PK Bash
Smash Apprentice
- Joined
- Jan 26, 2016
- Messages
- 196
EDIT 28/11/2018
I had been compiling some information based on the early November build that Spain and other locations saw at the start of the month, but with the final game already doing the rounds and officially coming out so soon, any future updates to this post will just use the final game.
If nobody else steps in to codify Ness' changes and anything that is labbed upon release, I will endeavour to at least confirm the changes here for the final game, and remove anything that no longer stands, ASAP. As always, any help you can give will be wholly appreciated!
-------------------------------------------------------------------------
First thing first: it must be stressed that anything we think we know is liable to change in the final version of the game. However, I feel it would still be useful to have a concrete "database" of sorts of this kind of thing pre-release - to my knowledge, this is the first central location documenting Ness' changes in Ultimate.
This is based on the E3 build and will be updated as new footage comes to light when necessary.
This is not intended to be an exhaustive list of changes in its current state, nor can it be until we see the final build of the game. Currently, damage values or frame data estimates are not included as gathering this info is a big job and I wanted to get this out sooner rather than later, any help people want to give in collecting frame data or damage values is very welcome!
n.b. Discord and SmashBoards user Lochy has had the chance to play the E3 build of the game and has reported a number of changes to Ness that will be used as evidence for some of the statements here. Find Lochy's original post on SmashBoards here.
Also note that I have tried to find the clearest and most useful footage possible for evidence - if you have any additional footage for any of these changes (it does not have to be great footage, just good enough to see what we need to see), or footage that confirms any changes I have missed here, please let me know!
**all changes are relative to Smash 4 v1.1.7**
General changes:
-all characters now have a 3-frame jumpsquat animation, a buff from 5 frames for Ness in Smash 4
-all characters have the same or a very similar initial dash most comparable to that of Cloud in Smash 4
-landing lag appears to have been significantly reduced across the board - Ness included
Ness' moveset:
AERIALS
NAir:
-hitbox appears to be larger and with a disjoint surrounding Ness' hands.
Evidence for this change: confirmed by Lochy during their playtest with the game shortly after the E3 presentation, as well as footage such as https://youtu.be/vX6qUywlnjg?t=3h49m57s
UAir:
-Now a multihit move that uses PSI rather than the headbutt of previous games.
Evidence: can be seen in various footage from events (clearest footage: https://youtu.be/vX6qUywlnjg?t=3h50m9s ); confirmed by Lochy.
DAir:
-move has been sped up overall (might autocancel out of a shorthop)
Evidence: Lochy appears to have noticed this when playing the E3 build.
-the spike is significantly more powerful than it was in Smash 4.
Evidence: right at the end of this game https://twitter.com/Aurum7HRN/status/1006917334202712064, Ness down airs Squirtle at roughly 40% and Squirtle is sent straight to the bottom of the screen
SMASHES
Up Smash:
-now a kill move
evidence: https://youtu.be/vX6qUywlnjg?t=3h50m14s
-the hitbox the yo-yo used to have when charging pre-Smash 4 has returned.
evidence: confirmed by Lochy
Down Smash:
-like up smash, down smash once again has a hitbox when the yo-yo is charging.
evidence: confirmed by Lochy, and we can potentially see how it will work here https://youtu.be/Klpcqm4H3G4?t=1m20s notice that Ness no longer holds the yoyo in his hand, but plants it immediately on the ground behind him, implying this works similarly to the yo-yo charge hitboxes of previous games.
**the yo-yo charging hitbox now hangs over the ledge unlike in Brawl, where it was impossible to charge the smash when the yoyo was hanging over the ledge.
Evidence: https://youtu.be/_CG9cQcT3qo?t=4m20s
TILTS
Up tilt:
-a larger hitbox, with more horizontal reach
evidence: https://youtu.be/Y8OhkzntHj4?t=103
OTHER GROUNDED MOVES
Dash attack:
-has a new animation where Ness pulls his hands to his hips to generate PSI before a hitbox appears, much like FAir, rather than simply pushing his palms out and PSI appearing like in Smash 4.
evidence: https://youtu.be/vX6qUywlnjg?t=3h50m14s
grab + pummel:
-Ness has a new grab animation and a slower pummel (which does approximately 1.5% per pummel).
evidence: https://youtu.be/vX6qUywlnjg?t=3h50m42s
Dthrow
**The angle and launch speed of dthrow appears to be less combo-friendly (possibly as a casualty of the new knockback mechanics + fairly low hitstun) and there is plenty of footage of Nesses trying to connect a forward air after the dthrow like S4 but completely whiffing. However, Lochy has confirmed that dthrow can still be used to combo into FAir to at least some extent.
