Can't speak for Ike, but Marth counters Mario pretty well.
@
Umbreon please enlighten this gentleman.
If he doesn't respond, I'll do it for him.
2.6 Mario Changelist
-Down Tilt can be interrupted sooner
-Down Tilt base knockback slightly increased, knockback growth slightly decreased, toe part of the leg sends at a straight up angle and each part more inwards on the leg sending at lower angles
-Down Tilt lower leg portion given short invulnerability frames during when the attack is out
-Up Smash functions like Melee Mario's Up Smash at the beginning but then changes back to Doctor Mario's Up Smash vs grounded opponents as he brings his head down in the front -- Vs aerial opponents it is still Mario's Up Smash
-Forward Aerial has a tweaked flash graphical effect over the fist
-Down Aerial lowest hitbox placement adjusted more towards the center
-Standing Grab box shifted outward slightly for more range
-Neutral B projectile slightly increased in damage, knockback growth slightly decreased to compensate
-Neutral B projectile no longer degrades in hitstun, size, or knockback as it bounces. Now uses a consistent set of hitstun, size, and knockback values
-Neutral B can be interrupted sooner
-Side B doesn't reverse controls/momentum for as long
WTF at invincible dtilt.
Mario has a million launchers, meaning he can't really be CC'd by Marth, while easily CCing Marth. Fire Balls shut down Marth. Marth can fair through fire ball but get hit by a follow up. Mario juggles Marth and can CG him too (correct me if I'm wrong). Guaranteed follow ups out of down throw, easily gimps Marth, and can KO cleanly if needed too.
Mario only fears fthrow fthrow fsmash from Marth at low percents. After that, Mario doesn't really worry about anything. Marth beat this character down in Melee. Why is he losing 65:35 all of a sudden?