INTRO TO NESS
Ness is a fundamental and complex character. Currently placed 23 out of 26 on the current Melee tier list he is said to be one of the worst in the game. However when put into the right hands he can be better than characters such as Mario and Gannondorf . His Double Jump Cancel airials are great for mix ups, for hitting awkward angles, or for platform poking an opponent. Ness has an OK run speed not very many ledge options and a decent punish game for this I believe he should be top of F tier. Now let’s get started. OK
PROS
Neutral
Ness has a decent neutral game with the double jump cancel he is able to mix up platform movement, ground movement, and landing. He can use PK Fire to create space and use dash dance to bait his opponent. He can also space forward air to gain space and to begin pressure. The best way to do this is to auto cancel FAIR then immediately double jump with a FAIR, make sure you’re ready to L cancel if you’re really low to the ground.
Approaching
To begin approaching start with Fair pressure. Once you feel as if you’ve gained enough space you can enter with dash attack at mid to high percents or FAIR at any percent. Make sure your opponent is not shield if you use dash attack this will leave you very vulnerable to a punish as dash attack has a lot of end lag. Also space it at the tip because this will give you the most knock back.
Punishing and Tech Chasing
Ness has a good punish game. Off of dash attack,, D-throw, or U-throw Ness can FAIR or U-AIR the opponent. If the opponent doesn’t DI or has poor DI you may be able to DAIR them and lead into a tech chase situation. This is mostly for Fox, Falco, Falcon, Gannon, and Marth because floatier light weight characters will be sent too far to follow up with DAIR or a tech chase. As for combos Ness can U-AIR juggle most characters and kill some like peach as early as 110% on FD, Battefield, and Yoshi’s. On fast fallers you can do DAIR to U-TILT into all airials however DAIR is the most difficult to land if the opponents DI is correct. Dash Attack, U-AIR works on all characters accept Jiggs at mid percents. Also Dash attack, FAIR, FAIR. For Tech Chasing ness has some tools. If you get the knock down and the opponent rolls toward you Ness can DJC NAIR or DAIR which could go into U-TILT on fast fallers. On tech away he could dash attack, DJC FAIR, or DAIR if you get the hard read. Upon tech in place you can dash attack, NAIR/grab if you’re close enough, DJC FAIR. Ness struggles to combo Peach, Samus, Icelimbers, and Jigglypuff.
COMBO LIST
Gimping
When near the ledge and when you get a grab always do back throw. This can lead to BAIR, DAIR, and sometimes PK FIRE. UP B is good for catching opponents UP B's with the tail and at high percents and lower at the bottom of the stage the hit stun is long enough that it enables the opponent unable to recover.
Defense and Landing
Ness’ defense is kinda sub par. FAIR, BAIR, DAIR, DJC U-AIR, and grab don’t come out quick enough or have enough range to be used against characters with good shield pressure or fast/disjointed moves. This makes NAIR one of his only semi useful defense options along with roll and wavedash out of shield. His landing is the same. You can mix up DJC airials, DAIR, or air dodge to land but it won’t be easy.
Recovery
Ness’ recovery SUCKS ASS and you will find yourself using it a lot if you’re not careful, but when this happens there are some alternatives. I you get knocked high above the stage closer to the left or right blast zone you can PSI MAGNET down for a bit, or simply drift left or right. If you have your jump and you have chosen one of the previous two options then you can jump on stage or jump to get height and air dodge to get to ledge but mix it up or you’ll be back out there again. As for UP B just practice maneuvering it and when the time comes pray your opponent messes up their edge guard.
This has been my SSBM NESS guide I hope you like it, experiment with it, and I will continue to update it for all the future and current ness mains. OK.
