L9999
Smash Champion
Ness doesn't need moveset change, he just needs to get buffed and make PK Thunder2 un-gimpable.
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There are other things, like the extra release grab frames in Brawl, but recovery is probably the biggest issue across all 3 games.Is the soul reason Ness isn't more competitive because of his recovery? I love the character but don't know the ins and outs.
Wario and Ice Climbers aren't hidden.He's one of five character (along Captain Falcon, Wario, Ice Climbers, and a star fox character) that I don't think will be hidden characters this time.
Or even better that could be his new FS like marth's.When Ness charges his bat it should make this effect over his bat
Causing fat damage
Wario and Ice Climbers aren't hidden.
He's one of five character (along Captain Falcon, Wario, Ice Climbers, and a star fox character) that I don't think will be hidden characters this time.
We aren't trying to make him ungimpable. Everyone should be gimpable at least a little.UpB being eatable and not putting Ness into freefall won't work because you are still falling during the move and there would still likely be recovery frames just from his 'use' animation ending. Characters like Pikachu/Samus would be able to chump him easy by just literally falling down above him and eating every PkT he throws unless knockback on PkT1 gets much bigger. Then when the distance is terminal, just double-jump->upB and call it a match. 100:0 in opponent's favor with that, and it's not even stage-reliant.
No I'm not saying that the increased knockback is gonna lead to them dying....im saying that its going to lead to a longer distance they have to travel to eat your thunder againNot really. Eating Ness's PkT1 even if he gets it back is still preferable to letting him back on the platform because the PkT is helping his opponent get back toward the platform all the while further endangering Ness himself. Who cares about eating ~40-50% when it gets you a stock?
I would support some kind of yoyo air throw move like the snake replacing his forward throw, but otherwise leaving the matchup alone. He really needs a 2nd recovery move.UpB being eatable and not putting Ness into freefall won't work because you are still falling during the move and there would still likely be recovery frames just from his 'use' animation ending. Characters like Pikachu/Samus would be able to chump him easy by just literally falling down above him and eating every PkT he throws unless knockback on PkT1 gets much bigger. Then when the distance is terminal, just double-jump->upB and call it a match. 100:0 in opponent's favor with that, and it's not even stage-reliant.
Ness is only infinited by Donkey Kong and on stages with (permanent) walls.Three things I'd like to see changed for Smash 4
- Recovery buff - Don't care how, but needs to happen.
- Grab Release - Non horrid amount of frames. He shouldn't be infinte'd by almost every character.
Oh? I had just taken that from one of the wikis, so sorry about that. I'm a P:M player, where that doesn't happen.Ness is only infinited by Donkey Kong and on stages with (permanent) walls.
They can incorporate PSI Teleport.
Sakurai confirmed for hating The Legend of Zelda.Well. At least it's not as bad as Link's. Or Zelda/Ganon's.
It's PSI Teleport.Ness was the VERY FIRST character I got into with Smash Bros after I had unlocked everyone and spent time figuring out how the fighters work. It was a given, since EarthBound is the most life-changing game I had ever played back in the 90s and I had kept it close to heart ever since. I wanted to get good with him so badly just because I actually liked Ness. And I did, I played Ness as my character of choice against fellow students for the entirety of the school year, up until the Melee days.
Disappointed am I in the state of the character, and the attitude people have towards changing him. Technically you could have improved Bowser by just tweaking his stats, but I am the majority would say they are happier with the character they have made out of him. It is honestly disrespectful to discredit what the developers could do with Ness. They can still maintain the core themes of a character and keep him loyal to the source material. Instead of seeing this as you having to get used to some new moves, think of this as something that should have happened a long time ago. Let them change the character. Let's get something that will work when the game ships, and Ness players young and old can get into and play well.
Ness' design was a failure from the beginning. He went from being the best to one of the worst characters during the life span of SSB64. He would maintain his position for every entry since. It's because both the Mother series characters are fundamentally flawed and grow worse and worse as players improve. Ness' strongest normals all depend on his anatomy or pulling out rather tight disjointed hitboxes, and there is only so much they will be willing to distort his tiny body to make it work. As players improve, it is not only easier to keep Ness out of range from doing more than just f-airs, but also easier to attack a character who struggles to defend himself. Even without the grab release shenanigans, Lucas rapidly decayed in power in Brawl, but he still had something going.
Project M made Ness and Lucas much more powerful with immense increases in speed and power. It took very drastic changes to make it work, but it can be done. In a fast-paced environment, a good Lucas can find a way to get on-top of someone and compensate for his little reach. It's not the only way to fix the problem, however. I had similar ideas to what @ TheSkuxxedOne posted. Not only can Ness take the most out of what Lucas had, but the ability to change Special moves means players can choose which variant they liked. That said, I would keep the yo-yo. It help Ness to feel like a Mother series representative, but it is more unique among the cast in general. A combination of more speed and more telekinesis in his attacks can go a long way in helping Ness both deal pressure and fend it off.
