Hark17ball said:
to use DSmash sparingly. I hardly use it as I feel its just crappy onall aspects. Thoughts?
The knockdown tech chase out of d-smash is not fantastic, I think it's the end-lag on the move that means it's only got a specific range out of which it's actually useful. The back hit is considerably better than the front in this regard but you have to be on point at mid-high percents particularly with a reverse charge shot.
I've been working diligently on creating proper combo trees based off of visual cues because ultimately doing piles of math in the middle of a fight is just not happening. It's simply easier to know "I landed X now Y and Z are available".
So for example when you land up-tilt -> d-tilt true combo where the target is visibly locked into hitstun, you can land d-air -> d-tilt OR d-air -> d-smash true combo. That is the natural flow of the combo tree, one combo causing sufficient damage to overalap the window of the next combo. In this instance, I actually favour the d-smash, specifically because it gives me a more advantageous situation than d-tilt, d-tilt not having any true combo out of it, a tech chase opportunity puts at significantly better advantage. Also if the d-air is landing crossing up or right on top of them, the d-smash is better option since d-tilt will likely miss. (d-smash will not true combo on back hit, but if they end up behind you you have a chance of stringing it).
You're actually quite good @
Hark17ball
incidentally, don't short change yourself, I didn't comment on your earlier vids because I can't possibly comment on everything, you're fond of gambling for the big hits rather than the guarantees like up-air (soft) -> up-tilt as am I.