nyuuzyou/wikis huggingface dataset:
Ness (SSB)/Back aerial

==Overview==
Ness does a quick split kick with his feet in front of him in the air, dealing 16% (10% for the late hit) for high horizontal knockback and high shield stun but with a smaller hitbox than most of his other aerials. Interestingly, the move is extremely similar to and 's back aerials, having the same speed, power and even hitboxes as their back aerials. Unlike most of Ness' aerials, this move is not as strong for juggling purposes, due to its horizontal knockback. It is possible to combine this move with the double jump cancel technique, though this is more used for pressure, KO potential, and grab setups than combo setups. Because of this, the move's main uses are to get the opponent off stage for an edgeguard and to score a KO. The most common use of this technique is out of a or for a KO. The late hit of his back aerial, has low combo and knockback potential due to its awkward and short lasting hitbox so it is uncommonly used on purpose outside of a weak back aerial to spike at mid percents. The weak hit also has lower shield stun due to its lower damage, making it unable to reliably lead into shield breaks. Even when the late hit could be useful, Ness is better off using the late hit of his as it lasts for much longer and it is overall easier to land.
This move, along with Ness's other moves used for DJCing, has short range, so the technique has since lost recognition and known effectiveness.
Even though it is Ness's slowest aerial, it still has shield break potential due to it's incredible shield stun. The clean hit is +25 on shield when Z-cancelled, making it his safest aerial on shield outside of his up aerial in the Japanese version. However, unlike his other aerials, this only occurs if the clean hit is landed and it cannot be used alone (as in other aerials must be used after the initial back aerial) due to its range being sub-par, and its slow startup lag. This makes the move less commonly used outside of high percents. 
Overall, back aerial is a decent move although it is nothing spectacular compared to other back aerials or Ness' other aerials. Back aerial serves its purpose as a solid KO move although in most situations, Ness is better off using his up or down aerials.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-9
Clean hit 	10-13
Late hit 	14-19
Ending autocancel 	20-
Animation length 	39
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Ness (SSB)
Category:Back aerials (SSB)
Category:Aerial attacks (SSB)
Ness (SSB)/Dash attack

==Overview==
Ness's dash attack in Super Smash Bros. involves Ness extending his hands forward, similar to his forward air, though the move is performed on the ground while Ness is moving forward. The animation is similar to that found with Ness in the other Smash games, though this one does not have the PSI electricity in front, making the hitbox relatively smaller (though bigger than Melee's.) The move has moderate range with solid, almost unexpected knockback. It is semi-useful at edgeguarding, especially when the opponent is not good at Ledge DI and vs. floaties such as Jigglypuff and Samus. The move however has high ending lag and not much shield stun, making out of shield punishes quite easy.
==Hitboxes==
|}
==Timing==
Clean hit 	8-11
Late hit 	12-25
Animation length	37
Category:Ness (SSB)
Category:Dash attacks (SSB)
Ness (SSB)/Down smash

==Overview==
Ness does a "Walk the Dog" with his yoyo where he puts his yoyo down low, swings it behind him, and then quickly swings it in front of him. It deals 19% (21% in the NTSC-J version) damage and launches opponents at a diagonal angle with decent knockback. It is not a reliable KOing move, that can't guarantee a KO even at very high percentages, but it has extremely long range, having among the longest horizontal range out of all attacks in Smash 64. The attack is also disjointed, making it a somewhat viable spacing option (possibly Ness's only reliable spacing option). The move's range makes it an edgeguarding option when Ness is near the edge, being able to easily stop slow and/or linear recoveries. 
It has a rather quick start-up, quickly covering the back, and can reach the front in an average amount of time, though the ending lag holds it back. The move's ending lag and lack of utility outside spacing, as well as being very difficult to combo from (in fact, the move may lack any reliable followup options), means it isn't too useful outside of very specific situations, though the disjointed range can help prevent characters without any reliable approach options that outrange it from approaching Ness, such as .
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
==Timing==
Hitbox 	13-52
Animation length	54
Category:Ness (SSB)
Category:Down smashes (SSB)
Category:Normal attacks (SSB)
Ness (SSB)/Down special

