Making only his second appearance since Earthbound (Mother 2 in Japan), Ness is one of the hardest characters to master. He's got several powerful special moves that have a variety of uses, plus his air jump is one of the highest in the game. If used correctly, Ness' PK Fire attack has the ability to stun an opponent, setting them up for a throw or Smash Attack. His other projectiles can be manually controlled, and either propel Ness out of danger while attacking other players, or attack characters from a safe distance. Once mastered, Ness is extremely deadly.
Ratings:
Learning Curve - Hard
Power - Good
Speed - Slow as a dead slug
Recovery - Bad
Grab - Good
Offense - Good
Defense - Average
Comeback - Great
Overall - Good
The Normal Attacks
Jab, Step Kick - A
1,2 Punch, Step Kick - A, A
Punch/Kick Combo - A, A, A
Vertical Yo-Yo - Up + A
Horizontal Yo-Yo - Down + A
Bat - Forward + A
Double Palm - Hold Up, A
Low Kick - Hold Down, A
Side Kick - Hold Forward, A
Aerial Spin - A
Head Butt - Hold Up, A
Downward Kick - Hold Down, A
Dive Shock - Hold Forward, A
Shock Kick - Hold Back, A
The Special Attacks
B: PK Flash
Just pressing the B button now is Ness's new move, the PK Flash. This is similar to PK Thunder, only you can charge it up by holding B and then releasing it. It will give your opponent a shocking surprise!
B + Over: PK Fire
Ness's PK Fire has been moved to B + Over. It has the same effect and will toast your opponents to ashes! When you use it in the air it shoots diagonally towards the ground.
B + Up: PK Thunder
Ness's PK Thunder is still B + Up, and you can still control it to go wherever you want. It can also still be used to hit Ness back onto the stage, in fact, the screenshot to the left shows Ness hit by his own Pk Thunder. No damage is done to Ness by this, and it works great as a substitute triple jump!.
B + Down: PSI Magnet
Also known as a Deflector shield, we call it the Psi Magent since it doesnt really deflect, it absorbs. Press B + Down and Ness will surround himself with the Psi Magnet. If a projectile, such as samus's charge plasma shot, hits Ness, he will absorb it and recover some percentage. A great way to utilize this move is putting it on when an opponent throws a pokéball down and a Charizard comes out!
Stock Strategies*
Ness is the heaviest of the light-weight characters, but is exceedingly
slow and can take damage quickly. This means that if you jump directly
into the middle of the fray, you might get a lot of kills but you'll
also rack up damage and die REALLY fast. While Ness is poor on the
ground, he can jump higher than any other character and is nearly
unmatched in the air. Keep Ness alive by keeping him near the top
platforms and ALWAYS have him in the air. Ness' powerful air attacks
will thwart opponents who come after him, enabling Ness to last a LOT
longer than he would if he just came straight-out fighting. Once it's
down to you and one other opponent, use the Time Battle Strategy and
Strategies for Every Stage to determine the quickest and easiest way to
win the match. Some people will complain this is downright quality-I
call it efficient.
Time Strategies*
As you could probably guess, the Stock Battle Strategy will not work
here. This time, you're going to have to go out and kill people if you
want to win. Ness has eight good moves that are powerful and can kill
opponents: the Bat, the PK Cannonball, the PK Fire, the PK Flash, the
Step Kick, the Backward Dropkick, the Midair Headbutt, and the Backward
Throw. Use these moves, along with the Strategies for Every Stage, to
master Ness and destroy your friends.
Level Strategies for Ness*
Icicle Mountain: Our first level, the first scrolling level, and the
first level Ness really sucks on. Due to the extreme number of
platforms in this one and the constantly up-scrolling nature, it's
almost impossible to hit the PK Flash and PK Cannonball. If you attempt
either, the stage is likely to scroll up and kill you before you can
complete the move. With the many walls and walkways to hit off of,
Ness' throws are unlikely to kill anything here and it's difficult to
hit aerial attacks-especially the Step Kick. Try to jump around and
stay away from your opponents-when they come to attack you blast them
with the bat as often as possible, and alternate with the PK Fire to
keep the Bat's power from going down.
