Mother 2 ou Earthbound (1994 - SNES)
Ness is a pretty powerful character who’s relatively easy to play with while having a very unique gameplay. Adept of the zoning style and user of attacks that can easily eject an opponent, Ness can count on his special floaty physic and his small size that makes him hard to hit, to reverse the development of a match.
- Edgeguard and ledgetrap
- Good zoning kit
- Hard to hit
- Great kill power
- Marvelous airdodge
- Low mobility
- Exploitable recovery
- One of the worst disadvantages
- Small size to put pressure and kill early
- Useful platform for a diagonal PK Fire
- Too big and useful to campers
Ness is a character who owns a special recovery compared to the other characters because he needs to hit himself with a PK Thunder to project himself towards the stage. Note that you can perform a second PK Thunder if you crash yourself against the stage, but only if you don't wait too long after. Furthermore, Ness Forward Smash can also send back projectiles.
The yoyo can completely reverse a situation, especially when an enemy is hit with while recovering. Besides, it's an excellent kill move even if the enemy manages to grab the ledge !
The Forward Air is used for the neutral phases and stage control. The Up Air, as qualities, has a great kill power and puts pressure on opponent's shield. The Back Air, for its part, is an attack which owns two qualities: a long range and a great conditioning potential. Finally, among all the aerials, the Neutral Air is the character's best out of shield option.
The PK Thunder deals a lot of damage to an out-of-stage opponent and allows to kill while staying far from any risk. It's an attack that can be used to juggle with the opponent or to execute an ultra-powerful strike.
The famous PK Fire is an excellent zoning tool at his disposal, especially against projectiles characters! This move also allows to kill confirm or to punish a roll, while having the ability to cancel your jump, which makes the character a bit less floaty !
This move is very useful to get closer to his enemy in purpose to start or continue a combo which can sometimes lead to a kill confirm! It can absorb non-physical projectiles and slightly push the opponent, allowing Ness to cancel some contact moves and then punish the opponent. It's a very good tool to mix up Ness movements and combos !