Ness (SSBU)

Ness (, Ness) is a playable character in Super Smash Bros. Ultimate. He was revealed along with the fellow EarthBound fighter and all other previous veterans on June 12, 2018. As in the original Super Smash Bros., Super Smash Bros. Brawl, and , he is unlockable, instead of being available from the start. Ness is classified as Fighter #10.
In a first for the series, 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 44th out of 82 characters on the Ultimate tier list, placing him at the top of the B- tier. While this could be seen as a slight drop from Smash 4, when he was ranked 28th/29th out of 54 characters (tied with ), his incarnation in Ultimate is generally considered his strongest in the series. Ness has a fairly well-rounded design in Ultimate, with useful tools in most phases of the game. He is most notable for his fantastic air game: all of his aerials can autocancel in a short hop, have low landing lag and 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, his forward and up throw force opponents in unfavourable situations where they can be juggled or edgeguarded 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 . 
However, Ness does have some exploitable weaknesses. He suffers from poor grounded mobility and a lack of range in his normal attacks. Altogether, characters with large and/or disjointed hitboxes can easily outrange Ness, forcing him to play defensively and leaving him with few options in neutral and disadvantage. Because of his slow mobility on the ground, his approach options are also limited, especially when combined with his aforementioned sub-par range. Still, his most glaring flaw is perhaps his recovery, which, despite its improvements, is exploitable by many characters.
As a result of his strengths and weaknesses, Ness is viewed as a strong but volatile character in competitive play. Players such as , , and have seen consistent success with Ness in tournaments.
==How to unlock==
Complete one of the following:
*Play VS. matches, with Ness being the 1st character to be unlocked.
*Clear with or anyone in his unlock tree, being the 1st character unlocked.
*Have Ness join the player's party in World of Light.
With the exception of the third method, Ness must then be defeated on Onett.
==Attributes==
Ness is a versatile character with strong tools for a variety of situations. Although he has relatively poor ground movement — his walking speed, initial dash, and dash speed are below average, as well as his air speed — his aerial movement shines thanks to his excellent air acceleration, above-average jump height, and unique double jump cancelling ability. Further bolstering his aerial game, Ness' low gravity and low falling speed allow him to perform multiple aerials in one short hop, and all of his aerial normals can be auto-canceled. Ness has three projectiles with numerous applications, including juggling, edgeguarding, and even recovery. Despite his small stature, Ness is a middleweight, tied with , , and .
Ness' outstanding aerial movement is supported by one of the best sets of aerial normals in the entire game. His neutral aerial activates on frame 5 and functions well as a combo-breaker and out-of-shield option. It also sets up tech chase situations at middle percents and has decent knockback at high percents, making it a viable edgeguarding and KO option. His forward aerial has a large disjoint and is quite active, making it excellent for starting combos, edgeguarding, and approaching. Ness' new multi-hit up aerial is strong and great for juggling, and its drag-down properties allow Ness to set up grabs, combos, and KOs. Ness' back aerial is fast and very strong when sweetspotted, and his down aerial is a slow-but-powerful meteor smash useful for edgeguarding or starting vertical combos.
Ness' grab and throw game is also outstanding and among the best in the cast. His grab is relatively fast, and all of his throws have useful applications. Ness' down throw is a solid combo starter that will often lead into multiple forward airs, and his forward throw has very high base knockback, allowing Ness to reliably set up edgeguarding situations. Ness' up throw, while not as practical, is a solid mix-up that can set up juggling with PK Thunder or PK Flash. Most notorious, however, is Ness' back throw, which remains the most consistent kill throw in the game.
Ness' ground game, while limited by his poor ground mobility, features some powerful attacks. His forward tilt and dash attack are fast and strong enough to KO at high percents, and the latter has improved range. His up tilt is a good combo tool at low percents and can even KO at higher percents. His down tilt, which is very fast and highly spammable, can be used to two-frame, jab lock, pressure shields, confirm into a grab, or deal immense damage if the opponent is trapped at the ledge. His forward smash (baseball bat) has high start-up and ending lag, but deals very high damage and knockback, especially when sweetspotted with the tip of the bat. The bat is also a reflector with a damage multiplier of 2.0 and a speed multiplier of 2.5, giving it the second highest damage multiplier (after Kazuya's Left Splits Kick) and the single highest speed multiplier of any reflector in the game, excluding items. Ness' up and down smashes (yo-yo) have significantly improved knockback, deal damage while charging, and can hang below the stage, making them some of the best and easiest-to-use edgeguarding tools in the game.
