Normal Attacks
Neutral attack: First and second hit do 2% damage, third hit does 4%.
Dash attack: First hit does 4% damage, second hit does 2%, third hit does 4%.
Forward tilt: Forward hit does 9% damage, Upward hit does 10%, Downward hit does 10%.
Up tilt: Does 7% damage each hit.
Down tilt: Does 4% damage each hit.
Smash Attacks
Forward smash: Does 25-30% damage when fully charged, 18-22% when uncharged.
Up Smash: Does 12% damage when opponent is in front of Ness, and 18% when the opponent is in air/behind Ness. When uncharged, does 9% or 13% in air/behind. No longer has a hitbox while charging.
Down smash: Can hit 3 times on each hit. When fully charged, it does 1%/1%/14% damage on both hits. When uncharged it does 1%1%/10% on both hits, no longer has a hitbox while charging.
Aerial Attacks
Neutral air: Does 11% damage.
Back air: Does 15% damage most of the time, but can hit for as low as 8% in some areas.
Forward air: Can hit 3 times, 1% damage on the first hit, 2% on the second and 4% on the third hit.
Up air: Does 13% damage.
Down air: Does 10-12% damage.
Grab Attacks
Pummel: Does 1% each hit.
Forward throw: Does 11% damage.
Downward throw: Does 9% damage.
Upward throw: Does 10% damage.
Backward throw: Does 11% damage, still a great KO move.
Special Moves
PK Flash: Does 37% damage when fully charged and as low as 9% when uncharged. Still very slow and misses easily.
PK Fire: Does 6% damage on the first hit, then 2% for each following hit. Shoots further.
PK Thunder: Does 8% damage when absorbed by an enemy, if hit by it's tail 1% is done each time. Has a larger hitbox and PKT2 does 25% damage.
PSI Magnet: Absorbs some projectiles, giving Ness health in return. Has less lag and appears to be larger, push effect on release is very weak.
Custom Moves
PK Flash 2: Larger red version of PK Flash, goes straight up with very little maneuverability. When fully charged does 31% damage and as low as 7% when uncharged. Doesn't seem applicable in stages without a lot of vertical space, but could be used to KO opponents that are close to the top blast zone.
PK Freeze (PK Flash 3): Freezes opponent dealing 19% damage, not much faster than PK Flash.
PK Fire 2: Shoots slower and has a shorter range, but produces a bigger fire that does 6% damage on impact, then burns repeatedly for damage between 2-5% every hit.
PK Fire 3: Shoots straight, does 1% damage on the first hit, then 8% on the second hit and stops burning. Knocks the opponent back.
PK Thunder 2: Does not absorb when coming into contact with opponents. Does 7% damage on the first hit, and then 1% on every following hit.
PK Thunder 3: Larger and slower, doesn't shoot Ness as far but does 11% damage when absorbed, and 28% with PKT2.
PSI Magnet 2: Sucks nearby opponents towards Ness. When released, deals 4-10% damage to opponents depending on how close they are. KO potential at high percents, does not replenish Ness' health or absorb projectiles.
PSI Magnet 3: Is positioned in front of Ness, leaving his back vulnerable but deals 8-9% damage to opponents inside it's center when released.