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Can someone make a list about each characters weaknesses. I swear they're are some character that I think don't have weaknesses. So maybe if I work together with you guys I can make a list so we could have less trouble with certain characters.
Mario- Has range/disjoint issues, and predictable recovery.
Luigi- Has range/disjoint issues, recovery is predictable, and has difficulty approaching.
Peach- Lack of ground mobility, KO'd off of the top easily, has trouble chasing vertically.
Bowser- Struggles against grabs, is easily combo'd, recovery is terrible, and high lag moves are punishable if they miss.
Wario- Has range/disjoint issues, below average recovery.
Link- Doesn't handle pressure well, average recovery, and combo'd easily.
Toon Link-Low range, easily combo'd, predictable recovery.
Sheik- Predictable recovery, relies on edgeguards and gimps.
Zelda- Easily Ko'd off the top, not very mobile.
Ganondorf- Easily combo'd, has trouble vs. projectiles, recovery is easily gimped. Mobility issues. Big target.
Captain Falcon- Easily combo'd, has trouble vs. projectiles, recovery is easily gimped.
Fox- Easily gimped/combo'd.
Falco- Easily gimped/combo'd.
Wolf- Easily gimped/combo'd.
Jigglypuff- She's a balloon. A few strong hits will knock her out. Very linear approach. Problems vs. projectiles.
Pikachu- Easily combo'd, lightweight, extremely short range.
Lucario- Easily combo'd, recovery is short, has problems dealing with pressure.
Squirtle- Lightweight, predictable recovery, short range.
Charizard- Struggles against projectiles, has trouble approaching and is easily combo'd.
Ivysaur- Lightweight, predictable recovery, easily pressured.
Ike- Easily combo'd, predictable recovery, high lag moves are very punishable, easily pressured.
Marth- Struggles against projectiles, recovery is predictable.
Meta-Knight- Easily combo'd due to his new falling speed and a light weight, as well as having projectile problems.
King DeDeDe- Struggles vs. projectiles, linear approach, and easily combo'd.
Sonic- Struggles vs. projectiles, short range, and very light.
Donkey Kong- Easily combo'd, struggles vs. projectiles, and easily gimped.
Diddy Kong- Easily combo'd due to his new falling speed, lightweight, and easily gimped.
Snake- Easily combo'd, struggles vs. projectiles, and predictable recovery.
Ness- Lightweight, and predictable recovery.
Lucas- Easily combo'd, lightweight, and predictable recovery.
Mr. G&W- Lightweight, worst rolls and tech rolls make him the easiest to tech chase in the game, and predictable recovery, and easily pressured.
R.O.B.- Easily combo'd and is easily pressured.
ZSS- Lightweight, predictable recovery, easily pressured.
Unreleased
Olimar-
Kirby-
Ice Climbers-
Yoshi-
Samus-
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I'd definitely like to expand on what you have. It's an interesting topic to be sure.
Mario:
-Not particularly excellent at anything.
-Tornado recovery, while a decent attack/recovery option, can be spike easily, and takes some serious mashing
-Most moves sport a short range
Luigi:
-Extremely floaty and unwieldy if proper technique isn't used
-Like Mario, suffers from a lack of ranged options beyond tilts
-Sole projectile takes long to wind up, and has a high ending lag
-Most aerials, while very powerful, lack lasting hitboxes (not so much a weakness than it is a reason to practice)
Peach:
-Projectile takes a while to ready
-Some attacks, namely smashes, have 'tells', and can be easy to avoid
-Has a high hangtime like Luigi; prone to attack if left in the air for too long
-Poor recovery options under the stage when just Up+B won't cut it (not that it needs fixing)
Bowser:
-High endlag on attacks; L-Cancelling aerials is a must for Bowser mains
-Can be easily punished once off of the stage; projectiles such as Link's arrows can get Bowser to a distance at which his recovery is useless
-Lacks the ability to make use of techniques such as the wavedash
Wario:
-Side+B Up+B recovery 'combo' is predictable, and rather slow; prone to being spiked
-Little to no options on a missed D-air (though, it's a risk vs reward thing, not a weakness)
-Tilt game is a little slow, and combos can be tricky to string together
-The Waft can be completely stomped out if used and hit immediately afterwards, despite its extremely long charge time
Link:
-Suffers from some slow attacks, despite his size
-Projectiles, while very useful, can be easily blocked if not used properly
-Most attack options need to start from a short distance; options up close are sluggish, and easy to avoid.