Princess Peach's Castle: I'm somewhat jaded against this level because,
well, I don't like it. The level seems to be set up in such a way that
Ness *should* be able to get in a corner and use the PK Flash
effectively, and the PK Cannonball should be a cinch. But...well...they're
not. I can't really explain WHY they're not, but they're not. Either
there are platforms popping up out of nowhere and getting in your way,
Bullet Bills coming from the sky and making you flee, a giant pillar in
the middle that makes it impossible to hit opponents on the other side,
or the fact that either side of the pillar is small so your opponents
can quickly kill you before you can pull off a big move. There's just
always SOMETHING to screw you up in this level. On the bright side,
there's walls in this level. That means you can repeatedly use the Bat
to smash your opponent into the wall indefinitely. It's cheap and
repetitive, but doing anything else in this level is dangerous and hard
to execute. This level itself is just annoying, so I would avoid it if
possible.
Rainbow Cruise: Quite possibly his best level, because of his super-
high jump Ness absolutely RULES on the Rainbow Cruise. Everything is
constantly moving up, air attacks are exceedingly easy to hit, and
there's tons of wide-open space to use the PK Cannonball and PK Flash.
The icing on the cake...? Because there's no clear-defined edge of the
level, Ness can get near the edge of the screen and throw his opponents
backward to kill them with little to no damage. It's cheap, but it's
effective. Try to stay ahead of the pack and always be at the freshest
platforms to avoid Ness accidentally getting trapped without a way to
PK Cannonball to a necessary platform. You want to be on the offensive
as much as possible-Ness can rack up kills on this stage like no other.
Kongo Jungle: One of the coolest looking new stages, this is the only
DK Stage that takes place during the daytime. There's a main platform
(raft) and 3 mini-platforms on both the left and right-hand sides.
There's also a rock south-east of the main raft platform. What does all
this add up? You guessed it-PK Flash goodness! If your opponents are
fighting on the rock, stand on the main platform and hit them with the
PK Flash. If your opponents are on the main platform, stand on the rock
and hit them with the PK Flash. If your opponents are above you, jump
up and detonate a PK Flash while you fall toward the main platform. If
your opponents are trying to get back to the main platform, edge-guard
with the PK Flash. This is a somewhat small level, but because of the
way it's set up it's excellent for using the PK Flash. Don't like the
PK Flash? Fine-use the Bat. It's excellent here, the same as it is
everywhere else. Since there are so many platforms, it's also cake to
jump up and start juggling your opponents with the Midair Headbutt and
other Aerial Attacks-including the PK Cannonball. An aerialist at
heart, this stage belongs to Ness.
Jungle Japes: This horrible, godforsaken level isn't my least favorite
in the game-but it's right up there. Here's the deal: there are three
platforms. Then there's water below them. If you TOUCH the water,
you're dead. No jumping out, no recovery, nada. You're dead and that's
the end of it. As you can probably guess, jumping into the air and
attempting aerial attacks or (God have mercy on poor Ness' soul) the PK
Cannonball will most likely lead to Ness being smacked into the water
and killed instantly. Don't do it. Surprisingly, Ness' greatest asset
here is...his throws. Stand on the middle platform, and throw your
opponents either forward or backward in such a way that they hit off
the leftmost or rightmost platform. If you throw them into the platform
just right, they'll hit it and ricochet off into the water and enjoy
instant death. It's cheap, and it's pointless-but it's also effective.
Somewhat less effective is just standing on the leftmost and rightmost
platforms, then grabbing opponents when they attack you and hurl them
off the edge with the backward throw. The stage is small, so you can
get some cheap kills with little damage this way. Ness is slow and it's
hard for him to grab people-but when he can kill them in one throw, a
little damage is a small price to pay.
Great Bay: One of the simplest stages in the same, this stage consists
of three platforms above water, a small floating balloon platform that
can be popped, and a turtle platform that crashes into the water from
time-to-time. While on the platforms to the left or right of the main
platform, hitting the PK Flash is a snap. However, this can be risky
because the level is somewhat small and while Ness is in these areas
he's VERY easy to knock off the stage. Even worse, if Ness gets knocked
under the main platform he's 100% dead. There's no room to do the PK
Cannonball or maneuver, so he'll simply fall into the water and die.
