Ness (Super Smash Flash 2)

Ness is a veteran starter character in Super Smash Flash 2. He is a starter character, which is a recurring change in the main games, where his availability status switches between starter and unlockable. His sprites are custom-made and based on his appearance in , with his moveset taken from the same game. However, his voice clips are taken directly from .
Ness is currently ranked 44th of D tier on the tier list. Ness possesses a strong aerial game, decent combo potential and strong finishers in his forward smash, a sweet spotted back aerial, up aerial, down aerial, PK Flash, PK Thunder 2, and his back throw. He has a solid projectile with PK Fire, and can deal with opponents' projectiles by reflecting them with forward smash or absorbing them with PSI Magnet. His aerial game is very potent due to his solid aerials and his ability to double jump cancel.
However, Ness suffers from an extremely predictable recovery that is very easy to gimp by either neutralizing the projectile or by hitting Ness into it at an undesirable angle. He has problems with range in many of his attacks and a slow movement speed, giving him a weak selection of approach options, which forces him to play defensively or risk losing the neutral. Due to his below average accelerated falling speed, he can be KO'ed vertically earlier than most characters.
== Attributes ==
It is difficult to generalize Ness due to his diverse attributes. He has finishers in his forward smash, PK Flash, PK Thunder 2, back throw, up aerial, back aerial, and down aerial.
He has a great air game with fast and powerful aerials combined with his ability to double jump cancel which gives him a great flexibility in the air that most other characters do not posses.
He has a good grab and throw game, despite possessing the sixth shortest grab in the current demo. He can chain grab certain characters with his down throw or use it to start combos. His back throw is one of the strongest throws in the game, that can KO opponents at around 100%. His up throw sets up for good air combos.
He has a good projectile in his PK Fire which can help him rack up damage by trapping the opponent while also being useful for edge guarding and can create shield pressure. He also has multiple different options to deal with other projectiles. He has the ability to absorb energy-based projectiles with PSI Magnet, healing himself in the process, and can reflect most of them with his forward smash.
However, Ness's major flaw is his poor range which leaves him vulnerable to characters with disjointed hitboxes (ex. and ). Another disadvantage of his poor range is that most of his finishers requires Ness to be close to his opponent while his only finisher with reach, his forward smash, is slow and predictable.
Ness's second major flaw is his recovery, which will leave Ness as a sitting duck until he sets up the PK Thunder 2. During this time, his opponent can get easy hits, cancel out the thunder (thus gimping his recovery), or even hit Ness into his own thunder, causing him to rocket off at a bad angle and die.
Ness has average weight, but below average accelerated falling speed, which allows him to be KO'd vertically early.
Ness also has problems dealing with projectiles that he is unable to absorb, which makes him struggle against characters like and .
== Moveset ==
=== Ground attacks ===
Attack 	Description 	Damage
Neutral attack	A quick one-two punch followed by a front kick. 	
Neutral attack	A quick one-two punch followed by a front kick. 	
Neutral attack	A quick one-two punch followed by a front kick. 	
Forward tilt 	Kicks out in front of him. Should be only used to apply pressure or get them off stage. 	11%
Up tilt 	Thrusts his palms into the air and creates a blast of PSI. Decent combo starter. 	7%
Down tilt 	Kicks in front of him very quickly. Good poking tool. Can be rapidly used. It is very safe on shield even on close range since he can act out of it instantly. 	3%
Dash attack 	Shoves his palms outward and creates three sparks of PSI before him. Hits thrice, and has significant range. 	
Dash attack 	Shoves his palms outward and creates three sparks of PSI before him. Hits thrice, and has significant range. 	
Forward smash 	Swings his bat with both hands. Very powerful if sweetspotted. Otherwise, not very strong. Can reflect projectiles. Landing the sweetspot causes the ping sound effect to be heard	
Forward smash 	Swings his bat with both hands. Very powerful if sweetspotted. Otherwise, not very strong. Can reflect projectiles. Landing the sweetspot causes the ping sound effect to be heard	
Forward smash 	Swings his bat with both hands. Very powerful if sweetspotted. Otherwise, not very strong. Can reflect projectiles. Landing the sweetspot causes the ping sound effect to be heard	
Forward smash 	Swings his bat with both hands. Very powerful if sweetspotted. Otherwise, not very strong. Can reflect projectiles. Landing the sweetspot causes the ping sound effect to be heard	
Up smash 	Performs the "around-the-world" trick with his yo-yo, hitting above him in an arc. It has a hitbox while charging, allowing it to be a useful gimping and edgeguarding tool. 	
