Hey guys, first message in here. Been lurking for a while, and decided to contribute a little to Ness.
Ness is my top character, and I've played against REALLY good Meta Knight/Snake/Wolf lately.
So here's my input:
Generally, ground game should be only for counter-attack/GTFO/grab. If you want to attack on the ground, use PK Fire/Thunder and stay far. Ness ground attacks have average speed and average range, so if you fight a guy well equipped with close attack range, you shouldn't play in his garden.
Meta Knight:
My main strategy is PK Thunder. My objective is force him to position himself for a pk thunder. He can have all the strength in the world, he's still an easy target for PK thunder in the air. He somewhat have the right speed and right weight to have an hard time escaping a thunder. Even if MK is better on the ground than Ness, they love flying around. You know they're going to go into the air, especially if you invite them jumping around while shooting thunder.
You can sometime surprise them with a Dash attack, dash grab or a yo-yo depending on the circumstances. But don't depend on it, you better use yourself as an aerial bait to force to come fly at you.
Even if MK have the advantage, we have two big strength against him. Ness have the best weapon to disrupt MK when he's flying around/trying to recover. You have one of the rare character in the cast who can really cause problems to a recovering MK.
And you have the grab of doom. He can have all the talent of the world, a dash grab is still easy to do, and the MK knows it. Since you can only grab him on the ground, he's going to be careful on the ground. Sometimes, I taunt grab so he knows that if he get grabbed once, he's dead. It forces MK to go in the air, where the battle is more even.
Snake:
PK Thunder again. He likes to camp at the perfect distance to thunder him, so go on. I like playing a low-aerial game when I'm near him. The second jump is a great escape move if its too dangerous with grenades around.
PK Fire on the ground works pretty well. I don't mean its the ultimate move, but Snake, with his tendancy to camp at a medium distance, is usually in a good position to use PK Fire. And he trap well in it, it's easy to grab him in the fire.
Also, like MK, Ness have an ultimate advantage on Snake with his grab. Killing easily Snake at 140% while many characters needs 200% is crucial. It's easy to damage Snake, he even does it himself sometimes. He also likes to stay on the ground, so grabbing him is "easier".
Wolf:
I add him because my roommate play him, and he's brutally good with him.
Wolf **** Ness on the ground at close range. Every attack Ness does, Wolf have better. Yo-yo are useless (Wolf DSmash beat them every time). Jab is ok. Ftilt lacks range. Utilt is really good if you trap him at low %.
PK Fire is useless, the blaster beat it. That damn blaster is also hard to absorb if Wolf use at appropriate time. PK Thunder is really hard to use.
What to do? Air game and grab.
Wolf air game has good attacks, but he doesn't have a great mobility. Its more like "he strike, and he goes back on the ground". My comparison with Ness is to play like a vulture. You bait him, you move, you poke him with Back-air (don't use F-air, if he shield it all, he can easily grab you). When he makes a mistake, you go down on him.
Stay around his head, it's harder for him to use B-air.
You can't play aggressive on him, you need to force the mistakes. On the ground, you can only trade hit at close range. Or play Lucas, the other ****** is a lot better against Wolf.
Diddy Kong:
I don't know, I'm the only one around here playing him.