nyuuzyou/wikis huggingface dataset:
Ness (SSB)/Neutral special

==Overview==
Ness' neutral special move in Super Smash Bros. is PK Fire, a projectile attack that involves Ness shooting a blast of fire from his hands straight forward, which creates a powerful blaze. This blaze will repeatedly hit opponents that come into contact with it and can potentially deal 25% damage though this is very rare. This move is rarely seen competitively outside of by accident for multiple reasons. The move can be SDI'd out of very easily as outside of the first hit as the rest have very low set knockback. Due to the high start-up and ending lag,the move rarely (if ever) combos into anything and is usually punished quite heavily. Due to it's small range, it is also unsafe on block, at least when grounded. As opponents are hit up by the first hit, it is also even possible to be punished on hit as someone can Smash DI and aerial out of it. This makes it among the worst projectiles in the game, if not the worst. It's arguable main use is against Samus, Falcon, or Link recovering from below, though aerials (especially down air,) down-smash, and even PK Thunder are considered to be much better. It is also potentially possible to DJC into this move, but this reduces the range as well. The retired European smasher Nixxon was famous for his usage of this move.
==Hitboxes==
|}
==Timing==
===Projectile===
Hitbox 	20-38
Animation length	71
===Burst===
Hitbox	1-98
Category:Ness (SSB)
Category:Neutral special moves (SSB)
Ness (SSB)/Up aerial

==Overview==
Ness quickly headbutts above himself in the air, dealing 15% damage and high knockback. Ness' head is intangible during the move's first four active frames and the hitbox on his head is quite large, making the attack difficult to interrupt. The move also always auto-cancels, which means that it is not always necessary to Z-cancel the move. The move also has rather high KO power for an up aerial being able to KO on at 123% (assuming he's on the ground). It is good for juggling and, against most characters, it can be used in conjunction with an . However, this move is even more feared when double jump cancelled, which is very important to Ness's metagame and vital in most of his matchups. With it, Ness is capable of doing even shorter short hops, allowing him to use the move a very short distance from the ground, meaning up aerial chains can be performed until ~60%. Ness can also potentially perform zero-to-death combos on opponents, as he can rack up huge damage with his up aerial in conjunction with his other aerials, such as his . However, the move, along with Ness's other moves used for this technique, has short range, so the technique has since lost recognition and known effectiveness. 
The move is much stronger in the Japanese version dealing 17% damage and higher knockback. It can KO Mario on Dream Land at 95% on Dream Land if he is on the ground making it the strongest up aerial in the Japanese version and the second strongest in the series behind 's in Melee. Its higher power does make the move a worse combo tool in the Japanese version however, it also has even greater shield pressuring potential.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
**
*
==Timing==
===Attack===
Auto-cancel 	1-41
Hitboxes 	8-16
Head intangible 	8-11
Animation length	41
|Hitboxes 
|-
|Head 
|-
|Auto-cancel 
===Landing lag===
Animation length 	4
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Ness (SSB)
Category:Up aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Ness (SSB)/Up special

