I was gonna test it but it's kinda late/ I have no one to experiment DIs. I might try tomorrow. ALSO GUYS. I critiqued a Marth vs Peach match, and then revised it into some notes against Marth. I did this when I was like, 4 months into the game before LOL. But this is way better and more detailed, check it out. Also, add to it if you find flaws/want to add you ideas.
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There are a couple things you should keep in mind at the neutral vs Marth.
1. You can crouch cancel all of his moves(Besides tipper Forward smash and Dair)
2. Pull and utilize turnips ALOT. If you have space(to pull), there should always be a turnip in your hand.
3. If he knows that you can CC his moves, he will be going for Grabs, tipper dairs, and tipper Forward smashes (under 40% that is). Since you know this, only space out of those moves. You shouldn't be worried about his long dash attack if you can CC it.
Why Dash Attacking a Marth under 0% is risky
1. He can CC it (0%); he can grab after this , which will lead to some kind of follow up.
2. He can dash out of range; ^^^^^
3. it’s a grounded Marth, he has plenty of options to avoid this as opposed to an airborne.
Options of a grounded Marth vs your dash attack:
Shield it and punish, CC the dash attack, dash dance out of range, jump, and wavedash back.
Options of an airborne Marth vs your dash attack
Waveland back and attack (If he hasn’t dedicated to the direction of his jump)
To avoid this;
1. If he does a late fair, dash attack before he attacks.
2. If he does an early fair, dash attack after the attack.
Vs Marth, I would use dash attacks only for tech chases and when Marth is airborne. Marth 101 is basically throw turnips. If he shields, grab. If he jumps, dash attack. If the turnip hits, follow up.
Vs Marth’s Fthrow, the best way to DI is DOWN AND AWAY.
At percents lower than 50, Can Peach get a follow up after up-throw vs Marth?
Always try to remember that when you’re in shield vs Marth, for misspaced aerials and grabs. Full hops are 95% of the time unsafe in that position, easy to nair OOS with that.
Peach at High percent vs Marth's fresh stock
I recommend adding a tool that I try to incorporate, that being run up Shield as well as WD back oos. What this does is kind of force your opponent to misspace a move if you shield in there approach. This can help you get a grab , Nair OOs, etc. What you use the WD back OOS is for grabs. If you think he is trying to grab you after he realized you want to shield, you can WD back to make him whiff the grab into a dsmash, grab, jab, dtilt etc. Other than adding that, mixups of offense and defense as well as using your turnips wise and frequent are recommended.
In my opinion, I would use FC Aerials vs Marth only:
1. Retreating or in place, to keep your space. (as well as harder to punish)
2. When my opponent is cornered to a point where he cannot Dashdance
3. After using a turnip
I have been doing alot of thinking, and someone can prove me wrong with this, but approaching with FC Fair and taking up that much space isn't the best idea. If you will do it, do it little by little. Don't try to claim big chunks.
Marth was in the air and you were on the ground. When you are grounded and Marth is in the air, think of it like this; what can Marth really come down with?
Aerials, Shield breaker? Can't land and grab, you can react to it before it happens.
You were also at 0%, so you could have done 2 things.
1. Shield, wait for what he does. If he aerials, wait, nair oos. If not, just nair oos and hit him LOL.
When you are cornered vs a grounded Marth, what can you do?
1. If you have room, you can WD back and punish whatever attack he is coming with (You would have to have a small read on him to call his move with an attack, but if you don’t go for an attack, you still have more room.
2. You can jump and come down with a FC Fair. It’s slightly risky because he can try to Forward smash you out of the air, so make sure to understand what he wants, whether it be a grab or attack.
3. Try to dash attack out. If you think the dash attack won’t connect, you have more room to work with than you think.
4. Armada has a really cool technique to get out of this situation if Marth wants to approach with a shorthop(which is a VERY common option of most Marths). What he does is full hop off stage (or almost off, relatively close to the stage.) and use his double jump to float back in. What this does is try to bait Marth to attack you. If you know your range, a double jump after Marth’s short hop cannot hit Peach. If he tries to take your bait, you can punish him falling down from the long height, and get a small combo or center stage. If he doesn’t bite, you are out of the corner, but you now will have to try to fight for the stage, which is something you would have to do in the first place, except this would be a slightly better position than if you were to get hit on his terms.
Random note: At lower percents, it is preferable to be above Marth because of trades and not hard followups. At higher percents, you want to stay on the ground more. –Armada in the Smash Lab
Random Note #2: There is an angle that if you DI Marth’s forward throw down and like, a 45 degree away, you can hit the ground and tech before Marth can hit you with the dash attack. It’s pretty specific, and I’ve only done it randomly at Pound 4 – Armada in the Smash Lab
With the air dodges recovering vs Marth, something you can try to do is air dodge closer to the stage. This give your opponent less time to react to the air dodge, and you can move freely sooner.