Super Smash Bros. Obliteration/Ness

Ness is the Protagonist/Mascot of  EarthBound in the EarthBound/Mother series of games, and a Default/Starter Character in Super Smash Bros. Obliteration. The Baseball loving, silent defender of Onett and Earth has made every Smash game to date and is back for another round to determine who is the strongest Smasher in the Gaming Universe. Once awoken by the sound of a meteor landing near Onett, Ness teamed up with two other boys and a girl after learning from a prophecy that an alein entity named Gigyas was coming to destroy the universe and these young kids were the only ones who could stop it. Ness and his friends later head to the library where they retrieve a book called "Ovecoming Shyness" and are directed in the location of Lumine Hall, Ness later passes out in the Lost Underworld's Fire Spring, only to wake up on a land called Magicant where he defeats the last enemy of evil in his heart (his nightmare) andteams up with Apple Kid and Jeff to travel in the Phase Distorter 2 to Gigyas lair. After defeating Gigyas and saving the universe, Ness has become a promintnent force in Smash, ready to swing and home run his way to the top of the Mountain of Smashers. Utilizing a moveset based around PSI Energy, Punches, Kicks and his Baseball Bat, this young, silent hero is once more ready to prove why he can swing his bat all the way to the top, in a true fight to be seen for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(2% = punch 1 ,2% = punch 2, 4% = kick, 8% = total). 	Punches twice, then kicks. The first hit can lock at low percents. 
Forward Tilt 	 	(9%). 	 A roundhouse kick. Can be angled, making it deal 1% more damage. It can also lock at low percents.
Up Tilt 	 	(7% = Hands, 5% = Arms) 	 Pushes upward with both hands that produces a PSI spark. Has a sourpot located on his hands that deals 5%.
Down Tilt 	 	(5% = Foot, 3% = Toes). 	A swift shin kick. Extremely spammable and can be used to jab reset. Has a sourspot located on the tip of his foot. Has a chance of making the opponent trip,
Forward Smash	 	(18% =  Low, 20% =  Mid, Tip = 22%, 2x damage = reflected projectiles). 	Swings his bat. It is the second strongest forward smash in the game when sweetspotted at the tip of the bat and still one of the strongest forward smashes when untippered, but it has some start-up and ending lag. The bat itself will incoming projectiles when he swings it. However, reflecting a projectile that is too strong to reflect can cause him to have terribly long ending lag, making it incredibly unsafe if the opponent is nearby.</span>
Up Smash 	 	(13%) 	Sends his yo-yo forward and performs "around-the-world" over himself. A decent anti-air and a good out of shield option. It is more powerful if the opponent is behind Ness, but it's still the weakest up smash in the game, not KOing until roughly 137%.
Down Smash 	 	(10% = Hit 1 front and back, 12%  = Hit 2 front and back 14% = Hit 3 front and back).	Sends his yo-yo backwards and "walk-the-cat" with it before pulling the yo-yo back. Covers get up options well, but cannot connect well if the opponent is at the longest range of the move.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(11% = Clean, 7% = Late). 	Spins diagonally in the air with his arms outstretched. Quick, and acts like a sex kick. Can be followed-up after a down throw. Rather useful to break combos and as an out of shield option. Autocancels from a short hop,
Forward	 	(2% = hit 1-3, 4% = hit 4, Total = 10%).	Sticks his palms out, sending a stream of PSI sparks in front of him. Decently safe on shield if Ness retreats during the attack, useful to start and continue combos. Autocancels from a short hop.
Back 	 	(15% = clean, 8% = late). 	Ness kicks out backwards with both feet. The initial hit is immensely strong, KOing at 125% onstage and even lower at the ledge, Auto-cancels from a short hop.
Up 	 	(13%) 	An upwards headbutt. It is considered one of Ness' best aerials, due to its rather quick startup, power that makes it effective for comboing at low percentages and KOing at high ones, starting at 115%. Autocancels from a short hop.