Up smash 	Performs the "around-the-world" trick with his yo-yo, hitting above him in an arc. It has a hitbox while charging, allowing it to be a useful gimping and edgeguarding tool. 	
Up smash 	Performs the "around-the-world" trick with his yo-yo, hitting above him in an arc. It has a hitbox while charging, allowing it to be a useful gimping and edgeguarding tool. 	
Up smash 	Performs the "around-the-world" trick with his yo-yo, hitting above him in an arc. It has a hitbox while charging, allowing it to be a useful gimping and edgeguarding tool. 	
Down smash 	Performs the "walk-the-dog" trick with his yo-yo, hitting behind and then in front of him. It has a hitbox while charging. 	
Down smash 	Performs the "walk-the-dog" trick with his yo-yo, hitting behind and then in front of him. It has a hitbox while charging. 	
Down smash 	Performs the "walk-the-dog" trick with his yo-yo, hitting behind and then in front of him. It has a hitbox while charging. 	
=== Aerial attacks ===
Attack 	Description 	Damage
Neutral aerial	Spins diagonally in the air with his arms outstretched. 	
Neutral aerial	Spins diagonally in the air with his arms outstretched. 	
Forward aerial	Sticks out his palms sending a stream of PSI sparks in front of him. The last spark has decent knockback. 	
Back aerial 	Does a dropkick behind himself with both feet embedded with PSI. 	
Back aerial 	Does a dropkick behind himself with both feet embedded with PSI. 	
Up aerial 	Headbutts up into the air. Very strong and good for juggling. 	12%
Down aerial 	Charges up a single powerful stomp imbued with PSI. Has a devastating meteor effect. Can KO opponents recovering even at 0%.	14%
=== Grab and throws ===
Attack 	Description 	Damage
Grab 	Grabs in front of him. 	
Pummel 	Headbutts the opponent. Moderately fast for a pummel. 	2%
Forward throw	Uses telekinesis to twirl the opponent and throw them. It has high base knockback but low knockback growth. Not the most reliable for KOing. 	10%
Back throw 	Uses telekinesis to arc the enemy behind himself, then throws. Unlike his forward throw, it has low base knockback but high knockback growth. This is arguably the strongest back throw in the game.	13%
Up throw 	Uses telekinesis to spin the enemy over his head, then throws them skyward. 	11%
Down throw 	Throws the opponent on the ground before igniting with PK Fire. Can chain grab. The fire hits multiple times. 	
=== Other attacks ===
Attack 	Description 	Damage
Floor attack	Kicks both sides. 	8%
Ledge attack	Climbs up, then swings his foot in front of him.	6%
=== Special moves ===
Attack 	Name 	Description 	Damage
Neutral special move	PK Flash 	Creates a green pulse of energy that generates an electrical explosion. Can be charged and controlled. Has high knockback and a big hitbox when fully charged. 	
Side special move 	PK Fire 	Fires a small lightning bolt which bursts into flames when colliding with opponents, shields or walls. 	
Side special move 	PK Fire 	Fires a small lightning bolt which bursts into flames when colliding with opponents, shields or walls. 	
Up special move 	PK Thunder 	Creates a controllable ball of electricity that has a tail following behind. Hitting Ness with it causes him to get launched in the direction opposite from where he was hit; this attack, dubbed PK Thunder 2, has great knockback.	
Up special move 	PK Thunder 	Creates a controllable ball of electricity that has a tail following behind. Hitting Ness with it causes him to get launched in the direction opposite from where he was hit; this attack, dubbed PK Thunder 2, has great knockback.	
Down special move 	PSI Magnet 	Creates a blue psychic field around him that absorbs energy-based projectiles. Has a windbox when released and can be jump canceled. 	0%
Final Smash 	PK Starstorm	Summons a rain of meteors that fall from the skies. 	
=== Misc. ===
Misc. 	Description 	Description 	Description
On-screen appearance	Teleports in using PK Teleport, then shakes off the soot he gathered upon impact. 	Teleports in using PK Teleport, then shakes off the soot he gathered upon impact. 	Teleports in using PK Teleport, then shakes off the soot he gathered upon impact.
Taunts 	Neutral 	Nods while saying "Okay!". 	
Taunts 	Side 	Points his baseball bat forward. 	
