And to the other responses, instead of posting silly images or accusing me of lying, how about you explain why his ledge guarding is so great in this game? Because I'm not seeing it even compare to stuff like Sheik or Rosa etc, or being that hard to avoid at all to be honest. Instead of cherrypicking the only parts of my posts that you have an issue with how about discuss it?
Picture in your head a character with slightly above average fall speed, air speed, and aerial acceleration. Picture that his Fair and Bair are come out very fast, are DISJOINTED, can do great knockback, arc, and have low cool-down. Picture that his disjointed, transcendent priority, 70 base knockback, invincible from frames 1-6, frame 5, immediate ledge snap special move gimping your butt. If you aren't dead yet, picture him dropping from the ledge and up B'ing repeatedly until you are in a game where ledge hogging doesn't exist. Picture those arcing, disjointed aerials carrying you off-stage from an Utilt, Fthrow, or landing Nair. Picture him not having a problem sending you off-stage with a back throw off a grab with good range throwing you off-stage with horizontal knockback or a guaranteed 4 hit combo we'll call Dancing Blade. Picture air dodge traps into gimping sakurai angle aerials and that 70 base knockback move we'll call Dolphin Slash. Picture a fast counter countering your hitboxed recovery move with 90 (!!!) base knockback sending you back into the abyss. Picture that counter slowing down the character's fall speed so he stays in your recovery path and doesn't SD. Picture something called Tipper Fsmash (80 base KB) slicing your fingers off after you grab the ledge a second time.
Again to be specific, when I said Marths move were slow I was referring to the situation of being offstage. He's not overly oppressive.
How are Marth's moves slow in an offstage situation? DS is light speed and again, invincible. And this is the character that can kill you for trying to edgeguard him with those fast, disjointed, arcing aerials.
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In all seriousness, I've done many Marth things off-stage that I'm sure almost every Marth can say they did. Bair to Fair to Fair to Fair to death. Fair to Fair to Fair to death. Fair to their Air dodge to Dolphin Slash. Simple drop down Dolphin Slash. 10 counters until Donkey Kong dies. One counter until Ness dies. Air dodge and then double jump Bair their edgeguard attempt for the kill. Guaranteed Bair after ledge trump. He has a decent double jump Dair from the ledge. A bunch of things that aren't hard at all.
Marth has some of the best edgeguards in the game. In every Smash game he's in actually. And I can tell because when I challenge Sheik, Pikachu, Kirby, Wii Fit Trainer, Jigglypuff, and Meta Knight off-stage and usually come out alive there is no doubt you main an edgeguard machine. Not saying you're safe against those characters off-stage. A competent version of any of those guys are scary and Marth is gimpable if you play the correct mindgames. No, you have to be safe, smart, alert with your fingers resting on
, and with your double jump SAVED.
I can't stand it when I watch Marth players stay on stage against a character he is superior against off-stage. Actually, more players of any characters need to step up their edge game. The future of Smash 4 matches will have a lot more off-stage in them.