All Things Smash


Your Guide To Super Smash Bros Ultimate

Ness as appearing in Super Smash Bros. Ultimate.

Ness

Middleweight

Earthbound


Damage Table for Ness

Smash Attacks

Neutral

Neutral SS

Neutral WS

2% (Hit 1)

1.5% (Hit 2)

4% (Hit 3)

Up

Up SS

Up WS

1% (Charge)

13%

N/A

Down

Down SS

Down WS

1% (Charge)

10%

N/A

Side

Side SS

Side WS

20% (2x Reflection)

22% (Tip)

18% (Low)

Special Attacks

Neutral

Neutral SS

Neutral WS

11%

27% (Far)

N/A

Up

Up SS

Up WS

11% (Thunder)

21-25% (Hit)

1% (Tail)

Down

Down SS

Down WS

4%

1.6x Heal

30% Max Single Heal

Side

Side SS

Side WS

6% (Bolt)

1% (Fire)

N/A

Air Attacks

Neutral

Neutral SS

Neutral WS

11%

N/A

7%

Up

Up SS

Up WS

2.5% (Hits 1-4)

5% (Hit 5)

N/A

Down

Down SS

Down WS

14%

N/A

12%

Forward

Forward SS

Forward WS

1.5% (Hits 1-3)

5.5% (Hit 4)

N/A

Back

Back SS

Back WS

15%

N/A

8%

Tilt Attacks

Up

Up SS

Up WS

7% (Spark)

N/A

5% (Body)

Down

Down SS

Down WS

4.5% (Foot)

N/A

3% (Toes)

Side

Side SS

Side WS

10%

N/A

N/A

Other

Pummel

Up Throw

Down Throw

Forward Throw

Back Throw

1.3%

10%

1.5%|1.5%|4%

11%

11%

Air Grab

Air Grab SS

Air Grab WS

N/A

N/A

N/A

Dash

Dash SS

Dash WS

4|7% (Hit 1)

2% (Hit 2)

4% (Hit 3)

Floor Forward

Floor Back

Floor Trip

Edge

7%

7%

5%

9%

Special Move Breakdowns


Ness performing the move PK Flash.

PK Flash

Blasts opponents with electrical energy after reaching full charge. Can be used before full charge for a weaker attack.

An extremely strong attack with a slow travel speed. Can be used in the air to increase distance and speed. Can be used to edge guard or punish a shield break.

Ness performing the move PK Fire.

PK Fire

Shoots light out straight ahead or diagonally while airborne. Bursts into a pillar of flame if it hits someone.

Very effective combo starter, setting Ness up for some insane bursts of damage. When used in the air travels diagonally downwards, and can be used to edge guard and gimp recoveries, or to assist with Ness' recovery.

Ness performing the move PK Thunder.

PK Thunder

Fires a steerable ball of lightning. Sends Ness flying if he hits himself.

When Ness hits himself he becomes a projectile with intangibility frames and massive KO potential. The tail of the bolt can be used to gimp recoveries, or the bolt can kill opponents near the top of the map.

Ness performing the move PSI Magnet.

PSI Magnet

Absorbs energy-based projectiles and weak explosions to heal damage.

Absorbs projectiles and heals, up to 30% from a single projectile. On startup, has a hit box and pushes opponents away. Can stall vertical momentum in the air to assist with recovery.