It's dangerous to attempt the PK Flash from the turtle, as the turtle
periodically dunks into the water-taking Ness with him if he tries to
use the PK Flash. There's no high platforms or places to jump at your
opponents, so aerial attacks won't do you much good here. The strategy
that seems to work best here is the simple stuff. Stand on the main
platform and use the PK Fire to stun your opponent. Hurl your opponent
off the level to their death with the Backward Throw. Smash them into
pieces with the Bat. If your opponents are standing on the left or
right platforms, send down the PK Flash to greet them. Keep Ness on the
ground, and use your attacks to keep opponents away from him. Keep
knocking your opponents away and eventually they'll either die or just
leave you alone. Either way, same result: Ness wins.
Hyrule Temple: This stage is huge and has lots of space to do just
about anything Ness wants to do-too bad Ness still blows here. Ness is
the heaviest of the light-weight characters, so he should be able to
last a while on this stage. Unfortunately, that's not really the case.
Most of the characters lighter than Ness can easily hide and evade
opponents on this stage. Most of the characters heavier than Ness can
hold their own in a battle anywhere, and can take a lot of damage
before dying. Ness can do neither. Worse, since Ness is exceedingly
slow he can't even TOUCH faster opponents because of how much space
there is in this level to run and hide. There's room to do the PK
Flash, but it's laughable to believe you can catch someone with it when
there's space for them to move to in any direction you can think of.
Hitting someone with the PK Cannonball is almost equally unlikely. And
just chasing after them to smash them just ain't gonna cut it, since
there's little to nothing that Ness can outrun.
Yoshi's Story: It's the generic stage set-up of a main level with three
platforms floating in the air above it. While it is generic, this level
is a bit more spread out than the Battlefield or The Fountain of
Dreams. The extra space is just what's necessary to make this level
perfect for Ness. Characters on floating platforms are characters that
are getting nailed with Aerial Attacks and the PK Cannonball.
Characters on the main ground are characters that are getting hit with
the PK Fire and Bat attacks and sent flying to their deaths. Characters
that avoid you and try to stay across the board from you are getting
blown into oblivion with the PK Flash. It's a generic stage and all
that's needed is a generic strategy-attack. If you get knocked off,
come back. There's really no trick to this level-there's just not that
much you can do besides attack.
Yoshi's Island: This isn't a bad level. It's just a bad level for Ness.
This level is set up in such a way that there are two platforms in the
air made of blocks that move when hit, and two pipes on either side.
Everything is extremely compact, and the layout makes it nearly
impossible to use the PK Flash and PK Cannonball due to the blocks and
pipes. It gets worse. The pipes move up at a diagonal incline that the
PK Fire cannot move up, so there's no stunning your opponents with it.
The blocks in the middle get in the way so you can't just dive at
opponents with air attacks. The best way for most characters to kill
people here is to lead their opponents away from the block platforms
and knock them UP into the air with a smash attack to kill them. With
the incredibly weak Around-the-World Yo-Yo as Ness' Up-Smash, that
ain't gonna happen. The Bat and Backward Throw are nearly powerless
here as well-opponents hit on the ground will fly into the sides of the
pipes and stop instead of flying out and dying. The Walk-The-Dog Yo-Yo,
as always, just sucks. I really have no strategy for killing opponents
in this level. My advice is to RUN AWAY!!! Keep Ness in the air or on
top of the block platforms, or on the right-hand or left-hand sides.
Your opponents won't want to chase Ness, so they'll fight amongst
themselves. When a good item like a Hammer or Homerun Bat falls from
the sky, snatch it up and ring up some kills. Without items, this level
makes for an almost hopeless battle for Ness.
Fountain of Dreams: The prettiest level in the game, The Fountain of
Dreams is compact and uncluttered. There aren't any real level hazards
here, and the only thing that could really get in your way is the
platforms that rise from the ground and could absorb your PK Flash.
Still, since this whole level and all its platforms are flat, Ness can
all-out attack stunning with the PK Fire and killing with the Bat and
Backward Throw. Because the platforms all float above the main part of
the level, hitting aerial attacks like the Midair Headbutt and Backward
Dropkick to kill your opponents is a snap. Also, if you jump off the
sides and charge up the PK Cannonball unless your opponent has
projectiles they have no way to hit you. Use the PK Cannonball off the
left-hand and right-hand sides often to score kills. Never attempt to
KILL anyone by jumping off the side and using the Step Kick-it's almost
impossible for Ness to hit the Step Kick and recover fast enough to get
back to the level without dying. Overall, this is a simple level and a
good level for Ness.
