Ness’ back aerial is very strong when sweetspotted, and his down aerial is a slow-but-powerful meteor smash useful for edgeguarding or starting vertical combos. It also sets up jab lock and tech chase situations at middle percents and has decent knockback at high percents, making it a viable edgeguarding and KO option. PSI Magnet also has newfound offensive utility in Ultimate, as it now features an active hitbox with set knockback. The opening to Sephiroth’s trailer, set during the World of Light, where the fighters are fighting a losing battle with Galeem. As I mentioned above, the game types from Melee are intact; Events, Home Run Contest, Training, Multi-Man, all with cooperative two player mode added. Ness’ strength is his amazing aerial game. Ness’ new multi-hit up aerial is strong and great for juggling, and its drag-down properties allow Ness to set up grabs, combos, and KOs. His forward aerial has a large disjoint and is quite active, making it excellent for starting combos, edgeguarding, and approaching. Ness’ mobility is rather one-sided: on the ground his walking speed, initial dash, and dash speed are below average; yet his aerial movement shines thanks to his excellent air acceleration, above-average jump height, and unique double jump cancelling ability.
All of his aerial attacks are disjointed, are useful for both comboing and KOing, and can autocancel from a short hop. The aerial hitbox can confirm into several of Ness’ normal aerials, while the grounded hitbox places opponents in perfect range for a sweetspotted forward smash, making it practical in jab lock situations. Ness’ up […]