Taunts 	Down/Up 	Fires a series of sparkles in front of him. The pattern in which he fires the sparkles may be a reference to PK Rockin.	
Idling 	Looks around curiously. 	Looks around curiously. 	Looks around curiously.
Victory theme 	A remix of an excerpt of the Eight Melodies from . This victory theme uses the final four melodies of the eight.	A remix of an excerpt of the Eight Melodies from . This victory theme uses the final four melodies of the eight. 	A remix of an excerpt of the Eight Melodies from . This victory theme uses the final four melodies of the eight.
Victory pose 	Jumps twice, then nods his head two times. 	Jumps twice, then nods his head two times. 	Jumps twice, then nods his head two times.
== Changes from v0.9a ==
Ness has received a string of buffs. His KO options and recovery are overall better. However, Ness appears to not be more effective than he was last demo.
=== Ground attacks ===
*
=== Aerial attacks ===
*
*
=== Grabs and throws ===
*
=== Special moves ===
*
*
**
*
== In competitive play ==
=== Match ups ===
=== Notable players ===
*FearZero
*Nstinct
=== Tier placement history ===
Ness was seen as a bottom-low tier character when he was first introduced in demo v0.7. In the tier lists for demos v0.7; Ness was ranked 14th of D tier on the first list and 13th of E tier on the second list. In demo v0.8b; like , Ness had a huge tier leap with ranking 2nd of S tier. In demo v0.9a; Ness had a huge tier drop(the biggest drop between demos v0.8b and v0.9a) by ranking 22nd of what can considered C tier where he is now viewed as a low tier character. In demo v0.9b, Ness rose up one position where he is currently ranked 21st of B tier and is seen as a middle tier character. However, the changes in the metagame led to Ness's drop to 24th place of C+ on the second tier list for demo v0.9b. Ness's placement in the current Beta tier list is 25 of B-.
== Gallery ==
=== Costumes ===
=== Artworks ===
Nessbig.gif|Ness' first art in the DOJO!!!.
SSF2 Ness (early).png|Ness' first art, used from v0.7 to v0.8b.
Ness 0.9a.png|Ness' second artwork, used in v0.9a.
Ness v0.9.png|Ness' third artwork, used from v0.9b to Beta 1.1.
=== Screenshots ===
NNUThrow.png|Ness attacking with his up throw on Saturn Valley.
NessRes1.png|Two Nesses running on Butter Building.
NessRes2.png|Ness using PSI Magnet while taunting on Krazoa Palace.
NessRes3.png|Ness using PK Fire against on Urban Champion.
Ness 1.png|Ness taunting next to with a Home-Run Bat on Saturn Valley.
P & N.png|Ness performing his forward smash at on Saturn Valley.
Ness beta.png|Ness hitting another Ness with his forward smash on Dracula's Castle.
Ball - Ness.png|Ball version.
=== Early designs ===
Nesspic2.png|Ness and jumping on .
Nesspic3.png|Ness taunting and Kirby using Stone on .
Nesspic4.png|Ness using his up tilt while performs his down smash on Jungle Hijinx.
Ness1.png|Ness taunting on Jungle Hijinx.
Ness2.png|Ness using his up smash on Emerald Cave.
Ness3.png|Ness performing his forward smash on on WarioWare, Inc..
Ness4.png|Ness taunting on a platform on Mushroom Kingdom III.
Ness Beta.png|Ness performing his forward aerial on Tower of Salvation. Note the move's new effects.
=== Designs ===
Old Design - Ness.png|Ness' first early design, used from demo v0.7 to Beta 1.1.0.1.
Ness Design 1.2 early.png|Ness' second early design, used in the development of Beta 1.2, but never released to the public.
Ness New Design.png|Ness' current design, used in Beta 1.2 onward.
=== Misc. ===
SSF2 - Classic mode - Ness.png|Ness' congratulations screen on Classic mode.
SSF2 - All-Star mode - Ness.png|Ness' congratulations screen on All-Star mode.
== Trivia ==
*Ness' sprites in SSF2 prior to Beta 1.2 are custom edits of Fuusuke's sprites in .
**These were made by a developer, and they appeared in SSF2 before being released to websites such as The Spriters Resource.
*Ness' early artwork was based on his artwork in Super Smash Bros. Brawl.
Category:First-party characters
Category:Starter characters
Category:Veteran characters
Category:Super Smash Flash 2
Category:Super Smash Flash series