Down 	 	(12% = Sweetspot, 10% = Sourspot). 	Pulls his legs to his body before stomping down into the air, producing a PSI spark. This attack can meteor smash on the first frame. Slow start up as it comes out on frame 20 and has lots of landing lag (28 frames). It only autocancels before the hitbox comes out, making it useful to cancel the tumble animation when Ness is near the ground,
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Kicks In Both Forward/Back Directions While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Kicks in Both Forward/Back Directions, Near The Ground
Ledge Attack 	 	(8%) 	Performs a Sweep Kick, While Climbing Up.
Dash Attack 	 	(4% = hit 1 ground, 7% = hit 1 aerial, 2% = hit 2, 4% = hit 3).	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
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs The Opponent with Both Hands, Fast, But Has Below Average Range.
Pummel 	 	(1.2%) 	Headbutts The Opponent, A Fast Pummel.
Forward	 	(6% = Hit 1, 4% = Throw, 10% = Total) 	Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. Very high base knockback, but incredibly low scaling, KOing at percents generally not even seen in a standard match (starting at around 850%). However, it can KO very easily on Smashville or Town and City at 0%, depending on the platform's position.
Back 	 	(6% - Hit 1, 4% = Throw, 10% = Total) 	Psychokinetically swings the opponent over his head before sending them off backwards, in a diagonally upwards motion. Possesses very low base knockback but incredibly high knockback scaling, making it the strongest throw in the entire game, KOing Bowser, the heaviest character in the game, with optimal DI at 122% near the ledge without rage.
Up 	 	(9% = Thunder, 4% = Throw, 13% = Total) 	Psychokinetically spins the opponent above his head before sending them up. Leaves the opponent in an unfavorable position where they can be juggled, most commonly by PK Thunder
Down 	 	(1% = Hits 1-5, 4% = Throw, 9% = Total).	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.
== Taunts ==
Up Taunt = Turns to the screen and nods his head while saying "Okay".
Side Taunt = Takes his bat out and points it in front of him.
Down Taunt =  Releases a wave of PSI from his finger.
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	PK Flash 	(9% = 1/4 charged, 19% = half charged, 28% = 3/4 charged, 37% = fully charged). 	A green plasma-like energy projectile appears above Ness. As the special attack button is held, the sphere moves downwards and increases in power, until the attack button is released or until it is fully charged, it explodes. Can KO as low 37% fully charged.
Side Special 	PK Fire 	(Lightning = 5%, Fire = 3%, Total = 8%). 	Fires a yellow, lightning-bolt shaped projectile, that travels in a straight line until it hits an enemy or destructible portion of a stage, at which point it explodes into a gradually-fading pillar of fire, making said enemy vulnerable. Fires at a downward 50 degree angle if used in the air.
Up Special 	PK Thunder	(8% = PK Thunder, 1% = Thunder's tail, 25% = PK Thunder 2 initial hitbox 21% = PK Thunder 2 late hitbox).	Creates a stream of lightning that can be aimed into opponents to deal damage with the head and stun with the tail. Aiming the head into Ness himself will launch him in a trajectory opposite to the side he was hit on, which is referred to as PK Thunder 2. PK Thunder 2 has invincibility frames during the first half of the move. Ness' recovery move, but it can be easily gimped during startup.
Down Special 	PSI Magnet	(N/A) 	A purple energy field around him which allows him to absorb any energy-based projectile (like Samus' Charge Shot). It can be held in order to use it repeatedly. Heals 1.6 times the damage Ness would have taken.
== Final Smash ==
Type 	Name 	Damage 	Description
Final Smash	PK Starstorm	(9% = Per Star Hit)	Summons stars to fall from the sky for up to 20 seconds, to annihilate his enemies. The comets descend in a straight line over Ness and can sweep the screen with directional inputs to the left and right.
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Mother (series)
Category:Mother Characters
Category:Males