@ Meneks
D-tilt is a relatively low commitment move that helps give Marth control of the ground (combined with dash dance, grab, and other shenanigans but those are the other main ones). As a general rule, nobody wants to fight Marth from the air because sword. So controlling the ground is obviously important because... it's how almost every character wants to fight him. Anything that facilitates ground control is probably something Marth will like because his character is a walking anti-air anyway just by design.
D-tilt also swings in front of him, quickly, and doesn't have a lame arc for the opponent to out-time. So long as it starts up, it comes out where it's supposed to be. None of this... "It almost protected me!" nonsense that his fair and such sometimes incur due to the nature of arc moves. There are some drawbacks to the move, but it really does do a lot for Marth.
Because of its range & low lag, d-tilt can often lead to hilariously illegitimate combos too. God knows I've landed d-tilt > grab way too many times to count (opponent gets d-tilted, shields, then grab [although admittedly I don't grab in reaction to the shield... more out of habit than anything... though my Marth sucks anyway lol]). D-tilt can't be counterattacked easily (especially if you spaced it decently) so you can punish their defensive decision (which is what PP was getting at with his little thing on responses to d-tilt and their counters).
Also, dair > grab can be cute if people CC into an attack vs d-tilt. It's not significantly better than just grabbing them though (unless hitting the dair puts them into a specific percent that opens up a combo option, which sometimes comes up vs Sheik and such).
Random side note that has nothing to do with d-tilt: sourspot u-tilt ***** super hard.
@ Tai
You seem sloppy at the edge at some very inconvenient times. Kind of lame to have the edgeguard follow all nice & ready to go on Sheik and then poof hits you :/
You also seem to flail a lot with kill moves when you can't put the stock away or mess up. Can't lose composure like that. You start to look visibly sloppier and make awful decisions leaving platforms, in ground combat, etc. I get that it's frustrating or whatever and sometimes we can't but think "Why won't this b*%$# die?!" but you can't let that frustration (or whatever emotion) show in your play.
I feel you waste a lot of grabs. Like, you have combos or platform setups at X% but forgo them to do a tech throw. Which can work, I guess... but why do more work? This guy seems to have some bad combo break habits anyway so I don't see why you wouldn't toss him above you or on the platform :/
I don't think f-smash should ever be used mid-stage vs Sheik unless you're comboing into it, tipping it, or tech chasing it. Grab and other launchers (u-tilt I guess?) will always lead to better things IMO.
I think you should try sourspot u-tilt as an edgeguard move. It feels like it hits Sheik off at a better angle than f-smash. You have to time it as she's standing from the Up+B lag though - you can't just do it ASAP or her animation will crouch it.
I feel that comboing for Marth vs Sheik should prioritize maintaining control so he can set up an easier edgeguard if possible. I saw you end a combo on BF with reverse Up+B but I feel if you continued to 'hold' Sheik and push her offstage, you probably could have gotten a better return. Sheik doesn't really have a good way down from Marth or around him (low aerial mobility) so I really think push-style combos (as long as you protect yourself well) can be brutal on her. Well, as brutal as Marth can be to her, anyway. It may seem dumb to finish with soft fair but it doesn't really matter what you hit Sheik off with as long as you can force her to poof...