Okay, so bias but here are the match ups I think we'll be struggling with this game:
That's about it. Here are some nuisances:
I'm still yet to ascertain Marth's power level in this game, as he is still so similar to his Brawl stature in all but numbers, it's really hard to pinpoint whether he's going to end up 60:40ing everyone (like in Brawl for the most part, towards the uppers were like 55:45s) or as low as 40:60ing everyone. Either way, I don't think there's anyone to blame for losing but yourself, unless that *** hole plays Sonic.
This is with mostly base moveset in mind, neutral/normals and what have you; all of our 'good' custom specials seem to give little extra opportunities for punishes or hard punishes (or survival) but I think it's fair to say that our hard match ups will not suddenly just turn solid advantages with dash assault in mind.
Match ups in this game thus far don't go the same way as they do in Brawl, and it's the reason why instead of going with out of 100, we decided to go by this plus/minus system up to 4, match ups that would probably be 80:20 in real "other fighting community terms" (i.e. MK vs everyone) would be +2 a lot of the time for how we ended up thinking about match ups; the reason for this was because in most match ups there was a clique the character could exist in that made them strong/viable (usually through camping) for as long as that could be maintained, the opposing character wouldn't necessarily have any means of getting around it, but the better character shouldn't really put themselves in that scenario in the first place (but eh, within a region, results could show anything to correspond to that). Marth played
even with most characters at top level, but still by design had advantages the opponent's character didn't naturally have tools to deal with. Stuff like Marth being crippled on the ledge by Triple Jump/RCO Lag (and so many other characters were dealt with similar/worse ****) usually cost him stocks and could probably be put into an out of 100-games ratio but by design or by some notion of "player skill avoidance" we tended to ignore (or downplay) those negatives unless they were truly unavoidable (pre-100% we had a lot of different ledge options still, post 100% there's... two).
Avoid the grab and the match up is even doesn't seem to be a consideration we have to take in this game. There isn't much more to be concerned with other than face value common fighting, ability to revenge kill/mount a come back to some extent but it's minor. So for me to say disadvantage, there is no hocus pocus, other than perhaps stages (FD meta is kinda sickening and is still all I have to really go off).
We'll see how we go with others, but I think we should be keeping the above in mind.