Matchup Summary (Win Condition and Game Plan)
Ness has strong close-range damage and ledge pressure, but while Marth’s tippered forward air, neutral air, and down tilt are working, it becomes much harder for Ness to enter PK Fire range.
Even if Ness makes contact once, it is usually better to reset landing and ledge positions and swing the tipper again than to brawl back in close quarters.
For KOs, tipper forward air, back air, and ledge pressure are more stable than trying to win a central scramble before Yo-yo setups appear.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Marth OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -13 |
| |
| Jab 2 | 3 | -13 |
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| Jab 3 | 6 | -18 |
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| Forward Tilt | 7 | -17 |
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| Up Tilt | 5 | -14/-16 |
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| Down Tilt | 3 | -3/-4 |
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| Dash Attack | 8/15/23 | -10 |
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| Forward Smash | 21 | -21/-20/-19 |
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| Up Smash | 10 | -33 |
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| Down Smash | 12/17/23/31 | -21/-7 |
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| Neutral Air | 5 | -3/-5 |
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| Forward Air | 8…/20 | -10/-9 |
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| Back Air | 10 | -4/-6 |
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| Up Air | 8…/15 | -6/-5 |
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| Down Air | 18 | -7/-8 |
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| Neutral B | 40—117 | -4 to +11 |
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| Side B | 18 | -28 |
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| Up B (1) | 20 | -22 |
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| Up B (2) | 1 | -33 |
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| Down B | 7 (7 is start of absorb) | -12 |
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|
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Manage Ness’s shorter range tools from outside with walking and tipper punishes.
- When he approaches behind PK Fire, do not trade in place; push him back out and rebuild tipper range.
- Base your kill pressure on tipper forward air, back air, and ledge trapping, and do not let the game collapse into a close-range scramble.
Actions to Avoid
- Swinging non-tipper forward smashes or tilts in close range after missing the tipper spacing.
- Meeting grounded neutral air head-on at close range and getting pulled into vertical strings.
- Freezing your position near the ledge and underestimating PK Fire.