These are the changes I would make to his specials:
- Combine PK Flash and PK Thunder to the B button. PK Flash is now a projectile that launches like PK Thunder did, grows in strength the longer it is in motion, and explodes on release. Detonating it on Ness or hitting him on the bum still works as a recovery option. As an added bonus, let Ness cancel it with R.
- PK Teleport is now his up special. He runs (even while airborne) in the direction he is facing before fading away, and re-emerges to appear where you direct him to. Just like any other teleport, but with a unique world-wrapping graphic.
- PSI Magnet can stay, but could use improvements to be useful in more matchups. Perhaps solid projectiles could be vaporized and then absorbed, or it can inherit Lucas's zapping properties. Make it as powerful as a shine, an infinitely better move in 9/10 situations that are not doubles.
- Of course PK Fire would remain as is, but you can switch to Lucas style PK Fire with custom special moves should you wish.
I'm well aware of how it appears. That said, I thought only Magnet and Shield were "PSI" in the Japanese version, and all other PK abilities are prefixed by "PK". That is why a few abilties in Smash Bros should be "PSI" something or another but are instead "PK. They probably just kept it since the Japanese VA does the trick otherwise.It's PSI Teleport.
Not assuming this. I just think it's a good idea.Btw you guys shouldn't really assume that Lucas is cut. A lot of things could change.
It's a mistranslation. If you look at Mother 1's English version, you can see "PK Fire", "PK Thunder" etc.I'm well aware of how it appears. That said, I thought only Magnet and Shield were "PSI" in the Japanese version, and all other PK abilities are prefixed by "PK". That is why a few abilties in Smash Bros should be "PSI" something or another but are instead "PK. They probably just kept it since the Japanese VA does the trick otherwise.
Not assuming this. I just think it's a good idea.
That.. was beautiful. Hopefully we'll get to see some of these ideas with Bamco helping with the balancing.Ness was the VERY FIRST character I got into with Smash Bros after I had unlocked everyone and spent time figuring out how the fighters work. It was a given, since EarthBound is the most life-changing game I had ever played back in the 90s and I had kept it close to heart ever since. I wanted to get good with him so badly just because I actually liked Ness. And I did, I played Ness as my character of choice against fellow students for the entirety of the school year, up until the Melee days.
Disappointed am I in the state of the character, and the attitude people have towards changing him. Technically you could have improved Bowser by just tweaking his stats, but I am the majority would say they are happier with the character they have made out of him. It is honestly disrespectful to discredit what the developers could do with Ness. They can still maintain the core themes of a character and keep him loyal to the source material. Instead of seeing this as you having to get used to some new moves, think of this as something that should have happened a long time ago. Let them change the character. Let's get something that will work when the game ships, and Ness players young and old can get into and play well.
Ness' design was a failure from the beginning. He went from being the best to one of the worst characters during the life span of SSB64. He would maintain his position for every entry since. It's because both the Mother series characters are fundamentally flawed and grow worse and worse as players improve. Ness' strongest normals all depend on his anatomy or pulling out rather tight disjointed hitboxes, and there is only so much they will be willing to distort his tiny body to make it work. As players improve, it is not only easier to keep Ness out of range from doing more than just f-airs, but also easier to attack a character who struggles to defend himself. Even without the grab release shenanigans, Lucas rapidly decayed in power in Brawl, but he still had something going.
Project M made Ness and Lucas much more powerful with immense increases in speed and power. It took very drastic changes to make it work, but it can be done. In a fast-paced environment, a good Lucas can find a way to get on-top of someone and compensate for his little reach. It's not the only way to fix the problem, however. I had similar ideas to what @ TheSkuxxedOne posted. Not only can Ness take the most out of what Lucas had, but the ability to change Special moves means players can choose which variant they liked. That said, I would keep the yo-yo. It help Ness to feel like a Mother series representative, but it is more unique among the cast in general. A combination of more speed and more telekinesis in his attacks can go a long way in helping Ness both deal pressure and fend it off.
These are the changes I would make to his specials:
- Combine PK Flash and PK Thunder to the B button. PK Flash is now a projectile that launches like PK Thunder did, grows in strength the longer it is in motion, and explodes on release. Detonating it on Ness or hitting him on the bum still works as a recovery option. As an added bonus, let Ness cancel it with R.
- PK Teleport is now his up special. He runs (even while airborne) in the direction he is facing before fading away, and re-emerges to appear where you direct him to. Just like any other teleport, but with a unique world-wrapping graphic.
- PSI Magnet can stay, but could use improvements to be useful in more matchups. Perhaps solid projectiles could be vaporized and then absorbed, or it can inherit Lucas's zapping properties. Make it as powerful as a shine, an infinitely better move in 9/10 situations that are not doubles.
- Of course PK Fire would remain as is, but you can switch to Lucas style PK Fire with custom special moves should you wish.