
Game Strategies
Misc. Information

Images
Fan Shots
Videos
Music
Sounds

Fan Melee
Message Board
Submit
|

|
Intro:
|

|
|
- The First Paragraph -
In Super Smash Bros.: Melee, Ness is a middlewight fighter, most
effective at close range. He comes packed with an array of psychic
powers, his baseball bat, and a yo-yo.
His most distinguishing characteristic as a fighter is his unique
jumping pattern, or maybe his gigantic head. It's a tossup.
- Change is the Only Constant -
Many people went into SSB:M with two years' experience fighting as
Ness in SSB, only to discover their skills almost obsolete in the
new game. Several things had been altered, which drastically
changed the game's dynamics. Throws, for instance, are not quite
as powerful as they were, and Ness's PK Thunder move cannot propel
him as far as it could before. To make things even harder, you
can't get away with only knowing how to play offensively. If you
can't at least roll and dodge well, you'll be toast.
|
|
 |

|
Move List:
|

|
|
Of course, no charachter guide is complete without the
"Everybody-already-knows-this-character's-moves-but-I'm-going-to-put-them-here-anyway-section",
so here it is and let's get it over with.
A
A, A, A (quickly)
Smash+A
Smash Up+A
Smash Down+A
A (while running)
(midair) A
(midair) Up+A
(midair) Down+A
(midair) Forward+A
(midair) Backward+A
B
Left/Right+B
Up+B
Down+B
L or R
L/R+Tap Left/Right
L/R+Tap Down
(midair) L/R
|
A little punch.
A quick punch/kick combo
Ness's baseball bat
Defensive yo-yo
Offensive yo-yo
Psychic shove
A spinning attack
Midair upward headbutt
A downwards kick
Psychic shove in midair
Reverse midair kick
PK Flash
PK Fire
PK Thunder
PSI Magnet
Evasive Roll
Shield
Dodge
Air dodge
|
|
|
 |

|
How to Use...
|

|
|
- PK Flash -
PK Flash is difficult to use because of its long charge time. It's
easier to work with in four-player battles, because not all the
other players are targeting you. In that situation, you could slip
out of the brawl for a minute and direct the blast toward the
rest of the unsuspecting fools while it charges. In a one-on-one
battle, you have to rely on timing. If you're playing against the
computer, it's easy, because they just don't see it coming. Wait
until they're on the other side of the stage and coming towards
you before you begin charging, and they should walk right into it.
Against other humans, however, it's much more difficult because
most of them have eyes. In that case, fling them off the side and
begin charging. They'll have to decide between falling off the
stage and risking getting blown away by a fully-charged PK Flash.
You can even move it closer to them as they try to recover to get
them early, but it's best to play it safe.
- PK Fire -
As far as I can tell, PK Fire is the same as it always was. This
move works best on a level surface, with a little distance between
you and your foe. Be cautious when using this move on uneven
terrain; if you hit the ground, nothing happens.
- PK Thunder -
Once the projectile is launched, use the control stick to maneuver
it. It can take a little getting used to, but it's quite accurate
once you get good at it.
PK Thunder in SSB:M is the same as it was in SSB, except for the fact that
it moves a little faster. This can be bad or good, depending on
your skill level. Sure, you could recover faster, and track down
your foes before they have a chance to escape, but if you thought
it was hard to control before, you'll really have a hard time now.
It also doesn't fling you as far when you hit yourself with it.
The distances characters can fly has been reduced overall, perhaps
to make it just a little more realistic.
- PSI Magnet -
PSI Magnet is a shield that will absorb the damage caused by any
projectile energy attacks that hit it, i.e., Fox's laser gun,
Super Scope, Ray Gun, etc. It's important to note that you're
still vulnerable to normal projectiles and attacks, so don't
overuse it.
|
|
 |

|
General Fighting Tips:
|

|
|
The key to fighting effectively with Ness is to take full
advantage of that unique jump. It's kind of slow, but it's very
easy to control and you can get some real altitude with it. My
favorite strategy is to stay airborne most of the time, swooping
down occasionally to attack; sort of like an eagle, or maybe a
duck. Once again, timing is the key. Keep moving, and try to drop
in on your opponent from the side, delivering a lethal kick to the
head. Ness's downward kick was a big part of my strategy in SSB,
but it's so much harder to use now, I don't bother with it.
Instead, I focus on flying in from the side or attacking from
below. Right above your opponent is a bad place to be, anyway.
Ness's upward attack while airborne are quick and can send an
enemy flying off the screen, so use them often.
Another annoying tactic is to jump at a relatively low altitude
toward your opponent, but go a little beyond them and then kick
the poor sap in the back. If you're quick, they won't have much
opportunity to defend themselves, and it sets you up for some PK
Fire if they go far enough.
In levels where it's hard to attack from the sky, (Yoshi's Island,
for one) stay on the ground and dodge. Roll back and forth quickly
to get behind your opponent, and give 'em a taste of your baseball
bat. If you can roll a little farther behind your foe, hit them
with PK Fire and then rush in to perform a throw or SMAAASH them
with your bat. Ness isn't the quickest character on the ground, so
stay on your toes, and don't put yourself at risk too much when
attacking.
|
|
 |

|
Break the Targets:
|

|
|
Have you ever wondered how to beat Ness's Target Test? No? Well, I'm going to tell you anyway.
- 1 -
This one's right above your head. Pound it and move on.
- 2 and 3 -
Stand on the raised platform to your right and direct a fully-charged PK Flash right in the middle of the two targets targets on the other side of the barrier. If it's in the right place, you'll get both of them.
- 4 and 5 -
Stand in the middle of the left platform and use PK Thunder to knock out the two targets to your left.
- 6 -
This one can be tricky. Stay where you are and use PK Thunder. It might take a little practice, but once you get used to it, it's easy.
- 7 -
After getting target 6, jump and PK Thunder yourself onto the small moving platform above you. Do another jump and PK Thunder to simultaneously destroy the seventh target and launch yourself into the next area.
- 8 and 9 -
Head immediately to your right and jump into the right-hand shaft. As you go in, use Ness's midair sparkly attack to get the target on the right side of the opening. Pound the target at the bottom and head back up. (NOTE: you have to time your jumping well here, or you'll just barely miss the top.)
- 10 -
Just drop in and go after the final target any way you choose, and you're done!
|
|
 |

|
A Final Note:
|

|
|
Of course, the most important step on the road to becoming a Ness
Pro is practice. I can't stress this enough. Practice, practice,
practice. If you don't practice, you'll never amount to anything.
Remember, practice makes perfect, or as near perfect as you're
ever going to get. So don't put down that controller. Ever.
|
|
 |
|
|