Gaussis
Smash Ace
- Joined
- Jul 6, 2008
- Messages
- 903
While I don't recall anyone ever doing a moveset discussion for Ness, I'm not going to search for one and revive it . We're doing a new one boys.
Anyway, this is our (lacking) moveset discussion. We will discuss of possible strategies using each and every one of Ness's moves. After discussion, I will put the main points of each move so we have a reference of sorts. Also, I will give the moves a rating each for certain properties, such as priority, range, and knockback so you know what to incorporate into your game. The rating will go like this.
- Poor
- Subpar
- Average
- Good
- Excellent
Also, any added is an additional score given with an explanation in red. These are given to exceptional moves.
Ok, so let's get this underway.
Move #1: Jab
Jab [A(+A+A)]. It's Ness's Jab. A combination of two punches and a kick at the end.
1st Jab: 3%
2nd Jab: 3%
3rd Jab (Kick): 3%
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
Move #2: Ftilt
Ftilt (Forward/Side+A). It's Ness's roundhouse kick in action. It may not be a Chuck Norris roundhouse kick, but it gets the job done.
Damage:
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
One of it's more obscure uses is to disrupt aerial spacing tilted upwards. Tilting it downwards causes tripping.
Move #3: Utilt
Utilt (Up+A). Ness sets up a spike. No, not his dair spike, a volleyball spike.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
At low percentages, it can juggle opponents quite well. Combining this with uair can rack up damage rather quickly. It can also be used with PKT.
Surprisingly, this move can kill if fresh. However, it shouldn't be relied on as such because upward kill moves can be DI'ed quite well and it kills at % the opponent would be dead from a standard kill move anyway. Nonetheless, a suprise kill is a kill, so if it works, by all means.
Move #4: Usmash
Usmash (Up+A Smash). Ness's around the world yoyo trick.
Knockback:
Speed:
Priority:
Range:
Overall Rating: +
This move has varying uses.
Frame Data
The second hit of usmash goes completely around Ness, hitting any opponent within the range of the yoyo. Some aerials are able to clash the yoyo unharmed, so be cautious.
There are many uses with usmash. For one, it can be used as an approach. Using the charge on shields can limit the opponent's options against Ness. The yoyo also has a large priority against many ground attacks and projectiles. It can also be used to edgeguard opponents on the ledge.
There are different ways to use this move. Check this link for more information.
Move #5: Dtilt
Dtilt (Down+A). Ness kicks at an insane speed. o_O Must be his excitedness.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
Move #6: Fsmash
Fsmash (Forward/Side+A Smash). SMAAAAAAAAAAAAAAAAAAASH! His bat packs a powerful punch.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
Move #7: Dsmash
Dsmash (Down+A Smash). OMG he's walking the dog. An excellent way to discourage rolling.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
Move #8: PK Flash
PK Flash (B). The light lures its the opponent to his death.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
_________________________________________________________________________________
*Note: Any picture contributions are welcome. I cannot load any due to malfunctioning equipment .
*Note2: Some of the pictures here are "borrowed" (yes borrowed ) from Yoshi's Ness Guide.
*Note3: Any comments or suggestions are welcome.
Anyway, this is our (lacking) moveset discussion. We will discuss of possible strategies using each and every one of Ness's moves. After discussion, I will put the main points of each move so we have a reference of sorts. Also, I will give the moves a rating each for certain properties, such as priority, range, and knockback so you know what to incorporate into your game. The rating will go like this.
- Poor
- Subpar
- Average
- Good
- Excellent
Also, any added is an additional score given with an explanation in red. These are given to exceptional moves.
Ok, so let's get this underway.
Move #1: Jab
Jab [A(+A+A)]. It's Ness's Jab. A combination of two punches and a kick at the end.
1st Jab: 3%
2nd Jab: 3%
3rd Jab (Kick): 3%
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
Knockback Growth Rate (KGR)Jab#1
Start up: 2
Hits: 3
Hitlag:4-8
ENDS: 24
Shield lag: 6
Shield stun: 1
Jab #2
Start up: 2
Hits:3
Hitlag:4-7
ENDS: 23
Shield lag: 5
Shield stun: 1
Jab #3
Start up: 4
Hits: 5
Hitlag: 6-10
ENDS: 33
Shield Lag: 6
Shield Stun: 1
Summary: This move deals a small amount of damage. Nevertheless, it has quite a few applications. It's most basic function is to knock the opponent away from Ness. It can be canceled to follow up with a grab or another jab. It can also be used for a jab lock. It is a fast move that can relieve Ness of pressure situations on the ground. Each jab has good range for jabs, especially Ness's third jab (the kick).Starting Knockback Rates
Jab: 566 mph
AA: 557 mph
AAA: 1927 mph
Knockback Growth Rate
Jab: 5.8 mph
AA: 4.4 mph
AAA: 14.1 mph
Move #2: Ftilt
Ftilt (Forward/Side+A). It's Ness's roundhouse kick in action. It may not be a Chuck Norris roundhouse kick, but it gets the job done.
