Still looking for some feedback on my match if anyones got time.
[COLLAPSE=Match 1 - Battlefield]1:41:27 - Bad starting spawn. Either pick port 1 for BF, or request neutral starts.
1:41:50 - Lasers are really bad in this matchup. Marth isn't slow enough that you'll be able to land many. You should have had that followup after the shine, but at the very least he was trapped at the ledge. Instead of going in and exerting your pressure, you ran away and landed a couple inconsequential lasers.
1:42:00 - I don't think those lasers were really worth it either. I would prefer staying underneath the platforms to keep Marth on top where has very few options. It wouldn't have been hard at all to just bair him off stage for an edgeguard as he comes down. It's way better than 7-8% considering you're almost guaranteed to get double that plus stage positioning.
1:42:15 - You should have firestalled and then shine-baired as he up-B'd. Immediately after you again just run away when he's cornered at the ledge, giving up your stage control and pressure.
1:42:28 - Use regular getup to avoid early up-Bs like that. It lets you get back on the ledge faster than from a roll.
1:42:55 - You can't miss easy waveshine followups like that. Make sure you practice waveshining slippery characters as fast as possible. It's something you can practice on your own, so there's really no excuse.
1:43:00 - Most Marths will destroy you for FHing aerials like that, but if you're going to do it, do a drillshine with a followup instead of a bair which can't really be worked off of.
1:43:38 - Idk if that was a tech error because you could have just LH baired and killed him.
1:43:55 - If you had spaced the up-B stall, you probably would have grabbed it instead of going on stage.
1:44:05 - There was no reason to go onto the top platform. Stay low and keep Marth fighting to get off of those plats.
1:44:20 - Another missed shine followup.
1:44:30 - Don't drop down onto Marth from that high. It's way too easy for him to react with a shield grab, pivot grab, WD back, utilt, etc.
1:44:40 - Never jab Marth when he's facing you. It has almost no uses when it lands, and you will get grabbed way too often for it to be worth even attempting.
1:45:00 - Nooooo! Don't panic DI in because it's last stock. lol[/COLLAPSE]
[COLLAPSE=Match 2 - Dream Land]1:45:25 - DIing on top of Marth is good, but mixing in full DIs to either side can help make him mess up when he has to react to the DI on top of him for the pivot grab. If he's just looking for the pivot grab every time, it's a lot easier for him. You also could have full DI'd left because you were at that distance where it would be hard for him to tell if you were going to land on the plat and techroll or go just short and need to be regrabbed.
1:46:38 - You can't let Marth get off the ledge that easily. His ledge options are pretty weak, so make sure you abuse that as much as possible to force edgeguards at mid %s where you can get easy shine spikes or edgehogs.
1:46:43 - When you cross up his shield like that, shining is fairly pointless. You won't get the followup because you can't hitconfirm it, and it isn't protecting you from shield grab because he's facing the other way. Marths like to WD OoS after that shine a lot, so you can often just SHFFL nair past them then immediately dash back towards them to catch what they do.
1:48:30 - Try to manage your invinc better on his recovery so you don't have to worry about him smacking you. Again, if you do find yourself trying to avoid a DJ attack or early up-B, just ledgestand and then WD right back on during his lag.
1:48:45 - Why did you jump on that side plat? You used both of your jumps and put yourself in a bad position when he wasn't even near you. If you feel pressured for some reason and you already shielded, WDing OoS is usually the safest thing because you can reshield, move, or attack quickly after it, and it keeps you on the ground.
1:49:00 - You randomly DJ again and he just reacted as you fell back down. Sticking to the ground vs. Marth can feel uncomfortable because he has so many tools that can reach out to you (fsmash, dtilt, ftilt, dash attack, fair), but you have to learn to either keep pressure on him so he can't get those attacks out, or space yourself so using those moves is extremely risky for him by being far enough that your dash away avoids them, but close enough that you can punish their lag.
1:49:10 - You started this nair way too far away from him. Make sure you overshoot your aerials when he has room to move back so that you will hit him even if he tries to pivot grab. If all he is doing is running away when you approach, then you can try mixing in running shines so you can watch where he goes and shine on reaction.[/COLLAPSE]
General stuff:
You seemed to be spacing all wrong for Marth (which is pretty normal, honestly). Lasers in particular were hurting you. Not only are they just not worth using, but in order to use them you were giving up huge amounts of stage, and it also kept you in the mindset of trying to run away constantly. There were many parts of the match (like the very end of game 2) where he was just swinging his sword around while you ran away instead of attacking back. Obviously you can't just rush into a flurry of sword, but any type of pressure Marth uses has fairly large holes that you can rush in against. If you focus more on your ground game and become more comfortable with shielding fsmash/fair on reaction, you will be able to do less jumping around, and you won't get caught by so much random sword stuff. WDing OoS in particular would help you a lot.
Next time you play vs. Marth, just try to stay on top of him more. You have a solid approach game from far away, which you definitely need vs. Marth, but you were making yourself approach over and over again instead of just sticking to him once you got that approach. This applies in particular to when he was at the ledge. Gimps are scary, but you seemed good enough at SHFFLing into shines that there's really nothing to be afraid of. Once you get ledge pressure started you will be able to capitalize on a bunch of bad rolls/spotdodges/jumps, and you can get a good number of shine spikes to end stocks super early.