Super Smash Bros. Galaxy Deluxe/Ness Moveset

Ness (ネス, Ness) is a playable character in Super Smash Bros. Ultimate. He was revealed along with the fellow EarthBound fighter Lucas and all other previous veterans on June 12, 2018. As in the original Super Smash Bros., Super Smash Bros. Brawl, and Super Smash Bros. for Nintendo 3DS, he is unlockable, instead of being available from the start. Ness is classified as Fighter #10. 
In a first for the series, Makiko Ōmoto does not provide Ness with any new voice clips, instead all but one of his voice lines from Super Smash Bros. 4 have been repurposed for Ultimate.
Ness is currently ranked 40th out of 82 characters on the Ultimate tier list, placing him in the B+ tier. This is a marginal improvement from his ranking in Smash 4, where he was ranked 28th/29th out of 54 characters and tied with Lucas. Ness has a fairly well-rounded design in Ultimate, with useful tools in most phases of the game. He is most notable for his strong aerial game: all of his aerials are fast, powerful, disjointed, and useful for both racking up damage and KOing. His grab game is also among the best in the cast, as all of his throws have practical uses: His down throw is a viable combo starter, and his back throw is among the strongest KO throws in the game. Furthermore Ness' specials all have flexible utility: PK Flash, PSI Magnet, and PK Fire can all start or extend combos, while the latter can quickly rack up damage and set up strong punishes. Ness's recovery has improved in Ultimate thanks to buffs to PK Thunder and PK Thunder 2 — and by virtue of having the longest directional air dodge distance in the game alongside Lucas.
However, Ness does have some weaknesses. He suffers from poor ground mobility and a lack of range in his normal attacks, which limits his approach options and forces him to play more defensively against characters with large disjoints. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is one of the more exploitable recoveries in the game.
As a result of his strengths and weaknesses, Ness is viewed as a strong but volatile character in competitive play. Ness' competitive positioning in Ultimate is generally considered his best in the series, and players such as Gackt, Scend, and Syrup have seen consistent success with Ness in tournaments.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Middle Kick (ミドルキック) 	2% 	Two punches followed by a front kick. The first and second hits can lock.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Middle Kick (ミドルキック) 	1.5% 	Two punches followed by a front kick. The first and second hits can lock.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Middle Kick (ミドルキック) 	4% 	Two punches followed by a front kick. The first and second hits can lock.
Forward tilt 	Forward tilt 	Side Kick (サイドキック) 	10% 	A roundhouse kick that can be angled. Surprisingly good power, KOing at around 120% at the ledge.
Up tilt 	Up tilt 	PK Toss (ＰＫトス) 	9% (spark), 7% (body) 	Jumps and attacks with an upward double palm thrust that produces a PSI spark from his hands. Has a sourspot located on his body that deals 7%. A decent anti-air and juggling tool.
Down tilt 	Down tilt 	Crouching Kick (クラウチングキック) 	4.5% (foot), 3% (toes) 	A swift shin kick. Extremely spammable and can be used to lock. Has a sourspot located on the tip of his foot.
Dash attack 	Dash attack 	PK Hand Stamp (ＰＫハンドスタンプ) 	4% (hit 1), 7% (hit 1 aerial), 2% (hit 2), 4% (hit 3) 	A double palm thrust that sends three PSI sparks out in front of him with the third spark knocking the opponent up into the air. The first spark deals more damage to aerial targets. Good to set up juggles and pressuring from afar. Difficult to punish on shield if only the last hit connects. The disjointed hitboxes go very far, giving it impressive range for a dash attack. The first hit is more damaging on opponents in the air.
Forward smash 	Forward smash 	Batter Up! (バットスイング, Bat Swing) 	18% (low), 20% (mid), 22% (tip), 2× damage (reflected projectiles) 	Swings his baseball bat. It can reflect incoming projectiles with a high multiplier and is one of the strongest forward smashes in the game, killing most characters around 50% by the ledge. However, its lag is considerable and makes it easy to punish up close.
Up smash 	Up smash 	Around the World (シャトルループ, Shuttle Loop) 	1% (charge), 13% 	Sends his yo-yo forward and performs an "around-the-world", hitting first in front then above and behind. It has a hitbox while charging and can hang from the ledge, but can only be held for an additional half of a second instead of two, and has a max charge damage multiplier of 1.2×.
Down smash 	Down smash 	Walk the Dog (ヨーヨーショット, Yo-Yo Shot) 	1% (charge), 10% 	Sends his yo-yo backward and performs the "walk-the-dog" with it, hitting first behind then in front. It has a hitbox while charging and can hang from the ledge, but can only be held for an additional half of a second instead of two, and has a max charge damage multiplier of 1.2×. Might have troubles linking correctly if the opponent is at the furthest point of the back hit.
