1. PK flash is supposed to be an edge guard move. It's not to be used to fake people on the ground. (Although it makes a cheap parlor trick)
The magnet push is another option.
Another option>Nothing
Also, it can ruin some recoveries (like Falco's) and upon contact with Ness sometimes flies a good distance.
2. Utilt seems fine to me. Juggles pretty **** good.
3. Zap Fairing is better than zap jumping.
IMO Ness is fine the way he is. Any more buffs or nerfs would could cause a huge debate.
1. I never said PK Flash had much of a use for when people where on the ground...I said it made a good mind game option when they were recovering in vBrawl...
Here is a little bit of info about PK Flash if you don't think it was a good way to scare people when they were recovering
PK Flash had the longest start up time but the fastest cool down time out of Ness' special moves...
Here are the stats for cool down time plus when the move can 1st hit
PK Flash...26 frames (The blast can 1st go off at frames 43-147 for a quick flash to full flash)
PK Fire...35 frames (The bolt 1st appears on frame 21...but Ness can't move until 56)
PSI Magnet...36 frames total for everything (If you don't absorb something on frame 10 you are out for that long...the wind appears on frame 31 though...and then you only have 15 frames of cool down time after that)
PK Thunder...54 frames (It 1st hits on 19 and if it does...Ness is moving again on 73...granted this one varies the most because Ness' fall animation can screw with it the most)
And here is where I got the info...
http://www.smashboards.com/showthread.php?t=207559
Looking at that info...I don't know what the problem would be with the speed up cool down option at least...it was already Ness' fastest special for cool down time...
(Of course I'll admit that with the other moves receiving some sort of speed buff in some way I don't see why Ness' Flash shouldn't have one either...so I'll admit that there is that side to me with this view)
2. My point with Utilt is that they keep screwing it up for how it works w/o fixing what was wrong with it (range). It didn't really need a major speed buff IMO...and now they took out the low % Utilt to Pivot grab move...which was pretty much the only thing that was truly good about it...
3. I know that a Rising Fair is better than the Zap Jump option...that is what I've been saying for a while...my point is that they took away the spacing tricks aerial PK Fire had even more...Now you can't use PK Fire 2x in the air and land with 0 landing Lag, and you can't even throw it out in as many places as before because of how far Ness moves as well...oh and don't even have me start on what I don't like about that slight horizontal movement range buff they gave to a rising air...
Oh and I can't see why restoring the unlimited PKT1 is a bad thing...Ness' movement is sort of slow on the ground in all of the games and his air speed is sort of average as well normally, and the air speed buffs only did so much. It is pretty easy for people to run away from you when you are trying to punish them...the unlimited PKT1 at least prevented that to a point...
Oh and the bat buff is kind of worthless as well...the move doesn't kill at a low enough % for how much of an issue it is to bring it out on someone's skull...oh and as for Ness' Dtilt...CPUs are stupid...the moves use was very limited...and the only way you would have 40% or so on you is if you screwed up in that because the simple fact that almost anyone's jab would stop it says something...at least I don't really have any issue with the Dsmash buff now...so it is nice that they at least fixed that...
Oh and really still...why can't Samus use two missiles in a short hop and have 0 landing lag? She could do that in vBrawl for one...