These arent combos, but semi-combos that are based on the opponents DI and reaction. Combos are inescapable once started and once the first hit starts, it goes to the end if excecuted properly. At least, this is what I've heard.
I'm too lazy to post all of Ness' semi combos. There are so many possibilities after a dthrow, fair, sourspotted bair, PKF, and dtilt that going through them all would take too long. Not to mention all of Ness' aerial combos and how you can link them with more aerials, the double jump, and PKT.
Anything that you can do a jab combo out of, a tilt or shuffled nair can do also. I dont use the jabbs much anymore.
Anyways, onto a REAL, INESCAPABLE combo.
Do a low ground spike. I mean really low ground so that you get to the floor about the same time they do. Now...
JAB LOCK!!!
Jab locking is inescapable semi-infinite (until really high percents until your jab does good knockback) that IS available to Ness. Search it.
Once you get a jab lock going, continue it until you reach the edge of the stage then follow it up with one of the folliwing moves.
The rest of the jab combo
Ftilt (probably the best option since you are on the edge of the stage)
Dtilt
Dash attack
Shuffled fair
Shuffled nair
Dashed usmash
Be sure to follow up the jab lock quickly. The shuffled moves are hard and so is the usmash. The continued jab is the easiest. Just remember to move a bit first before you use the tilts since not moving will just finish the jab. And if you wanna usmash or dash attack, make sure it is a true DASH, not walk.
People tend to mash buttons in a failed attempt to escape and as soon as the escape windo opens up, they do whatever the last button they mashed was (or direction they input). They will most likely roll or flex kick, so if you cannot follow it up fast enough, just read them.
BTW, if you dont know what jab locking is, search it in the advanced tactics forum.
Also, if you ever get an opponent on the floor again (like with the spike as said above) Ness' ftilt can sorta jab lock at VERY low percents. Ftilt a grounded opponent and you can continue the jab lock like normal, or follow it up with whatever you want. Its cool landing 2 ftilts in a row sometimes