Green Greens: Considering that this level doesn't move and the layout
is mostly flat, you'd think Ness would be good here. He's not. The
blocks are high and annoying and there are platforms in the middle of
the screen. This makes it difficult to hit the PK Flash and the PK
Cannonball, which should both be avoided due to their risk (although
the PK Cannonball is obviously necessary for recoveries). Because the
level is extremely small, Ness' weight is a liability here and it's
easy for him to die. Try to avoid your opponents as best you can here-
if Ness racks up a lot of damage very early he'll also die extremely
early-there's not second chances on this level. Your best bet is to
stick to the side platforms and hit people with the bat and Ness'
throws. This is one of the few stages where Ness' throws can kill
people with a low percentage.
Corneria: I hate this level. Not because it's bad or there's anything
wrong with it, but well... It reminds me of the Great Fox level in the
original game. Except the Great Fox level was MUCH bigger and MUCH
cooler looking. This level flies through the airs of Corneria...but it's
just not all that interesting. Worse, lots of areas of this level are
slightly inclined so that the PK Fire won't work. And because the level
is so long, it's hard to kill opponents horizontally-they need to be
knocked UP, which Ness has severe problems doing. The best strategy I
have here is this-run at opponents with heavy damage, throw them UP and
then kill them with the Midair Headbutt. You should be able to score a
few points to secure your win this way. Then, do the SINGLE cheapest
thing you can do on any level in the game: Run the far left and jump
OFF the Ship, then use your second jump to float over on top of the
guns. Position yourself at the front of them and turn on the PK Magnet
and you can restore ALL your life when the lasers shoot!!!! Then back
up so that you don't accidentally get shot and killed. Unless your
opponents risk life and limb to come down here and come after you,
you're UNTOUCHABLE for the rest of the match.
Venom: A decent level for Ness, and one of the most unique levels in
the game. You fight on the four wings of the Great Fox. If you stay
near the far-edges of the wings, it's possible but difficult to hit the
PK Flash. However, since the wings are all on an incline it's nearly
impossible to do the PK Fire and PK Cannonball without messing up. It's
possible to jump up from the bottom wings and hit opponents on the
upper wings with aerial attacks, but this can be a challenge to aim due
to the incline. What I've found to work best on this level is to just
smash opponents with the Bat and toss them away from the ship with the
Backward Throw (followed up with edge-guarding with the Bat). It'll get
repetitive after a little while, but the set-up of the level and Ness'
lack of good smash attacks limits what can be done here. The Bat and
Backward Throw may be boring, but no one can say they're not effective.
Flatzone: Far and away my least favorite stage in the game, and a bad
one for Ness as well. Ness is light, platforms magically materialize in
the air eliminating the potential of the PK Flash and PK Cannonball,
wrenches fall from the air that can kill Ness at a fairly low
percentage, and pretty much anything that hits Ness here will send him
flying. The wrenches that fall from the sky neutralize Ness' ability to
jump around to keep alive, and there's really nowhere Ness can hide
here. An all-around poor place for Ness, about the best you can do is
get towards the edges of the level and hope to throw your opponents to
their deaths. It's easy to kill people with throws here, and if Ness is
going to survive you're going to have to.
Brinstar: Its...a level with a main platform and three floating
platforms spread out above it!!! Yes, the generic stage design returns.
What's different here is that the floating platforms are REALLY spread
out, and acid will periodically rise from the ground to send you flying
into the air. Ness is fairly light, so you REALLY don't want that to
happen. What works best for me here is to stick the leftmost or
rightmost floating platforms and just kill opponents from there. Shoot
the PK Flash at the other platforms, or catch opponents that jump at me
and kill them with a Backward throw. You can also blast yourself at the
middle floating platform with the PK Cannonball for a quick kill. It's
possible to stay on the main platform and jump up to attack with the
Midair Headbutt, but there's always the danger of the acid rising and
hurting Ness as well. The leftmost and rightmost platforms look to be
the clear key to victory on this level.
