I've been playing a lot more Ganon as of late, and I just can't get the approach game right against Marth no matter what I do. It feels like I can never get close to the marth player without getting hit, grabbed, or worse. Sometimes I can trade and follow up with a fair/bair, but marth players just seem to start reading that after the first/second stock. Any ideas?
Well if you land a fair on marth's shield, it better be fully spaced. Keep practicing hitting your opponent with the very tip of the fair. If you do it correctly he can't grab you. But fairs are easily beaten in this matchup, so you should mainly use them after dthrows, for fulljump baits (aerial once, they come in, aerial again), and also avoiding moves (fulljump fair can avoid marth's utilt and you uair to punish on the way down, for example [situational]). In these type of situations you want to be inputting fair the frame after you've held jump long enough for it to be a full jump. Fair can be safe if you use it wisely, just don't toss it out there during the neutral game.... use it for techchasing, edgeguarding, whatever, but make sure you're connecting, at least with their shield. and fully spaced.
Bairs are a lot safer in the neutral game. A well spaced bair beats all of marth's approaches. Pivot SHFFL'd bair is faster than SHFFL'd fair. But a bair had better be fully spaced when you hit marth's shield also. More importantly though, bair is a great move for shield poking. As soon as marth's shield shrinks at all his head is exposed a good bit. If you can get used to the bairs hitbox and space Ganon's fist just on/above marth's head (it's hard to hit his head and not the shield but that is your goal), You'll start landing the hit a lot more often. Drift in for the shield poke, and immediately drift back before you land so you don't get shieldgrabbed. Then immediately dash away or wd away before you get grabbed lol. Try not to "approach" with bair. Just throw it out there and drift back like I just mentioned, auto cancel it, FF straight down and l-cancel, but don't jump backwards towards your opponent and try to bair him, you'll get punished. People love punishing bairs, so if you can bait them into thinking they have time to punish it, you can pivot ftilt them when they come in.
Uairs are awesome. This is your go-to punish as soon as marth jumps when he's in close or basically any time marth is in front of you and off the ground (or on a platform). You even have time to instant uair between fairs on marth's SH double fair if he doesn't fully space it. This is a lot more of a defensive type aerial in this matchup. It doesn't have a lot of range, so if you're hitting marth's shield with it you could get punished.
Dair... this is good for shield pokes on marth's foot (ganon's heel is at the center of the hitbox, the tip of his toe basically has no hitbox) and certain edgeguarding situations. Not a ton of approaching will be done with this move, obviously it is slow, and it's landing lag when L-canceled is 5 frames more than all of Ganon's other aerials so it's a big commitment (which of course comes with big reward usually...)
Nair.... you can't approach with this. Nair marth at 0% from a grab if there are platforms around. L-cancel the nair and go get your free techchase, unless you land both hits, then feel good about the damage and go pressure him. lol.
Wavelands are a great way to steal space, get grabs, and actually surprise marth (the only way you can really approach). Perfect wavelands are obviously the fastest and farthest traveling, but you don't want to go to far and over commit... then your move will be mis spaced, and you get punished. In any given situation, you can shorten the length of the waveland if you're fairly certain you know exactly where marth will be, or you can stick to the perfect waveland and switch up the move you are going to do at the end. Example: Perfect waveland to ftilt is a great approach. Easily punished at low%, more easily when it's not spaced well. If you know the perfect waveland would take you too far for a ftilt to be spaced right, you can jab or grab instead. It's good to know how to waveland consistently out of shorthops, fulljumps, and double jumps, for all of their animations (each animation [foward vs backward jumps] is different and requires slightly different timing because of the positioning of ganon's body). Fastfalling makes perfect wavelanding easier. You'd think that it would give you less time (and you certainly have to hit sideways and R/L immediately after fastfalling), but the game actually has to sort of "stretch" the window in which you can input airdodge and have it come out a perfect waveland as there are only 60 frames and only so many moments in time available where the command could be correctly inputted. If you are good at wavelanding from all his jumps, you can really keep him guessing. Lots of Ganons like to do a Fastfalled DJ into perfect waveland because it's the easiest to do. Your opponent can see that coming lol. They aren't always expecting it from a fastfalled shorthop (and dash + shorthop + fastfall + perfect waveland + fitlt has so much range!), and rarely from a perfect waveland on a platform (perfect waveland from platform + fastfall + perfect waveland on ground is insanely fast), so if you are well rounded in your wavelanding ability you will get more openings....
and whenever you can get one of these openings... GRAB MARTH. You can chaingrab him once from 0% (nair, and even the greedy dsmash are options here too), twice or more if he DI's full behind, then uair or pivot uair him (you can high ftilt if you don't have timing right) and depending on his DI he may be in a position where you could uair him again. Do whatever you can to keep marth above you. Stay grounded as much as possible, and DI away like a MF until you get right near the edge or you see that fsmash coming. Don't try to compete with marth's DD game, but you can do quick, smart DD's and bring him in, then use your bair (the best) or whatever move the situation calls for (even side-b and down-b have their place). Dash attacks are easily punishable, and dash-in dtilts are probably the hardest. See what his habits are.
and motivation just ran out.