==Overview==
Ness's up special move in Super Smash Bros. is PK Thunder. This move involves Ness becoming completely stationary and summoning an electrical ball, which is controlled using the control stick during the duration of the move. If the ball is controlled so that it hits Ness himself, he will be sent flying in that direction (this action is also called PK Thunder 2). The move sends Ness an extremely far distance, meaning he can recover from great distances. However, the move is very slow to execute, and unless the player sweetspots the edge, Ness will be very punishable and vulnerable whilst landing back on the stage. Players can also try to hit or get hit from the ball to prevent him from using PK Thunder 2 as well. Due to the move being so slow to execute, it is very easy to attack Ness out of the move before he can recover, which will make him helpless. Because of this, the move should only be used when Ness's double jump has no chance of getting him back onstage. Some players jump backwards when recovering and then use PK Thunder, since this makes it harder for opponents to attack Ness offstage (except for and , who can still do so easily).
Along with traveling an extremely far distance, the second part of the move also has very high knockback. This is unreliable to hit with, but can catch opponents offguard. It can also easily be used in punish situations, such as after a shield break.
Ness can also use the electrical ball to hit other opponents, though this is not useful onstage due to the move's lag. However, it can be used to gimp certain opponents that are recovering a fair distance away from the edge.
==Hitboxes==
===PK Thunder===
|}
===PK Thunder 2 (NTSC-J)===
|}
===PK Thunder 2 (NTSC-U/PAL)===
|}
====Summary====
*
*
*
==Timing==
===PK Thunder===
If PK Thunder hits something before its hitboxes end, Ness will immediately go into his ending lag animation which is 45 frames long.
Hitboxes 	24-182
Animation length	227
|
|-
|
===PK Thunder 2===
Hitbox 	1-18
Invincible 	1-9
Animation length	43
|
|-
|
===PK Thunder 2 (NTSC-J)===
Hitbox 	1-28
Invincible 	1-17
Animation length	43
|
|-
|
===Landing lag===
Animation length 	42
Animation length (NTSC-J)	30
|NTSC-U/PAL 
|-
|NTSC-J 
Category:Ness (SSB)
Category:Up special moves (SSB)
Ness (SSB)/Up tilt

==Overview==
Ness thrusts both of his hands above himself, dealing 7% damage and knocking opponents straight up, with pretty low knockback. It has excellent combo ability, being able to chain into itself repeatedly on many characters to juggle, including being able to rack up ~35%+ on fastfallers, whether used in conjunction with DJC'd s or not. The move can combo into a grab at moderate percentages or an aerial at higher percentages. It is considered among Ness's best options on the ground. However, it is held back by its very short range (like most of his moveset), and being somewhat difficult to actually set up.
Ness's head will be intangible for most of the move's duration (when the hitbox is out).
In the Japanese version, the move dealt more damage and had lower base knockback. The higher damage did not matter much as the move still deals the same damage when stale. However, the lower base knockback made the move combo for considerably longer, making up tilt considerably better in the Japanese version overall.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
==Timing==
Head intangibility	5-19
Hitboxes 	5-19
Animation length 	34
|Hitboxes 
|-
|Head 
Category:Ness (SSB)
Category:Up tilts (SSB)
Category:Normal attacks (SSB)
Ness (SSB4)/Back aerial

==Overview==
Ness's best killing aerial when sweet spotted. It has a decent startup and endlag, but can autocancel easily.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-9
Clean hit 	10-11
Late hit 	12-18
Ending autocancel 	25-
Interruptible 	36
Animation length 	49
|-
===Landing lag===
Animation length	17
Category:Ness (SSB4)
Category:Back aerials (SSB4)
Ness (SSB4)/Back throw

==Overview==
Ness psychokinetically swings the opponent overhead, then launches them diagonally upwards. Not only this is his strongest throw, but also by extension the strongest throw in the game by a considerable margin, reliably KOing even the heaviest characters at 122% with optimal DI and without rage.
==Throw data==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ness (SSB4)
Category:Back throws (SSB4)
Ness (SSB4)/Down aerial

==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-19
Clean hit 	20-21
Late hit 	22-25
Ending autocancel 	50-
Animation length 	59
|-
===Landing lag===
Animation length	28
Category:Ness (SSB4)
Category:Down aerials (SSB4)
Ness (SSB4)/Down throw

==Overview==
Ness shoves his opponent into the ground, produces 5 fire rings which attack the opponent and then he throws the opponent diagonally forward. Combos into forward aerial and up aerial at lower percents, and leaves the opponent open to juggling at higher percents.
==Update history==
In the initial release of the game, down throw was identical to its Brawl counterpart, much like all of Ness' other throws. This made it a powerful combo throw regardless of the opponent's percent. This was quickly changed in update 1.0.4 however, as the fire hits deal less damage and the throw deals more knockback at higher percents, reducing its damage racking potential, as well as its followup potential at higher percents. 
 1.0.4/ 1.0.1
*
*
==Throw and Hitbox Data==
===Hitboxes===
Loops five times.
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitboxes 	10-13, 14-17, 18-21, 22-25, 26-29
Throw Release 	30
Animation length	49
Interruptible 	50
|-
Category:Ness (SSB4)
Category:Down throws (SSB4)
Ness (SSB4)/Down tilt

