimed up or down.

Up Tilt

Ness lifts both hands into the air before blasting the opponent with his psychic powers.

Down Tilt

While crouching, Ness quickly kicks out at the opponent. This can trip opponents when used at max range.

Dash Attack

Ness rushes toward the opponent with both arms outstretched forward. This attack hits multiple times.

Edge Attack

Ness returns to the stage and does a quick sweep attack.

Air Attacks

Neutral Air Attack

A spinning attack with both arms outstretched.

Up Air Attack

Ness flips his body while simultaneously unleashing a massive headbutt that can launch opponents upward.

Down Air Attack

Ness kicks downward with one leg. This attack can meteor smash your opponent.

Forward Air Attack

Ness reaches forward to blast opponents with his psychic powers. This can hit multiple times.

Back Air Attack

A reverse dropkick attack with decent knockback.

Special Attacks

PK Flash (Neutral Special)

This electrical blast rises vertically out of Ness before descending. You can control its downward arc either to the left or right. Hold the button to extend the amount of time you have to control it. Once you release the button, the blast explodes. It also explodes after about three seconds.

PK Fire (Side Special)

Ness throws a fireball attack that explodes into a pillar of flames once it connects with an opponent. When Ness is grounded, he throws the fireball horizontally, but when he’s airborne, he throws the fireball downward at an angle.

PK Thunder (Up Special)

Ness releases a ball of lightning that you have total control over. Hitting your opponent with this nets you some damage. If you can steer it back into Ness, it shoots Ness off in the direction it was last traveling; Ness takes 0 damage. If you hit Ness with the lightning and he then hits an opponent, it results in massive damage to the opponent only!

PSI Magnet (Down Special)

Ness surrounds himself in a giant magnet bubble that absorbs projectiles while healing damage. Hold the button to extend the duration of the bubble. When you release the button, it has a push effect on anyone else inside or near the bubble.

Final Smash

PK Starstorm

Ness calls down a rain of stars to the center of the stage. You can control the PK Starstorm by angling it left or right, but its origin point is over the center of the stage. Each hit does about 8% damage and knocks the opponent away more horizontally than vertically.

Strategy

Despite Ness’s compact size, he is actually an average-weight character! He has a variety of projectile attacks to protect himself at range, and he has some devastating throws and Smash attacks. His mobility and jump height are average, but he has a unique double jump that sends him higher than most. His weaknesses are in his recovery and his attack range. With quick attacks, a decent projectile game, and surprise KO power, though, he’s a force to be reckoned with. For surprise KOs, master using PK Thunder to hit Ness into opponents and learn the range on Ness’s Side Smash!

PK Thunder is Ness’s primary projectile, as it is his most versatile projectile. Because you have total control over its path, you can use it to attack at range, zone out opponents, edge-guard, or blast it into Ness to KO opponents! Blasting it into Ness is your main recovery tool, so be sure to practice this technique. PK Fire is best to trap opponents for combos and to keep them out. PK Flash is a good way to protect yourself from opponents above you, but it has a long startup and recovery. Make sure you have enough space before attempting to use this. PSI Magnet heals Ness when used against projectile-heavy characters. Note, however, that this only absorbs energy-based projectiles. So, while this absorbs Mario’s fireballs, it does not absorb Dr. Mario’s capsules!

In the air, Ness has many quick aerial attacks; his main drawback, however, is his range. Forward Air has the best range because of the psychic blast in front of Ness, but other characters can still outdistance you. Up Air and Back Air are good for KOs, while Down Air is good for its meteor smash. On the ground, range is still an issue, but your tilt attacks are fairly fast. Smash attacks have the best range, and Up Smash can actually cause damage while being charged. Ness’s throws are also particularly good if you can reach your opponent, particularly with Ness’s Back Throw. The Side Smash baseball bat has awesome KO power, so this is definitely the option you want to look for. When edge-guarding, use your PK Thunder to make it difficult for opponents to get back. PK Fire is a good trap on-stage and can also be thrown at opponents as they try to make their way back to the stage.

Recovery

Ness is one of the most difficult characters to recover with in the game. While his double jump gets him fairly high, none of his Specials move him vertically or horizontally. Instead, master PK Thunder to circle around yourself then hit you in the correct direction you want to recover in. After this hits Ness, though, you are left in a fall state unless you collide with a stage floor or an opponent. If approaching from above the stage, hitting yourself into the stage floor is usually your best option. The best way to hit this is to control PK Thunder up and away from Ness then down and toward him. If opponents are hitting you with projectiles, use PSI Magnet to absorb them before using PK Thunder to get back to the stage.

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