Brinstar Depths: This isn't a horrible level for Ness. This is just a
horrible level. The ground below you constantly moves and turns, and if
you're unlucky you'll fall to your death. The safe areas of the arena
are few at all times, and Ness is horribly slow. Add in 3 other expert
players and no room for Ness to work his magic, and it sucks to be you.
It's possible to use the combos, the throws, the Bat, the air attacks,
the PK Cannonball, and even the PK Flash here-but you won't want to.
Playing here is ALL about positioning. Hide in the bottom platforms
near the lava and if your opponent tries to come down after you knock
them in the lava. This is really all there is to it. While this level
may be amusing to play on once or twice, after more than that you'll be
so annoyed by it you'll be BEGGING for Ice Mountain back.
Onett: This is Ness' hometown, so he must be good here, right? Right...?
Wrong. This is surprisingly among the worst levels for Ness, due to the
sheer number of platforms all over the stage. It's hard to use both the
PK Cannonball and PK Flash here. Get near the edges of the level and
try to hit people with the bat and the throws. Your best bet is to pick
them off and screw them at a low percentage by doing this. It'll keep
them away from Ness and keep him alive, plus he'll score some much-
needed kills. Items are extremely helpful on this level-as long as
they're not Mr. Saturns.
Fourside: The other of the Earthbound levels in the game, Fourside
couldn't be any more different from Onett. Second only to the Rainbow
Cruise level, this is a fantastic stage for Ness! Every single move
Ness has can be used to its full potential here. There are several pits
all over the stage, so this is undoubtedly the best level to make use
of Ness' Step Kick. There's TONS of air space, and you know what that
means-The PK Cannonball is easy to pull off and highly effective on
this stage. All of Ness' aerial attacks can be done easily here, and
hitting people with the PK Fire and the Bat are a snap. Because you can
stand almost to the very edges of this level, you can even throw people
to their deaths fairly simply. And the best part of the level...? There
are walls and platforms all over the place, meaning that there are more
opportunities for setting up the PK Flash on this level than on almost
any other. If you're a good Ness player, he's nearly unbeatable on this
level. Use any or all of Ness' skills to rip the opposition to shreds-
pretty much everything he has works perfectly here.
Mute City: A fast-paced level where the platform constantly moves
around, Ness' slow speed is a big problem here. If you get knocked off
the platform and it flies away before you can PK Cannonball back,
you're screwed. This happens a lot more often than you'd think, and
cause this level to have a heavy death count for Ness. Because all of
the action takes place on a really small platform, using the PK Flash
here is suicide-don't do it. The PK Cannonball is strong and easy to
hit here, and makes for a good finishing move-as long as you stay aware
of when the platform is about the move so you don't accidentally kill
yourself. The PK Fire, Bat, and Throws are all great moves here and can
kill people often. The backward throw is the best way to kill an enemy
at over 100% and make sure they don't come back.
Big Blue: The most dangerous of all the scrolling levels, while on this
level you fight atop a series of racing F-Zero cars. If you fall off
and hit the road, it's almost certain death. Luckily, Ness has the
aerial finesse to take command on this level and stay ahead of the
pack. Stay as high as you can at all times, and sic the PK Flash on
anyone that tries to get near you. The backward throw and bat are both
extremely effective here, and can lead to some quick and cheap kills.
Stay on top of ANY non-car platforms at every opportunity. While you're
on the cars it's easy to knock you on the road and kill you, and the PK
Flash is far too risky to attempt. While your opponents will have to
spend most of their concentration just staying alive, Ness doesn't have
to worry and should make short work of his enemies if you're prepared.
Pokemon Stadium: The long flat main platform has two floating platforms spread
out above it, but periodically the entire landscape will pick up and
CHANGE totally altering the entire stage. This is incredibly cool, but
also extremely unfortunate for Ness. As soon as the level changes, it
becomes INCREDIBLY cluttered and it's near impossible for Ness to use
his PK Flash, PK Cannonball, Air Attacks, or PK Fire. My best strategy
for while the stage is transformed is to HIDE!!! This is a large stage,
so you should be able to get to a safe spot and let your opponents kill
each other while the stage is like this. Once the stage reverts to
normal, you have your pick of how you want to kill your opponents. The
PK Fire, PK Flash, PK Cannonball, Aerial Attacks, Yo-Yos, and Bat are
all feasible ways of quickly destroying your opponents while on the
normal phase of this level. If you play careful and smart, you'll see
that this is a fairly easy level to win on.
