Characters with really strong zoning control through hitboxes may be heavily susceptible to Counter.
Are aerials not able to swat away any of DHD's projectiles?
I think dash rolling (cancelling your initial dash with a roll), preferably using back roll, will let us bait around well in neutral where we could mix up dash in shield, counter or shield breakers, or even sporadically rolling in as an approach.
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Ness seems really good/solid in this game, and without anything dumb on him, it would definitely be harder. Design wise I think M/L beats Ness (at least by Brawl standards) due to outranging ness completely everywhere bar full hop forward airs. Off stage counter, unless the mechanics have changed, should be death for any recovering Ness (using his default PK thunder).
I think power shielding still reflects/kills PK fire, so that's important and will be easier once we get controlling our characters better (or in the WiiU version).
Walking jab still beats clanks PK fire/Thunder too right?
Typical zoning/approaching wise, well spaced neutral airs should be pretty sufficient in having a controlling/advantageous neutral.