Dealing with projectiles
1) Jabbing - This is simply using Marth's jab or any attack really to neutralize a projectile. This is the simplest and most effective way of dealing with a lot of projectiles and really limits their effectiveness. The attacks that I would suggest you use for this are Marth's jab of course, and his fair. Jab is very quick, but using the fair will allow you to adjust your spacing while getting rid of the projectile. This method works on Thunder Jolt, baby Aura Spheres, PK Fire, PK Thunder, Turnips, Peanuts, Razor Leaf, Fireballs, Boomerangs, Arrows, Missiles, Eggs, Waddle Dees and Paralyzer blasts.
2) SH Airdodge - By taking advantage of the new airdodge system and Marth's great DI, you can close small distances and still be relatively safe. You might eat a projectile or two, but nothing two serious. This can be used in place of jabbing if you like, but I personally reserve it for Din's Fire and Light Arrows. This really reduces the effectiveness of Din's Fire especially. Since you can DI while airdodging you still have control over your spacing, so remember that. You want to land outside of their close range moves, so you can start zoning them.
3) Rolling - Simple, but effective. Just a nice simple way of closing in quickly. Don't spam it otherwise your opponent will wait for it and punish. But if you know your spacing, and know the distance of when your roll will end in relation to your opponent's positioning, this can be a great way to put yourself exactly at the right spacing to start your offense. This is something I tend to use vs Falco.
4) Perfect Shielding - A good alternative to jabbing and gives you something better to work with vs projectiles that might be a bit tougher to get around. Works wonders vs Wolf's laser since it has a slow rate of fire. Works fairly well on Pit's Light Arrows too. After you Perfect Shield you will usually want to walk forward not run since you can't shield in the initial dash frame. If you walk forward however you can still shield. If you are close enough to your opponent, then you can run to close the gap. You can also SH from your shield or roll as well.
5) Jumping - There are three main forms of jumping that are most effective at closing in. There is full jumping, SHing, and instant double jumping. Full jumping is good for long distance, SH is good for very close distances. And Instant double jumping is a SH then immediately using your second jump. This is good for medium distances. Remember that you have complete control over your DI while jumping and you can airdodge at anytime or attack. You can also fast fall to hit the ground sooner. You options at your disposal so don't forget that. Different forms of jumping will come into play depending on your distance of course and who you are up against. I find full jumps to be most useful against Falco and I use SH's when I'm very close to start a spacing game. I also use SH's when I'm close to Pit to do the same. You can SH over Toon Link's standing arrow and Pit's Light Arrow if it's going straight.
6) Ducking - Simple, but effective for when opponents try to use SH projectiles and their projectile travels in a straight line. Most effective on Toon Link's SH arrow and Falco's SHL to an extent as long as the laser isn't too low. You can also duck a straight arrow from Pit.
7) Counter I do this a lot vs Falco not so much vs other characters. Good for when opponents try to use projectiles up close. Pretty straight forward and useful vs the space animals especially Falco, but also good vs Pit's who like to use arrows up close.
8) JC Fair out of shield Another good tactic for when you are close and you shield a projectile. Immediately SH from your shield and do a fair. You could also do Dancing Blade from the SH too if you wanted to be a bit more fancy and you are close enough.