PokeFloats: The last of the scrolling levels, the action takes place in
the air for this one and it's another great stage for Ness. Because
Ness jumps super-high and this level rarely moves vertically, it's easy
for Ness to maneuver into any of his great aerial attacks or the PK
Cannonball. There are tons of hidey-holes and secure places for setting
up a powerful PK Flash, and Ness can take full advantage of his throws
here since you can play right next to the edge of the level at all
times. The best strategy here is to use Ness' jumping ability to stay
AHEAD of the pack: keep going to each new float the moment it pops up,
then smash your opponents into dust when they try to get onto the
float. With the ultra-powerful PK Flash to edge-guard, your opponents
will have to choose between falling to their deaths or jumping to the
next float and being blown to bits.
Mushroom Kingdom: If the programmers were trying to create the best
place to torture Ness players, they succeeded. This air of this level
is FILLED with blocks and platforms, making it nearly impossible to
take advantage of any of Ness' aerial attacks, Up Throw, PK Flash, or
PK Cannonball. The ground has narrows gaps where Ness can be knocked
down and killed instantly because it's too narrow for the PK
Cannonball. This level unquestionably sucks for Ness players, and
you'll have to be extremely crafty to win here. It's possible to stand
on the far-left or far-right of the stage and grab your opponent and
kill them with the Backward Throw for a cheap and easy kill. Another of
my favorite strategies is to hang out on TOP of the blocks and
continuously jump into the air. At this height if other players come
after you they either won't be able to reach you or they'll be quickly
destroyed with an Aerial Attack. This is one of the most difficult
levels for using Ness effectively, but he CAN be good here-so practice
a lot.
Mushroom Kingdom II: This classic Super Mario Bros. 2 stage is among
the most annoying levels in the game. If you want to win here, you'll
have to be cheap. If you get knocked down either of the holes next to
the main platform, you'll get stuck in a narrow corridor and fall to
your death with no way to PK Cannonball back. You'll most likely wish
to avoid this-and the main platform-all together. So what's a good boy
to do? Why, stand near the edges of the level and be cheap as heck, of
course! If your opponents stay on the main platform, send down the PK
Flash to blow them up. If they're dumb enough to jump to the leftmost
or rightmost platform to chase you, stun them with the PK Fire and kill
them with any damage with the Backward Throw. The sad fact is that
Aerial Attacks and the PK Cannonball are near-impossible to kill people
with because there are no floating platforms, so if you want the win
you'll probably need to be cheap. However, when Ness is near the edge
of the level it won't take much for him to go flying either: this will
make for some interesting-if not short-matches.
Battlefield: As simple as can be-this level consists of a main level
and 3 floating platforms. The level is set up in such a way that you
can use pretty much whatever you want to win here. The Bat, Aerial
Attacks, PK Flash, PK Cannonball, and Backward Throw will all be
somewhat simple to pull off here (assuming they're simple for you to
pull off anywhere). While everything here works pretty much as well as
you'd expect it to anywhere else, I've found that the PK Cannonball and
Midair Headbutt are particularly useful here. You can jump off the
sides of the level and blast yourself with the PK Cannonball to inflict
lethal damage to opponents, or just jump up from underneath them and
juggle with the Midair Headbutt. These are my suggestions, but do
whatever you're most comfortable with on this level. Like our next
stage, there's no gimmick to this level-its simplicity is what makes it
unique. If you want to win here, you'll have to depend on skill rather
than cheap tricks.
Final Destination: Did I say the Battlefield was as simple as can be?
Well, I suppose I was mistaken. Final Destination consists of one large
platform. That's it. Really. No level hazards, no floating platforms,
nothing. And while it makes for an amazingly simple and pure brawl, it
also limits Ness. Attempting the PK Flash on ONE platform with three
other people that can run at you in less than a second is suicide. I
rarely ever use the PK Flash on this level, and even more rarely do I
hit people with it. It's just a bad level for that sort of thing.