Neutral aerial 	Neutral aerial 	Ness Spin (ネススピン) 	11% (clean), 7% (late) 	Spins diagonally in the air with his arms outstretched, emitting PSI from his hands. Quick, coming out on frame 5 and acts like a sex kick. Rather useful to break combos and as an out-of-shield option. Autocancels from a short hop. It has decent knockback, making it a good edgeguarding and KOing option.
Forward aerial 	Forward aerial 	Aerial PK Hand Stamp (空中ＰＫハンドスタンプ 	1.5% (hit 1-3), 5.5% (hit 4) 	A double palm thrust that generates a stream of PSI sparks from his hands. Comes out on frame 8, making it tied with up aerial for the second fastest out of Ness' aerials. Decently safe on shield if Ness backs away during the attack, and it's useful to start and continue combos. Autocancels from a short hop. Can chain into itself multiple times at low percentages, making it a useful wall-of-pain tool.
Back aerial 	Back aerial 	PK Drop Kick (ＰＫドロップキック) 	15% (clean), 8% (late) 	A dropkick that produces a PSI spark. Comes out on frame 10. The clean hit is very strong, being his strongest aerial overall. Autocancels from a short hop.
Up aerial 	Up aerial 	PK Wiper (ＰＫワイパー) 	2.5% (hits 1-4), 5% (hit 5) 	Waves his finger in an arc above his head while generating PSI sparkles, hitting up to 5 times. Autocancels from a short hop. A great combo tool, as its linking hits and last hit's vertical angle combine to make it a great combo extender. It can also KO well near the upper blast line at high percentages since the final hit has extremely high knockback scaling. Overall great power.
Down aerial 	Down aerial 	PK Meteor Kick (ＰＫメテオキック) 	14% (clean), 12% (late) 	Twirls before kicking down into the air, producing a PSI spark. The clean hit can meteor smash, and can be used to start combos on-stage fairly reliably if landed against grounded opponents. Autocancels from a short hop. Ness' slowest aerial, coming out on frame 18.
Grab 	Grab 	Grab (つかみ) 	— 	Grabs with both hands. A fast grab with a slight amount of ending lag.
Pummel 	Pummel 	Grab PK Shock (つかみＰＫショック) 	1.3% 	Attacks the opponent with a discharge of PSI energy.
Forward throw 	Forward throw 	PK Throw (ＰＫスルー) 	11% 	Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Very high base knockback, but incredibly low knockback scaling, which gives it little to no KO potential even after Sudden Death percentages. It is useful for setting up an edgeguard, however, or KO'ing an opponent early on if near the blastzone.
Back throw 	Back throw 	Reverse PK Throw (リバースＰＫスルー) 	11% 	Psychokinetically swings the opponent over his head before sending them off backward, in a diagonally upwards motion. It is the opposite of his forward throw, possessing very low base knockback but incredibly high knockback scaling, making it one of the strongest back throws in the game, and considered the most versatile KO throw overall, as it can KO much more reliably anywhere onstage at higher percentages than most other back throws at its level of strength like Incineroar's or Dr. Mario's, due to its much higher knockback scaling.
Up throw 	Up throw 	Cowboy PK Throw (カウボーイＰＫスルー) 	12% 	Psychokinetically spins the opponent above his head before sending them up. It leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder.
Down throw 	Down throw 	Rapid PK Fire (ラピッドＰＫファイヤー) 	0.5% (hits 1-3), 1.5% (hit 4), 4% (throw) 	Throws the opponent onto the ground and scorches them with PK Fire. A strong combo starter, having guaranteed follow-ups into neutral aerial, forward aerial and up aerial.
Floor attack (front)	Floor attack (front)	 	7% 	Sweep kicks in front of and behind himself.
Floor attack (back) 	Floor attack (back) 	 	7% 	With one hand planted on the ground, sweeps his leg behind and in front of himself.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Kicks behind and in front of himself with both legs.
Edge attack 	Edge attack 	 	9% 	Flips onto the stage and does a sweep kick.
Neutral special 	Neutral special 	PK Flash 	11%-27% 	A light blue sphere of light appears above Ness and flies forward in an arc if charged. The arc it travels can be controlled, and the projectile is able to go through soft and semisoft platforms and will not dissipate upon contact with hard platforms.
The longer the special button is held, the stronger the explosion will be.
