I can post Marth's right now.
[Edit] - Marth's overall should add up to 35.
On the ground: Marth has a lot of tools for his ground game. Jabs stop short range approaches. DTilt forces short hops and pressures shields. FTilt resets a lot of situations and is decently strong. Rating: Above Average
In the air: Marth is the king of aerials in a sense. His Fair zones well, resets situations, and does great damage. If done correctly, it can setup a fairly nice wall combined with other moves. Retreating only makes it better. Uair is pretty strong when tipped and fresh, and can juggle for a decent amount of time. Rating: Awesome
Off-stage: His off-stage zoning is above average. Two Fair can safely pressure and gimp off-stage. Bair is a great killer off the side. Dair is a great meteor when tipped. Rating: Above Average
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Extreme long distance : Nothing, no projectiles. Rating: Uncomfortable
Long distance : Once again, lack of projectiles. Rating: Uncomfortable
Medium distance : FTilt is great at this distance. It stops short hop approaches and does decent knockback. Rating: Bearable
Short distance : Ah, Marth excels yet again! His Jab are great when the opponent gets in your face. DTilt pressures shield like hell, and forces short hops. Then, FTilt for those pesky approaches. Marth can out zone a LARGE amount of the cast this way. Rating: Comfortable.
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Killing power: When tipped, Marth's kill moves are badass. UTilt, Usmash, and Dsmash are vertical killers in the 120s. Tippered Fsmash can kill ridiculously low. Bair, used fresh, can kill of the side around 100%. UpB OoS is sexy. Rating: Above Average
Gimping Potential: On a lot of the cast, Two Fairs and its a rap. Bair can gimp fairly well if not fresh. Rating: Above Average