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== | {{Infobox Character SSBM | ||
|name= | |||
|discord= | |||
|vods= | |||
|image= | |||
|weight=0 [[Super Smash Bros. Melee/Attributes#Weight|(0th)]] | |||
|fallspeed=0/Fast 0 [[Super Smash Bros. Melee/Attributes#Fall Speed|(0th)]] | |||
|gravity=0 [[Super Smash Bros. Melee/Attributes#Gravity|(0th)]] | |||
|jumpsquat=0f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(0st)]] | |||
|walkspeed=0 [[Super Smash Bros. Melee/Attributes#Walk Speed|(0th)]] | |||
|idashspeed=0 [[Super Smash Bros. Melee/Attributes#Initial Dash|(0rd)]] | |||
|idashlength=0f [[Super Smash Bros. Melee/Attributes#Initial Dash|(0nd)]] | |||
|runspeed=0 [[Super Smash Bros. Melee/Attributes#Run Speed|(0th)]] | |||
|traction=0 [[Super Smash Bros. Melee/Attributes#Weight|(0st)]] | |||
|jumpheight=Full 0/Short 0/Air 0 [[Super Smash Bros. Melee/Attributes#Jump Height|(0th/0th/0th)]] | |||
|airspeed=0 [[Super Smash Bros. Melee/Attributes#Air Speed|(0th)]] | |||
|airaccel=0 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(0th)]] | |||
}} | |||
== Ground Moves == | |||
== Aerial Moves == | |||
== Special Moves == | |||
== Grabs & Throws == | |||
== | == Universal Mechanics == | ||
{{Smash Melee}} | {{Smash Melee}} |
Revision as of 09:04, 25 July 2022
Introduction
Ness is considered one of the worst characters in Melee, consistently being ranked bottom 5 in the game. While Ness has a hard hitting air game, good combo potential and a strong throw game, it isn’t enough to make up for some glaring weaknesses. Unlike some low tiers, Ness’s weakness comes not from an outright lack of powerful options, but rather due to being hamstrung by a variety of unique shortcomings which make reaching his win condition an eternally uphill battle.
Ness has some of the greatest range issues in the game with extremely limited options for meaningfully threatening space, making it a struggle for Ness to approach, zone, or wall out opponents. While Ness does have a variety of projectiles, they all lack general practicality due to how laggy and punishable they all are, making up what is most likely the worst set of special moves in the game. To top things off, Ness has an extremely exploitable recovery, easily getting hit out of his up special’s startup time and time again. With a risky off-stage game, a lack of get-of-me tools and a slow double jump, Ness is extremely vulnerable in disadvantage.
In order to mitigate Ness’s weaknesses, movement, both on the air and the ground, must take center stage in his gameplan due to his inability to control any space in the neutral-game. Ness must play evasively, using his double-jump-cancel air movement to meticulously prod for openings. Ness gets the majority of his mileage off of setting up combos with his throws, knocking opponents down with aerials to set up for tech chases, or popping opponents up with dash attack, down air, or up air. While often ineffectual in the neutral-game due to their poor range, Ness’s aerials can begin to seem extremely intimidating once he’s right on top of you. Let Ness get in and catch a few too many sweet-spot back airs to the face, and you may find yourself one back-throw away from death, Ness’s being one of the most reliable kill throws in the game.
Strengths | Weaknesses |
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Physics | |
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Weight | 0 (0th) |
Fall Speed | 0/Fast 0 (0th) |
Gravity | 0 (0th) |
Ground Movement | |
Walk Speed | 0 (0th) |
Initial Dash Speed | 0 (0rd) |
Initial Dash Length | 0f (0nd) |
Run Speed | 0 (0th) |
Traction | 0 (0st) |
Jumping | |
Jumpsquat | 0f (0st) |
Jump Height | Full 0/Short 0/Air 0 (0th/0th/0th) |
Air Speed | 0 (0th) |
Air Acceleration | 0 (0th) |