I don't see myself having trouble when I face Marth.
First of all, we have the projectile so Marth has to approach. And we can keep him at bay very nicely with arrow spam and pivot arrows while retreating. Marth can't do anything as long as we stay away from him and shoot him up with arrows. Works very well when we are in the lead by a stock.
Can't do anything...really? Do the Marth's you play against not know what a shield button is?
Marth is light than Pit so we should be able to kill him faster. Our kill moves consist of fsmash, bair, dsmash, and glair (not as reliable).
His kill move is generally going to be fsmash. This move however will probably be stale and won't kill unless he gets a tipper. With a tipper, Marth can also kill with dsmash, nair, fair and bair offstage, and a dair spike.
Or utilt, upsmash Dolphin Slash. You know...those other moves we have that just happen to kill
We can also gimp Marth offstage. A flurry of arrows or a wall of pain are enough to send him to an early death. If you wall of pain, Marth can fair you away, but if you mirror shield this then he will most likely be dead. Be sure to be accurate with arrows because Marth does have some significant recovery options. He can stall his momentum a little with dancing blade so be weary of this. His fully charged neutral b gives him a strong momentum boost from up high offtstage, but you can mirror shield and kill him with that as well. His dolphin slash can also be mirror shielded, but you have to predict when he will use it because it is incredibly fast. He sometime's fair planks through the stage which you can mirror shield sending him under the stage where you might have time to edgehog afterwards.
O.o
I can only see this happening if the Marth doesn't recover low and uses his second jump way too early.
If we don't use our second jump and you do manage to mirror our fair......simple. We'll just do a DB, stop the momentum have our position changed around and just continue from there.
Oh and you could try and Mirror us on the edge but we'd still grab it....but backwards. xD It's freaky lol.
But yeah you overestimate your shield. (I would know)
The only place he has the advantage is on the ground, but only in his comfort zone. Marth's sword is longer (but we have two
) so naturally his attacks have more range. His dtilt, dancing blade, and fsmash are the moves he will mostly use on the ground. They are great for shield pressure, but the latter two are very punishable, especially if the last hit of dancing blade is close to your shield. Almost everything works oos on that, I recommend a grab because with Pit's grab range, opportunities like that are a blessing. Though, be attentive because a smart Marth knows this and may end the dancing blade at 3 or 2 attacks if your shield is up. He will only use fair or uair if you are approaching from the air which you shouldn't do when he is on the ground as he can probably shield and dolphin slash us no matter what we do in that situation.
Lies,Marth has the advantage in the air as well. It looks somewhat even horizontally but vertically we have you as juggle bait.
Dolphin slash is another thing about Marth. The combo breaker. This is a strength of his because our normal fthrow to ss fsmash doesn't work due to this move. It can also be a weakness because if we bait it with a shield up, we can do whatever we want to him in his helpless state. Dolphin slash will also go through angel ring and punish us if we try to punish some of his attacks with a dash grab.
Marth's grabs are for the most part useless except for at low percents because he can fsmash out of a dthrow or fthrow (not sure which) from 0%. He usually also follows up with a fair. His uthrow and dancing blade up can kill at really high percents, but he'll mostly be trying to kill with an utilt by then.
A character with such a lovely grab range as ours is pretty much useless? Nah, all of our throws have some use. even after 0%
Our grabs are more useful as our dthrow/uthrow and bthrow near the edge put him in uncomfortable positions.
In the air, he wins face to face, but we have the advantage below him and behind him because his dair/bair aerials are laggy and punishable if they miss. His fair/nair are the only things we have to worry about so just don't fly at him while he's flying at you. Instead, if he full hop or short hop fairs run under him and punish his landing. If you're above him the only thing he can do is uair so fast fall airdodge. Sometimes they wait for the airdodge and then uair.
Bair is a spacing move, I don't think we'll see someone flat out approach with Bair. So only if they're approaching will bair be as easy to punish as you state.
you're contradicting yourself btw
Marth can get ***** by our juggling and Pit has the tools to put him in the air (and keep him there). We all know the moves to put him in the air, dtilt, dthrow, usmash, and utilt from the ground. A good strategy is to SH airdodge inside his shield and use our frame 2 utilt. Once he is in the air he can't do much about our uair unless he randomly decides to down b, but I've never seen a Marth do that. If he airdodges the uair we can nair or dair to put him back in the air. If close enough to the ground, fastfall and usmash will put him back into the air after
his airdodge.
Yeah, it could be pretty easy to put us in the air, but as I stated earlier you don't have to tools to really juggle Marth (in the air)
Overall, Marth needs to be able to space and read drastically more than Pit does. He wants us in his comfort zone which is the length of his blade. All we have to do is stay away and shoot arrows until he gets in. When he gets in, stay close enough that you can shield and punish his moves, but if you mess up, his moves won't kill you. He really needs a bit of luck to get those tipper kills, but we may end up losing a stock early if we get fsmash tipped so be careful.
But if you mess up you may find yourself fighting to get back on stage. Really don't go in to the match with the idea of "If I goof up I won't die from this" yeah it may not be as severe as an IC chaingrab, but it adds up.
For stages, I don't think there is any particular stage where Marth has the advantage. Strike/Ban small stages or one's we can't escape by flying under. I always ban Yoshi's Island, but I will sometimes go to PS1. Cp the stage you are most comfortable with, though I bet Marth doesn't do too well on rainbow. You might also want to strike/ban Smashville just for the sole purpose that it's too comfortable for Marth mains. (He can platform cancel well there too) Final Destination is better against Marth than Smashville.
I would say 55:45 our favor.