To begin with, I know that this thread was meant to be some-what of a joke. However, I have had a firm belief that Marth is a technical character (not too technical, but technical nevertheless) and have been wanting to express my reasons why.
Let's see... let's define technicality. In my opinion, a "technical" character is a character where you have to practice things constantly or a character that requires button work. For example, Fox is a technical character because players have to work on (1) shffl'ing, (2) waveshining, (3) chainthrowing, (4) shinespiking, and (5) USmashing out of shield. Comboing is also another factor in defining a technical character; however, some characters are simply easier to combo with (ex. Sheik vs. G&W), so as to how much of a factor comboing is in terms of technicality, it's how much variety the combos have. Since Fox's combos have so much variety to them (shine -> w/e, UTilt -> w/e, etc.), he has more combos to learn than G&W, who's combos basically revolve around throws and tilts. Spacing is something that all characters MUST learn, but again, it's another thing that depends with who you are using. For example, Fox must learn his spacing so that he can avoid attacks and then rush in with his close-range attacks during his opponent's whiff time. On the other hand, G&W must learn how to space his disjointed hitboxes so that they won't. In this sense, G&W is more technical than Fox when it comes to spacing (hard to imagine, right?).
Marth has a surprising amount of things to work on.
1) Chainthrowing
a) FThrow's ending in tipped FSmash
b) UThrow + UTilt on Fox and Falco ending in tipped FSmash (hard to perfect)
2) Short-hop double FAir (not too hard)
3) Short-hop FAir -> UAir (harder, but nothing a couple of practice sessions won't conquer)
4) Shffl'ing UAir (I'll get into that more later)
5) Applying crouch-cancel countering with Dolphin Slash (up+B) or Dolphin Slash out of shield for killing or edgeguarding (not hard with standard Dophin Slash, but Reverse Dolphin Slash will take some practice)
6) Edgehop spiking (probably in between short-hop FAir -> UAir and chainthrowing in terms of difficulty because you can control how low or high you start your spike)
7) FAir -> waveland (a pain in the butt to perfect, but can be used as a mindgame)
When it comes to raw button pressing, Marth really doesn't have anything that really sticks out, such as Fox's waveshining, IC's chainthrowing, or Yoshi's edge-canceled eggs. However, this is where I believe Marth is a hugely technical character.
Marth's sword makes him unique in the sense that it makes him the character where spacing is the most important thing. Going for the ever-rewarding tipped FSmash will give you one of three possibilities:
1) You miss the sweetspot but you still hit your opponent, providing still-decent knockback
2) You hit with the tip and your opponent either loses a stock or is set up for an edgeguard (which is practically a stock if you can edgehop spike or BAir properly)
3) You whiff and get punished a combo or finisher
This is Marth's bane and what all Marth users, no matter how skilled, must apply into their game. Spacing. Going back to my definition of technicality, there are three areas: skills that your character can do, comboing, and spacing. In Marth's case, his spacing defines what combos he can do. How many times have people messed up a Ken Combo simply by missing that tipped FAir, and vice versa at higher damages? How many times have people ruined a stock-ending chainthrow with a mis-judged UTilt that knocks your opponent away from you? Learning exactly where each sweetspot for all of Marth's moves and being able to aim for either one is, in my opinion, extremely irritating.
Take UAir, for example, Marth's most underrated aerial (however, I do acknowledge that it is probably his worst aerial). UAir makes a good combo starter on all characters and a great juggling attack for fastfallers - if you sweetspot it. Sweetspotting UAir gives it more knockback and stun time, which means that whether you sweetspot it or not will determine what combos you can use as well as who you can combo. For example, CF is extremely easy to juggle with UTilts and sweetspotted UAirs if you get him trapped above you. If you hit the sweetspot every time, you can either follow up with another shffl'd UAir if they don't DI away from you, hit a tipped FSmash if they don't DI enough, and if they still try to DI even further than that, you can chase with FAirs, which branch off into other possibilities based on whether you sweetspot or not. On another hand, against slightly lighter characters, non-sweetspotted UAirs will benefit you more; in Red Steel, a Marth (Kill) Video by smashgod (
http://www.youtube.com/watch?v=jy62_Cfb73c), there is a scene against a Ganondorf (who was using the tag Rock). Starting after the UThrow at 1:28, the Marth user follows up with the following: sweetspotted shffl'd UAir -> sweetspotted (?) shffl'd UAir -> NON-sweetspotted shffl'd UAir -> NON-sweetspotted shffl'd FAir -> NON-sweetspotted shffl'd UAir -> NON-sweetspotted shflf'd UAir. If it weren't for the non-sweetspotted UAir's and FAirs, the Ganondorf probably would've been able to escape the combo. Then again, it's a COMBO VIDEO, which doesn't necessarily guarantee that it is a true combo with good DI, but it leads to combos nevertheless.
Another underrated attack that needs to be almost perfectly spaced is aerial Dancing Blade (side+B). Aerial Dancing Blade can be followed up with DAir depending on the character; for example, if you mess up the sweetspotted FAir when trying to do the Ken Combo and they get knocked horizontally, you can chase them with an aerial Dancing Blade, then jump and DAir. You do, however, need to space this move extremely well; the success of this attack depends on your spacing and your opponent's DI. It can also lead to UAir as well, as Kizzu shows in [
http://www.youtube.com/watch?v=EYAv6IEagcI] starting at 00:24: UThrow -> short-hop Dancing Blade -> UAir -> full-hop non-sweetspotted NAir -> non-sweetspotted FAir -> DAir, or in scenes of his combo videos, Dancing Blade -> UAir -> UTilt/Grab
Not only is spacing essential for comboing, but against a shielding opponent, it's a necessity to control your spacing so that even if your hit does get shielded, you're far enough that you can't get shieldgrabbed. A Marth with perfect spacing stops short-range characters such as Pikachu, G&W, and others dead in their tracks, not allowing them to get that necessary grab in. This is the most standard use for spacing that all characters must master, but not all characters can have the potential of not getting shield-grabbed if they master their spacing properly.
In short: Marth isn't a character doesn't require a lot of button skills, but is a character where spacing is essential and varies his combo game more than any other character, making him, in my opinion, technical.