==Overview==
Ness' down special move in Super Smash Bros. is Psychic-Magnet, a projectile absorbing move that involves Ness putting a green-hued ball around himself on all sides. Energy projectile attacks, such as Fox's blaster or the effects of the Ray Gun will be absorbed by the move, healing Ness two times the damage of said move, rounded up. It can't, however, absorb projectiles that aren't energy-based such as Link's Boomerang or Bomb. Whenever Ness successfully absorbs an attack, there is a unique crowd applause that is heard.
==Competitive Play and Advanced Techniques==
Competitively, the move is rarely used for its original purpose. This is because the move, despite its moderate startup lag, has very high ending lag, which increases even more when Ness successfully absorbs an attack, making it quite punishable. However, due to its healing properties, it is quite useful in teams, especially on Hyrule Castle. This was made most notable by the team of and , using Fireballs and PSI Magnet respectably, or with other top Ness mains with Fox as teammates.
There is also a technique called Magnet Cancel, sometimes called Magnet Ledge-Cancel, which involves using PSI Magnet while jumping over the ledge of a stage. This cancels the ending lag, allowing Ness to quickly regrab. This is a stalling technique, making Ness's otherwise bad getup better. It also grants brief extra invincibility, and if used with perfect timing, it is possible to edgeguard using it. However, if the opponent fires a projectile at Ness while trying to Magnet Cancel, Ness will absorb the move and will be unable to stall as the ending animation is forced to occur. This sets up a free edgeguard scenario.
==Timing==
Absorbs 	15-[(release*10)+20]
Animation length	[(release*10)+65]
|-
==Properties==
Absorption radius 	450u
Absorption multiplier	2.0x
Absorption lag 	24
Category:Ness (SSB)
Category:Down special moves (SSB)
Ness (SSB)/Down tilt

==Overview==
Ness's down tilt in Super Smash Bros. involves Ness doing a small very fast low kick which deals 3% damage and very low knockback. The move comes out on frame 4 and has an FAF of 14, making it one of the fastest tilts in the game. In addition to this, Ness can perform another down tilt on frame 11 (which will come out on frame 14, the same frame he would normally be able to perform another option). Down tilt has very short range, even compared to Ness' other attacks. 
The main downside the move has is its extremely poor knockback. The move barely causes any hitstun, which makes the move negative on hit at realistic percents. The move is -7 on hit at 0% which allows almost every character to land an easy punish on Ness just by getting hit by the move. They can potentially grab Ness, use a combo starter and some characters can even land a powerful Smash attack if they have a fast enough Smash attack, simply by getting hit by down tilt. Performing a second down tilt does not help Ness much either as it comes it the same frame he would be able to shield. The move does not become neutral on hit until 150%-230% depending on the opponent's weight and as the move is -1 on shield, the opponent is always better off getting hit by the down tilt rather than shielding it. If the opponent does shield, a second down tilt will beat almost every out of shield option (besides, Quick Attack, Screw Attack and Spinning Kong) although as the move is more punishable on hit, the opponent is better off using an out of shield option to take the hit rather than letting Ness hit their shield again. Because of this, down tilt should rarely be used on stage as the reward for landing it is far too low, especially compared to Ness' other moves. 
Down tilt is not entirely useless however. The move can be used to intercept characters with poor recoveries such as , as the opponent has no safe way to punish Ness for landing the down tilt. The down tilt can then potentially set up a although some characters can easily avoid this and in most scenarios, Ness would be better off performing a double jump cancelled down aerial on its own. 
Overall, down tilt is one of Ness' worst moves, as well as one of the worst down tilts in the game as its reward is far too low for its risk and Ness almost always has better options. 
==Hitboxes==
|}
==Timing==
Earliest continuable is for another down tilt only.
Hitbox 	4-8
Earliest continuable frame	11
Animation length 	13
Category:Down tilts (SSB)
Category:Ness (SSB)
Category:Normal attacks (SSB)
Ness (SSB)/Forward aerial

