Honestly, DB is very good as a spacing tool. Problem is, opponents can easily do something out of your first or second hit, depending on percentage, DI, and rage. On characters with bad range, like Jigglypuff and Wario, DB will hit them out of whatever they're doing, and then you can follow up with the rest of DB. DB is also a good punish, because you can rack up damage quickly with the down version. Also, the first hit of DB has very little lag, so it could possibly be followed up with a normal attack even if it misses. Possibly used as bait. I didnt see much of a mention of Dtilt, so I'll mention it here. Dtilt is a very good spacing tool, because it comes out fast, can tip, and has good range, more so than your jab (I think). Use it to surprise opponents coming in for a dash grab, or even just in general. You could even use it to edge guard if they've grabbed the ledge, hitting them back down if they do a normal get-up. Since Marth's walk is the fastest in the game, you could also do Dtilt as a setup. Ftilt tippered can go into Dtilt if they don't tech when they hit the ground. Of course, it might just be my bad spacing, but I think most characters' get-up attacks outrange the Dtilt, so you have to be careful. Also, there was a mention of Marth'/ juggled, but he'/ also very susceptible to being juggled. To help prevention, save your jump, try fast fall and DB right before you get in range, then jump away as quickly as possible.
Thanks for reviewing again on one of my guides.
As alway, all kind of addition to a guide is good for it. On this guide, i tried to research a LOT, and i think i know what i'm talking about.
As stated in the guide, SB is used for AIR spacing, also i stated that it was not so good on the ground. However, even if it is laggy, it gives you a little impuls that helps to space and follow up with tilts if you land right after it.
DB may not be GREAT for spacing, but you sure need to counter other actions, it is great as an out of shield, because you can change inmedeatly with your input the direction of the output.
Jab DOES bait an air dodge on some opponents. In my testing it turned out to be a good mix up an practically 60 or 70% of the times it baiteed the airdodge, This only applies to Jab1, since 1.0.8. , in which it was buffed with its properties to combo into Jab2.
The last part of using Fair is true and it will be edited.
I hope to hear more from you on my future guides. You really helped me to improve this guide and my Kirby guide. I will take note on your advice since you seem to know also on my mains...
This guide will be edited to add content taking base on your arguments. Thanks again