smashkng
Smash Lord
Think of DB as a mixup. Especially good when Marth's behind the opponent when landing (don't let the opponent predict it though, it's not a very safe mixups). The opponent spot dodges or attempts to instantly shield grab what hits them when landing and they'll get hit by this move. Yeah DB doesn't hit below Marth and while it's overall much better than DB to hit opponents while trying to land, there are situations in which doing DB instead is worth it. DB beats sidestep and attempts to instantly shield grab (because DB1 to 2 is -5 on block if done as quickly as possible) and there are situations in which hitting with DB grants you better stage control than doing it with Fair (DB4 forward pushes the opponent further and the up variation of DB4 puts the opponenet in the air). Of course, 95% of the time Fair is better in those situations, but it's good to mix it up from time to time and learn things which are situational in case that situation happens.Isn't fair ALONE usually best for downward recovery though? It hits a little bit under Marth (I don't know about DB1) and it autocancels... although usually you're supposed to hit in FRONT of yourself anyways.
DB1 is also an air stall... and so that means you would hang in the air for a bit after getting that hit in.
imo, it's easier for me to actively space fair because I use cstick... but if you use bstick, it might be easier to space the DB1, but I'm not very sure, since you kinda... hang in the air during DB.
And yeah exactly as mmKALLL said. First putting the opponent into those bad situations instead of forcing the KO from neutral is a really effective strategy. Marth has plenty of KO moves when he has the opponent into the air/corner/offstage. Like for example, imagine a DK being at 160% scared of you KOing him. So he starts to sit on the shield. Now how do I beat that? Grab of course. Now you throw the DK into the air with Uthrow and then when he tries to land, you hit him with an untippered Fair, putting him offstage. But you're unable to gimp him in that position. So what to do? Just go back onstage and go to the spot which is around the center of the right plaform on BF before DK is able to get onstage. From there, DK doesn't have any real options to get off the ledge, so you just sit there patiently with a few Dtilt here and there to pressure him VERY safely. So you now finally see DK with a ledge climb animation. So NOW you can just with precise timing hit him with a KO move like Dsmash and Fsmash during the right after the invincibility of the ledge climb animation disappears and KO the DK without him being able to do anything about it. Your ability to consistently keep the opponent in a bad position once you gain momentum is extremely important if you want to stand a chance in matchups like Dedede, Snake, DK and ROB.
See now? Damage matters of course, but being aware of there being advantageous positions for you and taking advantage of it is just as important. And while still not 100% guaranteed that you're going to hit the opponent, you can increase the chances of hitting the opponent with a KO move from 50% or less at neutral position to 2/3, 75% or even 100% in some situations if your ability to cover the opponent's options is optimal, while the poor opponent helplessly tries to get back to the ground from the air. Hitting an opponent with something like a Dsmash, Fsmash or a tipper Nair is far more likely when the opponent is trying to land from the air or trying to get off the ledge, than when he sits happily on the center of the stage. So if you for example hit Snake at 150% with Fsmash and he survives it while recovering really high, don't go like "damn it I'm never going to KO him" and let him get back to the ground for free. Be like "you may have survived the Fsmash but you're the one who is now helpless in the air. I'll just keep hitting you in the air until you finally die, whether at 170% or 220%. It's not like you can do much about it".