I watched the second game and here's my advice:
- 5 seconds into the game he fairs you and you attempt to shield grab. Doesn't work against Marth but SL or an fair of your own out of shield should have, his spacing was far from perfect but just good enough to avoid the grab. Marth is a difficult character to shield grab, I have this bad habit where I instinctually go for it a lot too though...
- About 55 seconds in you attempt to nair him and get outranged, should only use it when you have a clear opening like if he misses a Dolphin Slash or rolls into you.
- At this point in the video you have a pretty good lead, and you chase him around attempting to dsmash him until he kills you. Marth has such great defense in the neutral state, if you have a lead it's best to make him approach you, even if you can't land a kill move from this, if you can get him off of solid ground it can lead to good things, much harder to kill him when he can just shield everything that you do and punish you. Or at least be more cautious going after him, walking up to him and spacing him with ftilt/dtilt could provoke a mistake, earlier we saw him DS rather foolishly out of a dtilt chain.
- At 1:35 he DI's out of your tornado and you move into him as it ends and he grabs you, should try to retreat in that situation although you have to recognize the danger pretty fast to avoid the Dancing Blade.
- Right after that you are sent to the ledge and immediately try to jump back, don't do that, Marth outranges you horizontally in the air, come from below and patiently, use your ability to stay airborn for so long to your advantage.
- 2:00 or so in you have him off the ledge and attempt to edge hog, have to pay attention to his second jump and wait for it when you do that.
- Then we see what Sushi said about unecessary Shuttle Loop, you get fsmashed and soon after SD because you were hasty returning to the ledge and he predicted it. Shuttle Loop is good out of shield on attacks that aren't spaced exceptionally...not sure if it connects with Marth if he fair's at maximum range and retreating, but usually it works if they approach with it, in this case you used it predicting that he'd come in and he didn't.
- If you're going to use dimensional cape to recover you want to be sure that you have the space so that you can land on the stage if they grab the ledge, or that they're too far away to stop you.
- You use dsmash a lot when it won't kill, you should use more ftilt and dtilt against Marth, ftilt outranges anything he does on the ground and tornado or shield defense can often stop his aerial pressure.
Your MK is really good but it's mostly the ledge game that seemed to kill you, some characters are surprisingly good at edge guarding MK
only if you let them and you have to be careful for that. It's pretty safe to fall beneath the stage and come up that way against Marth, going right back in head on got you punished a lot. Is the set where you beat him recorded? It seems to me like you probably weren't playing your best in this game, it might've had more to do with pressure than how well you can play. I went back and watched the first game and it seemed like you started out a lot better. The same trend seemed to occur in the second game, you had some really great edge pressure on him in the beginning but didn't finish as strong as you started.
Also I'm not really sure what your thought process was on this counterpick, the blast zones could potentially give you an early KO but it works both ways, and doesn't seem to offer a large tactical advantage. The third transform is basically FD which is Marth's best neutral for facing MK IMO. It's ok but I'd think maybe a stage like Orpheon where his recovery can be used against him might be a better choice, or a typical MK stage like RC/Delfino/BF, although I'd assume he banned RC.