smash is only a game of patience where it is rewarding to be so. for example, marth vs falcon is an extremely debatable match for either side, but generally whichever character approaches first has the disadvantage since falcon and marth suffer equally difficult circumstances against good defenses.
it is difficult to get one to commit, and it becomes necessary to "guess" based on the current metagame and trends that go with it. This is why my B category has value. For example, sheik backthrows a fox at the edge of the stage. Sheik can respond with run off 2nd jump nair, throw needles, or anticipate something else reacting to the fox. however, sheik has no "solid" answers to fox's recovery despite how good her edge guarding really is. the only reason you would side with backthrow at the edge over something else is that sheik has no other guaranteed options from choosing a different option, and that fox is in a poor position regardless, still leaning to the prior A category tactics. There is nothing wrong with "guessing" so long as you are able to maintain an advantageous position. it is where you make a decision that allows the other player to make a comeback that I am advocating to remove from your arsenal completely. do not give your opponent a chance to come back or they often will.
you will find that by eliminating these "bad" plays from your game, your play often becomes more linear. there is nothing wrong with that so long as you continue to win. so long as you only have one option, so long as your opponent has effectively zero, you still win in that instance. in this way, the game often simplifies itself and is not an active decision of the player, much to the advantage of the smarter player. when available, shutting down your opponent completely is always the best possible strategy since it is the only guaranteed way to assure victory.
http://www.youtube.com/watch?v=QB4W3GaxJk0
sign on aim. we talk more.