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Meta Match Up Discussion - Vs. Ness

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鉄腕
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BRoomer
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TripleDash
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:ness:

Back-Throw vs. Up-Throw


General Rules:

  • No Flaming. Respect the opinions of others even if you disagree. Let's not get heated on an online forum for a family-friendly game. Failure to abide by this will result in the wrath of the law.
  • Human error isn't something worth serious consideration. Discussions will assume both characters are being played to utmost potential.
The following are suggested subtopics of conversation:
  • Character strengths and weaknesses
  • How to effectively approach/deter approaches
  • Off-stage game
  • Positional play
  • Punishes/punishing
  • Specific moves/strings that are strong for both characters
  • Suggested custom movesets
  • Stage strengths and weaknesses
  • Overall score [NOTE: THIS IS NOT AS IMPORTANT DURING THE FIRST ROUND OF DISCUSSION]

***For general questions not related to the current topic in this thread please use the General Match Up thread.***

This thread shall last for around 8-9 days, with the next thread opening up in about 5-7 days.
 

meleebrawler

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meleebrawler
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This matchup is fairly straightforward. The only real thing Mewtwo has to be careful of is not getting predictable with Shadow Ball thus getting it absorbed or reflected, and likewise Ness has to be even more cautious with PK Fire.

Ness is heavier, has strong aerials and has the bthrow of doom that can potentially KO Mewtwo far earlier than his own uthrow will. He'll usually try to space you out with these aerials in neutral, particularly with fair and nair. Bair and uair are the main KO threats in the air, be particularly wary of uair's larger than expected hitbox.

He'll be spending most of his time approaching from the air with good reason; his ground game is thoroughly underwhelming. With mediocre movement speed and poor range on the majority of his ground moves, Mewtwo should have little trouble spacing him out there. The only real thing to watch out for is dash attack. Still, the moves are fast, so if Ness successfully closes in with his air approach you could be in trouble. Fortunately, his dthrow to fair strings won't be inflicting too much damage on Mewtwo due to his light weight.

Ness's generally lacking mobility is probably his biggest downfall here; Mewtwo can outmaneuver, and thus outspace him fairly easily with good precision. His aerials hurt, but your's have more range. Escaping disadvantage also isn't very difficult with this in mind. And most critically, with proper spacing and movement Ness will have a devil of a time landing that threatening kill throw. Just don't get too tenacious when you're at high percents since a miss could mean a swift retaliatory kill with said throw or one of his powerful aerials.

PK Thunder can be annoying when recovering, just make sure it doesn't hit you out of your second jump or close to the stage where it could setup into one of Ness's aerials. His recovery isn't too hard to disrupt if he has to PK Thunder 2, but be very catious of course. Don't know if maybe Confusion could be useful in screwing with it...
 

Sonicninja115

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Joined
Jul 8, 2015
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My biggest beef with this MU is Bthrow, however, if Mewtwo spaces correctly at high Percents then this shouldn't be a problem. Mewtwo also has the plus of being able to kill Ness before Ness kills Mewtwo. As Mewtwo can Gimp Ness rather easily and Mewtwo has better, and stronger, KO options.

The biggest thing Ness has in his favor is his ability to quickly rack up damage through combos and specials.

Consensus, 55/45 Ness.
 
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