Actually, Stingers may be onto something. After playing with Ness, I feel that, while be may be 'fine', he is not 'good' (in fact, if what the rumors that are going around are true, Ness, in fact, sucks). After some careful brainstorming, I think I concocted a list of buffs that not only will make Ness 'good', but 'top tier'. I found that Ness' entire moveset sucks except for his down B which is exceptionally broken. I figure if we're going to give Ness a theme, why not build it on that?
1. Make Ness' down B come out faster and have more invincibility frames. I'm thinking about from frames 1-10 would do the trick.
2. Make Ness' down B wind hitbox spike characters below him. I saw the Sage trying to do that, and I thought it would be a brilliant mixup to an already useful move. And give it more utility as well.
3. The longer you hold Ness' down B, the farther the wind hitbox should push. When it's fully charged after 5 seconds, it should throw the opponent off a death boundary automatically. No matter what the stage and what the distance may be.
4. To make a good character, everyone knows that the character needs a moveset. Buffing Ness' down B isn't going to constitute a good moveset, so let's improve Ness' other moves. Everyone knows PK Flash sucks, so how about this. Instead of what it normally does, PK Flash should do 0 knockback and 0 damage, but instead have a massive wind hitbox when it detonates instead.
5. Ness' forward smash is considered to be his worst smash. Let's fix that. When you wiff with the fsmash, there should be a wind hitbox that pushes the opponent away instead, making it very safe if you happen to be unlucky and mis-space.
6. Hell, let's make it so that even when you
connect with Ness' fsmash, it does 0 knockback and 0 damage, but instead also has a significant wind hitbox, making it safe on shields.
7. Replace Ness' forward smash bat with a fan item instead, and alter the hitbox sound accordingly. Makes sense given the other proposed changes.
8. Ness' side B should, instead of doing fire damage, do 0 damage but instead trap the opponent in multiple opposing wind hitboxes. Not only does this trap them conveniently offstage for spikes and resolves the whole 'being able to DI out of it' issue, but it also makes it more useful against Ivysaur, who could escape PK Fire with ease.
8. Since Ness' recovery sucks *** now without infinite PK Thunder, let's fix that and make it at least not be able to be gimped by people simply running into it. The obvious solution, of course, is to make Ness' Up B Psi Magnet instead of PK Thunder.
9. We know alot of Ness mains were displeased about the WBR removing Infinite PK Thunder, so let's throw them a bone. In addition to making Up B Down B, Ness should also receive
INFINITE Psi Magnet. Yes, it will affect Down B as well as Up B. That is how nice I am towards the pro-Infinite PKT supporters' plight
.
10. Increase the momentum of Up/Down B's wavebounce. About 3/4ths the distance of FD should be right. Imagine this scenario: Ness pushes the opponent offstage with his now-useful fsmash. While the opponent is recovering, Ness performs a wavebounced reverse Up/Down B to throw himself to the opponent. Ness releases the Psi Magnet after a charge of about 2 seconds, instantly pushing the recovering enemy off the stage. Ness uses his Zap Jump with wavebounced Up/Down B to return to the stage, using infinite Up/Down B to recover even more if need be. What a sexy edgeguard.
With these tools at his disposal, I believe Ness will be the character everyone can be proud of. A character than both Ness and his mains deserve. I hope both you and stingers (and the rest of the Brawl+ community) will support me in this endeavor.
10jokeposts.
****, I sounded too proper and not whiny enough to be a Ness main, didn't I? Total giveaway.