Never saw this until recently so I will post my pros and cons for Fox and Ness.
Pros:
+ One of the most powerful and versatile up airs in the game. Can be frame buffered and is a fantastic juggling tool. Combos opponents into oblivion. Apply shield pressure against opponents who were above the platform.
+ His dash attack is one of the best. It deals vertical knockback and it has fast start up, leading into aerial combos and juggles.
+ Foward aerials has several set-ups and if Fox lands while doing the move, he can jab lock the opponent with low-angled forward til, and can extend the combo after the opponent are forced into their neutral get-up. His fair can lead opponents offstage and fastall, which can lead into a footstool and kill extremely early.
+ His Up tilt is a fantastic tool because of its powerful vortex. If the person airdodges Fox's aerials, the person will get juggled and frame trapped by Fox's uptilt.
* His up Smash is one of the strongest up smash in the game. With minimal start-up and powerful knockback.
+ His back aerial has low start-up and is a great semi-spike. An effective edgeguard tool.
+ He is a fast character overall. He has a fast run speed, fast walk speed, and has fast frame data.
Cons:
- His throws are mediocre. Any of them are not very useful except d throw.
- He is one of the lightess characters in the game.
- He is combo food
- He has a linear recovery
Pros:
+ One of the most powerful and versatille up airs in the game. Can be juggled into massive percentage and can effective when reading opponents.
+ His dash attack is long. It can be used to catch landings pretty well and can lead up to combos.
+ His down smash is quick and racks damage. It can easily 2 frame opponents offstage by its multi-hit semi-spike hitboxes.
+ His aerials are very potent as they can be used to kill, combo, pressure, and wall people out. They are disjointed as well.
+ His throws are powerful. His up throw can lead to PK Thunder juggles, foward throw can push opponents far away by it's extremely high based knockback, even killing them a 0% on Smashville near platform. Down throw can lead up to almost every aerials in his arsenal. Back throw is among the strongest of throws, kills opponents very early.
+ PK Thunder is a good juggling tool, good edgeguarding tool, and great for trapping opponents into PKT2.
+ PSI Magnent can stall Ness and helps him avoid vertical attacks effectively.
+ His Forward Smash is among the best reflectors in the game (Outside of items and customs).
+ He has great aerial mobility as his air acceleration is extremely high, meaning that he can drift.
+ His airdodge is some of the best. It can boost Ness DJ by 25% when frame buffered his DJ and Airdodge.
Cons:
- He has mediocre ground game since his tilts and smash attacks are short in range and has considerable amount of start up.
- He has below average mobility outside of his air game as his run speed is below average.
- He is floaty, can get juggled despite having high air acceleration and drift.
- His down air is situational as it has poor start up and end lag. Can be used as an auto-cancel move though.
- His recovery is some of the most exploitable. His recovery is a projectile and it force Ness into a sitting duck. This means that he can be counter, reflected, absorbed, and snuffed.