My main question though mate is your projectile use...its a big thing with Ness. When and where do you use it the most?
Well for me...
PK Flash is for somewhat of an anti-air trick uncharged that happens to break through everything if it hits as well mind games when ledge guarding...overall though it's uses are limited...still...it reaches the killing power point pretty fast so be careful when dealing with it...
PK Fire is mainly used for defense by me (normally + all of the advanced techs it has in the air) and offense if I chose to do something like PK Jump
PK Thunder is my annoyer that is used to lure someone over or smack them if they are out of reach of certain other moves from me (Ness' air attacks chain well...so of course you'll have to deal with this when you get out of range from him) I mostly love it for the mind games though (they are quite fun...you know playing with a move that can kill well at 30%)
Overall I see PK Thunder has having limited use with Sonic though...because of his speed...unless he is in the air...which is where Ness is going to try and put him...
Some of the fun stages I have are
Luigi's Mansion...PK Fire's overall use goes up a lot there because of those pillars...plus Dtilt restores Ness' moves fast on them in case he has stale moves...he can change it fast to...
Samus' SSBB Lava stage...getting gimped is harder and Ness' air game is much more enjoyable...
Pirate Ship...again on the getting gimped...but this has water as well...and Ness' Dair spike happens to be the most powerful Dair in the game at 0% it is like his Fthrow ok...only down...
Overall though some Ness users like water...I'm sort of so-so...
Some Ness users say they dislike stages with a bunch of platforms...I'm not one of them but still
BTW in case you are looking for some stats on Ness' recovery...
Proper use of his 2nd jump from 9 platforms up (that is around the same height as the fall from ground level in FD or so) has the same range as Mario's full horizontal recovery using his techs...still even at low level he ties with Mario's full horizontal range
When I say techs I mean throwing in a Fair with his 2nd jump (Harder then hell to break and ups his horizontal range somewhat) and using PSI magnet to fall right (It slows him down and add to the range somewhat)
For Vertical range it is a bit off...however 3 blocks up isn't so bad...
The thing that sucks about Ness' recovery isn't his 2nd jump...it is PK thunder...and while it still has it's good uses (killing, can't stop at the start, 0 landing lag, the fact that his free fall is the same as his fall speed, ect.) it does have a lot of disadvantages...still at least it is better then some other recovery moves I can think of ^_^
Still...as long as Ness has his 2nd jump...for the most part he shouldn't have much trouble making it back...and because SSBB was so nice to him...he can air dodge during it as well as Fair during it...
Oh and 4/5 of Ness' air attacks have almost 0 landing lag (Nair has the most...and even then it isn't much) and his Dair can cancel as well...plus the fact that Ness happens to be overall at his best in the air because of his 2nd jump and PKT mindgames pretty much says don't fight him there if you can...