SPECIALS
PK Flash
-PK Flash no longer puts Ness in freefall.
evidence: confirmed by Lochy
-Much faster than it was in Smash 4. Rumours that the maximum damage is 20% to compensate for the speed buff are unfounded.
evidence: https://youtu.be/vX6qUywlnjg?t=3h50m46s - notice that Pit's damage goes from 45.6% to 77.1%, an increase of over 30%
-PK Flash now moves through platforms.
evidence: https://youtu.be/xtq2wSq8_98?t=1m38s
PSI Magnet properties:
The presence of a weak hitbox on PSI Magnet has been proven.
evidence: https://twitter.com/Le_Fauster/status/1015840587168219136?s=19
-The magnet now no longer cancels all of Ness' horizontal momentum when used in the air
evidence: https://youtu.be/jt3XxvSKHNA?t=2m25s
-Double Jump can be cancelled with Magnet still, and likely all other special moves.
evidence: https://youtu.be/jt3XxvSKHNA?t=2m25s (and also seen here with PKT https://youtu.be/jt3XxvSKHNA?t=1m57s)
-Ness can absorb the Splattershot ink from Inklings
evidence: confirmed by Lochy
-Has a new look inspired by EarthBound
evidence: https://youtu.be/M_Pszs9I7S4?t=9s
**I would also like to note that using this https://youtu.be/DS6W-nx6kF4?t=58s we can work out the healing multiplier on PSI Magnet (or at least guess). Coming soon. (This also confirms that Magnet can still be cancelled with jump, for those who were curious.)
PK Fire
-PK Fire has a new animation which sees Ness throws the bolt with one hand. The flames also have a new visual effect with red diamonds, reminiscient of how the move appeared in EarthBound.
evidence: Ness' introduction video and also seen clearly in-game here https://youtu.be/vX6qUywlnjg?t=3h50m13s
PK Thunder
**PKT2 rebound (also known as double PKT2, where Ness crashes into a wall and can PKT again immediately) has returned
evidence: https://youtu.be/jt3XxvSKHNA?t=2m25s
-PKT2 still shortens after collision with a hitbox
evidence: confirmed by Lochy
-PKT1 moves and behaves similarly to Smash 4
evidence: confirmed by Lochy
-There is now a red arrow to indicate Ness' PKT2 trajectory when lining up PKT1 with Ness' body
evidence: https://youtu.be/jtlUHmonMGQ?t=12s
-Visually different; like other moves, there is now an EarthBound-style visual effect on PK Thunder
evidence: https://youtu.be/jtlUHmonMGQ?t=12s
---
Once again, I would like to ask for your help in identifying other changes to Ness, however small, as well as damage values and frame data estimates for all his moves. And if you have spotted any mistakes, don't hesitate to point them out.
I had been compiling some information based on the early November build that Spain and other locations saw at the start of the month, but with the final game already doing the rounds and officially coming out so soon, any future updates to this post will just use the final game.
If nobody else steps in to codify Ness' changes and anything that is labbed upon release, I will endeavour to at least confirm the changes here for the final game, and remove anything that no longer stands, ASAP. As always, any help you can give will be wholly appreciated!
-------------------------------------------------------------------------
First thing first: it must be stressed that anything we think we know is liable to change in the final version of the game. However, I feel it would still be useful to have a concrete "database" of sorts of this kind of thing pre-release - to my knowledge, this is the first central location documenting Ness' changes in Ultimate.
This is based on the E3 build and will be updated as new footage comes to light when necessary.
This is not intended to be an exhaustive list of changes in its current state, nor can it be until we see the final build of the game. Currently, damage values or frame data estimates are not included as gathering this info is a big job and I wanted to get this out sooner rather than later, any help people want to give in collecting frame data or damage values is very welcome!
n.b. Discord and SmashBoards user Lochy has had the chance to play the E3 build of the game and has reported a number of changes to Ness that will be used as evidence for some of the statements here. Find Lochy's original post on SmashBoards here.
Also note that I have tried to find the clearest and most useful footage possible for evidence - if you have any additional footage for any of these changes (it does not have to be great footage, just good enough to see what we need to see), or footage that confirms any changes I have missed here, please let me know!
**all changes are relative to Smash 4 v1.1.7**
General changes:
-all characters now have a 3-frame jumpsquat animation, a buff from 5 frames for Ness in Smash 4
-all characters have the same or a very similar initial dash most comparable to that of Cloud in Smash 4
-landing lag appears to have been significantly reduced across the board - Ness included
Ness' moveset:
AERIALS
NAir:
-hitbox appears to be larger and with a disjoint surrounding Ness' hands.
Evidence for this change: confirmed by Lochy during their playtest with the game shortly after the E3 presentation, as well as footage such as https://youtu.be/vX6qUywlnjg?t=3h49m57s
UAir:
-Now a multihit move that uses PSI rather than the headbutt of previous games.
Evidence: can be seen in various footage from events (clearest footage: https://youtu.be/vX6qUywlnjg?t=3h50m9s ); confirmed by Lochy.
DAir:
-move has been sped up overall (might autocancel out of a shorthop)
Evidence: Lochy appears to have noticed this when playing the E3 build.
