Super Smash Bros. Ultimate Ness Guide – How to Play, Attack Moves

Super Smash Bros. Ultimate Ness Guide

In this Super Smash Bros. Ultimate Ness Guide, we will guide you on how to play if you choose Ness as your character of choice in a fight. We will highlight all the moves that are specific to Ness, plus his defending moves, special moves and his final smash. In addition, this guide will also give you a better understanding of his moves, for if you find yourself fighting against Ness.

This guide will focus on Ness’s attacks like neutral attacks, special attacks, and grounded attacks. We will also detailed the amount of damage each attack deals to an opponent. In the end, we will finish off with what his final smash looks like and what it does to your foe.

Super Smash Bros. Ultimate Ness Guide

Below we have listed all the attacks that are specific and special to Ness. Refer to each attack for a better understanding of how Ness combats in the stage.

Introduction

The hero of Earth bound fame, Ness, comes to fight with his trusty baseball bat and yo-yo in the game. Ness has a lot of ranged attacks in his attack set. His PK Thunder attack offers both range and to save him after getting knocked off stage.

He is also not a fighter that can be cornered and spaced out, as he comes with good close range attacks like Neutral attack or Grab, a Down Tilt, and many more attacks to clear out nearby enemies like Side Smash or Up Smash.

Grounded Attacks

This section of the guide contains all the grounded attacks that Ness can perform while on the stage.

Neutral Attacks

Ness has 3 Neutral Attacks. the sequence begins with a quick combo of two punches followed by a kick. The first to jabs deal 2 and 1.5 damage, while the kick deals 4 damage.

The jabs are quite fast and can be a decent out of shield option if you retaliate up close. At lower percentages, his neutral attack does not knock victims off balance, so they stay on their feet nearby.  This is where you should go immediately after them for more ground offense.

Meanwhile, for opponents with medium damage percentages or more, the attack knocks them away like any neutral attack combo finisher.

Defensive Attacks

Ness has 2 Defensive attacks. The Ledge attack deals 9 damage, while the Wake-up attack deals 7 damage.

Dash Attack

Ness’ Dash attack deals 4, 2, 4 damage. In this attack. Ness runs and uses his brainpower for an attack in the front. When hit, the opponents are blasted slightly further away. If you combo the dash and hit the victim for the third time, it sends a final dashing hit that has a good knockback, launching victims off their feet.

Smashes

Ness has three smash attacks.

Side Smash

This attack deals 22 to 30.8 damage, where Ness swings his bat in front. This attack not only deals massive damage, it can also be used to swat away enemy projectiles.

The attack is kind of slow to start, hitting in about a third of second if you swing it uncharged. Damage is highest at the tip of the bat, but its still decent farther down toward Ness’ hands. On a solid hit, victims are hurtled fast, low and far. If it is shielded, it deals massive shield damage.

Up Smash

This attack deals 12 to 15.6 damage, takes out his stringed yo-yo, and swings it all around above him like a rainbow arc. The attack begins in the front, then above Ness, and ending behind.

The initial hit at his feet is decently fast for a smash, and about twice as fast to hit someone in front as side smash. The yo-yo stays out a long time, hitting upward about a third of a second after start-up, and hitting behind Ness about a half second after start-up.

Down Smash

This attack deals 1, 10 to 1.2, 12 damage. In this attack, Ness uses his yo-yo to cover both angles behind and in front of him. while his yo-yo is charging, it covers the angle behind him and any opponent that it strikes deals damage. Ness then swings the yo-yo in front of him striking anyone in front of him.

Upon release, Ness sweeps the yo-yo across his back to the front side. Charged or uncharged, the initial yo-yo hitbox appears behind Ness at the same time. If releasing down smash uncharged, the yo-yo’s forward-hitting portion occurs about half a second later. The point is, just like up smash is slow to hit behind Ness, down smash is slow to hit in front of Ness.

Tilts

Ness has three Tilt Attacks.

Side Tilt

This attack deals 10 damage, where Ness delivers a kick to the side. The damage this deals out is staggering compared to the size of Ness, and the attack also has some speed to it. What is more, is that you can angle the kick slightly upward or down.

With the kick angled downward, you can hit enemies on their hands when they are trying to grab the ledge, after being thrown of the stage and trying to recover. Otherwise, this attack does not really knock victims off their feet until they have at least medium or higher damage percentages.

Up Tilt

This attack deals 7 damage, where Ness hips and produces two punches straight up in the air. The attack offers decent coverage to his sides if enemies are up close on the ground, but the main hit is around his hands that are aimed upwards.

If you hit someone with this attack, it will launch them in the air, while with enemies with medium damage percentages can be attacked again in combo.

Down Tilt

This attack deals 4.5 damage, where Ness kicks the ground in front with a low and quick kick. This attack is so fast that you can continue with the same attack more than 5 or 6 times, dealing at least 20% damage to an enemy that fails to block any of the hits.

Again, since this attack is good low profile kick, this works great against ledge recovering victims who can be hit again and again. The attack is also safe after being blocked since it is so quick. Any enemy that tries to strike back with shielding this attack, will lose out to a Ness grab attempt or another Down Tilt.

Grabs

Ness has give Grab attacks. The first grab deals 1.3 damage. The Front and Back throw deal 11 damage each. The Up throw deals 10 damage, while the Down throw deals 0.5×3, 1.5, 4 damage.