Ness is perhaps best known for his special moves. His neutral special, PK Flash, is a large projectile that travels in an arc from Ness' head, gaining strength and distance depending on how long the input is held for. Because it has low ending lag and freezes opponents briefly when successful, PK Flash has great utility as a combo starter and juggling tool. It also no longer sends Ness into helplessness, making it useful for knocking opponents away from the ledge while Ness is offstage. Ness' side special, PK Fire, is a tiny projectile that travels horizontally a short distance and bursts into a pillar of flames on contact with an opponent, dealing multiple hits. When used in the air, PK Fire has a diagonal trajectory and decreased landing lag, bolstering its safety in neutral, especially on platforms. The move is infamously spammable and can set up combos, condition opponents to jump, or simply rack up damage itself. Ness' up special, PK Thunder, doubles as a versatile projectile and Ness' primary recovery option. The move sends a ball of electricity upward from Ness' head that can be guided with the control stick, costing Ness his mobility while active, but granting him the ability to pressure deep offstage, juggle opponents repeatedly, or at times KO an opponent into the upper blast zone. Ness can also send the lightning into himself at any angle, launching him in that direction for an extremely powerful PK Thunder 2 attack which also allows Ness to recover from deep offstage. Ness' down special, PSI Magnet, creates a psychic field around Ness that absorbs energy-based attacks and heals Ness a proportionate percent. PSI Magnet also has newfound offensive utility in Ultimate, as it now features an active hitbox with set knockback. The aerial hitbox can confirm into several of Ness' normal aerials, while the grounded hitbox places opponents in perfect range for a sweetspotted forward smash, making it practical in jab lock situations. PSI Magnet also alters the momentum of Ness' double jump, a form of double jump cancelling that makes for a unique aerial burst option and a stylish way to start or extend combos.
Ness' strengths are balanced by notable weaknesses. Grounded PK Fire does good damage, but is punishable on shield and easily escapable with good DI, making it generally less useful than its aerial counterpart. While Ness' hitboxes are large and powerful, he can still be stuffed out by characters with even larger disjoints. Moreover, Ness' below-average run speed and average air speed, as well as his projectiles being rather slow or short-ranged, render him slightly vulnerable to camping, especially against opponents with non-energy projectiles. Ness is also vulnerable to juggling given his floatiness and lack of reliable landing options, as well as the removal of multiple air dodges. However, Ness' most glaring weakness remains his recovery. Despite traveling a good distance, his PK Thunder 2 is quite exploitable: if the attack makes contact with an opponent or projectile mid-flight, its distance will be halved, often resulting in a gimp. Furthermore, opponents with good timing can hit Ness with a powerful attack or fall into PK Thunder 1 before he can launch himself. Because of its enormous knockback, PK Thunder 2 is also susceptible to many counters, and opponents who time their counter correctly will almost always kill Ness. Conversely, opponents who mistime an edgeguard against Ness will often die for it.
Overall, Ness is somewhat of a "glass cannon" character who excels in most offensive aspects of the game, but suffers in certain defensive situations, especially when put offstage or high above his opponent. He also struggles against characters who can outrange his disjoints, though this is less of a problem than in previous games.
==Changes from Super Smash Bros. 4==
Ness has been significantly buffed in his transition from SSB4 to Ultimate. Various changes to his previous options and the addition of new ones have positively impacted his playstyle, and the changes to the game's engine strengthen his kit.
Ness' ground game is better compared to previous iterations; forward tilt is now a viable KO option, dash attack has increased knockback and range, up tilt has decreased ending lag and is useful for starting combos, and down tilt racks up damage much more effectively, especially near the ledge. Among his most significant buffs are the changes to his yo-yo smash attacks (up smash and down smash), which not only regained their charging hitboxes, but now hang below the ledge to very easily set up edgeguards against most characters; up smash has also lost its early hit and has dramatically higher knockback, making it a viable KO option for the first time.
