So... It's been nearly two months since I posted on this thread to ask for help. The response has been amazing and I was able to have a much better understanding of the match-up. Thank you so much, guys. =)
@
TL_MissingNo
: I noticed you registered quite recently on Smash Boards, so welcome aboard! Your advices have been tremendously helpful and they mean a lot to me. Also, thank you for your comments regarding my video! I was able to improve my neutral game a lot by adding wavedashes and dash dances into it.
@
Meredy
: This is, indeed, a very good option to encourage Marth to leave a large opening. x) Thank you for this important input!
@
Captain Jenny
: Your post perfectly detailed the importance of the neutral game. I also agree that you must stay grounded as much as possible. Thank you so much!
@
Fakes
: I remember I got spiked quite a lot when trying to come back on the stage. It is very stressing to recover against Marth! xP Thank you!
As I gained experience, I was able to answer several of my questions myself! They might be helpful to other people, so I will share them! If I am wrong, please do correct me!
Best throws?
Note : The percentages at Marth's.
0 - 50% : Up throw. Marth is unable to retaliate when sent upward at these percentages and will eat an up aerial or a neutral aerial. Above 60%, Marth is sent too high and is able to jump out before Peach can land a follow-up.
50% - 80% : Down throw. Marth is sent at a perfect height for a follow-up. Plus, Marth's increased hitsun grants you a sufficient time to land a neutral aerial, back aerial or dash attack, according to his DI.
80%+ : Forward throw or back throw toward the nearest ledge. At this point, you want to send Marth off the stage and proceed to edgeguard him.
Best stages?
1.
Dreamland is by far the best stage in this match-up. It is so good that Marth players will unanimously ban this stage. You can survive longer and have an easier time to recover from above thanks to the large blast zones. Furthermore, Marth's forward smash being unable to reach the side platforms is quite a large game changer. To make matters better, "camping" Marth with Vegetable has never been easier.
2. I do not like
Final Destination much. However, there is no doubt that this stage is surprisingly good against Marth. Excluding Dreamland, platforms will attract tippers over combo opportunities. No platforms also mean Marth will have an harder time approaching you if you manage to spam turnips.
3. I have trouble deciding which stage between
Battlefield and
Pokemon Stadium is better. I might consider them to be equal. Pokemon Stadium is Final Destination-like stage with a lower ceiling, two small platforms and moderately helpful transformations. Meanwhile, Battlefield has a remotely acceptable size and good blast zones.
4.
Fountain of Dream a.k.a. Fountain of Down smashes is my favorite stage against Fox and Falco. However, unlike them, you cannot "blend" Marth with the low platforms. Instead, they will aid him much more than you. Like I stated above, platforms are tipper-catchers.
5. I will always ban
Yoshi's Story against Marth. There is no room to run away if you wish to pull a Vegetable. In addition, Marth's sword will cover a large portion of the stage, including platforms above. A well-placed tipper will kill you at stupidly low percentages. Forward throw > Forward smash once killed me at 40%. ;_;