Ness


Overview


Mechanics

Double Jump

  • Ness's double jump has a delayed rise similar to Melee
  • Release Jump within three frames of performing an aerial to interrupt the vertical momentum of the jump (double jump cancel), or continue holding Jump to rise with the aerial

Moveset


Jab 1


Jab 2


Jab 3


Forward Tilt


Up Tilt


Down Tilt


Dash Attack


Forward Smash


Up Smash


Down Smash


Neutral Air


Forward Air


Back Air


Up Air


Down Air


PK Flash (Neutral Special)

  • Earliest release is frame 29

PK Fire (Side Special)

  • Can fastfall during the animation

PK Thunder (Up Special)

PK Thunder1

  • Can be canceled by pressing Special (once per airtime if in the air)
    • The cancel is actionable after 40 frames

PK Magnet (Down Special)

  • Can be jump canceled starting on frame 8
  • Ness can reverse direction while holding Special

Standing Grab

  • Hitbox Duration: F7-8
  • FAF: 39

Dash Grab

  • Hitbox Duration: F9-10
  • FAF: 46

Pivot Grab

  • Hitbox Duration: F10-11
  • FAF: 41

Forward Throw


Back Throw


Up Throw


Down Throw