Many of Ness' other tools are more effective as well. All of his aerials, save for neutral aerial, deal more damage, and he has gained a new up aerial that hits multiple times, allowing for drag-down combos and set-ups while retaining most of its standalone KO power. Down aerial has more range, can once again be autocanceled from a short hop, and has a much stronger meteor smash effect. In terms of special moves, PK Flash charges much more quickly and no longer causes helplessness; PK Fire has reduced lag (especially landing lag, making it far more useful when used in the air) that improves its combo and set-up potential, and PK Thunder deals more damage. His most notable buff, however, comes from a significantly improved PSI Magnet; the move now has a hitbox (similarly to , although during the move rather than when canceling the move) that possesses a rehit rate, which gives it offensive use for the first time in the series, as it helps Ness extend combos and gives him newfound KO confirms at high percentages.
The universal changes in Ultimate have improved Ness as well, especially the new air dodge mechanics and general buffs to aerial attacks. The return of directional air dodges benefits Ness tremendously, as his own directional air dodge travels further than that of any character (aside from Lucas), providing a reliable recovery option aside from the notoriously exploitable PK Thunder 2. The removal of multiple air dodges also enables Ness to pressure opponents in the air with PK Thunder more consistently. Furthermore, Ness' already great aerial game is further compounded by the universal reductions to landing lag, improving their safety and combo potential.
However, Ness has also received a few nerfs. His new up aerial has less horizontal range, requires landing all hits (which start from behind and move in an arc above Ness) to deal considerable damage, and sends at a lower angle that hinders its KO potential, worsening Ness' ability to juggle opponents. His grab game has been toned down, as his slower, more standard pummel cannot rack up damage as effectively, back throw is very slightly worse for KOing (though it remains the strongest throw in the game), down throw's higher ending lag hinders its combo potential past low to mid-percents, and the universal nerfs to grabs affects Ness just as much as the rest of the cast, as grabbing is a key component to his gameplan. Lastly, the power of his yo-yo smash attacks now only increases by half as much when charged, and PK Flash, in exchange for its much faster charge, is significantly weaker when fully charged.
Overall, the buffs to Ness' neutral game, punish game, edgeguarding, and recovery outweigh the few nerfs he received, and while his main weaknesses —such as lack of range and an exploitable recovery— are still present, they are generally to a lesser extent than in previous Smash games. Thus, despite his similar position among the roster, Ness performs better than in SSB4, and his incarnation in Ultimate is widely considered his strongest in the Smash series to date. 
==Update history==
Ness has received a mix of buffs and nerfs, but he was buffed overall. Update 2.0.0 increased autocancel frames for up aerial matching the ending lag of the move and his down aerial deals more damage while keeping the knockback the same. Update 3.0.0, nerfed yo-yo charging smash attacks which was infamous for breaking shields easily. He also received buffs such as PK Flash having a larger hitbox, and physics changes to the yo-yo that improved its potential as an edge guarding tool. Update 3.1.0 reverted the yo-yo physics back to its pre-patch state, and his neutral attack connects more reliably.
However, Ness has received a number of buffs in 9.0.0. Up tilt, dash attack and up throw deal more damage, though with knockback adjusted for the former two. In addition, down aerial and PK Flash have less start-up lag. Overall, Ness remains a strong character who can compete well with the rest of the cast.
 
 
 
 
==Moveset==
*Ness possesses a special jump. When jumping in midair, Ness will ascend in a floatier, curved trajectory. The upward momentum of Ness' double jump can be canceled by inputting a special move or throwing an item. This trait is shared with , , , and .
For a gallery of Ness' hitboxes, see here.
===Stats===
===Announcer calls===
Ness English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Ness Dutch Announcer SSBU.wav|Dutch
Ness French Announcer SSBU.wav|French
Ness German Announcer SSBU.wav|German
Ness Italian Announcer SSBU.wav|Italian
Ness Russian Announcer SSBU.wav|Russian
Ness Spanish Announcer SSBU.wav|Spanish
===On-screen appearance===
*Ness teleports onto the stage with PSI Teleport, ending in an explosion leaving him covered in soot which he then shakes off his body.
NessOnScreenAppearanceSSBU.gif|Ness's on-screen appearance
===Taunts===
*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.
SSBUNessTaunt1.gif|Ness' up taunt.
SSBUNessTaunt2.gif|Ness' side taunt.
SSBUNessTaunt3.gif|Ness' down taunt.
===Idle poses===
*Look to his left, then to his right.
*Places his finger to his forehead before pointing it forward.
SSBUNessIdle1.gif|Ness' first idle pose.
SSBUNessIdle2.gif|Ness' second idle pose.