However, since the whole level is totally flat that means that it's a
GREAT level for the PK Fire. It's really easy to just run at an
opponent and stun them with the PK Fire, then hit them with the Bat or
Backward Throw. Since there's no platforms, you won't get many chances
to use your aerial attacks-with a few exceptions. The Step Kick works
well here since there's no where for you to fall to your death, and no
platforms for your opponents to escape to. As chronicled in the Combos
section, the Step Kick is a great asset in setting up combos. The other
aerial attack that works here is surprisingly the PK Cannonball. In
order to make good use of the move here, you need to shoot the PK
Thunder at a 45-degree angle away from Ness, then send it STRAIGHT
forward so it hits him straight when Ness is level with his opponents.
This will send Ness flying at groups and he'll be able to hit multiple
opponents for major damage and kills. Ness' tricks will do him no good
here--This stage is pure combat, and only the best of the best will be
able to win here. You'll need to master Ness if you hope to dominate
your opponents on this level.
Classic Dreamland: My favorite level ever, this is a great place for
Ness. It's a medium-sized level with a few platforms, but plenty of
space for the PK Cannonball and PK Flash. Jump off the side of the
level, and blast your opponents with the PK Cannonball for major
damage. You can hit opponents almost anywhere on the level with it, and
with no ground off the side for them to jump to, they almost certainly
won't dare to attack you while in the air. Because of the platforms and
extra room this level has, hitting Aerial Attacks in a snap and you can
cheaply juggle your opponents in the air fairly easily. It's also
pretty simple to stun your opponents with the PK Fire while in the air
and then kill them with The Bat and Backward Throw. These are effective
killing moves here, and round out Ness' offense perfectly. With great
music, design, and compatibility for Ness, this is among the best
levels ever made-especially for Ness.
Classic Yoshi's Island: In the original, this was probably Ness' worst
level. While Ness has gotten even worse here, there are at least other
levels Ness sucks more on now. The PK Cannonball does not go as far as
it used to, so if you screw up your shot by even the slightest bit when
you're out on the clouds, you're liable to fall to your death. Even
veteran Ness players are totally screwed if an opponent evaporates the
cloud platform on the right-hand side while Ness is jumping towards it.
On the left-hand side, if Ness gets knocked off even the slightest bit
and needs to use the PK Cannonball to come back, it's extremely likely
that the PK Thunder will hit the cloud and disappear, causing Ness to
die an early death. This is a big level, and Ness is so horribly slow
that he's in a lot of trouble if he faces something faster here. Much
like Hyrule Temple, opponents can elude Ness indefinitely, and if Ness
tries to chase them he's liable to fall prey to the right-hand cloud
evaporation trick. The platforms get in the way of using Ness' aerial
attacks on the main part of the level, and it's too dangerous to send
Ness out towards the clouds. The best thing you can really do here is
to stay on the main part of the level and try to jump up and hit people
with the Midair Headbutt or use the Bat on the ground. It's also
possible to jump up below a platform and release a PK Flash above the
platform and detonate it, but it's risky, as is this whole level. When
playing as Ness here, use extreme caution. There's no room for error
here.
Classic Kongo Jungle: The last of the Classic levels to return and
almost certainly the most unpopular, the Classic Kongo Jungle is poorly
lit and has bad camera angles. Due to the horrible camerawork, it's
impossible to see the Barrel floating under the level that can save you
until Ness has already fallen past it and died. That said-NEVER depend
upon the barrel. This level is fairly big and there's no easy way to
win, so you'll need to play cautiously. The main floor is slightly
inclined, so the PK Fire won't be able to help you there. There's also
rotating platforms in the middle of the level that get in the way of
the PK Flash, so you'll want to avoid that as well. The edges of this
stage are all air, so that will help Ness out in two ways. First, he
can jump off the edges and blast back with the PK Cannonball, and his
opponents will be hard-pressed to follow him. Second, it's easy to
throw your opponents off the edges with the Backward Throw or smash
them off with the Bat. The Midair Headbutt is a great finishing move
for opponents on high platforms. Ness is no better or worse than any
other character on this level, so practice up if you want to win.
* Written by Dabid.