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Wintermelon43
I think I realized something reading the past couple of pages, which is that most of the time people try to explain neutral before explaining advantage/disadvantage, but that's actually doing it backwards. Advantage/disadvantage are much easier ideas to understand compared to neutral, and once you get those two down, neutral somewhat naturally follows. Here's my stab at it:
Imagine you're in a fight. Would you rather be punching someone in the face, or getting punched? Naturally you'd prefer the former, a position where you're at an advantage.
However, this idea extends more to than who's getting hit. Would you rather be backed into a corner, or backing someone into a corner? Would you rather be standing with your back towards the edge of a cliff, or forcing someone towards the edge?
All of these positions involve someone who has fewer options available to them. The guy with his back to the cliff can't go backwards, of course, so he has to somehow get around his foe. However, this also makes him relatively more predictable. In contrast, the person forcing the opponent towards the edge can attack if he chooses to, or walk back. He has the luxury of more choices.
One person is in an advantageous position, the other is in a disadvantageous position. "Neutral," then, is when neither person feels like they have an advantage or disadvantage. Neither one is getting hit, neither has their backs to a wall or has to worry about a 500-ft drop. Both fighters are fully in control of themselves, and their goal is to get the other one into a disadvantageous position.
I think you can see how this translates to Smash Bros. Some characters are better at taking advantage of a lead, such as Ganondorf. Others are good at getting out of trouble, like Meta Knight. Others are good at neutral, the act of jockeying for position, and that's where Marth lies.
Marth has a few qualities that make him strong in neutral. He has a good run speed. He can move forwards and backwards quickly through the air. He has the fastest walk speed in the game, which allows him to quickly reposition himself without committing to a run. He has a sword, and if fist meets sword, sword usually wins. In other words, he loves if you try to attack his attack. Most importantly, because of how Marth is designed where he hits extra hard when hitting someone with the tip of the sword, he gets heavily rewarded for what comes naturally to his character in the first place.
This is where the idea of "footsies" comes in. The term derives from what kids would do at a lunch table. One kid tries to kick another kid's legs. If a kid misses, then the other kid is free to kick the other's extended leg. Fighting games are kind of similar. If one character tries to punch another, but he misses, his arm is now extended forward, and his opponent can "punch his punch" back. Or, if he anticipates a punch is coming, he can hit more quickly, preventing the attack from happening in the first place. When combined with the threat of a cliff or a wall, two opponents will try to trick the other into overextending or doing something predictable, and retaliating accordingly.
Marth, as a swordsman and the one who's most specifically designed to fight like a swordsman, loves this realm, because rather than punching your punch, he can slice it. He can throw out this mostly invincible sword strike, and beat whatever it is you're trying to do, and he can do it quickly. Combined with his strong yet subtle mobility, he can be a menace when both characters are in neutral.
You'll sometimes see people say Marth is "bad at neutral," but this is mostly because they don't understand what neutral is. They think it's just about who can more reliably get the first hit in, and then whose attacks can lead to more combos, but neutral is just as much about potential damage as it is about actual damage.
Let's go back to the example with two people fighting. They're both in "neutral," standing at the center of their fighting area. However, both want the opponent to be at the edge of the cliff, because as great as it can be to throw 20 punches at someone, it's even better to throw 1 punch that knocks them off the edge of a cliff. The potential for greater advantage, and the fear of getting hit, become tools just as important as who actually successfully connects.
Marth, with his particular qualities, can often times force the opponent towards the ledge without ever actually hitting the opponent. By just walking forward and backwards and threatening with his sword, he can make the opponent feel uncomfortable enough to roll backwards. Then they're at the ledge, Marth has his wide arcs and high-damage tippers, and he can be really scary.
That's what makes Marth good in neutral, and good at footsies. He has a weapon and a style that is especially conducive to jockeying for position, and while he's not the best at getting combos or doing heavy amounts of damage off of small hits, he doesn't mind that too much either, because neutral is where he's best, and if the opponent wants to bring it back to neutral, then he's all the better for it.