Is the list characters that you play really well? Cause I play like 2-3 other characters that can easily be my secondaries.
Those are characters someone would normally use in tournament brackets. That's all that matters anyway. If I made a list of people with all their characters it would be ridiculous lol.
Hmm...I recently picked up Pit.
I found out, I'm not that bad with him.
I picked a Random Character, against a Random LV9, on Final Destination.
I did this 10 times.
7 out of the 10 times, I got Pit.
Out of those times, I did not lose once.
So, I started using him against other LV9's. One of each character.
boom.
So, My new secondary(Sorry, Diddy,) is Pit.
Choosing a character based off of CPU matches is pointless. First of all, choose a character that you enjoy using but is still decent. Stick with that character and find things out on your
own. Don't read character-specific boards. Instead, go to training mode with your character and find new approaches, possible strings of attacks, kill percents, new uses for attacks, priority of attacks, etc. Writing your findings down is not necessary but it can help. After a few hours in training mode you should know the in's and out's of your character, depending on how technical they are. Hardly anyone does this because they would just rather play, but I did this and I feel I improved with mr. G&W faster than any other character that I would just play with against people or CPUs. Once you have a bunch of strategies theorized, test them out against people (not CPUs), and if they work, then awesome, if they don't, then it's ok.
Here's an example I found:
Mr. G&W vs fastfallers
approach with SHFF unsweetspotted nair
that strings into unsweetspotted uptilts (makes it almost a "lock")
uptilt like 4-6 times
then choose your next move based on your opponent's reaction
if the opponent air dodges -> downsmash them, and proceed to edgeguard if you get them offstage
if the opponent jumps -> up-b them, follow up with an aerial
if the opponent uses a downair -> shieldgrab, upthrow, predict airdodges or downairs
if the opponent does nothing -> nair chain
Then, I tested this "combo" against people on wifi. It works really good for the most part, and I can deal on average 45%. Some things I noticed though is that your opponent can Smash DI out of the uptilts, or if they are Fox they can shine and escape.
I like to call these "combos" mindgame combos because they place your opponent in really bad situations where they have to decide how to escape using limited options.
I found a lot of other stuff, but I don't want to give everything away here