The Executive
Smash Lord
Every character has a decent moveset, but certain characters have one move that's just really appealing/useful (doesn't even have to be an attack). My picks are as follows:
Bowser: Bowsercide (side-B). On smaller stages like FD, it can be an surprise KO at the start of the match if you get the dash right. Be wary of using it in Time matches.
C. Falcon: The knee (f-air). Not as much of an 'OH SNAP' move as it was in SSBM, but still a great move.
Diddy Kong: Meh. I don't play him on principle since his chief strategy revolves around exploiting the worst game mechanic in the history of SSB.
DK: D-air. Not useful for edge-guarding due to poor vertical recovery, but still a good meteor.
Falco: The gatling (dash A->u-air). Good damage, plus he has moderate vert. kill capability now.
Fox: N-air. Good for knocking people away between intermittent blaster fire.
Game & Watch: U-air stall. Despite what people say about the 'broken' d-smash's range, I find it kinda weak. Manhole is nerfed too.
Ganondorf: Stomp (d-air). Lack of height on either jump makes short-hopping this cake. Damage is great as well.
Ice Climbers: Side B. Use it like you would the old Mario Tornado.
Ike: Jab combo. Quick and powerful, can be canceld into an s. grab.
Jigglypuff: Pound. Projectile absorption is a must in this game.
King Dedede: Chain-grab. Great for getting percentage up early.
Kirby: F-air. Good damage, multiple hits, last one has a kick to it (no pun intended).
Link: Gale Boomerang (side-B). Spaces well, nullifies projectiles (shot, not held), can push opponents in fall state away from the stage (happened to me once on FD).
Lucario: D-air. Not broken, but close. I personally can't time it right.
Lucas: Whatever the new term is for 'zap jump' (B-stick side-b + button jump). Great for recovering from spikes, traversing vertical stages, avoiding horizontal projectiles/FS's.
Luigi: Oh man, what to choose? Uhh...probably the n-air for double hit in one jump plus INSANE priority (tornado comes second for anti-camping abilities).
Mario: F-air. Still a great spike. (FLUDD sucks and if you like it you're not American (or whatever your nationality of choice is).)
Marth: F-air. Still great for crowd control/spacing/cleaning/cooking/picking the kids up from school.
Meta Knight: Mach Tornado (B). Great for recovery/evasion, prohibits hitstun, annoys the crap out of people.
Ness: D-tilt. Hilarious when used in conjunction with wall + ceiling.
Peach: Peach Bomber (side-b). Ton of range, good knockback, looks funny, is humiliating.
Pikachu: D-smash. Almost like Peach's old d-smash in terms of hits and damage. Needs more knockback, though.
Pit: Angel Ring (side-b). I won't elaborate because we all know how awesome (read: broken, cheap, and gay) it is.
Pokemon Trainer: Down-B. Nothing like totally disappearing when someone shoots a Light Arrow at you.
R.O.B.: Gyromite (down-b). Chargeable, bounces, good edge-guarding tool, remains in play after shot, multiple use off of one projectile. Just don't have it reflected.
Samus: Missiles (side-b). Not quite as useful as in Melee, but still a viable spacer/crowd control move.
Sheik: U-tilt. I don't know who said it can't juggle anymore, because med-heavy characters are still easy game for this. (B-down is runner-up)
Snake: Axe kick (f-air). Massive knockback at high percentages, plus it looks cool.
Sonic: Spring (up-B). Very high vertical recovery, not in fall state afterwards (can do anything but jump again), spring acts as a hitbox (although other people can use it as well).
Toon Link: I don't really use one move; most of my strategy involves improv setups using B/>B/VB/N-air. If I had to pick a move, I'd say the bomb (upthrown bomb -> (hyphen) u-smash on attacking opponent -> bomb detonation -> n/b-air is a fun one if you can pull it off).
Wario: The chomp (B). HE. EATS. EVERYTHING. Bananas, bike parts, bombs, peanuts, Diddy Kong, you name it.
Wolf: Dash-A. I like the trajectory and setup it gives you.
Yoshi: Flutter kick (d-air). Still an example of a great move on a horrible character.
Zelda: DIN'S FIRE (side-b). Crowd control doesn't get any better than this. Remote juggling KOs are excellent as well. Can be spammed, but is best used to follow up on u-smash/u-air/f-smash (or f/b-air if your opponent is still breathing for whatever reason).
