What's the best way to deal with a MK that is staying grounded? IE; what's the best way to deal with the MK MU from neutral positions? I want him to jump so I can outrange him, but if he nados when I'm airborne, I will get juggled.
What kind of footsies/ mixups should I do/ expect from playing a MK?
The number one most important thing is to ALWAYS be expecting nado imo. I'm not going to rewrite a huge paper on the 3 kinds of reaction time (base, expecting, unexpected), but if you're expecting nado you'll be able to more consistently downB it in time.
Walking is gdlk vs MK at neutral. It creates pressure just like DDing in Melee does.. just slower.
Retreating pivot grab/pivot grab in place beats MK's dash options cleanly so be prepared to be able to react to his dash.
Second to nado, the second really easy way MK can shut down Marth's aerial approaches is with SL (beats fair and stuff). If you're expecting this, take a page out of Falco's book- SHFF AD beats SL and lets you get uair/usmash as a punish on SL (or grab or w/e I suppose as well).
There's really no reliable way to make the MK jump since ftilt and SL are so good. So walking, like I mentioned above, is going to be important in order to bait out SOMETHING from him. Ftilt and dtilt being two likely common choices, other than dash options. If the ftilt isn't spaced very well, you can usually DS it (unless it's terribly spaced... then you just grab). Dtilt is harder since it's so fast and not as laggy as ftilt.
A little bit of randomness is obviously okay as well. A random dash shield/grab/spotdodge, done well, can get you a free grab as well for GR stuff, low % combos, or set-ups for strings.
Zone with FF fair and slowfall, weaving nair as always.
Thanks CJ. My reaction time is really bad though
Lol, I know the feeling.
(Raz, Clow, Ramin)