Captain Phobos
Smash Apprentice
I think Melee Ness is better than he gets credit for. If I were to give him a place, it would be more around mid tier than lower tier like most people think.
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Ness does good against bigger characters like Bowser and Donkey Kong since Ness can easily start combos with them. Mewtwo and Roy can also get hit pretty easily.There's no way he's better than Pichu lmao
Pichu has a good dash dance, strong aerials and kill options as well as one of the best recoveries in the game. Roy has a good dash dance as well and fares far better than Ness against fast fallers. He also has a sword no matter how noodly. I think Zelda and Ness are really close and have similar flaws but Zelda has more range and kill power. I can't justify putting him above Zelda.
low tiers imo:
I'd say ness's throw game and range outshine at least what bowser and zelda can bring to the table.Everyone combos big characters well(except Roy and Bowser LUL) and Ness has really poor neutral options even with DJC.
Pichu has neutral and kill options.
Mewtwo has good combo potential.
Roy has a neutral and some Marth-esque stuff with grab.
Zelda has kill power and throw mixups.
Ness has ?????????
What does Ness excel at that really pushes him above these characters?
yoyo glitch? also great djc (better than yoshis in terms of mixups imo not considering yoshi super armor from double jump), basically gives me free chances to react by changing my momentum with djc ariels (i like bair and dair alot)Everyone combos big characters well(except Roy and Bowser LUL) and Ness has really poor neutral options even with DJC.
Pichu has neutral and kill options.
Mewtwo has good combo potential.
Roy has a neutral and some Marth-esque stuff with grab.
Zelda has kill power and throw mixups.
Ness has ?????????
What does Ness excel at that really pushes him above these characters?
Just going to point this out with FAir, yes FAir has nice disjoint which does help a lot, but one major shortcoming with FAir is the fact that if you trade with FAir, you're always getting the short end of the stick because you give next to no damage. So like good and all, but not as good as it could be.Ness's can auto-cancel dair and still hit crouching Puff with it. The move's also ridiculously strong knockback-wise, and has deceptive range and duration (aiding in edgeguard potential and fastfall timing mixups to deal with hitboxes trying to catch Ness coming down). Imagine Falcon's dair. Now imagine Falcon not needing to commit to a direction while using it so that it will still hit the opponent in any given scenario (thank you DJC), and it being safe on shield (if performed decently). That is Ness's dair, not even kidding.
Other forward/uptilts might do the same job better, but Ness's are serviceable nonetheless. Active frames are pretty decent tho.
PK Thunder can't be beaten out with other moves, so the opponent has no way to challenge it coming down. If you can manipulate it well enough, it's not an illegitimate juggle.
Dash attack is extremely disjointed even if strength and reliability isn't the greatest, it can still combo.
Fair is a disjointed multi-hit, drift well with it in a short hop and it's actually quite good. There's other, similar bairs that are stronger, but you can combo into it without leaving the opponent a chance to retaliate pretty easily. Nair is a good "get off me" move, all things considered. And then upair is a good, strong juggle, especially combined with DJC. It's also a pretty decent KO option, with bair.
Usmash and dsmash might not be the strongest moves in the world, but the hitboxes are huge and they come out fast. It's actually decent zoning potential, and the charge can clank with other moves (in a way that will amost certainly be favorable for Ness). Ness's wavedash is actually good, and combined with the ability to whiff punish ground level approaches with dair (DJC sometimes advised) into a juggle for decent percent, and a huge up-smash that can reliably beat out those same approaches and keep the opponent far off on hit after really just one of those combos, and Ness is a competent character on stage, all things considered.
Ness has better range and consistently better throw options than Pichu. But Pichu having a better recovery, faster jump squat, better falling speed and weight for neutral, and smaller profile make him overall a better character than Ness imo.Everyone combos big characters well(except Roy and Bowser LUL) and Ness has really poor neutral options even with DJC.
Pichu has neutral and kill options.
Mewtwo has good combo potential.
Roy has a neutral and some Marth-esque stuff with grab.
Zelda has kill power and throw mixups.
Ness has ?????????
What does Ness excel at that really pushes him above these characters?
Join date: Sunday.He is definitely better than Kirby, Zelda, browser, and pichu. I would place him in low C teir- high D teir. Overall really underrted character.
Good grab range. Uthrow and dthrow both deal 10% unstaled. Uair cannot be cc'd past 34%, and it can never be ASDI'd down, which is very important vs Peach and Samus. Bair hits at a Sakurai angle and is hard to cc punish if you drift with it. Utilt's insane forward reach makes it good for shield pressuring and also comboing into into itself, grab, upsmash and uair/nair. D-tilt is a useful poke with good frame data (same frame data as Pikachu's d-tilt).Pichu I would 100% agree should be below Ness for so many obvious reasons.
- Yes Pichu is fast.....ummm has like 2 useable moves; oh wait, have fun Killing Samus or Peach with a fully staled strong Nair doing 6-7%. Gamestop trades all day baby, stuff of nightmares. Better hope for a lucky Up-smash kiddos.
Because he's small, it's still not easy to combo him. A lot of combos that would easily convert on, say, Marth, will not on Pichu because his hurtbox is simply hard to precisely reach. His small hurtbox also makes it more reliable to SDI hits.Pichu I would 100% agree should be below Ness for so many obvious reasons.
- Pichu is a delicious combo weight and fall speed, Ness is almost twice as heavy and falls slow enough to escape a lot of combos by air dodge or Nair (ones that are believed to be guaranteed but aren't, stop trying to dbl jump out ppl)
Pichu has the fastest tech in place in the game, with only 2 vulnerable frames. He also has an extremely long and fast roll (both forward and back roll). Yes, his wakeup roll and tech rolls are hot garbage. But luckily his weight makes him fairly hard to knock down.- Pichu has the some of the WORST tech rolls and get up rolls in the game, most are literally half or less than half the distance of most characters. Again easy to combo in the air and on any surface, Falco against Pichu is 100-0.
Pichu's wavedash length is comparable with Ness's, and is also 1 frame quicker because he has a faster jumpsquat. Double jump cancels are cool and all, but Pichu's weight and falling speed combined with his air speed allow him to rush quickly with SHFFL'd aerials and also his full jump is viable for varying angles of approach. For example, falling with full jump uair and bair are good options that can be both safe on shield and against crouch cancel frequently.- Ness can actually zone with aerials and has tricky movement as well as a far better WD plus his DJC allows unique punish ability OoS
- can CC to much higher percents
- his moves have far better priority and KB allowing trade-less early edge guards
- Ness actually has combos and confirms on heavy floaty characters because of his Dair, weak Fair, and Uair (Bair kills even Samus early)
- Ness has throws that are usuable on most weights and fall speeds, his Fthrow has incredible starting KB, Bthrow kills very early, Up and Dthrow have follows ups on many weight classes (latter being DI dependent).
Sure, Ness is heavier and "survives" more hits, but horizontal hits basically kill Ness earlier because his recovery is so exploitable. Even if you don't kill him at low percents, getting him offstage in a position where he can't really double jump back because of the threat of a ledgehop invincible aerial means he will take a ton of damage recovering to the stage, if you don't directly kill him by knocking him away during his up-b startup. Whereas Pichu is insanely hard to gimp and will generally recover to the stage scot-free when Ness has practically no chance.- Ness's Up B recovery is quite bad but really if his dbl jump is saved, a Ness can survive much longer than a Pichu will off stage. his air dodge is generous, his weight stops high KB at early percent and his ledge grab distance is comparable to the Marios. Compare high level footage of Ness and Pichu and without a doubt Ness players live longer off stage, and to higher percents overall.
Yeah Ness may do marginally better against Samus, Marth (Pichu actually probably does better in this matchup than Ness), Sheik (I think there is an argument for Pichu having the better matchup here but whatever), ICs, Puff (Ness definitely doesn't have a better matchup than Pichu here), Peach, Luigi, ect but that is irrelevant because he still does absolutely horribly in all those matchups. The only one of those Ness sort of doesn't get totally stomped in is against ice climbers. I mean why does this matter?Bottom line - Pichu has more unwinnable MUs than Ness, you're not always going to get an easy to combo fast faller on FD. Even Bowser, Zelda, and Kirby have combos and stuff on Fox, Falcon, Falco....who cares everyone does. Those characters aren't really the gate-keepers for tiers surprisingly. Realize you are going to have to fight Samus, Marth, Sheik, ICs, Puff, Peach, Luigi, etc. Those characters are a straight up nightmare for Pichu. The amount of inputs and dodging your going to have to do will not be sustainable in comparison. It's a tedious war of attrition, and lossy trades IMO.
First off, just no, what I am saying doesn't mean there should be more Pichu mains. Roy is better than all the characters we are discussing- by saying that does that mean there should be more Roy mains? No. And there basically are literally no legitimately good Roy mains. Just like in the case of Pichu, if you want to play as Roy, you probably just play as Marth. If you want to play as Pichu, you probably just play as Pikachu or Fox. Also, some characters just have harder difficulty curves than others and take more fundamentals. Young Link is a good example. Pichu is another good example. These characters are just hard to play. That's another deterrent.If that were true there would be evidence by now and more Pichu mains, but there isn't. Ness actually has priority, the ability to zone/space, and combos and kill moves on heavy floaties. I mean trying to find a legit match of a Pichu vs ICs or Samus is kind of a joke, meanwhile there are plenty of reputable Ness vs ICs/Samus matches. The same goes for pretty much every MU I mentioned.
Pichu is hard to combo *optimally* because you have to more precisely account for where you place your hitboxes. Many times when you combo with aerials, where you drift to and when you fast fall impacts your ability to extend the combo or land the sweetspot of your combo enders. Because Pichu has the option to double jump out of combos (which Ness does not have by the way) he is by definition harder to juggle than Ness. Now I would agree that Pichu's weight is more comboable than Ness's, but since Ness can't combo break reliaby with anything (5 frame nair lol) he effectively gets combo'd as badly if not worse. Combos on Pichu are usually a forcing sequence as well, which makes the hits more predictable to DI and SDI. Ness's weight allows him to be combo'd by a lot more variety of moves, so it's harder to read how to DI with him.I agree that Pichu's grab can be surprising in its reach but I mean you're arguing against raw numbers : P It's just horrible.
I mean by definition size is one attribute which contributes to difficulty comboing. But that's not remotely the only factor. Pichu goes through absurd amounts of hit stun and hang time which really minimizes the benefit given by its size. And I mean, okay, Pichu is hard to combo? This isn't an objective statement and I think wouldn't be agreed with by a lot of top players anyway. It's irrelevant because combos on Pichu are guaranteed whether they are hard or not (and a lot of people wouldn't say they're hard, myself included).