Ness as appearing in Super Smash Bros. Ultimate.

Ness

The symbol for the Earthbound series.

Middleweight

Earthbound

Damage Table for Ness

Smash Attacks

Neutral


Neutral: 2% (Hit 1)

Neutral SS: 1.5% (Hit 2)

Neutral WS: 4% (Hit 3)

Up


Up: 1% (Charge)

Up SS: 13%

Up WS: N/A

Down


Down: 1% (Charge)

Down SS: 10%

Down WS: N/A

Side


Side: 20% (2x Reflection)

Side SS: 22% (Tip)

Side WS: 18% (Low)

Special Attacks

Neutral


Neutral: 11%

Neutral SS: 27% (Far)

Neutral WS: N/A

Up


Up: 11% (Thunder)

Up SS: 21-25% (Hit)

Up WS: 1% (Tail)

Down


Down: 4%

Down SS: 1.6x Heal

Down WS: 30% Max Single Heal

Side


Side: 6% (Bolt)

Side SS: 1% (Fire)

Side WS: N/A

Air Attacks

Neutral


Neutral: 11%

Neutral SS: N/A

Neutral WS: 7%

Up


Up: 2.5% (Hits 1-4)

Up SS: 5% (Hit 5)

Up WS: N/A

Down


Down: 14%

Down SS: N/A

Down WS: 12%

Forward


Forward: 1.5% (Hits 1-3)

Forward SS: 5.5% (Hit 4)

Forward WS: N/A

Back


Back: 15%

Back SS: N/A

Back WS: 8%

Tilt Attacks

Up


Up: 7% (Spark)

Up SS: N/A

Up WS: 5% (Body)

Down


Down: 4.5% (Foot)

Down SS: N/A

Down WS: 3% (Toes)

Side


Side: 10%

Side SS: N/A

Side WS: N/A

Other Attacks

Grabs

Pummel: 1.3%

Up: 10%

Down: 1.5%|1.5%|4%

Forward: 11%

Back: 11%

Air Grab

Air Grab: N/A

Air Grab SS: N/A

Air Grab WS: N/A

Dash Attack

Dash: 4|7% (Hit 1)

Dash SS: 2% (Hit 2)

Dash WS: 4% (Hit 3)

Floor & Edge

Floor Forward: 7%

Floor Back: 7%

Floor Trip: 5%

Edge: 9%

Move Breakdown

Neutral


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.

Side


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.

Up


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.

Down


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.