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese/Chinese)	Cheer (Italian) 	Cheer (Dutch) 	Cheer (French)
Cheer 	 	 	 	 	
Description	Su-per Ness! 	Ness Ness Ness! 	Forza Ness ole ole!	Ness Ness Ness! - Go - Ness Ness Ness! - Go - Ness Ness Ness! - Go - Ness Ness Ness!	Ness Ness Ness! Ohhhhh!
 	Cheer (German) 	Cheer (Spanish) 	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	 	
Description	Ness Ness Ness! Yaaaaa!	Viva Ness! *claps 5 times*	Ness! Ness! Ness!	Ne - seu!
===Victory poses===
*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.
NessVictoryPose1SSBU.gif
NessVictoryPose2SSBU.gif
NessVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also: :Category:Ness players (SSBU)
* - One of the best Ness players in the United States. He began attending more out-of-region events in 2022 and has seen strong showings such as 13th at and 17th at . He is ranked 91st on the UltRank 2022 for the second half of 2022.
* - The best Ness player of all time, having placed top 8 at more majors than any other Ness player. He finished 3rd at , and , the highest placements for a Ness player at a major.
* - The best Ness player in Europe since the end of the online era, and was also the second-best Ness player in Europe in the early metagame. He placed top 32 at several majors, including 13th at and 25th at both and . Since late-2022, he has been playing Ness as a secondary alongside .
* - The best Ness player in Europe in the early metagame and was also a top 10 player in Europe during that time. Consistently placed top 8 at European tournaments, including placing 7th at the major and 5th at the superregional . He has been mostly inactive since early-2020, occasionally entering tournaments while using secondaries.
* - Came to prominence in the online metagame, placing 2nd at the . He has also established himself as one of two best Ness players in the United States in 2022, placing 5th at the major as well as the superregionals and . However since early-2023 he has shifted his focus towards , although he still uses Ness as a secondary.
* - The second-best Ness player of all time. He has consistently placed top 64 at majors, including 5th at and 9th at both and . He was also one of the best players in the online metagame, and notably won , the largest Smash tournament in terms of entrants.
===Tier placement and history===
Initial opinions of Ness were fairly positive, as the numerous buffs he received during the transition from Smash 4 and the addition of several new mechanics in Ultimate improved his neutral, advantage, recovery, and movement options. Ness' early results reflected these improvements: The character saw strong performances at majors from players such as and ; regionally, he was represented well by a multitude of players, including , , , , and . As such, Ness was widely considered a high-tier character in the early metagame of Ultimate. Notably, perception of Ness is even higher in online play, as the presence of increased input lag ostensibly makes his quick aerials even safer and his recovery more difficult to challenge, allowing players such as Scend and to flourish during the COVID-19 pandemic, which temporarily relegated all large tournaments to an online format. 
Ness has remained popular in the post-online metagame, with representation in or around the top 20 among all characters. Although he continues to see high tournament placements, he has generally underperformed his online results, and his weaknesses have become more apparent over time. As in previous Smash titles, Ness' limited attack range hinders his neutral against certain characters, particularly swordfighters such as and . He also struggles to recover without the use of his double jump, and his floatiness leaves him susceptible to juggling. Furthermore, several characters introduced via DLC are believed to be overpowered, rendering traditional characters less appealing by comparison. Given his pronounced strengths and weaknesses, even Ness' strongest players face inconsistency — Gackt followed a top 3 finish at with 49th at a month later — or have picked up other characters to alleviate Ness' weaknesses — Syrup picked up and has gradually used the character more in competitive play. 
Divergent opinions on Ness' viability were reflected in Ultimates first "official" tier list, with his average ranking varying considerably across regions: Japan in particular ranked him much lower compared to other countries, especially the United States., data located in the "Regional Differences" section Overall, Ness debuted at 40th out of 82 characters on Ultimate's first tier list, in the B+ tier. Following this, Syrup made the transition to Steve while relegating Ness to a secondary, and Scend's performances at major events declined. Reflecting this, Ness fell seven spots on the second LumiRank tier list, dropping to the B- tier.
Despite his middling tier list placement, Ness still enjoys strong results at most levels of competition: Gackt remains the preeminent representative of Ness on a global scale, earning the 27th spot on the LumiRank 2023 and defeating at , while ATATA and Scend have placed highly at the regional level. As such, opinions of Ness' current stance in the metagame remain varied: While some regions, especially Japan, continue to believe Ness lacks the representation for a higher tier placing, some regions, especially the United States and Latin America, still view Ness as a solid high-tier character and ranked him higher for the second tier list. Overall, Ness' incredible offensive tools are offset by weaknesses in his neutral and disadvantage; he therefore remains a common yet polarizing character in competitive play.
