Time for marth eyy...
Marth's advantages:
Marth can trouble Snake easily with his superior juggling ability. It's nearly unescapable since Snake's aerials are esentially usless.
The only thing Snake can do about Marth's juggling is soft throw a nade or b-reversal but Marth can string some more attacks to Snake so Snake can't do much. Another bad thing is that Marth can rush down Snake easily.
Marth doesn't really fear Snake's grenades and he can approach Snake with SH f-air/normal f-air, plus Marth's D-tilt can poke Snake's shield easily. Another thing is that Marth can
combo Snake easily due to Snake's size, weight and falling speed.
Marth can kill Snake with a tipped f-smash at around 90%. Snake's f-tilt can be easily out-ranged by a
well-spaced f-air and d-tilt.
Another obvious advantage is that Marth's aerials destroy Snake's aerials and Marth's edgeguarding game is superior and to make it easier for Marth to edgeguard Snake is that Snake's recovery is very easy to edgeguard since it leaves him vulnerable to an attack. Marth is also capable of punishing most of Snake's attacks and his landings.
Snake's advantages:
Snake obviously outcamps Marth BUT Marth has ways on getting through Snake's grenades. It's suggested for all Snakes to camp very hard against Marth.
Another advantage is that Snake has a superior ground game but it doesn't really do much since Marth out ranges Snake. Snake/s can plan strategies to make a great defense with his arsenal of projectiles that can at least put Marth away from Snake for a while which gives enough time to spam grenades behind your defense.
How to play the MU:
Avoid getting juggled too much, if you get juggled, you might as well get yourself to 50% or worse. If your getting juggled by Marth, try your best to soft throw a grenade or b-reversal
away from Marth.
As for Marth's F-air approach, you have to punish it by using dash attack but be careful on your timing. If you mess up, you might as well get punished then combo'd
or juggled.
Marth's d-tilt is gonna be very hard to deal with. There's nothing we can do with it anyway. It's very fast at the
same time it's a great shield poker. You can try rolling away
from it but you might as well get punished. Don't try jumping away Marth or he'll just follow up a f-air. Don't jump in the MU or you'll get *****. As for his gay combos, try hard to pull out a
grenade or DI out of it.
Now for his edgeguarding. Since your recovery is very easy to edgeguard, carefully mix up your recovery with b-reversals. Marth's recovery stinks so if it's
whiffed, you can try using f-smash. As for OoS, you can't really do much.
Go mix up your landing and your strategies. You don't want to try using the same thing all over again because it will start getting predictable and Marth can easily counter it. The key to winning in this match up is to have patience, mix up and camp VERY hard against Marth.
Even though Marth can rush down Snake, you have to try hard in camping no matter what. You must always be VERY SMART in this match up and play DEFENSIVELY!
Stages:
Ban:
Battlefield
Smashville
CP:
Halberd
Final Destination
Final ratio:
45:55 Marth's favor