==Overview==
Ness does a quick poke with his hands in front of him in the air, similar to the animation of him doing a dash attack, for 12 percent damage (10% weak hit) with moderate knockback. The move is excellent for juggling purposes, even without advanced techniques. However, this move is even more feared when in use with the double jump cancel technique, 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 forward aerial chains can be performed up until the higher percents. Ness can also potentially perform zero-to-death combos on opponents, as he can rack up huge damage with his forward aerial in conjunction with his other aerials (especially into a spike). 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.
==Hitboxes==
|}
==Timing==
Initial auto-cancel	1-9
Clean hit 	10-13
Late hit 	14-26
Ending auto-cancel 	27-
Animation length 	41
|-
===Landing lag===
Animation length 	16
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Ness (SSB)
Category:Forward aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Ness (SSB)/Forward smash

==Overview==
Ness brings out a baseball bat and swings it. This attack deals 18% with high base knockback but low knockback scaling. This makes Ness' forward smash rather powerful at lower percents although it is rather weak at higher percents. It has a decent amount of start-up lag, coming out on frame 18. It is the weakest overall forward smash in the game. It cannot KO at the center of until around 118%, making it tied with as the weakest in the game at the center of Dream Land. It does KO earlier than Luigi's at the ledge although Luigi's is stronger when used far away from the horizontal blastzone. The attack is unique among forward smashes as it can reflect projectiles when timed correctly. If a projectile hits Ness during frames 16-21 of his forward smash, the projectile will bounce back and deal 1.8x more damage. This does give Ness' forward some some extra utility although it can be difficult to utilise. 
One positive Ness' forward smash does have is that the move is safe on shield at +2. This does make forward smash a slow but safe spacing option when used on the ground (especially since it is disjointed) and Ness can potentially pressure his opponents if they shield his forward smash. Forward smash can even lead into a jab grab on shield if the opponent is close enough.
Overall, Ness' forward smash is not too spectacular as while it is disjointed and safe, it is also rather weak and its reflector is situational at best. The move comes out slowly and it cannot be comboed into easily, making it difficult to land. Ness' is usually better off using his to score KOes as it is faster, stronger and it covers a lot more space for a much longer time. Up smash is also faster, it can potentially set up a combo and it can KO earlier depending on Ness' stage position. While it is not a bad move, it is not particularly amazing either. 
In the Japanese version, Ness' forward smash is noticeably better, dealing 2% more damage and noticeably higher knockback. It can KO Mario at the center of Dream Land at 100%, giving it above average knockback at the center of Dream Land. Its higher damage also makes it even safer on shield, having 5 more frames of shieldstun, making it +7 on shield. One thing which was inferior about Ness' Japanese forward smash though was that it had a lower reflection multiplier (1.5x rather than 1.8x) although the move's higher power more than makes up for it.
==Hitboxes==
===NTSC-J===
|}
===NTSC-U/PAL===
|}
====Summary====
*
*
*
==Timing==
Reflects 	16-21
Hitbox 	18-21
Animation length	49
|-
==Properties==
Reflection radius	300u
Reflection damage	
Reflection speed 	1.0x
* Rounded up to the next whole number
Category:Ness (SSB)
Category:Forward smashes (SSB)
Category:Reflectors
Ness (SSB)/Forward tilt

==Overview==
Ness's forward tilt in Super Smash Bros. involves Ness doing a semi-slow roundhouse kick with low knockback. The move itself is rarely used outside of spacing. This is also rare however as it is unsafe on shield. While it might be possible to edgeguard with this move, his aerials as well as his smashes, more specifically his down smash, are considered to be better. This move is considered to be Ness's weakest tilt, making it one of if not his least used move.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-11
Animation length	34
Category:Ness (SSB)
Category:Forward tilts (SSB)
Ness (SSB)/Grab