ZS Samus: Paralyzer (B). Long stun, absolutely horrific in 2v2.
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Well, that's about it.
Bowser: Bowsercide (side-B). On smaller stages like FD, it can be an surprise KO at the start of the match if you get the dash right. Be wary of using it in Time matches.
C. Falcon: The knee (f-air). Not as much of an 'OH SNAP' move as it was in SSBM, but still a great move.
Diddy Kong: Meh. I don't play him on principle since his chief strategy revolves around exploiting the worst game mechanic in the history of SSB.
DK: D-air. Not useful for edge-guarding due to poor vertical recovery, but still a good meteor.
Falco: The gatling (dash A->u-air). Good damage, plus he has moderate vert. kill capability now.
Fox: N-air. Good for knocking people away between intermittent blaster fire.
Game & Watch: U-air stall. Despite what people say about the 'broken' d-smash's range, I find it kinda weak. Manhole is nerfed too.
Ganondorf: Stomp (d-air). Lack of height on either jump makes short-hopping this cake. Damage is great as well.
Ice Climbers: Side B. Use it like you would the old Mario Tornado.
Ike: Jab combo. Quick and powerful, can be canceld into an s. grab.
Jigglypuff: Pound. Projectile absorption is a must in this game.
King Dedede: Chain-grab. Great for getting percentage up early.
Kirby: F-air. Good damage, multiple hits, last one has a kick to it (no pun intended).
Link: Gale Boomerang (side-B). Spaces well, nullifies projectiles (shot, not held), can push opponents in fall state away from the stage (happened to me once on FD).
Lucario: D-air. Not broken, but close. I personally can't time it right.
Lucas: Whatever the new term is for 'zap jump' (B-stick side-b + button jump). Great for recovering from spikes, traversing vertical stages, avoiding horizontal projectiles/FS's.
Luigi: Oh man, what to choose? Uhh...probably the n-air for double hit in one jump plus INSANE priority (tornado comes second for anti-camping abilities).
Mario: F-air. Still a great spike. (FLUDD sucks and if you like it you're not American (or whatever your nationality of choice is).)
Marth: F-air. Still great for crowd control/spacing/cleaning/cooking/picking the kids up from school.
Meta Knight: Mach Tornado (B). Great for recovery/evasion, prohibits hitstun, annoys the crap out of people.
Ness: D-tilt. Hilarious when used in conjunction with wall + ceiling.
Peach: Peach Bomber (side-b). Ton of range, good knockback, looks funny, is humiliating.
Pikachu: D-smash. Almost like Peach's old d-smash in terms of hits and damage. Needs more knockback, though.
Pit: Angel Ring (side-b). I won't elaborate because we all know how awesome (read: broken, cheap, and gay) it is.
Pokemon Trainer: Down-B. Nothing like totally disappearing when someone shoots a Light Arrow at you.
R.O.B.: Gyromite (down-b). Chargeable, bounces, good edge-guarding tool, remains in play after shot, multiple use off of one projectile. Just don't have it reflected.
Samus: Missiles (side-b). Not quite as useful as in Melee, but still a viable spacer/crowd control move.
Sheik: U-tilt. I don't know who said it can't juggle anymore, because med-heavy characters are still easy game for this. (B-down is runner-up)
Snake: Axe kick (f-air). Massive knockback at high percentages, plus it looks cool.
Sonic: Spring (up-B). Very high vertical recovery, not in fall state afterwards (can do anything but jump again), spring acts as a hitbox (although other people can use it as well).
Toon Link: I don't really use one move; most of my strategy involves improv setups using B/>B/VB/N-air. If I had to pick a move, I'd say the bomb (upthrown bomb -> (hyphen) u-smash on attacking opponent -> bomb detonation -> n/b-air is a fun one if you can pull it off).
Wario: The chomp (B). HE. EATS. EVERYTHING. Bananas, bike parts, bombs, peanuts, Diddy Kong, you name it.
Wolf: Dash-A. I like the trajectory and setup it gives you.
Yoshi: Flutter kick (d-air). Still an example of a great move on a horrible character.
Zelda: DIN'S FIRE (side-b). Crowd control doesn't get any better than this. Remote juggling KOs are excellent as well. Can be spammed, but is best used to follow up on u-smash/u-air/f-smash (or f/b-air if your opponent is still breathing for whatever reason).
ZS Samus: Paralyzer (B). Long stun, absolutely horrific in 2v2.
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Well, that's about it.