Reading back, I'd like to add on to what Clinton said about Ness. I agree with him, Ness is outclassed at what he's supposed to be good at i.e. killing with his laggy yet supposedly stronger moves. Lucas has a very reliable kill move in F-smash while Ness's barely kills earlier, have to sweetspot it if you want any decent knockback, and has horrible lag and very punishable on miss. And don't get me started on his yo-yo smashes.
His ground game in general is sub-par, the only really decent ground move he has is u-tilt, which allows him to combo into his better aerials. Which brings me to the next point.
Ness is supposed to be an aerial character. He's supposed to fight mainly in the air, where he can dish out some damage through combos and space himself to outrange most attacks with his fair. Ness does an ok job at what he's supposed to do, but I'd like to see some improvements to bring him up to par with other characters that can do what he does only better, like Squirtle, who has a great air game AND ground game. Ness has to settle for an average air game and sub-par ground game. It just doesn't seem fair to me.
Now, I heard that Ness is being worked on, so I would like to just throw out some ideas that might be helpful.
1. Ness's fair is not a good combo move. Not only that, but, it is easily DI'd out of resulting in crappy damage. Ness's fair used to be good in vBrawl because NOBODY could combo, so fair not comboing wasn't so bad, it was mainly used to space and keep characters at bay.
In Brawl+, it still does its job, but it's just not a great aerial. Seeing as Ness is SUPPOSED to have above average aerial attacks, I suggest that it is either turned into a combo move, or kept as a spacing tool, but also turn it into a damage-racker. This way, it'll make players think twice about recklessly rushing in on Ness. Also, even if Ness's fair doesn't combo, it can still be used in a combo to rack up some extra damage.
2. Ness's Uair. Right now it can combo, though not very well. In Melee it could combo due to DJC, but we don't have that (not that we want that in Brawl+). It has too much endlag to keep a combo going, so it's usually only used during the low %s or as a combo finisher. It's also a barely decent at killing.
Once again, I believe Ness deserves to have GREAT aerials, not just good, seeing as he has a crappy ground game at best. It would be nice if this move turned into either a combo machine, or a vertical killer. We would only need to speed up the endlag on this move slightly to make it a good at comboing, right now the move has more endlag than DK's uair. Maybe just making it the same as DK's would be good enough?
3. Bair, Nair, and Dair are all fine at what they do. Bair is for low % combos and killing. Nair does its job well as a GTFO move, and has its uses in comboing and edgegaurding, as well. Dair is an amazing spike and can set up combos.
4. His ground game. None of us can deny that Ness's ground game is crap. This is my least favorite idea, but if all else fails, we can let him have an okay ground game. Right now, all his ground moves are highly situational, we can change this so they have more uses. The main problem with ftilt is the horrible cooldown it has been cursed with. If we cut down the endlag considerably, it can be used as a decent poke and spacing tool.
Utilt is decent right now, so I don't see it needing any changes, Ness doesn't need a good ground game, just decent. D-tilt is used to rack up damage on unsuspecting opponents, I don't really have any idea on what to do with this move.
His smashes are all very situational and aren't very good at what they're supposed to do, kill. Now, I personally don't like the idea of Ness killing early with his smashes, so I'd prefer to leave his smashes as highly situational moves while giving his tilts an acutal use.
5. His specials. PK Fire has been given more use thanks to dash dancing, it doesn't really need any improvements, maybe making it harder to DI out of, but not necessary.
PK Flash is very situational. It is hardly, if ever, used in a match. I'd like to see this move have an actual use, maybe give Ness another edgaurding tool? Right now it takes far too long to charge it completely. It's usually a better idea to go out there and gimp the opponent yourself than to try to use PK Flash to kill.
I'm not sure if PK Flash can be modified, but if it can, making it charge faster and making it a spike can be a safer alternative for Ness to use, since right now it's risky for Ness to jump out to gimp players because if they fail, getting back on stage is going to be trouble for Ness.
PSI Magnet. Pretty much useless and outclassed by Lucas's in every way possible. I would love to see this have a use instead of just stalling for a bit. Giving it less startup time would make it actually be able to absorb projectiles on reaction. Right now it's hard getting it up in time to absorb Falco's lasers. The endlag is also horrible. We have magnet cancelling, but that's only useable on ground, not air. Reducing endlag as well could help make this move serve its purpose.
That's all I have. Note, I'm not saying we should give Ness ALL these buffs, just a few of them.