I'm currently working on all the characters so this will be a work in progress and I will be changing info as needed. But here is what I have right now. I'm not saying it's all right so that's why I want it to be discussed
Link vs Mario MU
MU Ratio 50/50
General MU: Very much a cat and mouse game. We usually want to throw out projectiles, and Mario wants to cape them back. So we can use this to our advantage. Spacing out your physical attacks and zair can create your openings. Bombs should mostly be used to punish a baited cape or to stop fireballs.
Pros: We out space Mario's physical moves, bombs will out prioritize fireballs, can easily gimp off stage if Mario's second jump is stolen, dair bounces off fireballs, zair eats the fireballs, nair eats the fireballs,
Cons: Mario can cape all of Link's projectiles, close combat pressure from Mario is high, Mario's dair can go through tossed bombs, Mario has a higher ground/air speed mobility than Link,
Neutral Game: Stay in mid range if you can. At early percents we know Mario will be looking for the dthrow to utilt string, so retreating zairs are quite useful. Having a bomb in hand will force Mario to stay back a bit even if we don't throw it. Unless Mario is slow on the cape, laying the bomb on the ground isn't a bad idea when it's near exploding. If Mario starts dairing the bombs, start short hopping and throwing them down as the explosion will still damage him. Watch for the disjointed Fsmash as the range is further than one would expect!
Combo Game: The early percent grab for both characters can serve a problem for the opposition. Mario's requires less of a read, but off a good read Link's dthrow to utilt to nair/utilt/usmash/fair can deal the same if not more damage. Be ready for conversions off zair connections or FF Nairs. We can rack up a decent amount of damage off of just those two moves.
Ledge/Recovery Game: Try to steal Mario's double jump with a projectile throw. I wouldn't challenge the UpB of Mario's as there is a potenial stage spike opportunity for him. Granted if Mario is low enough you can throw a bomb on the edge of the stage to catch it with an aerial and attack Mario down low (can UpB before bomb explosion, UpB again after bomb explosion to get back) but this is a risky play. I would generally try to hit Mario under the ledge with an ftilt or dash attack if timed right, and setup with bombs thrown into the air and try to read a ledge getup/jump/roll. Nair gimps aren't a bad idea as a mixup, especially if you hit it on the startup of the move as it has kill potential.
Stage Selections: I'm going to just give the stage a personal rating and a quick two sentence as to why and we can discuss the stages a bit more per MU.
Battlefield: 7/10 Can shark and setup with C4's lots, we have the ability to swing under the stage is need be, throws can land Mario onto platforms for extra easy damage.
Final Destination: 9/10 easy spacing with zair and aerials, Mario is forced to try to approach which we can try to stop relatively easy with these tools.
Delfino's Plaza: 7/10 Our kill power on top and on side makes transition kills pretty early, same goes for Mario as well though, so be mindful and pick your spots. Mario can bthrow on walkoffs for an easy kill.
Halberd: 5/10 The stage hazards can ruin some setups, early kills on top can happen, ledges with tether recovery on the ship can cause Link to randomly fall for some reason (still need to look into this, instead of getting onto the stage again I just fell...)
Lylat: 6/10 Can hit platforms easily, tilts of the stage can mess a guys day up.
Town and City: 9/10 Lots of space to move around and keep Mario at bay, projectiles are slightly safer here as a short hop arrow reflected won't always reach Link again, so can be used as a mixup. Sides are also closer in for ftilt/fsmash/dash attack kills.
Smashville: 9/10 A nice flat stage with the platform for mixups. Good neutral stage, no really early kills on this stage though.
Duck Hunt: 7/10 For this MU this stage isn't fantastic. The ducks can get in the way of the few projectiles we will throw, the sides are pretty far out and since we are going to be spacing aerials and zair more the fight will be super slow on this stage.
Dreamland: 7/10 Like battlefield, just add the wind gusts in there. Kills will happen a bit later as the blast zones seem to be further out.
Miiverse: 7/10 Essentially the same as battlefield without the janky ledges.
Castlesiege: 6/10 Again, Mario can kill easily with bthrow on the walkoff portion, I'm just not a big fan of this stage so usually ban it if I feel someone is going to pick it.
*most of these are subjective and up for discussion, so let me know what you want added or talk about why certain stages might be better than what I say*
Kill Percentages: All kills are on Battlefield Omega, DI was by level 9 CPU, no rage and moves were fresh. Side kills were about a ledge roll away from the ledge. Rule of thumb for stage selection is moves will kill +/- 10% (will be included in percents). All moves are based off the strong points of the move as well.
Dash Attack: 85-105% (avg 95%) Fair: 126-154% (avg 140%)
Ftilt: 90-110% (avg 100%) Uair: 117-147% (avg 130%)
Utilt: 126-154% (avg 140%) Fsmash: 63-77% (avg 70%)
Nair: 117-147% (avg 130%) Dsmash: 108-132% (avg 120%)
UpB: 99-121% (avg 110%) Usmash: 99-121% (avg 110%)