-the spike is significantly more powerful than it was in Smash 4.
Evidence: right at the end of this game https://twitter.com/Aurum7HRN/status/1006917334202712064, Ness down airs Squirtle at roughly 40% and Squirtle is sent straight to the bottom of the screen
SMASHES
Up Smash:
-now a kill move
evidence: https://youtu.be/vX6qUywlnjg?t=3h50m14s
-the hitbox the yo-yo used to have when charging pre-Smash 4 has returned.
evidence: confirmed by Lochy
Down Smash:
-like up smash, down smash once again has a hitbox when the yo-yo is charging.
evidence: confirmed by Lochy, and we can potentially see how it will work here https://youtu.be/Klpcqm4H3G4?t=1m20s notice that Ness no longer holds the yoyo in his hand, but plants it immediately on the ground behind him, implying this works similarly to the yo-yo charge hitboxes of previous games.
**the yo-yo charging hitbox now hangs over the ledge unlike in Brawl, where it was impossible to charge the smash when the yoyo was hanging over the ledge.
Evidence: https://youtu.be/_CG9cQcT3qo?t=4m20s
TILTS
Up tilt:
-a larger hitbox, with more horizontal reach
evidence: https://youtu.be/Y8OhkzntHj4?t=103
OTHER GROUNDED MOVES
Dash attack:
-has a new animation where Ness pulls his hands to his hips to generate PSI before a hitbox appears, much like FAir, rather than simply pushing his palms out and PSI appearing like in Smash 4.
evidence: https://youtu.be/vX6qUywlnjg?t=3h50m14s
grab + pummel:
-Ness has a new grab animation and a slower pummel (which does approximately 1.5% per pummel).
evidence: https://youtu.be/vX6qUywlnjg?t=3h50m42s
Dthrow
**The angle and launch speed of dthrow appears to be less combo-friendly (possibly as a casualty of the new knockback mechanics + fairly low hitstun) and there is plenty of footage of Nesses trying to connect a forward air after the dthrow like S4 but completely whiffing. However, Lochy has confirmed that dthrow can still be used to combo into FAir to at least some extent.
SPECIALS
PK Flash
-PK Flash no longer puts Ness in freefall.
evidence: confirmed by Lochy
-Much faster than it was in Smash 4. Rumours that the maximum damage is 20% to compensate for the speed buff are unfounded.
evidence: https://youtu.be/vX6qUywlnjg?t=3h50m46s - notice that Pit's damage goes from 45.6% to 77.1%, an increase of over 30%
-PK Flash now moves through platforms.
evidence: https://youtu.be/xtq2wSq8_98?t=1m38s
PSI Magnet properties:
The presence of a weak hitbox on PSI Magnet has been proven.
evidence: https://twitter.com/Le_Fauster/status/1015840587168219136?s=19
-The magnet now no longer cancels all of Ness' horizontal momentum when used in the air
evidence: https://youtu.be/jt3XxvSKHNA?t=2m25s
-Double Jump can be cancelled with Magnet still, and likely all other special moves.
evidence: https://youtu.be/jt3XxvSKHNA?t=2m25s (and also seen here with PKT https://youtu.be/jt3XxvSKHNA?t=1m57s)
-Ness can absorb the Splattershot ink from Inklings
evidence: confirmed by Lochy
-Has a new look inspired by EarthBound
evidence: https://youtu.be/M_Pszs9I7S4?t=9s
**I would also like to note that using this https://youtu.be/DS6W-nx6kF4?t=58s we can work out the healing multiplier on PSI Magnet (or at least guess). Coming soon. (This also confirms that Magnet can still be cancelled with jump, for those who were curious.)
PK Fire
-PK Fire has a new animation which sees Ness throws the bolt with one hand. The flames also have a new visual effect with red diamonds, reminiscient of how the move appeared in EarthBound.
evidence: Ness' introduction video and also seen clearly in-game here https://youtu.be/vX6qUywlnjg?t=3h50m13s
PK Thunder
**PKT2 rebound (also known as double PKT2, where Ness crashes into a wall and can PKT again immediately) has returned
evidence: https://youtu.be/jt3XxvSKHNA?t=2m25s
-PKT2 still shortens after collision with a hitbox
evidence: confirmed by Lochy
-PKT1 moves and behaves similarly to Smash 4
evidence: confirmed by Lochy
-There is now a red arrow to indicate Ness' PKT2 trajectory when lining up PKT1 with Ness' body
evidence: https://youtu.be/jtlUHmonMGQ?t=12s
-Visually different; like other moves, there is now an EarthBound-style visual effect on PK Thunder
evidence: https://youtu.be/jtlUHmonMGQ?t=12s
---
Once again, I would like to ask for your help in identifying other changes to Ness, however small, as well as damage values and frame data estimates for all his moves. And if you have spotted any mistakes, don't hesitate to point them out.
Last edited: