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Ness Super Smash Bros. 4 artwork

Ness Super Smash Bros. 4 moves, tips and combos

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Weight: 94 Tier Ranking: 29th Popularity: 12th
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Tips for Ness

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Helpful/Unrated (18)
Unhelpful (1)
Rosie1818 posted December 11, 2015

People see Ness as two moves, Pk Fire and Back throw. I don't think I have to tell anyone here that he's way more than that. For Glory, like a lot of characters, has given Ness a stereotype to the point where some players don't even think he's actually good. Well he is good. He's very good. But you have to know who he is and what he does to play him effectively. Playing Ness well means you have to know what his weaknesses are. You have to know what elements people will be trying to exploit and how to make up for them. Ness's known as "the powerhouse" and it is an appropriate because of how early he can kill. But the fact is that Ness is actually the best defensive character in the entire game. Let's be honest Ness players. Our approach sucks. Its very bad. All we have is grab, Pk fire, Fair, Nair, Falling Uair, and Dash Attack. All of the moves are punishable as hell when used incorrectly. To play Ness, you need to read your opponent to get your Pk fires and grabs. You must punish their bad moves. If playing Ness offensively worked, your opponent sucked. That's reality. All of Ness's moves are meant to be punishers for scrubs. This is why Ness's hardest matchups are against characters like Shiek and Pikachu who are faster and their lag is less obvious while characters like Gdorf and Dankey Kang get eaten alive by Ness, who by the way has a better approach than both of those characters if that tells you anything. Playing Ness is not about skill. It is about mindgames and reads to pull off the kills at such low percents.

+2
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AuPalladium posted May 23, 2015

I feel many people completely ignore Ness for what he is: a combo master. Many believe that the only strategy to win is to spam, but there's so much more to him.

The best strategy is to get spacing into a PK Fire, then follow with a down throw, to a rising fair, to another rising fair, and to another fair. This combo is almost guaranteed at lower percentages, allowing you to get an immediate 50% damage off. Also, if your opponent doesn't know any better (they usually don't), they'll recover into your primed PK Cannonball (A PK Thunder, when you hit yourself). The only problem with Ness is that he can be easily spiked or gimped when recovering, since he becomes a sitting duck. That's why it is essential to understand and master his PK Thunder, making sure to learn how to use it in any direction.
When an opponent is at 110% or higher, Ness can preform his most lethal and versatile move, his back throw, killing with no drama.
Also, instead of being aggressive in air, it's good to edge guard with PK Flash, as most people will end up either failing to airdodge it, or shying away from the ledge, which will lead to an SD. If it hits, a massive 33% will be nailed, and, in most cases, an automatic kill. Just watch out for counters. If they counter a fully-charged PK Flash, and it connects with you, it is a guaranteed OHKO. So, be careful.

Overall, Ness has an extremely versatile moveset, with great combo-priming attacks and both an absorber (PSI Magnet) and a reflector (Side-smash), Ness can combat almost any opponent. No wonder he only has three bad matchups. He's a freaking beast.

And though, at the moment, in a Top 5 spot, Ness is sitting proudly, very few know how to use him correctly, subtracting from the glory of the character, and the quality of his moveset. Frankly, it's started to seem like he only received this tier position because of the Lucas DLC hype... but that's just me.

+2
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PKRekt posted April 23, 2015

I honestly find that d-throw, f-air, to up-air/n-air is better than another f-air. Also, short hub f-air into jab is a great neutral combo and punishes people who try to grab you after the f-air.

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KeroroLM posted January 14, 2015

There are 3 main types in smash bros: brawlers, swordsmens, and arsenal. Swordsmens like link, marth, and even robin are slower so they are more vulnerable to projectiles. While brawler,like little Mac sheik and capt. falcon, are very fast but have a hit box on there whole body so are more vulnerable to swordsmens. And arsenals, like megaman and samus are slowest of all and can be over powerd by brawlers very easy because of there fast speed and attacks.

Then there are sorserer like robin and ness that are fast and combine there arsonal attacks with there physical attacks. But also have the ability of charging or firing projectiles that launch in odd ways unlike generic shooters.

So ness is probably the best all round character in the game so far.

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KeroroLM posted January 14, 2015

Honestly in my beilief he deserves to be in the top five tier rank. His bat has more reach than a lot of swords men in games. And has fighting types move that allow him to defend himself close range. And an asomal of projectiles for spacing and lethal attacks.

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AlphaLucas posted December 3, 2014

Also Ness' d-smash is really great for edge guarding opponents when facing backwards because it knocks the opponent slightly horizontal and really far. His u-tilt can combo twice at low percents which can lead to u-air strings or -f-air strings. His u-air is a good way to approach your opponent at high percents. His second jump is like Brawl, which can be cancelled by throwing items half-a-second after his jump or his side-special,"PK Fire." Basically you want to mix up your approaches with Ness to keep your foes guessing your approach. His PK Thunder can K.O. at mid percent if your opponent in the air if they are above off-screen. Since his PK-Thunder at start doesn't disappear, you can gimp your opponent with the weak hit and lead to PK Thunder2. Pk Flash travels far but travels even further when facing backwards. Ness' n-air can escape combos really easily. All of his aerials can auto-cancel, except his d-air. His d-air has a sweet- spot and sour-spot. They both can K.O., but its more stylish meteor smashing them instead. I will do a youtube video on his properties and combos later.

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iYeaMikeDave posted December 2, 2014

If your opponent has you in the air and they're ground stalking you, do a psi magnet to decrease your downward velocity so their rhythm is thrown off and/or do a PK Fire and chase them. You can either hit them with the PK fire or shield off the section of the map you are trying to fall on. They will more than likely shield which will give you time to land. Works well against all characters besides megaman since megaman's uair is a projectile. Also, Link, Tlink, and Peach have projectiles they can throw up as well but they have lag since they have animation lag since they have to take out their bomb/turnip.

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Mijinion posted November 28, 2014

One of the most solid characters in this game, Ness is exceptional in many areas, with only small aspects to his game leading to others countering him, such as his now acquired extreme difficulty in Meteor Smashing with his D-Air. In previous games, this move had a sweetspot that could be achieved through practiced timing and distance. This game however, has an incredibly long startup lag and very small hitbox that makes the moves reward very low and difficult to even hit.

Do not let that deter you from using Ness. Ness has an amazing running attack and some of the most versatile up/down smashes in the game. Very few characters have a vertical smash that can be manipulated for a horizontal use. Ness can reflect projectiles in both his side smash, and absorb energy projectiles with his down special.

Ness has throws that are useful in so many situations. His down throw is useful for very small percentages (10% max before opponent can directional influence and dodge right out of follow ups), while the up throw compensates for this lack. At 100%, the down throw will be your best friend for pressure gaming and knocking out.

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AlphaLucas posted November 25, 2014

Aye guys this is a combo with ness that works on characters such as falco
D-throw -> Fair ->(fast fall) U-air -> U-tilt -> Nair

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PSIpikmin posted November 21, 2014

I think easily one of the better things for Ness is the ability of him to chain his side B with his throws. The two best ones most likely being his down throw and his back throw. Back throw due to the rather great kill potential that it has, and down throw because it will rack the damage from the fire still as well as getting the damage from the throw itself.

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iYeaMikeDave posted November 20, 2014

Against swordsman: Swordsman will be considered anyone who isn't Robin, Link, or Toon Link. They are considered projectile throwers (for obvious reasons). Most swordsman users like to run cause they tend to be quick. More than likely they will be on the offensive until you get them high in Damage. Typically, the swordsman will run at you and use their long stick and usually try and hit you with an F-tilt. If they do rush, a nice combo for Ness is PK Fire --> D-throw --> jump --> F-air --> PK Thunder. The reason you use PK Thunder instead of a more aggressive move like F-air the second time is because swordsman are quick and they'll be expecting the a second F-air. PK Thunder allows for spacing and you're able to chase them. They usually can't get to the ground quick enough to shield from the move and you know they will try to air dodge. If they try to air dodge, use your PK Thunder and turn circles in their general area while they are in the air. They will get hit eventually. This combo usually racks up enough damage to put them on a more defensive front. Only precaution about the combo is swordsman counter moves.

+1
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Link24 posted November 20, 2014

His throws are increidible.

down throw doesn't do too much damage on its own (7%) but the follow ups are amazing. if they vector above you, do Uair (13%) (and maybe another based on their vectoring or air dodging) and if they don't vector or just vector ahead of you, at lower percents you can do Fair, jump, Fair (and then fast fall fair on certain characters at certain percents)

his back throw is an incredible kill move, and can kill at the edge at as low as 100% on certain characters, but usually 120%

his PK fire has had its range increased since brawl, and can actually space effectively against certain characters. using PK fire at lower percents can lead to a free grab, which is almost all you need for ness.

ness's main drawback is his recovery, even though it was heavily buffed in this game. it can easily be stopped by pits, ness's or rosalina's down special. but if you bounce off of a wall accidentally, you're given a brief window to activate it again.

anyways, just space with pk fire, grab when you can, and escape combos with Nair

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IKahler15 posted November 19, 2014

This might be a combo you could put in the combo section. D-throw-> Jump-> Fair->Jump-> Fair

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N8than posted May 20, 2018

While Down Air isn't very good for actually attacking your opponents, it can be auto canceled on the ground, and therefore used for mix-ups and movement. A good Ness player who uses this technique constantly is S1, but FOW uses it.

N8than posted March 22, 2017

Down Smash covers both sides of Ness, but has can be punished fairly easily. Only use it when you really want to have some space.

Supahotfire posted August 31, 2015

Ness is a all around fighter. But most commonly known as the powerhouse. He is extreamly powerful. He can rack up alot of damage with his famous pk fire. His pk fire can combo into a down throw Z *As they are in the grab* Then turn your control stick downward *Activates the down throw* Then Use combo's like his foward air up to 3. can trick things up by doing 2 foward air's then landing back on the stage and using pk thunder that pulls them up allowing you to grab *works on most fast fallers* or give a up air combo chaining with another pk thunder. He can auto cancel his down air if you land before the hitbox comes out. he can auto cancel his pk fire in air landing lag if you jump. right as you jump activate pk fire before he full goes up then push down air right as he lands to cancel the lag. Oh yeah forgot he can pk magnet cancel too. When a opponent activates a projectile.Right as it hits ness's magnet quickly dodge roll or just dash to cancel it. Its cool because he still heals. And that's all there is too it and make sure to control his pk thunder recovers tends to be difficult for begginers.

Supahotfire posted August 22, 2015

Ness is known to be a powerhouse. He can rack up nasty combo damage with his down throw. down throw fair up to 3 times or even wait a little and up air fast fall up tilt up air up air fast all pk thunder back into another up air
His foward throw launches them quite far at low percents. But isnt a killer so dont think it will kill any char but it can gimp poor recovery chars. So keep the racks going and keep your feet on land before they try to jump at that pk thunder orb.

Supahotfire posted July 24, 2015

Below



Junior239 posted August 25, 2015

Dont spam pk fire

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