@Dr. Peepee Ah, thanks for the info Dr. Peepee. You were brought up a few times as a "marth to take notes from" during my conversation with Kirbykaze. He was using you as an example of an "aggressive-controller": sort of a foil to mew2king's playstyle. This is sort of how I play as well, but far less effectively as yourself.
I guess I was just looking for general approach/spacing strategies and tips since the whole concept is a bit foreign to me. All I really know about spacing with marth is to try to hit them with the tip; essentially using the sword as a measuring stick beween you and your opponent. Beyond that I'm pretty lost.
As far as approaching goes my strategy has been to dashdance until they make a move and then attempt to punish them for it. Which of course doesn't always work. Can you go into a little more detail about your last point?
Always listen to Kirbykaze.
Well you should question all advice you are given and try to have it make sense to you. Maybe spacing at tipper range is really good because you get to avoid CC'ing easier, deal more damage in a given hit, and are farther from your opponent's attack....but is that necessarily the best way to play(even on average)? It's up to you.
You should not pigeonhole yourself into any way of play. That only makes you easier to read and exploit. Expand your game beyond just considering spacing as a term that means to "only" do something and you'll be much better for it. Spacing close to the opponent is still spacing. Spacing outside of the range of your own farthest-reaching attacks is still spacing. Are any of them necessarily wrong? No. Some are technically better by character design but what exactly that means isn't agreed upon by every Marth player so don't consider tipper spacing the best without thinking about it first.
This is all to say that if you space only at tipper range, then your opponent will know how you will attack, when you will, and where you will attack, so they can control you. Learn how they will control you on a character and player level, and develop spacings that can beat that.
Say you're fighting Fox. This Fox knows you like tipper spacing. He can just DD basically in your face for a second, get you to Fair, then dash away then punish you. This is because you want to only try and tipper him.
Trying to combo with the inside of your sword is better than connecting with the tip at mid to high %s depending on the character. This also means your opponent will try to only dodge your tippered attack when you'll be trying to get close to him and may tipper him anyway(you may catch some bad DI though so that's good).
Suppose your opponent knows both of these/considers them heavily and will try to shield/CC/dash farther away when you approach. Take your stage incrementally, slowly but surely, and he will have to retreat until he can't retreat anymore. You don't even have to attack really in this scenario because the opponent already feels threatened by your range.
Now suppose the opponent knows all of these. They will likely select from each of these counters I have listed(and more!) as they see fit/the situation calls for it. Your job will be to space so that you can influence them to do what you want and change their thinking so they behave how you want them to in response to your spacing.
You don't want to DD until they make a move then attack. What if they just DD back? Do you just wait forever? Learn to be proactive and force them to make a move! I am not saying this way is best for Marth(it can work though), but learning to play both reactively and proactively can be a great asset for you as a player(and not many people do it now so it's super helpful).