==Overview==
Ness grabs forward with both of his hands. Can be setup as a jab grab, or with an aerial on a grounded opponent. Both Ness' and are very powerful, making his grab a great option. His forward and back throws are both identical so whatever throw Ness uses depends on the way he is facing and which side of the blastzone is the closest (although he may want to throw the opponent into a further away blastzone if one of his throws is stale). 
==Grabbox==
|}
==Timing==
Grab 	6
Animation length	15
Category:Ness (SSB)
Category:Grabs (SSB)
Ness (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Hook 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Middle Kick 	
Forward tilt 	Spinning Kick 	
Forward tilt up 	Spinning Kick 	
Forward tilt down 	Spinning Kick 	
Up tilt 	Toss 	
Down tilt 	Crouching Kick 	
Dash attack 	Hand Stamp 	
Forward smash 	Batter Up! 	
Up smash 	Around the World 	
Down smash 	Walk the Dog 	
Neutral aerial 	Ness Kick 	
Forward aerial 	Aerial Hand Stamp 	
Back aerial 	Backward Drop Kick	
Up aerial 	Jumping Headbutt 	
Down aerial 	Needle Kick 	
Down aerial (landing) 	Needle Kick 	
Neutral special 	PK Fire 	
Up special 	PK Thunder 	
Down special 	Psychic-Magnet 	
Down special (close-up)	Psychic-Magnet 	
Grab 	 	
Forward throw 	PK Throw 	
Back throw 	Reverse PK Throw 	
Getup attack front 	 	
Getup attack back 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Ness (SSB)
Category:Hitboxes (SSB)
Ness (SSB)/Neutral aerial

==Overview==
Ness does a quick split kick with his feet in front of him in the air, dealing 14% during its first eight frames with average knockback for a neutral aerial and very high shield stun. This move is a sex kick, dealing less damage over time with the move dealing 11% with lower knockback for the rest of its animation. Like most of Ness's aerials, this move is excellent for juggling purposes, though a bit less so than his other aerials (though more than ) due to its horizontal launch angle. Combined with the double jump cancel technique, which is very important to Ness's metagame and vital in most of his matchups, it is possible for Ness to do even shorter short hops, allowing him to use the move a very short distance from the ground, making it possible to chain multiple hits of this move together. Ness can also potentially perform zero-to-death combos on opponents, as he can rack up huge damage with his neutral aerial in conjunction with his other aerials (especially into a spike but his other aerials are considered to be much more useful for this. This move in short is more commonly used at low percents, as the hitstun is high enough combo but the knockback isn't too high to follow up or at mid percents (around 30-50 depending on character) to lead immediately into a down aerial.
However, the move, along with Ness's other moves used for DJCing, has short range, so the technique has since lost recognition and known effectiveness.
Even though it is one of Ness's slower aerials, it still has shield break potential due to its high amount of shield stun, though it is noticeably harder than down, forward, or up aerial due to its awkward hitbox combined with its poor auto-cancel window; forcing Ness to Z-cancel it, especially when used out of a DJC.
==Hitboxes==
|}
==Timing==
===Attack===
Initial auto-cancel	1-4
Clean hit 	5-12
Late hit* 	13-39
Ending auto-cancel 	43-
Animation length 	39
|-
===Landing lag===
Animation length 	14
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Trivia==
* The late hit's hitboxes are programmed to be active until frame 43 although due to the move's animation length, they are only active until frame 40. It is likely that the developers intended for the late hit to only be active from frames 13-29 but due to a timing error, the hitboxes are programmed to be active for 30 frames, rather than being active until frame 30.
Category:Ness (SSB)
Category:Neutral aerials (SSB)
Category:Normal attacks (SSB)
Category:Aerial attacks (SSB)
Ness (SSB)/Neutral attack

==Overview==
Ness's neutral attack or jab in Super Smash Bros. involves Ness jabbing twice and then doing a kick. The three hits combined do 9%, 2 for the first punch, 3 for the second, and 4 for the kick. Competitively, along with the light damage, it is also possible for Ness to get a grab out of the hitstun, known as a jab grab, a unique trait for Ness, , , and . This technique is possible in the J version, or DSB, as well. This gives Ness an extra option not present in many of the other lower tier characters and it is quite useful, as Ness's grab is one of the more powerful, at least when it comes to KOing. The move otherwise has very light knockback and is typical of most Smash 64 jabs (outside of DK/Yoshi) in terms of it's small range and quickness.
For the technical data of each individual hit, see:
*Ness (SSB)/Neutral attack/Hit 1
*Ness (SSB)/Neutral attack/Hit 2
*Ness (SSB)/Neutral attack/Hit 3
Category:Ness (SSB)
Category:Neutral attacks (SSB)
Category:Normal attacks (SSB)
Ness (SSB)/Neutral attack/Hit 1

