U-throw is useful for combo'ing Falco, something d-throw cannot do. It also allows you to follow up with pkt and uair sometimes. It's more useful than I originally thought when I wrote up the guide.
Uffe: If we thought vBrawl was a good game, then we would be playing it over brawl+ lol.
Infinite pkt was removed because it was deemed that zap jump was a good enough buff to his recovery. Zap jump helps his recovery better than infinite pkt1 did alone as well as allowing to combo better and have better aerial control and attack shields much more safer than dj -> aerial since it's much faster.
I still don't get why people are mad about it lol. When we lost infinite pkt we gained a d-throw that combos, a b-throw that kills, a u-tilt that combos into aerials instead of itself, a psi magnet that actually does something, a way to ken combo, the weak hits of yoyos connect more often, and d-smash sets up for edgeguards. Right now Ness is viewed as viable by a lot of people, giving him anymore buffs is pushing it and may caused him to be nerfed. Instead of just looking at the changelist and complaining, go out there and actually play the game. Like I said before, there has been virtually no discussion of actual strategies in this topic at all.
And the new psi magnet is ****. Hold it down near the ledge and it pushes people away who fail to sweetspot their recoveries. It is pretty good vs. Wolf's recovery if you time it right since it can push off both his up-b and side-b and then you can just edgehog him or dair him. Also the wind hitbox also can push away certain projectiles (like snake's grenades).