This is a winning attitude. Teach me!
Teach you what? The fact that proper use of Dair, Nair, and Fair pretty much let you avoid getting grabbed...and on the ground proper use of Ness' certain defense moves (The dash attack, PK Fire, the yoyo, and so on) lets you avoid it as well?
Ness has 2 things that help his recovery pretty much before he has to use thunder...
PSI Magnet...which btw is funny because it is one of the better stall tools in this game...yet it is still kind of poor...and of course his 2nd jump, which can be given a slight boost in horizontal distance if you throw out an Fair before using it...
Also people learn how to cancel knockback...Ness' Fair is his best tools for that (or maybe it is his Nair because it is faster?) just air dodge and then use one of them as fast as possible...
As for learning how to use PK Thunder well...I can explain it in two steps...
1. Practice with it until it is a 6th sense
2. Break out of the mental set you made with it from learning how to do it
PK Thunder is suppose to be an unpredictable move...yet learning how to use it right will make you easy to read with it...so unlearning how to use it is very helpful...plus it will make it better for recovery as well in the long run...
PK Thunder is also the ultimate swiss army knife for Ness and Lucas...but I'm talking about Ness right now...like for example characters that flee a lot...spank their *** with PK Thunder when you get close and they try to run away again...example...Mr. G&W...retreating Bairs are gay...plus in general characters like G&W will flee like the hoes they are a lot anyway...an unseen PK Thunder at him when he pulls out that Bair will in general screw up his own thoughts...
Ness overall draws 90% of the characters to fight him in this game just because of how his moves work...that is a big thing considering how Brawl seems to be more about defense for its main play style overall