==Overview==
The move is very fast, being one of the quickest down tilts in the game and having barely any ending lag. The move is unable to kill even at 999%, but it has a chance to make opponents trip.
==Hitboxes==
|}
==Timing==
Hitboxes 	3-4
Earliest continuable frame	6 (only if another DTilt is inputed)
Animation length 	13
Category:Ness (SSB4)
Category:Down tilts (SSB4)
Ness (SSB4)/Forward aerial

==Overview==
The move is a multi hit and can be used as a combo move after a down throw at low percentages and can easily combo into itself. It is also a good edgeguard for characters with a weak horizontal recovery.
==Hitboxes==
Looping hit rehits every 4 frames.
|}
==Timing==
===Attack===
Initial autocancel	1-7
Looping hits 	8-18
Final hit 	20
Ending autocancel 	33-
Interruptible 	40
Animation length 	49
|-
===Landing lag===
Animation length	20
Category:Ness (SSB4)
Category:Forward aerials (SSB4)
Ness (SSB4)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	10-11
Hitboxes 	21-22
Reflection 	19-31
Interruptible 	55
Animation length	63
|-
==Properties==
Reflection radius 	10
Reflection y position 	6
Reflection z position 	9
Reflection damage 	2x
Reflection speed 	2.5x
Reflection duration 	0.5x
Max reflectable damage	80
Category:Ness (SSB4)
Category:Forward smashes (SSB4)
Category:Reflectors
Ness (SSB4)/Forward throw

==Overview==
Ness telekinetically swings the opponent in a circle in front of himself, then launches them forward. Its very high base knockback makes it excellent at setting up edgeguards however, it also has extremely low knockback scaling, making it incapable of KOing at realistic percents, unless it is used near the horizontal blastzone.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ness (SSB4)
Category:Forward throws (SSB4)
Ness (SSB4)/Forward tilt

Ness forward tilt hitbox visualization	Ness forward tilt hitbox visualization
↗ 	
→ 	
↘ 	
==Overview==
A weak kick that does slightly more damage when angled up or down.
==Hitboxes==
===Angled up===
|}
===Angled forward===
|}
===Angled down===
|}
==Timing==
Hitboxes 	7-10
Interruptible 	35
Animation length	45
Category:Ness (SSB4)
Category:Forward tilts (SSB4)
Ness (SSB4)/Grab

==Overview==
Ness uses both hands to grab the opponent. Fast startup, but has some endlag, and while the grabboxes extend from Ness' hands slightly, its range is below average when compared with the rest of the cast. His grab is used often due to down throw setups and his incredibly strong back throw for killing.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	35
Animation length	44
===Dash grab===
Grab 	8-9
Interruptible 	43
Animation length	46
===Pivot grab===
Grab 	10-11
Interruptible 	41
Animation length	48
Category:Ness (SSB4)
Category:Grabs (SSB4)
Ness (SSB4)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	(unavailable)
Down smash 	 	(unavailable)
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	PK Flash 	(unavailable)
Side special 	PK Fire 	(unavailable)
Up special 	PK Thunder	(unavailable)
Up special 2 	PK Thunder	
Down special 	PSI Magnet	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral)	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Ness (SSB4)
Category:Hitboxes (SSB4)
Ness (SSB4)/Neutral aerial

==Overview==
Ness' quickest aerial. It is a decent out of shield option and a good edgeguard. Its low ending lag makes it a decent approach option, and the late hit is a good combo starter.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	5-12
Late hit 	13-15
Ending autocancel 	26-
Interruptible 	36
Animation length 	47
|-
===Landing lag===
Animation length	18
Category:Ness (SSB4)
Category:Neutral aerials (SSB4)
Ness (SSB4)/Up aerial

