I rarely every post but I just wanted to comment that people shouldn't be writing off Ness at all. People love to say that Ness has been figured out and has an extremely basic gameplan, which has been true for the most part (so far). I think it's up to Ness mains to start innovating and exploring new ways to use him.
NOTHING irritates me more than when people say "DAE think Ness has a bad recovery and is basic af, our char goes 55-45 w/ him?" Just because Shaky/FOW haven't been to a huge tourney in a while doesn't mean he suddenly isn't top 10 and now every other character beats him.
His air game is his most broken quality, and it's hilariously easy to spam safe aerials (landing u-air is straight up ridiculous honestly). That's what makes him easy to pick up; for people who just like to press buttons, Ness is perfect because you just jump around everywhere, throw out aerials, and tomahawk grab to mix it up sometimes. However, IMO, his ground game is EXTREMELY underdeveloped. Ness' only ground approach is his dash attack, which, surprise, is used to capitalize on his aerial strings because it launches opponents into the air. Just because his ground options are worse than his aerial options most of the time doesn't mean they shouldn't be used; Ness players who just spam aerials tend to get read and predicted very hard; it's good to mix it up on the ground and explore those options.
Have Ness players experimented with PP tilts at all? Have they mastered Extended Dash Dancing (a critical tech IMO, in spite of Ness' below average mobility) with him? Have they mastered the PK Jump? Have they practiced perfecting PKT2 frame traps? How about underutilized moves, like PSI Magnet (are there any unique applications)? It's this kind of stuff that goes to show that Ness can be way further optimized, which is why it irritates me so much when people call him easy and basic. His punish game is theoretically amazing when perfected. Sure, he has a ridiculous amount of reward at a low level, but to be successful at a high level with Ness you have to start labbing hard. It's been a year people, it's time to get serious.
Some of you Ness mains need to step it up. DON'T just call the Rosa match up "90-10, not using ness here." Why don't you try labbing it? EXPLORE Ness' options in the MU, figure out how to not get exploited off stage, work on killing Luma in an efficient way. Practice with Rosa players, see how you can work this matchup out. Don't be lazy and write it off as imposible. Is it uphill? Certainly. But it is defo not imopssible. It's true that certain things hold Ness back, mostly his mobility. But work on getting past that, not dwelling on it and forever accepting it as an impassable weakness.
Also this paragraph I want to talk about Ness' recovery. I think it's stupid people think his recovery is on the level of characters like Doc/Ganon when he has WAY more options than either of them. I find Ness' recovery to be decent. Probably bottom half of the cast, but I think it's workable for a large number of reasons. PLEASE READ THIS IF YOU THINK NESS HAS A TERRIBLE RECOVERY:
1. His double jump his massive which can snap to the ledge with PKT1. MOST OF THE TIME YOU SHOULD NOT EVEN NEED TO USE PKT2, HIS DOULBE JUMP WILL BE ENOUGH
2. He has huge aerials to cover himself
3. He has a stall option with PSI Magnet
4. His aerial acceleration/deceleration is excellent, allowing him to drift to the edge
5. He has a good airdodge w/ fast options out of it, like u-air
6. There is a ton of risk to challenge his recovery when he starts PKT2, and sometimes running into it to shorten its distance is not feasible
7. Rising f-air flat out beats a ton of character's edgeguard attempts
8. He can interrupt his double jump to unexpectedly PKT2, which is difficult to react to
9. NESS MAINS WORK ON THE FOLLOWING: Ness has a ton of angles from PKT2 that people need to practice. Recovering high to the ledge w/ PKT2 is something people often can't do, for example, so they drift downwards and end up getting spiked. Just go to training mode and practice! Ness players ALWAYS RECOVER at a 45 degree, diagonal angle from below the stage (I see you). It gets predictable, so STOP please
10. PK High-Jump exists. I can't find the link to the video, but try this in training mode. Airdodge and double jump at the exact same time w/ Ness, and he goes noticeably higher than normal. Most people don't know about this!
11. If Ness has room, he can PKT1 to hit himself on either side of himself. For example, say Ness is off stage on the right side, and he is about to launch his PKT1. You would expect Ness to hit himself with PKT1 in a clockwise direction, but he can also launch PKT1 in a counterclockwise direction, which is very rarely done (BUT SHOULD BE DONE MORE). If no one understands what I mean by this, you can ask me to clarify. Doing this throws off people's attempts to destroy the PK Thunder a lot of times.
12. Ness doesn't have to use PKT1 in a perfect circle. If you try to airdodge through Ness to absorb the PKT1 and make him fall helplessly, he can send it down further than you are expecting, and because PKT2 has such a large distance and can also wallbounce, STILL make it back.
13. Ness can PK Jump off stage, which is adouble jump and PK Fire in the same frame. You will get a very large horizontal boost from this.
14. This is a Rosa specific one: If you start your PK Thunder right next to her when she uses Gravitational Pull, you will get hit by her absorption hitbox so you won't fall helplessly! THIS IS BIG: Against Rosa, sometimes you should let her GP your PK Thunder (when you are right next to her so you get hit by the absorption hitbox) without using your double jump. This way, you can safely jump away while she is in the endlag of her laggy GP, and you won't be falling to your death. You need to have courage when offstage against Rosa; be brave and utilize every option you can. (on another note this matchup is a 40:60 Ness disadvantage IMO. back throw kills Rosa absurdly early, it's pretty much volatile in either direction)
And that's all I can think of right now, though I'm sure there's more (actually, I kind of referenced this but didn't have a point for it: Ness can use PKT2 into the wall, and if he inputs PKT again within 20 frames, he can use it a second time.) All of these reasons is why Ness' recovery IS NOT AWFUL. Yeah, it's not the best. Even with this list, of course it's still exploitable. But it's really not that bad, because he just has so many options.
In case you forgot, or needed a morale boost for using Ness, Ness has some extremely special qualities. His air game is in contention for being the best in the entire game. His grab and throw game is excellent (kill throw, combo throw, 2 excellent positional throws). His edgeguarding is excellent (enormous and long lasting aerials, PKT gimps with the tail, d-smash at the ledge). And his combo/string potential is excellent. Of course there's all the f-air ridiculousness, but there is much more. Seriously, falling u-air is great, and you can often get 30-40% off of one up air.
/rant. I tend to post enormous walls of text, probably because I never post but I have a lot to say, so I apologize. I hope this motivated you. Don't give up on Ness! You probably didn't read through this, so tl;dr Ness is still great (I would put him at #8-9 in the game) IMO and needs to be optimized in terms of his playstyle. A lot. Let's get to work people! Thanks for reading