
PK Fire is very good, so it's tempting to want to spam and then run in for a grab. Welcome to the Ness club! I've been playing PM competitively at Xanadu as ness for about 6 months, so I'm by no means a great player, but im pretty well versed in Ness theory if you will. If they're slow, grab them and get that strong punish in. If they're quick out of shield, bait them to commit with those moves by either shielding or dashing away after you mc-fair through their shield. Pay close attention to whether your opponent has a good out of shield game, this is of course also dependent on their character. Ness' ability to cross up shields with magnet-canceled fairs (mc-fair), or just magnet-wavelands and pressure from behind an opponent is crucial. The second part is fast-falling, fast falling before you connect with bair gives it that "snap" feel that makes Ness faster and more intimidating to your opponent, he'll start to stay in shield, and that's right where you want him. Or if they stay in shield too long, bairs are particularly decent at shield-poking if you can put the hitbox right at their feet/head. Sometimes I'll jump as if I'm doing a high djc-bair and instead will just magnet just long enough to coax them out of their shield, and bam! hit them with the magnet-canceled bair (mc-bair). Higher are better to maneuver Ness while still getting a high djc-bair.

Low, fast djc bairs are good for close-ranged spaced, quick djc-bairs. You don't want to start it too high that you can't hit with the sweetspot, however. First, the higher you start your double-jump, the further it can travel.
