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Ness
Basic Moves
On the ground basics
 
Controls Description
Damage
Launch meter
A Punch
2%
X
Forward or back + A Bat attack
14%
4
Forward or back , A Side kick
8%
X
Forward, forward, A Lunging punch
9%
X
Up + A Overhead yo-yo attack
13%
X
Up , A Overhead punch
6%
X
Down + A Back-front yo-yo attack
15%
5
Down , A Low kick
3%
X
B Short-range fire attack*
6-24%
X
Up + B Electric projectile**
5%
X
Up + B, then hit Ness with electric projectile Flying smash
23%
9
Down + B Energy shield***
0%
X
R, R or Forward Forward yo-yo spin throw
14%
1
R, Back Backward yo-yo spin throw
14%
2
 
In the air basics
 
Controls Description
Damage
Launch meter
Kick
11%
X
Forward + A  Punch
9%
X
Back + A  Back kick
12%
6
Up + A  Jumping headbutt
12%
7
Down + A  Foot stomp
12%
3
Short-range fire attack*
6-24%
X
Up + B  Electric projectile**
5%
X
Up + B, then hit Ness with electric projectile  Flying smash
23%
8
Down + B Energy shield***
0%
X
 *Depends upon how many flames hit your opponent.
**This projectile can be moved around using the analog stick.
***If you have the shield up when you are hit by a projectile, you lose damage you would normally gain by that attack.

1) Forward yo-yo spin throw -- Ness' throws have almost the same power as each other. The reason that this throw is better is because when you're in an offensive game mentality, with 99% of your attacks attacking in front of you, you'll be more likely to be facing the edge as opposed to away from it most of the time.
2) Backward yo-yo spin throw -- Another advantage to Ness' throws as great launchers is that they both spin opponents around before they are released. When this is done, other opponents can get hit by the person you're spinning. Thus, they are knocked away from you and this lowers the counterability of these two moves.
3) Foot stomp -- Though not much of a move if you're not near a ledge, get near a ledge and use the foot stomp to an opponent in the air, and they'll be flying downwards very fast no matter how much damage they have. The facts that it launches downward effectively at any damage level and  that it is almost a guaranteed KO when connected on an opponent with no platform underneath him make it a great launcher. It's a great asset to learn this maneuver for the above reasons. Its only downfalls are Ness' slow jumps and therefore inability to connect and the fact that it's sometimes difficult to jump back onto the platform after you execute it.
4) Bat attack -- Though it's not very powerful (you'll probably need to be right near an edge to get a launch off of it) it is very quick and gives your opponents just a bit of fear that it might be the Homerun Bat item.
5) Back-front yo-yo attack -- More powerful than the bat attack but, because it attacks backwards before it attacks forwards, it takes a lot of timing to connect with. The fact that it goes in both directions also makes Ness vulnerable to counterattack during the recovery time.
6) Back kick -- This is a very powerful launcher but Ness' air moves are pretty difficult to connect with considering his wacky jumping style. But, if you're falling from a platform (i.e. after just getting launched), it should work very well if you can time it correctly.
7) Jumping headbutt -- Another powerful air launcher that is hindered by Ness' jumping ability. The problem with this move is that it has no range and, when Ness uses it, it totally stops his jump in mid-swing. Therefore, it's tremendously difficult to connect with and should be used with discretion.
8) In-air flying smash -- Maybe, just maybe, if you're opponent isn't paying attention or just preoccupied, you could hit him with this as you're coming back from a launch. But beyond the possibility that you're invincible and can get away with the setup time on this one, I wouldn't recommend trying it at all.
9) Flying smash -- A terrible setup time. The distinct possibility that you'll fall off the platform attempting this move, especially on small boards like Yoshi's Island. The fact that your opponent can see it coming from miles away. The fact that your opponent can see which direction you're going to be attacking in from miles away. If you actually connect for a launch with this move in a game, consider yourself lucky and never do it again (unless your teammate has a fireflower on someone of course).

Combos
 
 2-move combos
 
 
Damage level of opponent
Damage inflicted
Description
40-100%
13-28%
Start with Ness' foot stomp to launch your opponent in the air and then use the bat attack for the lower half of the damage level and the overhead yo-yo attack for the upper half of the damage level. As always, you need to time it correctly to connect on the second hit. Also, you can extend the range of the damage level by using the foot stomp on a downed opponent.
50-135%
20-26%
Start with Ness' foot stomp to launch your opponent in the air and then use his jumping headbutt to get the second hit. Again, you can hit your opponent while they are on the ground to extend the damage level range.
Above 45%
20%
Start with Ness' overhead punch and then quickly jump. Your opponent should now be behind you so finish him off with a back kick. This is a great combo for launching an opponent when you are facing away from an edge and toward an opponent.
3-move combos
 
 
Damage level of opponent
Damage inflicted
Description
20-95%
24-28%
Start with Ness' foot stomp and go straight into his overhead punch. Then finish the combo off with any of Ness' jump attacks, but preferably his jumping headbutt as that will be the easiest to hit your opponent with. As always, you can extend the damage level range by starting the combo off on a downed opponent.
8-move combos
 
 
Damage level of opponent
Damage inflicted
Description
0%
Around 58%
Start with as many overhead punches as you can combo with (maximum should be seven) and then finish with the jumping headbutt.
 
Strengths
Weaknesses