==Overview==
Ness's first hit of his neutral attack or jab in Super Smash Bros. involves Ness punching. The move deals 2% and has short range. 
The main advantage the move has is that it comes out extremely quickly on frame 2. Because of this, Ness can cancel his jab (if it connects) into grab, known as a jab grab, a unique trait for Ness, , , and . This gives Ness an extra option not present in many of the other lower tier characters (besides Luigi) and it is quite useful, as Ness's grab is one of the more powerful, at least when it comes to KOing (and it works regardless of if the opponent gets hit or shields the jab, although it does not work as well at long ranges or at higher percents). The move otherwise has very light knockback and is typical of most Smash 64 jabs (outside of DK/Yoshi) in terms of it's small range and quick speed. 
It is not recommended to continue past jab 1 as at low percents, the second hit is not guaranteed (until around 20%-35% depending on the character) so the opponent can either shield it or even punish Ness if they have a frame 1 move. The third hit is not particularly powerful either, especially compared to Ness' throws. The first hit on itself is also unsafe on shield (at -8) and very unsafe on hit (at -7 at low percents), making it useless to use on its own. 
Overall, Ness' jab is solid, largely due to its speed and jab grab potential. Outside of its jab grab potential however, it is a fairly standard and unspectacular jab.
==Hitboxes==
|}
==Timing==
Hitboxes 	2-3
Earliest continuable	10
Animation length 	17
Category:Ness (SSB)
Category:Neutral attacks (SSB)
Category:Normal attacks (SSB)
Ness (SSB)/Neutral attack/Hit 2

==Overview==
Ness's second hit of his neutral attack or jab in Super Smash Bros. involves Ness punching, similar to his jab 1 except Ness punches with his right hand instead of his left hand. The move deals 2% and has limited range with minuscule knockback. It is not recommended to use this move as unlike jab 1, jab 2 does not lead into a jab grab. The second hit is not guaranteed at lower percents, so the opponent can shield it or even punish it on hit if they have a frame 1 option. The same thing can also happen with the third hit. If the player decides to use only the 1st and 2nd hit, the move is quite punishable at just about any percent (being -8 on shield and -7 on hit at lower percents), outside of the upper extremes. 
Overall, Ness should usually stick to performing a jab grab rather than his whole jab combo as it can be easily avoided at lower percents and even when it is guaranteed, Ness' jab grab is much safer and grants a greater reward. 
==Hitboxes==
|}
==Timing==
Hitboxes 	3-5
Earliest continuable	8
Animation length 	19
Category:Ness (SSB)
Category:Neutral attacks (SSB)
Category:Normal attacks (SSB)
Ness (SSB)/Neutral attack/Hit 3

==Overview==
Ness's third hit of his neutral attack or jab in Super Smash Bros. involves Ness doing a small kick. The move deals 4% and has short range with slight knockback. It is not recommended to use this move as at low percents, it is not guaranteed, so the opponent can either shield it or even punish Ness if they have a frame 1 move. The move does grant frame disadvantage on hit (-2/-3 at low percents) although it is a fairly small disadvantage, making it unpunishable on hit for most characters (or if they can punish, they only get a very weak punish). 
Overall, Ness should stick to performing a jab grab rather than his whole jab combo as it can be easily avoided at lower percents and even when it is guaranteed, Ness' jab grab is much safer and grants a much greater reward.
==Hitboxes==
|}
==Timing==
Clean hit 	6-7
Late hit 	8-11
Animation length	24
Category:Ness (SSB)
Category:Neutral attacks (SSB)
Category:Normal attacks (SSB)