Man this thing is so outdated..... WHY does it say we lose to zelda?
And opinions on marth.
Id say the match-up is 45/55 in marths favor
Disadvantages:
-Marth has the tools to keep the ICs from getting a grab. This mainly comes in the form of range and his fair being able to keep us at bay.
-Sure ICs outspace all of marths options with blizzard, but with proper DI, and up-b blizzard should never lead to a grab. Blizzard racks on damage but with good DI marth can force us to trade hits with his fair, dancing blade or up-b a lot of the time.
-In general the climbers we will rack on damage faster, but getting the kill without landing a grab is hard for the climbers. It becomes a game of, will we land a kill move or a grab (which should equal a kill) before marth kills our nana.
-Marth has a solid gimp game and should have no problem gimping a seperated nana. Also with good spacing, a fresh tipper fsmash could kill nana at 70%, so gimping isnt even completely necessary.
-Marth can easily take on solo popo. You do not want to have to be playing this match-up.
-Marth is a decent juggler. You may not have to worry alot, but make sure to tell your nana, cause once she is in the air, the only way she is comin down is if you land a hit on marth with popo.
-Pivot grabbing has minimal uses in this match because all of marths attacks are disjointed.
-Marths Up-b can save him from getting grabbed ALL DAY on any stage with a platform if he plans correctly. And he should never be playing on a stage without a platform due to banning rules. His up-b will usually allow him to escape being grabbed and knock the climbers away or if sheilded he will land on a higher platform and chance being juggled by up-airs, which is still better then being grabbed. And this move won't be used to often, only if his spacing is slightly off, so you won't get as many free up-airs as you would like.
Advantages:
Don't worry Marth isn't too beastly, as I said its only 45/55.
-As I said early, we outrange this girly swordsman, so abuse that where you can. Racking on damage with blizzard will def give the marth player lots of pressure.
-The ICs will often be trading hits with marth and be in % advantage. Ofcourse really % isnt a big issue with climbers, because they are a character with a large achilles heal (nana) and are played in an all or nothing manner. They have super strong offensive choices, awesome combos, and a move thats an instadeath. But once nana is gone, all they can take down reliably is ganondorfs, if that. So remember, even tho marths at 200%, your overly abused blizzard and ice shots still wont kill him.
-Marth has no good seperating moves. So don't worry so much about being seperated. Desynches and nanas lag time on putting up sheild will cause most of your seperation.
-Marth has nothing good against the climbers on the ground. Most, if not all of marths ground moves can be sheild grabbed or sheild dropped to dashgrabbed, even at tipper range. So if marth is playing you on the ground, then he doesn't know the match-up, his only hope is using dancing blade and faking you out with, is he gonna do one hit or two or three or what and even with a little prediction you can sheild grab and punish that.
-Marth has no good options above us. His dair really sucks and unless he is countering, chances are he will be eating some up airs if he is above us.
-If the marth isn't NEO when it comes to spacing, or even if he is, make sure to dash to sheild at his fairs, because if his spacing is off enough, their is a fairly decent chance of landing a shield grab or at the very least scaring him into going for an up-b and then up-airing him for it.