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All Things Smash

Your Guide to Super Smash Bros Ultimate

Ness

Middleweight

Earthbound

Ness as appearing in Super Smash Bros. Ultimate.

Damage Table for Ness

Smash Attacks

Neutral

2% (Hit 1)

Neutral SS

1.5% (Hit 2)

Neutral WS

4% (Hit 3)

Up

1% (Charge)

Up SS

13%

Up WS

N/A

Down

1% (Charge)

Down SS

10%

Down WS

N/A

Side

20% (2x Reflection)

Side SS

22% (Tip)

Side WS

18% (Low)

Special Attacks

Neutral

11%

Neutral SS

27% (Far)

Neutral WS

N/A

Up

11% (Thunder)

Up SS

21-25% (Hit)

Up WS

1% (Tail)

Down

4%

Down SS

1.6x Heal

Down WS

30% Max Single Heal

Side

6% (Bolt)

Side SS

1% (Fire)

Side WS

N/A

Air Attacks

Neutral

11%

Neutral SS

N/A

Neutral WS

7%

Up

2.5% (Hits 1-4)

Up SS

5% (Hit 5)

Up WS

N/A

Down

14%

Down SS

N/A

Down WS

12%

Forward

1.5% (Hits 1-3)

Forward SS

5.5% (Hit 4)

Forward WS

N/A

Back

15%

Back SS

N/A

Back WS

8%

Tilt Attacks

Up

7% (Spark)

Up SS

N/A

Up WS

5% (Body)

Down

4.5% (Foot)

Down SS

N/A

Down WS

3% (Toes)

Side

10%

Side SS

N/A

Side WS

N/A

Other

Pummel

1.3%

Up Throw

10%

Down Throw

1.5%|1.5%|4%

Forward Throw

11%

Back Throw

11%

Floor Forward

7%

Floor Back

7%

Floor Trip

5%

Edge

9%

Dash

4|7% (Hit 1)

Dash SS

2% (Hit 2)

Dash WS

4% (Hit 3)

Air Grab

N/A

Air Grab SS

N/A

Air Grab WS

N/A

Special Move Breakdowns

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 Flash.

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 Fire.

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 PK Thunder.