Damage:
- Angled Upward: 12%
- Angled Downward: 10%
- Standard Ftilt: 11%
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
KGRStart up: 6
Hits:7
Hit lag: 8-16
Ends: 42
Shield Lag: 9
Shield Stun: 3
Summary: This move is seen as an attack to get the opponent away from Ness. It isn't bad in knockback and can actually kill at decent percentages fresh. However, it cannot be truly relied on as a kill move since it lacks sufficient knockback. It's range is also an issue since some characters outrange this move enough to be universally useful. It is relatively fast and has high priority, enough to be able to beat many projectiles.Starting Knockback Rates
F tilt (up): 1385 mph
F tilt (middle): 1322 mph
F tilt (Down): 1265 mph
Knockback Growth Rates
F tilt (up): 33.2 mph
F tilt (middle): 30.9 mph
F tilt (Down): 28.4 mph
One of it's more obscure uses is to disrupt aerial spacing tilted upwards. Tilting it downwards causes tripping.
Move #3: Utilt
Utilt (Up+A). Ness sets up a spike. No, not his dair spike, a volleyball spike.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
KGRUp tilt
Start up:4
Hits:5
Hit lag: 6-11
ENDS: 36
Shield Lag: 7
Shield Stun: 3
Summary: Utilt is perhaps Ness's best ground move. This move protects Ness quite well from above and can even beat aerials that might not even seem to trade hits with. More information on those aerials here: http://www.smashboards.com/showthread.php?t=190639.Starting Knockback Rate
2280 mph
KnockBack Growth Rate
26.9 mph
At low percentages, it can juggle opponents quite well. Combining this with uair can rack up damage rather quickly. It can also be used with PKT.
Surprisingly, this move can kill if fresh. However, it shouldn't be relied on as such because upward kill moves can be DI'ed quite well and it kills at % the opponent would be dead from a standard kill move anyway. Nonetheless, a suprise kill is a kill, so if it works, by all means.
Move #4: Usmash
Usmash (Up+A Smash). Ness's around the world yoyo trick.
Knockback:
Speed:
Priority:
Range:
Overall Rating: +
This move has varying uses.
Frame Data
KGRUp smash (Charging hit)
Start up: 8
Hits: 9
Hit lag: 10-14
Ends: ????
Shield Lag: 6
Shield Stun: 3
Up smash
Start up: 8
Hits: 9, 15
Hit lag: 10-14, 16-22
Ends: 65
Shield Lag: 8
Shield stun: 3
Summary: This smash attack is very unlike other smashes. Instead of increasing its strength, it stays out when being charged. The yoyo can hit anyone during its charging animation. Usually, this hit comboes into his second hit after releasing the charge.Starting Knockback Rates
Up smash 4% hit: 2675 mph
Up smash full: 3460 mph
Knockback Growth Rates
Up smash 4% hit: Set knock back
Up smash full hit: 15.7 mph
The second hit of usmash goes completely around Ness, hitting any opponent within the range of the yoyo. Some aerials are able to clash the yoyo unharmed, so be cautious.
There are many uses with usmash. For one, it can be used as an approach. Using the charge on shields can limit the opponent's options against Ness. The yoyo also has a large priority against many ground attacks and projectiles. It can also be used to edgeguard opponents on the ledge.
There are different ways to use this move. Check this link for more information.
Move #5: Dtilt
Dtilt (Down+A). Ness kicks at an insane speed. o_O Must be his excitedness.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
KGRStart up:2
Hits:3
Hit lag: 4-5
Ends: 15
Shield lag: 6
Shield stun: 1
Summary: Pending...Starting Knockback Rate
224 mph
Knockback Growth Rate
2.8 mph
Move #6: Fsmash
Fsmash (Forward/Side+A Smash). SMAAAAAAAAAAAAAAAAAAASH! His bat packs a powerful punch.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
KGRStart up: 20
Hits: 21
Hit lag: 22-34
Ends: 67
Shield Lag: 14
Shield Stun: 8
Summary Pending...Starting Knockback Rates
Forward smash tip uncharged: 2938 mph
Forward smash tip fully charged: 3827 mph
Knockback Growth Rates
Forward smash in on hands uncharged: 2527 mph
Forward smash in on hands charged: 3033 mph
Move #7: Dsmash
Dsmash (Down+A Smash). OMG he's walking the dog. An excellent way to discourage rolling.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
KGRDown smash charging hit
Start up: 9
Hits: 10
Hit lag: 11-15
Ends: ????
Shield Lag: 6
Shield stun: 3
Down Smash
Start up: 9
Hits: 10, 17
Hit lag: 11-15, 18-24? (Hard to tell, there seems to be frames where Ness/ Yo Yo is completely still in his down smash, these are not hit lag ones though...)
ENDS: 75
Shield Lag: 9
Shield Stun: 4
Summary: Pending...Starting Knockback Rates
Down smash 4% hit: 2675 mph
Down smash full hit: 3628 mph
Knockback Growth Rate
Down smash 4% hit: Set knock back
Down smash full hit: 21.4 mph
Move #8: PK Flash
PK Flash (B). The light lures its the opponent to his death.
Knockback:
Speed:
Priority:
Range:
Overall Rating:
Frame Data
KGRQuick Flash
Start up: 42
Hits: 43
Ends:69
Time between hit and end: 26
PK Flash Fully charged
Start up: 146
Hits: 147
Ends: 173
Frames opponent is stunned after end time: 4
Summary: Pending...Starting Knockback Rates
PK flash uncharged: 845 mph
PK flash fully charged: 3203 mph
Knockback Growth Rates
PK flash uncharged: 18.26 mph
PK Flash fully charged: 65.13 mph
_________________________________________________________________________________
*Note: Any picture contributions are welcome. I cannot load any due to malfunctioning equipment .
*Note2: Some of the pictures here are "borrowed" (yes borrowed ) from Yoshi's Ness Guide.
*Note3: Any comments or suggestions are welcome.