Updated With 2 New Videos. One of them is a bit older, but the 2nd is from about 4 or 5 hours ago! Please re-comment and tell me if I've improved, etc. etc.!
Thanks in advance!
(P.S. Working on the fsmash spam ><)
I'll check those out now and edit this in a second or two.
By the way, I, also, am a much better analyst than player. So don't worry about it.
Edit:
Second Video: Better. You're making good use of Dancing Blade and learning to incorporate shieldbreaker. I see less full jumps and less rolldodging but this area still needs to be worked on.
Recovery also seems to be something you really need to work on. In both videos I saw you miss a ledge due to poor recovery you could have made. I think in this video you waited too long to use Dolphin Blade and in the other video you didn't use your double jump.
Here's my advice for recovery: DI. That's important. When you're sent flying, DI back to the stage first. Save both your one-time lift from the first hit of Dancing Blade and your double jump for the end, or at least just your double jump. I learned this when playing Melee and it helped me make it back to the stage so many times.
If you save your double jump there are a couple of benefits.
Firstly, you get a longer horizontal recovery (which we know Marth is lacking). This is because you use your double jump along with the momentum from your DI that you have been using up until then and have your choice of exactly how much of that momentum to use (DIing the jump to just barely grab the ledge without your up+b or bringing your DI to neutral to allow for maximum vertical recovery also without your up+B--both of these are good options).
Secondly, and this is the most important, you have more options when you reach the ledge. If your opponent is edgehogging with invincibility frames you can use your double jump to stall for a moment and then use Dolphin Blade to connect with the edge, perhaps even stagespiking them (you can also stall even more with the first hit of Dancing Blade if you haven't used your vertical lift yet).
Thirdly, Marth has some landing lag built in if you stop Dolphin Blade early by hitting the edge. Avoid this at all costs. One way you can do that is by saving your double jump to grab the edge without using it.
Do you see what I mean here?
Also, rarely ever use the option to jump from the ledge. There are few times to do this and I'm sure you can pick up on those (one situation I do this in is in the case of spammers, particularly Fox or Falco, allowing myself to airdodge in between that first jump, my double jump, and my lift from Dancing Blade to reach them without getting hit). Otherwise, get into the habit of pressing away from the stage on the control stick and using your double jump immediately to get onto the stage while using an f-air or n-air. You can also use the f-air or n-air and not land on the stage but regrab the edge again to stall more. It's up to you.
Third Video: Nice use of the f-tilt, I must say. At one point your opponent was standing around and using fully charged shieldbreakers when he was clearly not within range. You just sat there cooly until he decided to make an obvious approach and you f-tilted him. Perfect use of this. This move is great for shoving people out of your face and back into the tip zone (I really need to do this more ><;; ).
Definitely using the n-air more which is good, but you still need to work on your spacing and timing. I've seen complete misses in both videos that were not due to your opponent's strange/unpredictable DI (you could easily anticipate where they were going). You should limit your use of Shieldbreaker a bit--or use it better. A good tactic is to use Dancing Blade (as you have been) to make them wary so that they will put up their shield whenever you approach. Then take that time to approach with Shieldbreakers. Or even stop Dancing Blade (if they shield) and use Shieldbreaker. It's great for...breaking shields and also allows for the Spirit Breaker (This is simply when, after breaking someone's shield, you put yourself directly in the tip zone, taunt, and then use a fully charged Shieldbreaker. It's really embarassing for them). Great job hitting him with it after the lag from his Shieldbreaker, though. Anticipating their weakspots is always a good tactic.
Oh, I almost forgot. Use the upsmash a lot less. It doesn't have great range and is only good for hyphen smashing when your opponent is falling. Uptilting is great, though, and you can combo around three from zero percent if you get them in the middle of your blade (and can then procede to u-air, b-air, et cetera). Approach less with double jumps (basically don't use them if you don't have to). I've seen you use them to go farther or stall. Not a great tactic. Giving yourself less options is always bad.
Hm...I think that's about it for now, just keep working on recovery and edgeguarding especially and take a look at what I've said here.
By the way, how did you apply for your title? Where can I go to do that? <.<;;