==: Home to Onett!==
Ness fights opponents largely based on his journey in EarthBound in reverse from Magicant to Onett.
Round 	Opponent 	Stage 	Music 	Notes
1 	 	Magicant 	 	The opponent has his blue alternate costume equipped, referencing Ness' younger self that he encounters in Magicant. If the player is using the blue alternate costume, default Ness will appear as the enemy instead.
2 	 	New Pork City 	 	
3 	(x3) 	Fourside 	 	A reference to the Sentry Robots fought in the .
4 	 	Gerudo Valley 	 	A reference to . Mr. Saturn is the only item that spawns.
5 	(x2) 	Luigi's Mansion	 	A reference to the zombies fought in . When used, the only Assist Trophy summoned will be Jeff.
6 	and 	Onett 	 	A reference to the and the dogs fought in Onett. When used, the only Assist Trophy summoned will be .
Bonus Stage	Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	 	 	(Less than 7.0 intensity) (7.0 or higher intensity)	teams up with Master Hand on Intensity 7.0 or higher.
Note: Every stage plays a track from the universe, no matter what universe the stage originates from.
Credits roll after completing Classic Mode. Completing it as Ness has accompany the credits.
==Role in World of Light==
Although Ness has been absent from the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (minus ) when Galeem unleashed his beams of light.
Ness can be found in a pink cloud area reminiscent of Magicant, and to access him the player needs to defeat the Flying Man spirit.
===Fighter Battle===
No.	Image	Name	Type	Power	Stage 	Music
10 	 	Ness	 	7,500	Magicant (Ω form)	
==Spirit==
Ness' fighter spirit can be obtained by completing as Ness. It is also available periodically for purchase in the shop for 300 Gold, but only after Ness has been unlocked. Unlocking Ness in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.
SSBU spirit Ness.png|563. Ness
==In Spirit Battles==
===As the main opponent===
Spirit	Spirit 	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
307 	 	Yoshi Series 	• • 	 	1,500 	 	•Item: Beastball 	•The enemy starts the battle with a Home-Run Bat 	 	Slugger 	
565 	 	EarthBound Series 	• Team (60 HP) 	 	13,700 	Magicant (hazards off) 	N/A 	•The enemy's PSI attacks have increased power•Stamina battle•The enemy's FS Meter charges quickly 	 	 	
571 	 	EarthBound Series 	•Metal (140 HP) 	 	4,200 	Lylat Cruise 	•Assist Trophy Enemies (Starman)•Item: Stars	•Stamina battle•Hostile assist trophies will appear•The enemy is metal 	 	 	
579 	 	EarthBound Series 	• 	 	1,600 	Distant Planet 	•Item: Ramblin' Evil Mushroom 	•The enemy starts the battle with a Ramblin' Evil Mushroom 	 	 	
1,087 	Nico Flame 	StreetPass Mii Plaza Series	• • • 	 	1,500 	Big Blue 	•Uncontrollable Speed 	•All fighters move faster and can't stop quickly 	 	 	
1,116 	 	Baseball 	• • ×2 	 	1,700 	Pokémon Stadium 2 (hazards off) 	•Item Tidal Wave•Item: Sports 	•The enemy favors side smash attacks•The enemy starts the battle with a Home-Run Bat•Certain items will appear in large numbers	 	Batter 	
1,466 	 	Persona Series 	• •Metal ×3 (INT)/×3 (JP/CH/KR)	 	9,500 	New Pork City (Battlefield form)	N/A 	•Defeat the main fighter to win•The enemy is metal 	 	 	
1,466 	Mementos (Battlefield form)	Persona Series 	• •Metal ×3 (INT)/×3 (JP/CH/KR)	 	9,500 	 	N/A 	•Defeat the main fighter to win•The enemy is metal 	 	 	
1,519 	 	eBASEBALL: POWER PROS 	• • • 	 	9,600 	Pokémon Stadium 2 (hazards off) 	•Item: Beastball 	•The enemy starts the battle with a Home-Run Bat 	 	Power Pro-Kun 	
===As a minion===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters 	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
566 	 	EarthBound Series	• (100 HP)• (80 HP) 	 	9,200 	Magicant (hazards off)	N/A 	•Stamina battle•The enemy heals over time 	 	 	
570 	 	EarthBound Series	• Team ×5 (50 HP) (Moveset 2122, Flying Man Hat, Flying Man Outfit)• (100 HP)	 	9,100 	Magicant (hazards off)	N/A 	•Defeat the main fighter to win•Stamina battle 	 	 	
572 	 	EarthBound Series	• (120 HP)• (120 HP) 	 	13,300 	Onett 	•Sudden Final Smash	•The enemy will suddenly have a Final Smash•The enemy's PSI attacks have increased power•Stamina battle	 	 	
576 	 	EarthBound Series	•Clear • 	 	13,500 	Onett 	N/A 	•Defeat the main fighter to win•The enemy is invisible 	 	 	
1,156 	 	Hajimari no Mori 	• • 	 	2,300 	(Battlefield form) 	•Hazard: Fog 	•The stage is covered in fog•The enemy favors down specials 	 	Protagonist of Hajimari no Mori	
This alternative occurs when the corresponding DLC has been purchased and downloaded.
