Don't be scared. You're letting your fear get in the way. It's kind of hard not to let this happen, but if you know them well enough, then you shouldn't fear them. I kind of do wish you had some replays so I could check them out and see where you're going wrong. Overall, I think your fear is getting in the way of your matches.
When you fear, you begin to choke up and most likely end up doing stupid things that you normally wouldn't find yourself doing. I get scared a bit when I fight new people, but as soon as the match starts, I'm not scared. If you're scared of your opponents, it's either because they've defeated you tons of times or something else. I used to be afraid of fighting my friend on lag-fi because he'd always win. Eventually I learned from my mistakes.
How can I (Ness) fight a Ganondorf that LOVES to stomp on you?
Stop rolling as this could be the reason you're getting hit. If that's not it, you're spot dodging while he's in the air. When Ganondorf is in the air, there's no way for him to grab you other than his **** Grab and Forward B. But because you're on the ground, chances are he won't do that. Your only options are to shield and/or space better.
Whenever my opponent is trying to get back on the stage, I always try to spike them, but that usually fails 90% of the time. So is there a better way to keep an opponent from getting back on the stage with Ness?
Mix it up. With dair, you've got three characteristics.
- The first one is the basic dair itself.
- Rising dair - It's still dair, but as you dair, use your second jump and dair at the same time. There's this weird pulling effect that lifts you up but also wants to pull you down at the same time. I believe the reason is because you're using a down aerial and jumping upward at the same time. This allows you to lift yourself up above the opponent and spike them.
- Pillar spiking - Kind of hard to pull off and fairly situational. You use PK Fire on your opponent as they return and dair them.
It's your choice to use what you want. But there are also other options. You can nair towards them or use fair to push them back and rack up damage and you can go under them and use uair on them. This is all about timing and mixing things up. If you continue to do the same thing over and over again, your opponent reads you easily.
You can also use PK Thunder or PK Flash. With PK Thunder, you can tailwhip them and cancel their second jump or you can just hit them head on and harrass them over and over again. PK Flash is pretty situational, but good for edgeguarding. Just make sure your opponent isn't above stage level but maybe at stage level or below it.
Don't use this on characters with Reflectors, abilities to absorb or characters who can Counter. It's not good. Of course there are some characters that you can put in a bad spot. Ganondorf is one of them.
I have some trouble hitting people with the tail of Ness' PK Thunder. I know that if I can manage to hit someone with the tail, it sets them up for a PK Thunder2. Any tips?
Tailwhipping is hard if you've never done it, but it gets easy quickly if you continuously make the attempt. As for tailwhipping > PKT2, easier said than done. You don't need to tailwhip just to land a PKT2.
It probably makes things a tad easier, but it's not necessary. PKT2 isn't meant to be predictable. If your opponent sees you trying this, just make your PKT fly overhead and at them.
Ness combos! My friends can combo and I can't. Are there any good Ness combos? The only one I know is D-throw>F-air>U-air>PKT2. But I always skip the U-air part because I can never pull it off....
I won't even bother explaining these to you. Plus, like they say, "Actions speak louder than words." Of course this has really nothing to do with that quote I guess, but just take a look at this.
Ness' Double Aerial Shuffle (DAS)