Harmless wrote:I feel like the only character I've had consistent problem with facing is Marth in Melee though, that range gets kinda annoying after playing him for a while
Let me see if I can help by giving you this information:
SmashWiki wrote:On the downside, his ability to punish approaches are somewhat limited in comparison to other top tier characters due to the lack of a projectile and the short duration of his moves. Marth also suffers from a general lack of options when put on the defensive. His weight makes him very easy to combo and does not provide sufficient knockback resistance to survive heavy hits at kill percent. Marth's out of shield game is also notoriously poor. His recovery is also problematic; while it is extendable with his side special and can end with a fast up special that covers decent distance, it is also rather predictable. Marth's main weakness though is that despite the fast startup of his moves, his moves have considerable endlag and are thus very whiff punishable. As such Marth is very susceptible to momentum shifts; a punished move puts Marth in a defensive position where he has little options.
Maybe come up with something from this maybe? This actually gave me more information about Melee Marth.
If you've seen The Big House 5. Armada took advantage of Mew2King's Marth and his weaknesses by using the turnips to keep Marth from approaching very much. Kirby and G&W may not necessarily have those kinds of tools, but you can certainly try to pressure Marth to play defensively and throw off his pace.
Maybe try to practice the matchup against Marth. I solo main R.O.B. in Smash 4, and I'll challenge any unfavorable matchup I have. I don't mind too much.
Heck, pick up a pocket main if you need to or a character you can use in emergencies or something.
I have more experience with Smash 4, but I do watch Melee now and then; and I can ask questions to one of my friends who plays Falco and Samus in Melee.