@PIE:
never approach with fair... NEVER. It's only good if you are trying to keep an opponent out. Bair is MUCH better for nearly every approaching/pressuring instance. It pokes shields insanely well and is minimal on landing lag if done right.
Dair will not hit through oli's uair. You have to hit with the edge of the hibox as the spike comes out if you want results. Basically, just don't do it. It's better just to run right or left and wait for him to approach with a different aerial.
When fighting oli, keep the laggish moves to a minimum. that means little to no grounded pkfire, no yoyos unless punishing, and no landing with fair or nair. You need to be able to react and keep safe, because Oli just needs one or two messups from opponents in order to get a grab or cause other damage.
Nair and Uair are key in this MU. Nair is quick, uair is non-elemental move that can also be used elsewhere. Bair can help a ton if there are few-no yellow pikmin.
DON'T approach on shield with fair. WORST IDEA EVER! whenever your opponent is in a position to shield, you either want to edge off with a LANDING dair (AC'd so you can shield/spotdodge or follow with a jab/tilt/grab) or with a LANDING retreating bair. Bair's hitbox is misleading to some people. you can hit the top of a shield and carry a fair distance away from your opponent within a minor amount of time. That allows for a shield to pop up in time to stop some attempt at attacks by MOST characters and a quick turn-around to jab on other characters. A coouple characters (snake!) can just hit you with something or grab you.
Okay, something that I need to critique in terms of GENERAL playstyle: it appears as if, when you decide to approach, you approach very directly onto your opponent ("GO RIGHT FOR HIM! DON'T HOLD BACK!"). That doesn't work in smash, especially not with ness. With ness, you need an INDIRECT approach. By this, I mean you need to gain a vantage point before you initiate an attack. This is done in a couple ways: Dair, FH above them with something or nothing, SH Nair (situation dependent), FH PKfire, PK Jump, dtilt(!!!!!!!!), jab, or a very well-placed Dash Attack.
Dair has an easy-to-do AutoCancel on the ground... the FH variation is one I got used to over time, b/c I full hop a LOT with ness. The AC allows for you to follow things up very quickly and also protect yourself if needed. If you end up getting behind an opponent with an AC'd Dair, you have a very good shot at putting on some good damage.
FH puts you above most characters' range to hit you, either forcing them off the ground (good for you!) or to try and predict what you're doing and where you'll land. You have a bit of control over this situation. You can ignore some things and AD to the ground, then follow up with other stuff (risky, but can work) or you can proceed with a bair or uair or dair or nair (also dependent on height and FF timing). You have a bit of options with this... but some characters rock all the options.
SH nair... you need to be perfect... don't bother with it ATM.
FH PKfire can pressure shields and bait opponents. you get a Uair or AD or nair on landing if done right. I use this crazy trick where ness bounces back slightly when initiating a FH PKfire so that I'm slightly more distanced from the enemy. I'll try and show it later.
PK Jump is still underrated. you have such good angling and velocity when doing it right!
dtilt may seem silly... but it works. DTILT is so quick that you can get out of it and do other things with ease. If you do a dtilt out of range of an opponent, they think they can get you with something. You can follow up with a dashgrab or ftilt in almost ALL cases. Some people are smart though, so you have to be careful. Also dtilt on shield is INSANE! except against some characters...
Jab only works sometimes. It's the two hit series that does it. The second hit is slightly more of a pop up, so it can lead more easily into grabs or dtilts... or ftilts.
DASH ATTACK IS UNDERRATED!! OMG!!!! If you can space the second and third hit right, it's like ueber shield pressure and a good setup into other things. The first hit of dash attack SUCKS. the second two hits help each other. Remember that.
there ya go, pie.
I'll get to PK Love's vid in a sec.
sorry, PK Love... not a good enough indicator of skill...
I will say a couple things: don't try too hit with the PKT2 too much. you might end up killing yourself and better opponents will punish you HARD. also, you had a couple empty jumps. that's a good idea, but you didn't really do anything in terms of pressuring from that.
Learn PK Jump
Learn Dash Attack placement for second and third hits
Dtilt a LOT!
PSImag > all.