I already explained this to a few of my friends. The change in game mechanics already sort of nerfs Marth. The auto sweetspot feature means that Marth won't be as much of an on stage edgeguarding beast as he was in melee. Characters being able to airdodge and then up B means that Marth's off stage edgeguarding is moot as well, as he has to be relatively close to the stage to use it, and it's likely that if the opponent dodges he still can easily make it back to the stage. Marth's primary method of killing (edgeguarding) is pretty much gone. Marth's f-smash was not feared because it was powerful, it was feared because it was enough to get the opponent off the stage even at low percents, which set up perfectly for Marth to edgeguard. Now they'll simply get back on the stage, and with good DI and abusing the airdodging system, I'll be quite a while before he kills them. So even before we've touched Marth's moveset at all, he's already been nerfed. I just think that he doesn't need any further nerfing, because this nerf is quite a blow to Marth's playstyle. And with characters like Metaknight and the newly buffed Peach around (that's right, Sakurai buffed the 5th best character in the game) Marth could actually use a buff or two (like a second kill move). And although it's a bit early to tell, based of the SSE videos I'd say Marth really hasn't changed that much. His dash attack and d-tilt had less range, and his utilt didn't hit behind him as much, but there were no other negative changes to his speed or range. I can't base his strength off of the video, but it'd be perfectly fair for Marth's power to stay about the same, because that powerful F-smash will likely become his ONLY killing move, and even then it's not exactly the safest killer (like Falcon's Knee, or Shiek's fair.) I'm hoping his shield breaker is strong enough uncharged to be a killer, since I noticed it also seems to hit a little further in front of him than its melee counter part.