==Alternate costumes==
							
							
==Gallery==
SSBU Ness Number.png|Ness's fighter card.
Ness unlock notice SSBU.jpg|Ness's unlock notice.
SSBUWebsiteNess1.jpg|Ness idling on the Bridge of Eldin.
SSBUWebsiteNess2.jpg|Performing his up smash on Kalos Pokémon League.
SSBUWebsiteNess3.jpg|Performing PK Flash on Frigate Orpheon.
SSBUWebsiteNess4.jpg|Throwing on Tortimer Island.
SSBUWebsiteNess5.jpg|Crouching next to Jeff in Onett.
SSBUWebsiteNess6.jpg|Dashing in Smashville.
SSBUWebsiteBowser2.jpg|Dodging 's Bowser Bomb with on Gaur Plain.
SSBUWebsiteDiddyKong3.jpg| trying to steal Ness' banana on Moray Towers.
SSBUWebsiteGanondorf4.jpg|Ness crouching under a Bomber next to on Gaur Plain.
SSBUWebsiteDeath'sScythe2.jpg|Ness striking with Death's Scythe on Yoshi's Story.
SSBUWebsiteLaunchStar.jpg|Expelled by a Super Launch Star on .
SSBUWebsiteVulpix2.jpg|Frozen by Alolan Vulpix on Tortimer Island.
SSBUWebsite18.jpg|Using his side taunt in Onett.
SSBUWebsiteAbra2.png|Ness being teleported away by Abra on Arena Ferox.
===Fighter Showcase Video===
==Trivia==
*Ness was the only one of the four original unlockable characters from Super Smash Bros. 64 to be playable in the E3 demo.
**Ness is also the only one to appear on the box art. However, is featured in the full group artwork.
*Although most characters from the original Super Smash Bros. are numbered by their debut game's original release date, Captain Falcon and Ness can be considered an exception; F-Zero was originally released in 1990, four years before EarthBound. Additionally, in Super Smash Bros., Captain Falcon will always be fought first if the unlock conditions for both him and Ness are met simultaneously. However, it is also possible that Ness is numbered per the 1989 release of Mother, which is also how he is ordered in Brawls All-Star Mode.
*Ultimate marks the first time since Super Smash Bros. Melee where Ness' artwork depicts him holding his baseball bat.
*Ultimate is the first Smash game in which Ness has a greater number of aerials that use PSI than Lucas, being 5 to 4 as opposed to 2 and 3 to 3 in Brawl and Smash 4 respectively.
*Ness being unlocked by clearing Classic Mode as Kirby could be a reference to Ness being unlocked on in the original Super Smash Bros., that both are voiced by Makiko Ōmoto, or that both are from games developed by HAL Laboratory, Inc.
*As of Ultimates release, Ness has had more different victory themes than any other character, receiving new ones in Brawl and Ultimate, in addition to his original one from the first two games.
*Ness is one of the only two unlockable characters in Ultimate who can be the first character unlocked in more than one way, as he is the first character to be unlocked through VS. Matches and the first unlock in 's Classic Mode tree. The other character who shares this distinction is .
*Despite the fact that Ness's PSI Magnet can absorb Bob-omb explosions, Ness cannot absorb explosions from the Bob-ombs that drop from the sky during Sudden Death.
 
Category:Spirits
es:Ness (SSBU)