Rad. I knew there would be a use for u-throw outside of comboing spacies! I've always loved u-throw, with the little pizza toss animation.
...I'm surprised I never saw this before. I'm now calling it Pizza Toss instead of UThrow.
Lots of good discussion on why Ness is good at this point in the game. Enjoying the read.
I can agree on most of the comments EB360 made about moves getting nerfed in transition between games.
DTilt is also worse, though it wasn't really that great in brawl either.
UTilt I can understand where it's bad, but after playing Shulk for a whilewith his terrible horizontal range on his UAir/DAir, I've gotten a bit more used to horizontally restricted moves.
The specifics on the moves I don't really care as much about, but brawl did have a bit more power and range in some areas. I also miss the charging hits on USmash/DSmash.
I can also agree on the mechanical changes of smash4 being a big factor in Ness' success.
Getting gimped was a major issue for Ness in many games, and now it's not nearly as bad because of how the ledge functions. It could become more common as the game progresses for people to improve their offstage edgeguarding and make our lives hard in trying to recover, but that's for the future to tell. I know for a fact that shulk can edgeguard Ness easily. I've done it many times. Jump Manado OP.
Comboing consistently was difficult in brawl, and now Smash4 re-tooled some moves to Ness Combo potential.
The grabs on Ness in Brawl made it infuriating to play against some characters. DDD, ICs, Marth, DK, Falco, and many others had easy combos due to chaingrabs and grab release bull that made it nearly impossible to play Ness against the other character. We couldn't get in close because getting grabbed essentially meant we were dead, and most of Ness' moves besides FAir and PKFire were only effective in close range.
The idea about Shields being OP makes sense to boost the effectiveness of Ness' great grab coverage. Being able to shield more often and safely pushes the usefulness of NAir even further because NAir OoS is amazing.
Landing Lag on Airdodges is one of the huge reasons that I feel Ness is a great character; chasing a character to the ground with PKT gives hits more often, we can utilize our grab to cover those landings, we can NAir and UAir for their somewhat longer lasting hitboxes and low landing lag to capitalize on that extra time advantage more.
Overall there are a lot of reasons why the game itself helps Ness as a character despite everything else pointing to how he shouldn't be great. To see where ANY character will eventually lie on tier lists, it helps to recognize what characters best make use of the minor changes between this smash and the last. I don't know enough about other characters to make those judgements, but I can see that Ness benefits from many of those changes.
The few ways in which the game mechanics hurt us are in rolls being broken.
ROLLS: PK Fire isn't as great at catching rolls because they're generally faster and more invincible. Same thing with DashAttack. Same thing with USmash, especially because the charge hitbox is gone. Those moves were pretty great at covering a roll option in previous games, and now the Ness has to be more precise with any of those options to cover a roll.
Blast Zones being bigger: Of Ness' kill moves, BAir has been the least useful in finishing off a stock for me. Part of it might be that the hitbox is slightly different, but I feel that it doesn't KO nearly as reliably as any of his other moves. BThrow is (very) slightly less potent because of this. FTilt is difficult to KO with now, and I loved it as a quick option to cover dodges and laggy moves.
BOUNCING OFF THE FLOOR: All spike/meteor moves bounce people off the floor. This is great for us because our NAir is super quick and can help to retaliate in a bad situation. However, our already bad DAir is made even more useless because of this; even if we manage to hit someone onstage with that move, our landing lag is long, and at lower percents it's not even worth trying to use it to start a UAir combo. If DAir had some decent auto-cancel ability, maybe I would like it here. But that makes it an entirely dead move.
I can't think of any other general changes between games that might be bad for us, but looking at those it doesn't even seem that bad... except rolls.