Hey, if you're going to judge things based on the damages, you're not doing a very good job.
Except damage is not the only issue. You can't even do anything to damage him while he is grabbing you. He is not open enough after a successful throw to counter him. His dash is quick and can cover a decent amount of distance. If he threw you farther away from him, he wouldn't be so bad, but in his current state, with slow classes or not he is an issue.
Also he can fly.Juri: Gummy you messed up the painstates how could you.
I fixed it...
Treo: As others have said, I'm not sure what his weakness is. His main fire can be charged to sap more health and has an arc, but his alt fire is an infinite-range attack that you can guide easily. He can also plant exploding trees because why not. His abilities don't seem to work well together. It's like they are there because they can be.
Tank Snail: This one is a bit odd. He overheats way too easily and can't do anything of value when he does. Yet, his main fire takes away
over 50% of your health and slows you down. This makes it really easy to land another hit. The mucus left on the ground also doesn't seem to do anything.
Knux: This class is pretty decent. His weakness is well integrated, but it doesn't really affect him too badly a lot of the time (especially since you can just push people away).
Tsuyoi: Yes, he is useless. I thought I made it so you can't outpace your fist, but I guess that didn't work out. I made him too weak, because I thought the other entries would be more like Awadphec and Tank Snail. He for sure needs a range buff, and the self-damage on the jump kick should be removed (the stun would be kept though).
Viz: His weakness is that he is short range and has low health. However, his rate of fire combined with the ability to blind people kind of nullifies this. Other than that he is ok.
Juri: The weakness here is that you have to keep hitting players to not die. However, your rate of fire, ammo regen rate, and the homing ability of your roaches makes it impossible
not to hit anyone. The paranoia debuffs are too strong and are easily stacked, to the point where a single altfire after 3 roach hits (which isn't hard to do at all, especially considering the roaches can jump) is instant death even to the more bulkier classes. Your own paranoia generates far too slowly. I never had a single situation where paranoia stacks on myself killed me, especially considering one hit removes
all your paranoia, no matter the level you are at. Make the roaches not homing, speed up the paranoia stack rate, and make it so that one hit clears only 1 level of paranoia.
Awadphec: As mentioned, standing still to regenerate ammo just ruins this class, especially combined with the fact you have to charge
and stand still to fire. Glass health tops this one off to be terrible.
Ukiyama / Deer: This class is pretty unconventional. The crystals don't cause hit stun, which is a huge problem especially with Zangief running around. The alt may look useful, however it summons the crystal from the top of the skybox. This means on some stages it takes far too long to fall down to be really useful.(MM2DW1, anyone?)
Zard: His amazing weakness is the ability to fire 50 homing projectiles at once...in a single shot. But don't worry, he has an insane rate of fire and ammo so he can send 500 more out very easily. To top this one off, you have 2 separate ammo bars, so you can still spam your not ice wave while waiting for your electricity to regenerate.