Ness is a very interesting character in every game but especially Project M. In Project M Ness has the ability to cancel his double jump with a move just like he could in Melee and Smash 64. He also has a magnet which you can jump cancel just like a shine. also he can run strait out of his up b making for some very interesting strings and his pk fire activates on shields allowing for lots of set ups.
Double Jump Cancel
Double jump cancel is a super useful tool. for example because most of Ness' moves have little knockback so you can string them together. You can do say a string of DJC up airs to rack up percent and you can string a DJC fair into down throw multiple times on certain characters. Also you can DJC pk fire which in pm has no landing lag in which case you can grab or if your fast enough and your opponent doesn't smash DI, DJC nair 3 times. Also if you hold the jump button while doing an aerial attack it will allow ness to rise. This is good for off stage edge guards as you can use a move to intercept a recovery while also allowing yourself to be able to recover.
PSI Magnet and Magnet Canceling
Magnet in PM sort of works like a shine. Sure you can wave and multi magnet but I honestly haven't found them to be all that useful since you could just DJC fair. Besides absorbing annoying projectiles like Pit's arrows or Mario's Fireballs you can use it to lead into some fancy combos. magnet retains aerial momentum so if you run into a short hop magnet you wont stop moving until you reach the ground. Since you can cancel magnet with a jump that also means you can magnet DJC or Magnet Cancel into an aerial. Personally I like magnet cancelled fairs and nairs because they string together so nicely.
Up B Stuff
In my opinion Ness' recovery is very safe and gimpable all at the same time. On one hand if that up b touches anything while off stage your dead, but, on the other hand if you get hit by that thing its going to hurt, plus you can run out of it with no landing lag. This is one of the greatest tools for his recovery. If your out and away all you have to do is land on a platform and bam your back onstage. Take advantage of this.
Other Stuff
Ness' yo-yo can be dropped off of a ledge or platform. It could be used as a ledgeguard but honestly its so slow that its almost not worth it. Because of the dip in Ness' double jump wavelands are pretty good. There is a certain frame of Ness' double jump that lets him land on platforms with out wavelanding but you've got to be super precise. You can DJC Ness' ledge jump with either a move or and air dodge which could be useful for getting back on stage. You can double jump wavedash which I guess you could use as a mix up but there are better mix up options.
Master these techniques and maybe one day it will be 20NessNess
Also make sure you check out Bryonato's guide. It is way more detailed than this one.
http://smashboards.com/threads/upda...ase-and-guide-complete-with-crotchcam.356412/
Double Jump Cancel
Double jump cancel is a super useful tool. for example because most of Ness' moves have little knockback so you can string them together. You can do say a string of DJC up airs to rack up percent and you can string a DJC fair into down throw multiple times on certain characters. Also you can DJC pk fire which in pm has no landing lag in which case you can grab or if your fast enough and your opponent doesn't smash DI, DJC nair 3 times. Also if you hold the jump button while doing an aerial attack it will allow ness to rise. This is good for off stage edge guards as you can use a move to intercept a recovery while also allowing yourself to be able to recover.
PSI Magnet and Magnet Canceling
Magnet in PM sort of works like a shine. Sure you can wave and multi magnet but I honestly haven't found them to be all that useful since you could just DJC fair. Besides absorbing annoying projectiles like Pit's arrows or Mario's Fireballs you can use it to lead into some fancy combos. magnet retains aerial momentum so if you run into a short hop magnet you wont stop moving until you reach the ground. Since you can cancel magnet with a jump that also means you can magnet DJC or Magnet Cancel into an aerial. Personally I like magnet cancelled fairs and nairs because they string together so nicely.
Up B Stuff
In my opinion Ness' recovery is very safe and gimpable all at the same time. On one hand if that up b touches anything while off stage your dead, but, on the other hand if you get hit by that thing its going to hurt, plus you can run out of it with no landing lag. This is one of the greatest tools for his recovery. If your out and away all you have to do is land on a platform and bam your back onstage. Take advantage of this.
Other Stuff
Ness' yo-yo can be dropped off of a ledge or platform. It could be used as a ledgeguard but honestly its so slow that its almost not worth it. Because of the dip in Ness' double jump wavelands are pretty good. There is a certain frame of Ness' double jump that lets him land on platforms with out wavelanding but you've got to be super precise. You can DJC Ness' ledge jump with either a move or and air dodge which could be useful for getting back on stage. You can double jump wavedash which I guess you could use as a mix up but there are better mix up options.
Master these techniques and maybe one day it will be 20NessNess
Also make sure you check out Bryonato's guide. It is way more detailed than this one.
http://smashboards.com/threads/upda...ase-and-guide-complete-with-crotchcam.356412/