Honestly guys, the most soul-crushing thing about this match-up is how impossible marth is to approach.
He can pretty much lay down walls, put pressure on you, and zone you to **** and back and there's literally nothing Ganon can reliably do about it. None of Ganon's options beat any of marth's reliably, and none of them beat many of marth's options.
Oh, that and marth can dolphin slash out of just about everything.
As far as advice goes, pay a lot of attention to your vertical spacing, a lot of marth's moves arc out in front of him, being perfectly spaced horizontally spaced but above the hitbox is one of the few places that you can flat-out beat his moves (note that he can do the same to you).
Pay close attention to what the marth player does when he's zoning and applying shield pressure, any pattern is an opportunity to attack.
Any time you hit shield, expect to be punished badly, so don't hit shield. Marth is good at shield-stabbing so don't relie on your shield to protect you, find a weakness and exploit it.
Basically my previous write-ups still apply, also I find it amusing how last time it was pulling teeth to convince you guys it was bad (and then pulling teeth to convince you guys MK was worse).
Note: This match-up seems a lot easier at lower levels of play, because a lot of it depends on good spacing and good reaction time. At mid-level play it won't be uncommon to see Ganon win. But as you approach top of the metagame it becomes completely impossible.
Marth tends (almost always) to be an offensive opponent with a very good spacing
No.
That's the 65-35 "if marth decides to not play gay" match-up.
The optimal strategy for marth is zoning and shield pressure, constantly.
but a big lack of shield push and shield break options (asside from Shield Breaker itself), what makes him VERY easy to shield grab anytime during his approaches (aside from running grab and then follow ups).
Except marth can space to avoid Ganondorf's pitiful shieldgrab range, in fact he can space to avoid any grab that isn't a tether. At the top of the metagame, Marth will not get shieldgrabbed.
Also, interesting bit of frame data, if marth actually IS in shieldgrab range... he could be baiting you. Fairing shield properly is -4 frames of advantage on block. Ganondorf's grab is 7 frames. Marth's dolphin slash is invincible frames 1-4 and hits on 5, which means that Marth can dolphin slash out of a shieldgrab attempt, so messing up his spacing enough to be in shieldgrab range is in and of itself a mindgame.
Avoid getting Marth on air. It's the (IMO) third best aerial game of all characters (losing to Jigglypuff and Peach). Ganon can be gimped with ease with Marth's FAirs and BAirs and juggled with UAirs.
MK's aerial game beats all of the above, his options are simply too good. I also don't know why you put jiggs on this list, but Marth's is definately better then peach/
But yeah, being in the air is a recipe for disaster.
Marth doesn't have difficulty to kill here, since he can FSmash sweetspot, DAir spike and UpB fresh kill Ganon's big azz.
Nair, tipper is his second strongest uncharged hitbox, and it's safe on shield.
Honestly though, those are all punishing moves, you leave yourself open for those. Of a greater concern is his nearly impenetrable defensive game, and his punishing game.
Oh, and gimp.
Ganon's more effective options are keeping up the defensive game with the shield and not dodges and rolls. Marth's recovery can be stompt with ease if predicted and not edge-sweetspoted. Also, We can gimp him with UAir, since his horizontal recovery isn't all that good.
And then marth gives constant shield pressure and zoning, limiting your options until you're forced to approach.
Or pressures you into a shield stab.
As far as recovery, yes, but marth has a high priority invincible 1-4 frame recovery, also fair is great at warding off opponents.
80-20.
Counterpicks involve stages with big blast zones, making Ganon a die hard and Marth an easy kill due to his lightweight. Also, stages with more ground than aerial mobility would be very good. I suggest Luigi's Mansion, Jungle Japes, Pictochat and Castle Siege. Avoid Norfair, Brinstar, Rainbow Cruise and Green Hill Zone.
Of main concern is his defensive game, you want stages that disrupt his zoning and force a reset.