-Off-stage options are slow, and potentially fatal to the airborne Link
-Recovery game isn't as accessible to newer players
Toon Link:
-Mostly the same as Link
-Projectiles lack the 'oomph' of Link's for the most part; and are slower, as well
-Boomerang is a more difficult tool with which to harass and approach with, as it is slower, has a longer range, and as such takes longer to reach Toon Link
-recovery is even less feasible from too far away
Sheik:
-Falls relatively quickly
-Lacks a strong recovery game
-A technical character that can be taken advantage of when not used to fullest potential
-Ability to transform into Zelda could be construed as a weakness if the player using Sheik does not take advantage of what Zelda can bring to the table
-Projectile game takes a charge to benefit strongly from, and can be blocked easily
Zelda:
-Same issue with hangtime as other floaties; presents opportunities for being a target when airborne
-Precise timing required to take advantage of aerial potential (though, again, not a weakness, just more of something to practice)
-Attacks are rather lengthy and slow
-Very easy to pressure once approached
Ganondorf:
-Does not have a third fist
Captain Falcon:
-Fast falling speed leads to potential low-percent deaths
-Fast falling speed eases combo potential for other characters
-Difficult to control without practice
-No zoning options; moves with long reach are slow for the most part
-Little options outside of sheer movement power to deal with projectiles
-Read as: "Not Ganondorf"
Fox:
-Same drawbacks as with other fastfallers
-Tough to control sheer speed without practice
-Recovery, though improved, is limited in application, and easily stopped
-Limited options when returning to stage
-Shield size is small
-Full potential is difficult to take advantage of; very technical abilities
Falco:
-Nearly the same drawbacks as Fox, save for an even worse recovery, in terms of recovery distance
-Some attacks lack the sheer power of Fox's
-Like Fox, attacks lack the reach of other characters, and can have trouble dealing with zoning and stage control
Wolf:
-Classic spacie problems with fall speed, but makes up for it with smoother combos, and a more accessible game
-Recovery options, while slightly varied in comparison to Fox/Falco, is still somewhat limited
-Blaster bolt is slower, requiring more deliberate timing and use
-With more significant reach on attacks comes a somewhat more sluggish game than Fox/Falco
Jigglypuff:
-Limited options against zoning and stage control, save for power of movement
-Relatively easy to kill with sheer force, as opposed to edge control
-Most attacks lack significant force, relying on chasing and proper combo game
-Ground game is limited in application; relies a bit on aerial combat
-Special game is largely outused by Normal game; mostly in part by lengthy Specials that require a charge, precise spacing, becoming immobile, or a combination of any of those
Pikachu:
-Has trouble dealing with zoning and ranged pressure
-Recovery is either predictable in the side Special, or potentially dangerous in that the up Special could leave you dangling helplessly above the stage if a ledge sweetspot is missed
-Most attacks lack significant range
-off-stage play is limited by somewhat-fast falling speed and limited recovery options
Lucario:
-Does not deal with zoning or pressure very well
-Most attacks have a very high endlag; misses can be taken advantage of easily
-Hard-hitting attacks are slow, and of little use without first wracking up large amounts of damage through combos
-Recovery is quirky; can easily end up under stages such as Norfair if not careful
-Most attacks lack significant reach that characters such as Link and Marth can take advantage of
Pokemon Trio:
-I don't have experience with them, or extensive experience against them. Hopefully somebody else knows more about them than I would.
Ike:
-Doesn't deal with range or stage control very well
-Attacks, while powerful, are sluggish; endlag issue comparable to Lucario and Wolf's
-Recovery from a distance is limited; Quickdraw doesn't always get there
-Gimpable recovery
-"Prepare yo'self" F-Smash not in 2.6b, lacks intimidation and swagger he otherwise had (no sympathy for other players; while hailing from a great game and being a great character, can be kind of a prude to people outside of his circle)
-Somewhat predictable game
Marth:
-Same issues with projectiles as Ike, but has an easier time due to movement speed
-Lacks the same potential with jab that Ike or Mario has
-Recovery options are predictable and limited
-No projectile options; range is solely derived from sword sweeps
Meta Knight:
-Struggles against zoning
-Recovery options, while varied well, are somewhat predictable
-Light weight can lead to quick deaths, while faster falling speed leads to being combo'd more often
I've typed so much, and I want to stop for now. That's just my take on those characters.