Ness (Smash Plus)

Ness is a playable character in Super Smash Brothers Plus for the Nintendo Switch Plus. Representing the Earthbound/Mother universe, Ness is listed as Fighter #44 in Smash's modified numbering system and is classified as a Middleweight fighter. Ness is hidden at the start of the game, but may be unlocked through random encounters in Versus Mode or by defeating the boss Porky Minch in Boss Rush Mode.
Ness is one of the most versatile characters in the cast, drawing strengths from zoners with his various projectiles and from combo-fighters with his excellent aerial game. He's not the easiest character to master certainly, as his projectiles can be somewhat hard to steer and he is prone to being outranged by fighters who can dodge his various projectiles and get in close. Still, for those who can master the psychic kid, Ness is a powerhouse. His throw game is among the best in Smash, and his combo potential (usually setup with the PK Fire projectile) allows him to rack up damage quickly. It's best to stay aerial, as on the ground, his walk and run speed are certainly below average. Learn how Ness moves, and you'll be a force to be reckoned with on the Smash Battlefield. Ness has two normal jumps, but no additional movement options.
==Moveset==
===Basic Attacks===
*Neutral Jab- Ness performs a three hit combo of two punches followed by a front kick. The kick does twice as much damage or knockback as either of the punches.
*Side Tilt- Ness performs a single roundhouse kick that can be angles slightly up or down depending on directional input.
*Up Tilt- Ness performs a double handed palm thrust like he's setting a volleyball with a small spark of PSI energy at the end of the move.
*Down Tilt- Ness performs a swift shin kick that can easily be spammed but does little damage.
*Dash Attack- Ness performs a double palm thrust that has an extended multiple hitbox of three PSI sparks out in front of him, making it one of the harder dash attacks to dodge.
*Grab & Pummel- Ness grabs opponents with both hands and pummels with a short range shock of psychic energy.
*Forward Throw- Ness psychically twirls the opponent in a circle in front of himself before launching them forwards. Good initial launch, but doesn't scale upward with increased damage as much.
*Back Throw- Ness performs the same action as his forward throw, only launching them behind himself rather than forwards. More reliable of a KO throw than the forward one.
*Up Throw- Ness psychokinetically spins the opponent above his head before tossing them straight up. A good set up for aerial Combos.
*Down Throw- Ness buries the opponent into the ground and then blasts them with PK Fire, launching them away at a low angle.
*Neutral Air- Ness spins diagonally in the air with his arms outstretched, creating a vortex of psychic energy around himself that launches foes.
*Forward Air- Ness holds up both hands and holds a stream of PSI sparks in front of him, hitting opponents multiple times.
*Back Air- Ness performs a dropkick behind himself with a PSI spark at the end. If the spark connects cleanly, it becomes Ness' most powerful aerial finisher.
*Up Air- Ness waves his finger above his head with a PSI spark trailing behind it, hitting opponents multiple times with the last hit launching.
*Down Air- Ness points downward with his hand and spins it around, creating a storm of PSI sparks directly underneath him that can hit multiple times and launch foes. Has a bit of endlag if Ness hits the stage without completing the second rotation of his hand.
===Smash Attacks===
*Side Smash- Ness will swing his bat forward, drilling opponents and launching them. The sweetspot is on the tip of the bat, and if it connects fully charged on the swing, then an aesthetic SMAAAAASH will appear just before the foe is launched. Timing this well enough can also cause Ness to reflect projectiles.
*Up Smash- Ness sends his Yo-Yo forward and performs an "around the world" trick where he swings it directly over his head. It does the most damage if it hits on the upward rise of the swing, rather than the downward arc.
*Down Smash- Ness sends his yo-yo behind himself and performs the "walk the dog" trick, where he first hits behind himself and then hits forward. The forward hit does slightly more damage, but the backward hit does more knockback.
===Special Moves===
*Neutral Special: PK Flash- Ness creates a large blue sphere of light above his head that flies forward a short distance. As long as the special button is held (or until full charge), players can steer the ball forward more than usual. When the special button is released or it reaches full charge, the energy detonates and will launch foes with a powerful psychic attack. Hard to set up, but powerful if it lands.
*Side Special: PK Fire- Ness fires a small lightning bolt projectile forward (or at a forward down angle if airborne) a short distance. This projectile will also drive Ness backwards slightly. If the bolt connects with an opponent or item, it will erupt in a pillar of fire that can damage players multiple times if they are caught in it. One of Ness' most notorious combo moves.
*Up Special: PK Thunder- Ness fires a fast moving ball of thunder above his head that can be steered by players. Hitting an opponent will do moderate damage and knockback to them. Hitting Ness with the bolt however will launch him forward a great distance in the direction the bolt was traveling, making this serve as Ness' recovery move (though hard to learn) as well as a powerful attack on his own. Using this sends you into freefall though, meaning if you accidentally launch yourself off stage, its curtains.
*Down Special: PSI Magnet- Ness creates a purple energy field around himself, allowing him to absorb all energy-based projectiles (ie, non physical projectiles) into himself that gives him health. He regains health at a 1.6x rate from the damage he would have taken from the attack. Can only be held for about 8 seconds before it must be released. Also does minor damage if opponents are next to Ness when the move is activated.
*Final Smash: PSI Rockin'- Ness moves to center stage and creates 4 vortices in each cardinal direction around himself. Opponents next to these vortices will be trapped in them and then bombarded with powerful psychic attacks (which can also damage opponents outside the psychic vortex). After the damage is complete, Ness detonates a powerful psychic explosion in each vortex, launching only the foes trapped in them as the Final Smash ends.
===Miscellaneous===
*Entry Animation- Ness teleports onto the stage with PSI Teleport, ending in an explosion that leaves him ashen which he shakes off.
*Idle Animation 1- Ness looks to his left and then his right.
*Idle Animation 2- Ness looks down sheepishly while scratching the back of his head.
*Side Taunt- Swings his bat in front of him like a baseball player calling his shot on a home run.
*Up Taunt- Ness turns toward the camera and nods while saying "Okay!"
*Down Taunt- Ness waves his hand in an S-like motion while emitting sparks of PSI from his fingers.
*Victory Animation 1- Similar to his Entry Animation, Ness attempts to teleport away with PSI Teleport, only for the move to fail and he ends up with soot on his face, rubbing the back of his head in embarrasment as he smiles at the camera.
*Victory Animation 2- Ness skips into the frame and then nods his head towards the camera, similar to his up taunt.
*Victory Animation 3- Ness swings his bat twice before striking a "calling his shot" pose with the third swing.
==How to Unlock==
Ness can be unlocked in the game any of the following ways:
*Playing Versus Matches until he randomly shows up as a "Challenger Approaching" fight. Defeat him to unlock him.
*Defeat the boss Porky Minch in Boss Rush mode. Note that defeating Porky in World of Light doesn't work, Porky must be defeated in Boss Rush mode.
*Unlock him in the Finale of World of Light by defeating him.
*Paying 1,000 gold in the Shop, where he can randomly appear (though rarely).
Category:Super Smash Bros. Characters
Category:Super Smash Bros. (series)
Category:Smash Plus Characters