Ness’s grab speed is very good, just short of the fastest grabs in the game. He can set up grab attempts easily with his down tilt attack, which serves as a safe, perfect tick move before grabbing. At any damage percentage, front throw has terrific forward knockback, throwing victims a long way and securing knockouts at higher percentages. Back throw doesn’t hurl them far at low percentages, allowing for immediate close-range pressure. At medium damage and higher, its throw distance is more like front throw’s, giving great KO and offstage-toss potential.

For up throw, Ness flings foes upward using the power of his mind, leading to pressure and juggles as they tumble. Down throw inflicts some quick fire damage on the ground before popping them up in front, allowing for closer juggles. If someone is standing nearby while Ness pins his throw target and roasts them, they can take incidental damage from the flames.

Aerial Attacks

This section of the guide will cover all the Aerial attacks that Ness has.

Neutral Air Attack

This attack deals 11 damage, where Ness extends his hands on both sides and spins. The attack covers a good area, and deals decent amount of damage if his hands hit an opponent.

The damage is dealt more in the earliest part of the spin, and persists for just over have a second with the later part of the move dealing less damage and knockback

Forward Air Attack

This attack deals 1.5×3, 5.5 damage. In this attack, Ness holds his hands in front, striking with PK energy four times. The first three hits are small, with most of the damage coming from the final hit.

The extended hitting period makes this good for firing at airborne targets ahead of Ness, but it’s hard to use against enemies on the ground. When falling with forward air attack to strike air-to-ground, use it a little early so you whiff the first hit or two above your target before striking with later hits.

Back Air Attack

This attack deals 15 damage. This backward-aimed dropkick is powered up by Ness’s psychic skills. Hitting with good aim early in the attack is very strong, with great knockback strength and damage. Ness’s legs persist as hitboxes after the PK power disappears, though with lower damage and knockback.

Up Air Attack

This attack deals 2.5×3, 5 damage, where Ness points to the sky above him, sweeping his hand back-to-front for PK coverage across upward angles. This hits above and behind him first, before dragging forward to the front.

The initial hitbox appears quickly, but without coverage straight up or up-forward. The PK blasts get there before too long, hitting up-forward with about the speed of a typical smash move. Enemies struck by up air attack get launched upward, where you can pursue them for more attacks

Down Air Attack

This attack deals 12 damage, where Ness aims straight down with a kick that might look slow and unimpressive, but is backed by his PK force. With a clean hit, down air attack can meteor smash opponents, spiking them straight down to bounce off the stage or plunge down a drop-off.

Special Moves

Ness has 4 special moves. All of them are detailed below.

Neutral Special – PK Flash

This attack deals 11 to 25 damage, where Ness uses his energy and focuses it sending a pulsing projectile in front. You can control the trajectory of this projectile and it can be detonated manually. Since it arcs up and away from Ness before falling, enemies on level ground can rush in at Ness, under the orb. But if you’re on a lower floor of a multitiered stage, PK Flash can travel up through platforms to hit them

The projectile can either hit a surface or its travel time runs out, whichever happens the energy explodes, hitting a large area with a high damage flash. The longer the attack exists, the higher the damage whenever it finally goes off.

Side Special – PK Fire

This attack deals 6, 1×5-16 damage, where Ness throws a bolt of fire in front if on the ground, while on air, he throws it at a 45 angle downward. The length of the attack is about two dashes.

The hit deals low damage when it strikes an opponent but can be thrown many times, amounting to a large percentage of damage.

Up Special – PK Thunder

This attack deals 10, 25 damage, where Ness employs a is psychokinetic powers to send forth a sparking, snaking bolt of lightning. While this twisting blue projectile is active, Ness stands still (or floats slowly, if started in midair), crackling with mental effort.

this attack can be steered around the stage with the control stick. A small arrow appears next to Ness, helping you aim. While it’s moving, driving PK Thunder into an opponent shocks them, dealing 10% base damage and knocking them off their feet. The head of the snaking thunderbolt disappears if it hits anyone, but if enemies pass through the thunderbolt’s tail, they take a little damage without dissipating PK Thunder.

it is also a powerful edge-guarding weapon. There’s the obvious approach, standing on a stage edge and launching PK Thunder to fly it toward someone trying to get back onstage. Nail them in midair to cut their flight short. However, there’s a sneakier way to use PK Thunder against endangered targets offstage. Fire PK Thunder and fly it around them, instead of right into them. Your goal is to surround them with the tail, which can hit them without snuffing out the projectile. Think of PK Thunder’s tail like a little wall you can fly around, putting it into recovering players’ paths.

Down Special – Psi Magnet

This attack deals 4 damage, where Ness, produces a ball of magnetic power, and any energy move that touch this field are negated, refilling a bit of Ness’s health. This works great against opponents that rely heavily on projectile based game, where this can backfire and instead give Ness more health.

PSI Magnet isn’t technically just an absorption move. There’s a small attack hitbox around Ness shortly after activation. If you hold the input down, making PSI Magnet persist as long as desired, this hit “pulses,” occurring over and over.

Final Smash – PK Starstorm

In the Final Smash, Ness is joined by his friends Poo and Paula, to unleash a meteor shower using their combined PSI powers. You can aim slightly left or right to set the trajectory towards the opponent.


For other characters, check out our Super Smash Bros. Ultimate Characters Guide.

Read more Super Smash Bros. Ultimate Guides.

This concludes our Super Smash Bros. Ultimate Ness Guide. If you want to add anything to this guide, feel free to use the comments section below

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About the Author: Salik Shah

An ardent lover for first-person shooter games, Salik has been part of GamesHedge all through its journey. His love for competitive gaming started with Counter-Strike and Call of Duty, and now can be seen lurking in Valorant and Rainbow Six: Siege.

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