Side special 	Side special 	PK Fire 	6% (bolt), 1% (fire) 	Fires a yellow lightning-bolt shaped projectile, pushing back Ness slightly.
If used on the ground, it travels in a slight downward angle until it vanishes by itself or touches the ground (disappearing into a puff of smoke) or an enemy, making it explode into a quick-hitting pillar of flames.
If used in the air, it fires at a downward 45° angle.
Up special 	Up special 	PK Thunder 	11% (PK Thunder), 1% (Thunder's tail), 25% (PK Thunder 2 initial hitbox), 21% (PK Thunder 2 late hitbox)	Creates a fast-moving ball of thunder that can be aimed into opponents to deal damage and launch them in the direction they got hit from, or into Ness to turn him into a very powerful human projectile.
This is referred to as PK Thunder 2. The Rocket portion of the attack has invulnerability from frame 1 to 32 and is constituted of an early and late hit. Making contact with something during PKT2 will shorten the distance traveled, and slamming into a wall allows Ness to perform another PK Thunder if the player is sufficiently quick enough.
The tail of the thunder projectile can be used to disrupt opponents recovering.
Down special 	Down special 	PSI Magnet 	4% per hit 	Surrounds Ness with a purple energy field, allowing him to absorb energy-based projectiles (such as Mario's Fireball, Fox's Blaster or Samus's Charge Shot or explosions (including all of Snake's explosives) and heal for 1.6× the damage he would have taken, but only at a maximum of 30% damage per projectile.
It possesses a hitbox on startup if held, and will also slightly push back opponents on release. Upon absorption, the magnet can be canceled with a jump, roll or spot dodge. Can also be used as a Fall Break to stall Ness' vertical momentum slightly in the air.
Final Smash 	Final Smash 	PK Starstorm 	8% per hit 	Paula and Poo join Ness, assisting him in summoning a shower of falling stars to attack his enemies. The comets will rain down over the stage and can be slightly aimed left and right.
== Appearing ==
Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot which he then shakes off his body.
== Taunt ==
Up taunt: Turns toward the screen and nods while saying "Okay." The pose is similar to that of his clay model from EarthBound.
Side taunt: Swings his bat out in front of him and strikes a pose, similar to how baseball players use it to indicate they are hitting a home run.
Down taunt: Waves his hand in an S motion while emitting a stream of PSI from his finger.
== Idle ==
Look to his left, then to his right.
Places his finger to his forehead before pointing it forward.
== Victory Pose ==
Left: Walks in then looks around with a surprised expression, before rubbing the back of his head while smiling (his "character chosen" animation in Super Smash Bros., albeit much more subtle).
Up: Skips into the victory screen, then nods slightly, holding a pose similar to his official clay model, up taunt, and official Brawl render.
Right: Swings his bat once, then strikes a pose similar to his side taunt.
== Victory Theme ==
Ness: Earthbound/Mother Victory Theme
== Classic Mode: Home to Onett! ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Ninten 	Magicant 	Magicant (for 3DS / Wii U) 	
2 	Lucas 	New Pork City 	You Call This a Utopia?! 	
3 	R.O.B. (x3) 	Fourside 	Fourside 	A reference to the Sentry Robots fought in the Monotoli Building.
4 	Sheik 	Gerudo Valley 	Bein' Friends 	A reference to Dusty Dunes Desert.
5 	Toon Link (x2) 	Luigi's Mansion	Unfounded Revenge / Smashing Song of Praise	A reference to the zombies fought in Threed. When used, the only Assist Trophy summoned will be Jeff.
6 	Villager and  Isabelle	Onett 	Onett Theme / Winters Theme 	A reference to the Sharks and the dogs fought in Onett. When used, the only Assist Trophy summoned will be Starman.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Dark Pit (Flying) 	Temple Ruins 	Dark Pit's Theme 	
== Character unlock tree ==
# Lucas
# Ninten
# Claus
# Shadow
# R.O.B.
# Zero Suit Samus
== Palutena's Guidance ==
== Color ==
# Original
# White
# Yellow
# Green
# Blue
# Pink
# Aqua
# Purple
# Pajama Ness
# Pajama Ness (Red)
# Pajama Ness (Green)
# Pajama Ness (Yellow)
# Pajama Ness (Purple)
# Pajama Ness (White)
# Pajama Ness (Black)
# Robot Ness
== Story Mode ==
Ness Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the minus of Girl & Dog.
No.	Name	Type 	Power	Stage 	Music
10 	Ness	Attack	7,500	Magicant (Ω form)	Magicant (for 3DS / Wii U)
== Spirit ==
Category:Character Movesets