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Hailing from Onett, a small town in Eagleland, this young boy's ordinary looks hide his psychic powers. Ness fought against the evil Giygas in Earthbound, and in Smash Bros. he unleashes some of the same PSI moves. Watch out for PK Thunder, a guided attack that can also launch Ness like a rocket!

Neutral Attack / Special Press the attack or special button only without using the Circle Pad.
Side Attack / Special Hold the circle pad to the left or right then press the attack / special buttons
Down Attack / Special Hold the circle pad down and press the attack / special buttons
Up Attack / Special Hold the circle pad up and press the attack / special buttons
Up/ Side / Down Smash Hold the circle pad to the corresponding direction and press the attack button at the same time. Smash attacks can be charged. It can be released prematurely or the character will release it after charging the move enough.
Dash Attack Tap left or right to dash then press the attack button.
Air Attacks Similar to basic attacks and specials, most characters perform different air attacks by using similar button and circle pad combinations.
Recovery This is the recommended move to get back to the edge of the stage ledge if ever you get blown off but not KO'd
Final Smash After successfully destroying a Smash Ball, press and hold the special button to unleash your character's Final Smash attack.

Basic Attacks

Neutral Attack

Two punches, followed by a straight kick.

Side Attack

A sweeping high kick

Up Attack

Ness raises both arms in the air, releasing a short energy burst.

Down Attack

A low kick.

Dash Attacks

Dash Attack

Ness will release an energy ball in front of him.

Smash Attacks

Side Smash

A powerful baseball swing

Up Smash

Ness will swing his yoyo upward.

Down Smash

Ness will swing his yoyo around him on the ground

Special Attacks

PK Flash (Neutral Special)

Ness will release an explosive energy orb. You can control its direction by holding the Special button. Releasing the button will make the orb explode or it will explode automatically after 3 seconds.

PK Fire (Side Special)

Ness throws a small fireball that hits an opponent multiple times if it connects to the target. When used on the ground, the fireball travels in the straight line. When used in mid-air, Ness will throw the fireball to the ground, in a slant direction.

PK Thunder (Up Special)

Ness releases a controllable lightning ball. If it hits an opponent, it deals minor damage. If you steer it back to Ness, it will detonate and pushes Ness to the direction it was facing when it explodes. Ness suffers no damage. Finally, after looping back the lightning and it hits Ness, he can deal massive damage to an opponent.

PSI Magnet (Down Special)

Ness covers himself in a magnetic sphere that absorbs projectiles and heals up damage for every projectile it absorbs.

Air Attacks

Neutral Air

Ness spins around with his arms outstretched.

Side Air (Front)

Ness creates an energy ball in front of both of his hands.

Side Air (Back)

A backward dropkick.

Up Air

A mid-air headbutt

Down Air

A downward kick with a small energy ball at the tip of his foot.

Final Smash

PK Starstorm

Ness calls down a rain of stars which direction can be controlled to the left or right. Aside from getting damaged, enemies are pushed toward the direction where the stars fall so controlling the stream of stars towards the edge of the stage is an effective way of finishing off enemies.



Ness lacks any reliable horizontal or vertical recovery moves. His double jump has good height and distance but unlike other characters, he doesn't have good special moves to rely on. His PK Thunder (Up Special) requires proper use and positioning in order to be successfully used as a recovery move. When Ness uses PK Thunder in mid-air, you need to control the lightning ball and steer it towards Ness. Once it hits Ness, he will be thrown to the direction where the ball was headed (he doesn't get damaged). This is quite tricky since failing to hit Ness successfully will leave him in a fall state.


Don't be fooled by Ness' small size. He is considered as an average-weight character. His movement speed and agility allows him to close the distance quite well and use his moves effectively. Ness has a good variety of projectile and melee moves. His second jump during a double jump is higher than other characters which can be used for escape and recovery.

Ness' Baseball bat swing smash can be very potent and has good launching power. His PK Thunder can quite damaging as well if he directs the energy ball back to him and he hits another opponent after he gets launched. PK fire doesn't deal that much damage but it is a good harassment move as it locks down an opponent in position for a follow up combo or break their charge. His Psi Magnet is good from protecting Ness against energy projectiles and allow him to heal a bit of damage per energy projectile absorbed.

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