Ness is a fundamental and complex character. Currently placed 23 out of 26 on the current Melee tier list he is said to be one of the worst in the game. However when put into the right hands he can be better than characters such as Mario and Gannondorf . His Double Jump Cancel airials are great for mix ups, for hitting awkward angles, or for platform poking an opponent. Ness has an OK run speed not very many ledge options and a decent punish game for this I believe he should be top of F tier. Now let’s get started. OK
PROS
- FAIR has good knockback and combo potential
- DAIR and UP B can gimp fast fallers early
- DASH ATTACK can aid tech chases since it's so long
- DJC helps mix up movement
- U-AIR good for juggling
- DAIR comes out slow so isn't effective for tech chasing without a hard read
- closer hitbox of DASH ATTACK has very little knockback
- limited ledge options
- bad recover
- terrible jab
- short grab range
Neutral
Ness has a decent neutral game with the double jump cancel he is able to mix up platform movement, ground movement, and landing. He can use PK Fire to create space and use dash dance to bait his opponent. He can also space forward air to gain space and to begin pressure. The best way to do this is to auto cancel FAIR then immediately double jump with a FAIR, make sure you’re ready to L cancel if you’re really low to the ground.
Approaching
To begin approaching start with Fair pressure. Once you feel as if you’ve gained enough space you can enter with dash attack at mid to high percents or FAIR at any percent. Make sure your opponent is not shield if you use dash attack this will leave you very vulnerable to a punish as dash attack has a lot of end lag. Also space it at the tip because this will give you the most knock back.
Punishing and Tech Chasing
Ness has a good punish game. Off of dash attack,, D-throw, or U-throw Ness can FAIR or U-AIR the opponent. If the opponent doesn’t DI or has poor DI you may be able to DAIR them and lead into a tech chase situation. This is mostly for Fox, Falco, Falcon, Gannon, and Marth because floatier light weight characters will be sent too far to follow up with DAIR or a tech chase. As for combos Ness can U-AIR juggle most characters and kill some like peach as early as 110% on FD, Battefield, and Yoshi’s. On fast fallers you can do DAIR to U-TILT into all airials however DAIR is the most difficult to land if the opponents DI is correct. Dash Attack, U-AIR works on all characters accept Jiggs at mid percents. Also Dash attack, FAIR, FAIR. For Tech Chasing ness has some tools. If you get the knock down and the opponent rolls toward you Ness can DJC NAIR or DAIR which could go into U-TILT on fast fallers. On tech away he could dash attack, DJC FAIR, or DAIR if you get the hard read. Upon tech in place you can dash attack, NAIR/grab if you’re close enough, DJC FAIR. Ness struggles to combo Peach, Samus, Icelimbers, and Jigglypuff.
COMBO LIST
- DASH ATTACK + U-AIR
- DASH ATTACK + FAIR (another fair is possible on FF's and Marth)
- FAIR + GRAB + DOWNTHROW + FAIR
- DAIR + U-TILT
- DAIR + U-AIR or NAIR
- DAIR + BAIR
- U-THROW (low%) + JAB + GRAB + D-THROW + FAIR
- DASH ATTACK + DAIR (low% and wrong DI)
- DASH ATTACK + DJC U-AIR + JAB + GRAB
Gimping
When near the ledge and when you get a grab always do back throw. This can lead to BAIR, DAIR, and sometimes PK FIRE. UP B is good for catching opponents UP B's with the tail and at high percents and lower at the bottom of the stage the hit stun is long enough that it enables the opponent unable to recover.
Defense and Landing
Ness’ defense is kinda sub par. FAIR, BAIR, DAIR, DJC U-AIR, and grab don’t come out quick enough or have enough range to be used against characters with good shield pressure or fast/disjointed moves. This makes NAIR one of his only semi useful defense options along with roll and wavedash out of shield. His landing is the same. You can mix up DJC airials, DAIR, or air dodge to land but it won’t be easy.
Recovery
Ness’ recovery SUCKS ASS and you will find yourself using it a lot if you’re not careful, but when this happens there are some alternatives. I you get knocked high above the stage closer to the left or right blast zone you can PSI MAGNET down for a bit, or simply drift left or right. If you have your jump and you have chosen one of the previous two options then you can jump on stage or jump to get height and air dodge to get to ledge but mix it up or you’ll be back out there again. As for UP B just practice maneuvering it and when the time comes pray your opponent messes up their edge guard.
This has been my SSBM NESS guide I hope you like it, experiment with it, and I will continue to update it for all the future and current ness mains. OK.