==Overview==
Ness swings his head in an arch from back to front. It is his second-best killing aerial as well as a good juggling tool. It can combo grounded opponents into a grab at very low percentages.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hitboxes 	8-11
Ending autocancel 	27-
Interruptible 	42
Animation length 	49
|-
===Landing lag===
Animation length	14
Category:Ness (SSB4)
Category:Up aerials (SSB4)
Ness (SSB4)/Up special/Default

==Overview==
Ness's only recovery move and a decent attack. PK Thunder will disappear if it hits with the head after a short period of time, however if the attack hits with the tail it will be a much weaker hit. If Ness hits himself with PK Thunder, he will be launched in the opposite direction in which he hit himself; PK Thunder 2 is a very strong move dealing a large amount of damage and KOing as early as 30% when sweetspotted. It also grants intangibility for a few frames after Ness is launched.
==Hitboxes==
==Timing==
===PK Thunder 2===
Clean hit 	1-10
Late hit 	11-32
Intangibility 	1-9
Animation length	62
|-
Category:Ness (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Ness (SSB4)/Up throw

==Overview==
Ness telekinetically swings the opponent in circles above himself, then launches them straight upwards. Easily leads into PK Thunder.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ness (SSB4)
Category:Up throws (SSB4)
Ness (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Hitbox 1 	10-11
Hitbox 2 	12-18
Ending autocancel 	25-
Interruptible 	36
Animation length 	49
|-
===Landing lag===
Animation length	12
Category:Ness (SSBB)
Category:Back aerials (SSBB)
Ness (SSBB)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ness (SSBB)
Category:Back throws (SSBB)
Ness (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hit 1 	8
Hit 2 	15
Hit 3 	22
DACUS window 	3-4
Boost grab window	2-3
Interruptible 	40
Animation length 	41
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Ness (SSBB)
Category:Dash attacks (SSBB)
Ness (SSBB)/Down aerial

==Overview==
Ness performs a stomp attack below him. The move has a decent amount of startup, somewhat high ending lag, and some landing lag (the highest out of all his aerials) so this can be a risky move to use. On the other hand, it auto-cancels the entire time there is no hitbox, which is a step above most other aerials. The down aerial functions as Ness' meteor smash to edgeguard and has very high base knockback making it a powerful tool off stage especially against characters who have poor meteor cancel windows such as , but has low knockback scaling, so it cannot KO until 200% on grounded opponents. It also has a late hit which sends opponents at the Sakurai angle and deals less damage but it still has high base knockback and it KOs grounded opponents earlier.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-19
Clean hit 	20-23
Late hit 	24-28
Ending autocancel 	29-
Animation length 	59
|-
===Landing lag===
Animation length	28
Category:Ness (SSBB)
Category:Down aerials (SSBB)
Ness (SSBB)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charging hitbox 	10-11
Charges between 	11-12
Down smash hitboxes	12-33
Animation length 	61
|Lag 
|-
|Hitboxes 
Category:Ness (SSBB)
Category:Down smashes (SSBB)
Ness (SSBB)/Down special

==Overview==
==Windbox==
|}
==Timing==
PSI Magnet absorbs starting on frame 10 and the shortest loop is 30 frames.
Windbox (release) 	1-19
Animation lengths (start, min hold, release)	9, 30, 19
Category:Ness (SSBB)
Category:Down special moves (SSBB)
Ness (SSBB)/Down throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitboxes 	10-13, 14-17, 18-21, 22-25, 26-29
Throw Release 	30
Animation length	49
|-
Category:Ness (SSBB)
Category:Down throws (SSBB)
Ness (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hits 1-4 	8-10, 11-13, 14-16, 17-19
Hit 5 	20-22
Ending autocancel 	30-
Interruptible 	40
Animation length 	49
|-
===Landing lag===
Animation length	12
Category:Ness (SSBB)
Category:Forward aerials (SSBB)
Ness (SSBB)/Forward smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Hitboxes 	22-23
Reflection 	19-28
Interruptible 	55
Animation length	55
|-
==Properties==
Reflection radius 	10
Reflection y position 	6
Reflection z position 	9
Reflection damage 	1.5x
Reflection speed 	1.5x
Reflection duration 	0.5x
Max reflectable damage	80
Category:Ness (SSBB)
Category:Forward smashes (SSBB)
Category:Reflectors
Ness (SSBB)/Forward throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ness (SSBB)
Category:Forward throws (SSBB)
Ness (SSBB)/Forward tilt

