Please post
here next time if you have a similar question.
Situation one:
First, be patient, there is no problem in dropping and regrabbing a few times. If they get to near, drop from the ledge, immediately jump, and either nair or fair. It will cancel out the fireballs.
If they are really far away, ledgejumping (just inputting a jump) should be enough if you time it right.
At some distance inbetween it is really hard to not get punished so you will have to mindgame and stall a bit to wait for mistakes, but your best option is often waveland onstage and then shield the fireball, together with drop->jump->aerial and a few options being more situational as normal getup, ledgejump or ledgeroll.
Situation two:
You can be patient again which I recommend because you can slowly work your way forward while hitting fireballs away. The best options for this are:
- d-tilt (also works to deny the dash attack approach)
- sh double fair (keeps you covered with a hitbox, if you clank the fireball with the first they will often approach and run in the second)
- sh nair (has quite a bit of range and also thought to clank the fireballs out)
- sh fair waveland (the fair can clank the fireball and the waveland gives you quite a lot of mobility, use this if you need to readjust)
- shield -> wavedash oos (if you are still at big distance, don't have to fear anything from shielding and want to take ground quickly before Mario claims centerstage)
I mix those depending on situation while moving slightly forward with the short hops. As you get closer you will need to be more careful and sometimes fade away after an aerial. At some point you reach a distance where fireballs would be punished, then you start the dashdancing game and mostly go for a grab.