Just decided to post this here since everyone reads this thread.
Ok, time for some patented Emblem Lord strats.
Let me talk about Marth's Fair first. Comes out on frame 5. Quite fast and has good priority since Marth uses a sword. Marth can do two in one SH. Marth has alot of tricks with his SH Fair. Marth can DI back while fairing for spacing and to camp. So SH Fair DI back then Fair again while falling. Also Marth recovers very quickly from his fair so he can do other things as well like SH Fair to Dancing Blade if you want to be aggressive. He can be very tricky and defensive by doing SH Fair to airdodge. Then when you land you can do whatever you want. I would usually go with Dancing Blade, Dolphin Slash or just roll away. A SH Fair on the way down can lead to a free Dancing Blade at low percents.
Dancing Blade is ridiculous now. Comes out on frame 4. Yeah, you read that correctly. Frame 4. Stupid fast. It's a natural combo. The standard Forward BBBB combo is the most reliable. Does 16% damage. As much as Ike's AAA combo. Another decent one is Forward BBB Down B. This ends it with the multi stabs. That combo is about 22%. But it can be DIed out of, especially at higher percents. So for the most part stick to the standard BBBB string.
Marth's D-tilt is still amazing. On hit it can lead to another d-tilt, a D-smash, or Dancing Blade. This thing has IASA frames on it. And using it in rapid succession moves Marth forward, so it makes a good poking/pressure tool. And thanks to the IASA frames it's virtually impossible to punish even if someone perfect shields it. If it's shielded just roll away or spot dodge to avoid retaliation. This thing is amazing. And with this and Marth's Dancing Blade His ground game is awesome, but he ahs a few other things that make his ground game ridiculous as well.
Marth's U-smash is awesome now. A non tipper hit has a suction effect that brings an opponent upwards right into Marth's sword. It's pretty cool. All of Marth's smashes are great actually. Running U-smash is a good way to get a surprise kill in and catch your oppponent off guard.
Marth's Dolphin Slash is nuts. Activates on frame 1 and it invincible for the first 5 frames. SHORYUKEN!!!! The recovery time isn't long at all when he lands and it has decent killing power.
Speaking of killing power, Marth has the most kill options out of everyone in the entire game.
He can kill with:
Tippered F-smash around 80%
Non-tippered F-smash around 140%
Tippered U-smash around 115%
Non-Tippered U-Smash around 125%
Tippered D-smash around 105%
Non-Tippered D-smash around 125%
Tippered Uair around 120%
Non-Tippered Uair around 165%
Tippered Fair around 140%
Non-Tippered Fair around 190%
Tippered Dair...it's a ****ing spike. So...I'm guessing it can kill at relatively low percents.
Non-Tippered Dair around 190%, but this is an educated guess.
Tippered Bair around 135%
Non-Tippered Bair around 190%
Tippered F-tilt around 155%
Non-Tippered Fair...Very high. Didn't kill at 190%, so it's not worth mentioning.
Tippered U-tilt around 125%
Non-Tippered U-tilt around 135%
Tippered Nair around 130%
Non-Tippered Nair...not worth mentioning. Very high percent.
Dolphin Slash around 140%
Dancing Blade now has tipper and non tipper hits unlike Melee. Tipper hits do more knockback. So final tipper hits of the dancing blade can kill aroun 115% Non-tipper hits kill around 150%-160%.
So looking at this we can see that once an opponent hits about 80 percent they are in the danger zone. Marth can kill alot sooner then 99% of the cast. The key is just to have good spacing so you hit with the tip of the sword. But spacing is a basic component of a good Marth so dedicated Marth players shouldn't have any trouble getting those early kills. Only Luigi with his own Shoryuken beats him out with early kills, since that can kill around 50%. But Marth can gimp recoveries better than he can. Also be aware that Marth's aerials will kill sooner then the percentages I listed since he will usually use them to gimp recoveries which means they will be closer to the edges of the screen, so there will be less distance to cover before dying. My percentages were tested on Mario on Final Destination with him at the center of the stage.
Also here are some random tips.
Gimp recoveries with Marth plz. Just run off and Fair or Bair them. At the very least it will harass them. If they are low on the screen and they airdodge then they are as good as dead.
If they are high then they will most likely air dodge, but you will recover quickly and then you can still attempt to hit them. Make sure to DI back as you are fairing, so you have a better chance of hitting them when they come out of their airdodge.
A nice little spacing trick is to do a quick dash to forward B. So if someone dashes at you, just dash back from the spot you were in. They will attack air then you can use Dancing Blade to score some good easy damage. Dash to Dancing Blade is one of my staple strats. It's very solid. Combining Marth's quick mobility with one of his best moves for a great offensive/defensive/space controlling tactic.
Marth's grabs aren't too crazy although Marth can do F-throw to F-smash at 0 if they don't DI. F-throw and D-throw are the throws of choice. Switch between them to mess with DI. At lower percents you may be able to follow-up with another grab or a Dancing Blade combo.
Now I'll list some basic combos.
D-tilt to D-tilt: Does about 18%. Works from about 0% to 40%.
Non-tippered Fair to Dancing Blade: Does about 28% to 33% depending on the DB combo you decide to do. Works from about 0% to 20%.
D-tilt to D-smash: Does about 26%. You have to be very close when you hit with the d-tilt and cancel ASAP into the D-smash. Works from 0% to 40%.
Non-tippered Fair to F-smash: Does about 24%. 29% if the F-smash is a tipper. You have to be close and this only works at very low percents. 0% to 15%.
Tippered Uair to U-tilt: Does about 22% Works from 0% to 15%.
Tippered Uair to F-smash: Non-tippered F-smash will do 27% Tippered F-smash will do 32%. Works from 0% to 15%.
Tippered Uair to U-smash: Does about 30%. Works from 0% to 15%.
Dancing Blade: BEST COMBO FOR MARTH!!!!!! Most reliable. Works at any percent. Does 16% to 23% depending on how you end it and what attacks you use.
D-tilt to Dancing Blade: Does about 28% to 33%. Somewhat more reliable then the others since it works from about 0% to around 40%
D-tilt to Grab: Not a real combo. Just a **** good mix-up tool to use when D-tilt no longer combos. Use this to make them fear shielding after a d-tilt on hit then you can do a Dancing Blade after a d-tilt on hit and it no longer combos or run into U-smash.
Ok, that pretty much wraps it up.
Also the IASA frames on Marth's D-tilt is when he pulls his arm back. Once he does that you cancel into anything.