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