Marril said:
That's why you... oh, I dunno... don't whiff it? It's not especially easy to whiff with compared to some of his other moves. Definitely easier to land than Counter.
You're one of those people who think that everything will happen 100% of the time. If people could tech 100% of the time that would be a bit unrealistic and add some factors to the game, such as the removal of punishing (every move hits), and longer time limits due to excessive stalling such as double-stick DI and perfect techs.
Don't compare it to his 'other moves' because Marth has a good amount of moves he doesn't use (usmash, dsmash, uair (not that much), b combo, etc.); there are reasons people don't use moves such as this, so you're only making a comparison to obsolete moves which actually have a better range than dsmash.
I don't see how a floor-sweeping move which is dodged by a single jump has more accuracy than a move which actually has a large hitbox (though an utterly useless move at that which won't help often).
Marril said:
So, if I'm saying what down-smash is used for, which doesn't include edge guarding, and you're telling me that down-tilt is better for it, what does that say about you?
If dsmash is better than dtilt it should be an edgeguarder itself since dtilt is one, not that this is relevant.
Marril said:
Note that I did not say "strictly better," I merely said "better."
As if that makes much of a difference in the long run...
Marril said:
Then, what, I only fight idiots who incorporate ground attacks into their game? For the love of whatever deity, Hax, you make it sound like people do nothing but jump.
shffls are the essence of smash, you don't see ground combos because ground moves don't propel you towards the opponent while attacking while aerials do; name me some characters who DON'T focus their combo game on aerials.
If you're landing dsmashes so often then your opponents obviously don't know how to do any decent aerial combos because a character's ground game usually focuses on actually getting the opponent into the air where they're vulnerable.
Marril said:
Depending on the combo, I can just Counter out of it.
Right. Posts ago you thought dsmash could get you out of combos; I see you've changed your mind.
Marth's fair actually breaks combos better than counter since it's near instant and doesn't lag, suit yourself.
Marril said:
Counter's an awesome move at disrupting your opponent. Relying on it makes people throw you more, sure, but that's why you don't rely on it. But guess what? A move isn't considered "good" solely by how much you can spam it to victory.
Except, counter is nearly obsolete due to other combo breakers which don't lag marth (fair, nair, bair). After you land either of those you can techchase or continually fair to start a combo. As a Marth, you DON'T want to ****ing get grabbed, you're supposed to space yourself so that you can land aerials and fsmashes from afar, and eventually techchase into a grab to attempt a gimp/combo.
You don't understand that competitively many characters can combo Marth to death with a single grab, his weight is so bad that using laggy moves other than fsmashes should be the last thing on your mind; fsmash is a notable good move despite the lag, since it's his finisher and a good edgeguarder at that.
Marril said:
I can conclude you've never so much as tried them.
I can conclude you have no knowledge of the basics of competitive smash.