Check out when the Ness's discussed D3(needs a revisit imo):
http://www.smashboards.com/showthread.php?p=5907686#post5907686
Ness is an aerial atacker, who's moveset supports getting people into the air for juggling and throws build dmg and knock into air.
Anyway, D3 needs to be careful of that waddle spam as Ness can absorb Waddle Doo's lasers for like 30% if he absorbs all of them.
Also, if Ness gets D3 in the air or inside his defenses, he gets aerially jugggled as Ness can chain his aerials in succession. And with D3's weight, its gonna hurt.
But that's only if Ness gets D3 in the air which means getting into D3's defense and knocking or throwing him into the air without getting grabbed or sheild grabbed. And most of Ness's ground moves knock someone into the air.
As for Pk Fire, if Ness does it from a full jump as soon as he jumps, the lag wears off when Ness is still in the air after he throws the bolt and he can do a double jump which means either another Pk Fire or another move. He can also do a rising aerial attack due to the properties of his double jump so if D3 gets hit with a lagless aerial Pk Fire Ness can drift over to him and do a rising aerial. Or if a D3 persues Ness high enough into the air, Ness can do an aerial Pk Fire. If Ness is too close, he gets grabbed of course.
Concerning gimping, Ness has a large 2nd jump and he can do a rising aerial during that 2nd jump as it curves. Of course, D3's bair could take care of that unless he does a rising fair early enough but it depends on the space. Another thing is not let D3's up-b land him on Stage as if the Ness camps your landing spot(even away from the stars) he can use a fully chraged Pk Flash, which is very strong and a Ko move at med/high dmg. Though its not that easy as D3's can alter his landing spot somewhat. Of course, if D3 cancels his Up-B on the way to grab the ledge, you're okay.
Ness can juggle d3 with up-tilt if he gets really close.
If D3 spot dodges(how good is his spotdodge?), Ness' short hop down aerial has a long enough hitbox to hit you which will get you in the air. same with both of his Yoyo smashes as he can leave them out for a bit. Also concerning Ness's Down Air, it is one of the most powerful spikes in the game next to Ganon's. It can intercept the part of D3's Up-B thats not super armor(on the way down). Another thing is watch for the tail of Pk thunder as it can intercept the on the way down also.
As for Pk thunder, it can only be canceled out if you hit the head of it which D3's aerials should take care of if the head is nearby but it depends how maneuverable D3 is in the air. The tail is the real problem. As Ness's thunder is faster(and harder to turn) than Lucas's, air or spot dodging will get you hit by the tail. Shielding takes of it unless D3 is in the air which means you have to atk the head if its nearby. Also if you throw a waddle when Ness sends out a PKT and that waddle hits the tail of Thunder, that waddle may stop moving and land. Ness can wiggle the Thunder around you to bait you or juggle(if in the air).
PK Thunder 2/Pk Missle/Pk Jibaku/whateveryouwanttocallit is a devastating KO move if it hits as the move is telegraphed in advanced. Its when Ness hits himself with the thunder and the Ness strikes someone. And unlike Lucas's, its a single strike with a lot of power behind it on startup until the later weaker part of it which can be intercepted. And it does have invincibility frames on startup. Since D3 is a big target, getting hit by this one is a nono.
Now, the only ways Ness can hit you with that move is
1. D3 is in the air(which he shouldn't be unless he is edgeguarding or ness kocks him in the air), and Ness is nearby and you get hit by the tail. Ness then directs the head of thunder back to himself and hits you while you are still stuck in the tail. Now can this only be done thru either mindgames or if D3 gets hit by the tail with Ness nearby in a position to redirect the head to himself at an angle.
Since d3 is a defensive guy(is he?), this shouldn't happen unless Ness gets you into the air and even then its still not always a sure thing as it takes The head of thunder hitting Ness at the right angle to launch him into someone that is stunned. On the ground, he can only be launched sideways and slightly diagonal. Just aim for hitting the head of thunder and there will be no problems unless its in D3's blind spot(does he have one?). Also if D3 stays grounded. And of course Ness is vulnerable when hes using Thunder.
2. You try to intercept Ness's recovery and you get hit by the tail and Ness hits you on the startup of PKT2, which is when its the most powerful. Of course that extremely fast back air of D3 takes care of that unless you are too close and get hit by the tail. Just know that most good Ness SHOULD recover with 2nd jump w/rising aerial unless hes too far away from the stage. Wall of pain or Dededecide or swallow and spit out under stage should work.
Any other way is too easy to intercept I believe by a good D3.
Ness has a bad grab-range (nice running grab or pivot grab though), but if he gets into your defenses and grabs you, he'll throw you into the air with any of them as all of his throws put em in the air. From there he will start his aerial assault or Pk thunder.
Ness''s Fair is a fast multi hit move with seperate hitboxes that Ness can use to atk and space. He can also do more than 2 when in the air. When spaced right against D3's sheild, it can sheild stab. D3's back air can trade hits with it if both are done somewhat at some time. depends on the spacing anyway
His Nair is a even faster get out move thats similar to Peach.
His Up-Air can be used to Ko or get someone even higher in the air.
Back-air can also Ko, and has some good knockback.
Down air can knock someone to the ground or spike really fast. And Ness can fast fall to the ground, wait until the get-up atk is initialted and short down-air you to knock you into the air again to resume his assault or just wat until get-up atk is over and then grab.
D3's aerials can trade hits with Ness's sometimes depending on spacing and who initiates them first. D3's vertical aerial moves has more range.
As for KOing, Ness's isnt a light weight. He's a near middle weight(slim) that's near to Mario. Like Mario=1.000 and Ness=0.980. Once D3 gets to around 120, Ness'll try to grab into back-throw, which is a instant ko. Since D3 is heavy, Ness should wait until D3 is around 140 or 150. Also, dont get grabbed on the edge when at high % and Ness's back is to the stage. Back throw will ko even earlier then.
So yeah, just keep Ness grounded and try to gimp once you get him off-stage. Watch out for his aerials as D3 is a big target and don't let him knock you into the air and recover by cancelling up-b by the edge. And watch out for that thunder. This is a 60:40 D3 advantage as D3's tools prevent Ness from doing too much to him but once D3 gets knock into the air, its a bit closer. Ground=D3 Air=Ness to an extent as D3 has a good down and up air.
These vids arent too bad in demonstrating the matchup somewhat.
http://www.youtube.com/watch?v=LOttqA0X9XQ
That one, the Ness stayed out side of D3's range and did aerials when close enough which juggled and sheild stabbed and he camped the ledge to avoid grabs. Though he still got grabbed and the match was close. The small stage also helped.
http://www.youtube.com/watch?v=MJYNRfBe5do&feature=related
This one, Ness got edgeguarded when thunder was used and D3 used swallow when Ness's jumps were predicted. It was harder for Ness to stay out of range as the stage was bigger also causing more damaging chain grabs. Some of the times Pk Fire was used grounded and D3 punished the lag.
I know they are the same people but basically what Im getting at is that D3 can keep Ness at bay, but Ness can juggle him if he gets inside. And since Ness needs to get close to fight aside from thunder and fire its not in his advantage if D3 plays a strong defense.
These are old but nice too:
http://www.youtube.com/watch?v=KlUPjSNzCEA
http://www.youtube.com/watch?v=XjKNb-tNb7w