Ness forward tilt hitbox visualizations	Ness forward tilt hitbox visualizations	Ness forward tilt hitbox visualizations	Ness forward tilt hitbox visualizations	Ness forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	7-11
Animation length	34
Category:Ness (SSBB)
Category:Forward tilts (SSBB)
Ness (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	34
===Dash grab===
Grab 	8-9
Animation length	35
===Pivot grab===
Grab 	6-7
Animation length	35
Category:Ness (SSBB)
Category:Grabs (SSBB)
Ness (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack 3 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	PK Flash 	
Side special 	PK Fire 	
Up special 	PK Thunder (orb)	
Up special 	PK Thunder (hit)	
Down special 	PSI Magnet 	
Down special 	PSI Magnet (end)	
Final Smash 	PK Starstorm 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Ness (SSBB)
Category:Hitboxes (SSBB)
Ness (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Clean hit 	5-12
Late hit 	13-23
Ending autocancel 	27-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length	18
Category:Ness (SSBB)
Category:Neutral aerials (SSBB)
Ness (SSBB)/Neutral attack

==Overview==
Ness's neutral attacks consist of 2 jabs and a kick.
For the technical data of each individual hit, see:
*Ness (SSBB)/Neutral attack/Hit 1
*Ness (SSBB)/Neutral attack/Hit 2
*Ness (SSBB)/Neutral attack/Hit 3
==Quickest loop==
Jab 1 	3-4
Jab 2 	9-10
Jab 3 	18-19, 20-21
Animation lengths	19, 25, 41
|-
|-
Category:Ness (SSBB)
Ness (SSBB)/Up aerial

==Overview==
Ness spins around vertically, damaging those who come in contact with his head. Does 13% damage and bolsters Ness' already reliable aerial game. Its low knockback gives it good combo ability, which, combined with its high damage output, can rack up damage quickly. This attack also has high knockback scaling, which gives it KO potential under 150%, and even lower if used higher up in the air. It gives the furthest directional boost when used in tandem with his double jump, giving him a slightly larger recovery. Can be used as a follow-up to an at low percentages and leads into many PK Thunder tricks. It can also be used as a finisher to PK Fire combos. Overall, one of Ness' better attacks, and a staple in his metagame.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hitboxes 	8-11
Ending autocancel 	27-
Interruptible 	42
Animation length 	49
|-
===Landing lag===
Animation length	12
Category:Ness (SSBB)
Category:Up aerials (SSBB)
Ness (SSBB)/Up smash

==Overview==
==Hitboxes==
|}
==Timing==
Charge hitbox 	10-11
Charges between 	11-12
Up smash (Clean, Late)	12-17, 18-34
Interruptible 	55
Animation length 	60
|Lag 
|-
|Hitboxes 
Category:Ness (SSBB)
Category:Up smashes (SSBB)
Ness (SSBB)/Up special

==Overview==
==Hitbox==
===PK Thunder===
|}
===PK Thunder 2===
|}
==Timing==
===PK Thunder 2===
Intangibility 	1-10
Clean hit 	1-10
Late hit 	11-32
Animation length	55
|-
Category:Ness (SSBB)
Category:Up special moves (SSBB)
Ness (SSBB)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Ness (SSBB)
Category:Up throws (SSBB)
Ness (SSBM)/Back aerial

==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Clean hit 	10-11
Late hit 	12-19
Ending autocancel 	25-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
Category:Ness (SSBM)
Category:Back aerials (SSBM)