Anybody got tips for playing against Yoshi, Samus, or Luigi? I have so much trouble in all facets of the game when it comes to these characters; neutral, punish, and recovery. I usually default to dtilt/fair spacing into grabs, but nothing much comes from it.
Samus is a pretty straightforward matchup for Marth. In neutral she's going to try to space you out with wavedashes, similar to how a Sheik player would but without the crazy grab option. Samus favors her F-tilt for spacing. You can beat this with grab, D-tilt, or a F-air. If you do get a grab, F-throw is your best bet as it has the least lag. I find juggling Samus to be a bit of a chore, so I only use U-throw as a mix-up. After an F-throw, if they don't DI correctly, you can connect with a dash attack or even a pivot F-smash if the circumstances are just right. Another move you'll encounter often is her dash attack, which is easily to bait with a SHFF waveland backwards. If you think she'll dash attack the back end of your dash dance you can dash away and do a pivot F-smash to make her instantly regret this. Her grab is pretty bad, but can catch you offguard if you make the mistake of staying in shield for too long. Just remember to wavedash out of your shield often enough and it shouldn't be an issue. If you do get grabbed, DI up and away is the best choice I believe (someone with more experience can correct me if I'm wrong.) Her D-throw can combo into her dash attack if you don't DI up, and you can eat a U-tilt or N-air if you don't DI away.
Platforms benefit her pretty well, aiding her missiles while giving her a space to threaten you with N-air and B-air. If you're on a platform above her, it's fairly probable that she'll do a rising N-air, but if you're on the corner she can also get you with a B-air. Don't try to spotdodge the N-air, instead just shield or if you're in knockdown roll behind her back. Remember you can use your sword to destroy missiles and low power charge shots. If you're in mid-range and you see Samus start her missile animation, just dash attack. It will pop her up toward you and give you an opportunity to start an aerial combo. Dash attack is also very good for catching her landing if she's attempting to retreat and reset to neutral from the air. At ~30 - 45% there's a combo you can do that can kill her pretty early. SHFFL Center hit F-air -> SHFFL N-air -> Tipper F-air -> D-air spike. If the spike doesn't quite do it, pursue with a reverse up-b to threaten her jump and grab the ledge. This combo is powerful but it isn't something you should lean on. Another way to kill confirm at higher percents (~100%) is to SHFFL Center hit F-air, dash into a wavedash and go straight into an F-smash. Tipper is highly likely here and you can walk out of the wavedash to adjust your spacing if you need to. Floaty killer (Forward B -> U-tilt) works in the even higher ranges when Marth begins to struggle to find a killing move.
Samus' recovery can be annoying but Marth can easily respond to it if you're patient. While she's bomb jumping, you can jump out and hit her with neutral B, but be careful not to drop too low. If you miss, that's okay. Just go for the ledge and screw up her grapple. If she's above the stage and bomb jumping, try to tag her with a N-air or D-air spike.
There's probably more to learn, but it's late and this is all I can come up with at the moment. If you more specific matchup questions I can do my best to answer. Good luck!