I really do love that ftilt looking angle that gets frozen in place with the hitlag EL; just screams GOD LIKE
Optimally you'd land with up air or nair, obviously, but eh, fair angles/hitboxes are still a lot more ingrained in my psyche.
DB1 -> aerial isn't some staple thing to rely on. We spent like 2-3 years during Brawl telling people short hop double forward air wasn't some bees-knees ability and it was actually highly punishable by anyone confident in the match up. Tell me how something which has over half a second delay between them cannot be shield dropped (7 frames) dashed to shield (maximum 17 frames, average was 11) and then still have 10 frames or so to do whatever you want. That's the truth of short hop double aerials and to an extent, why it doesn't phase me too much that we cannot short hop double aerial normally.
So yeah, I feel confident in saying it's the new short hop double aerial (or 'fair') because it wasn't that amazing to begin with. But it's still an option and the fact is that DB1 is positive on hit for us (unlike in Brawl), has vertical momentum properties (if it's like brawl, it's animation literally 'pushes' marth upwards, rather than stalling him, just you cannot do the move fast enough to perpetually go upwards),
And is a transcended priority option in a game where aerials can be outprioritised by stronger moves :<. Marth isn't meant to wall in this game, as has the loss of shdf shows us, but we're still meant to be god on earth in the air - versatility and all.
DB1 in the air isn't unheard of either, it was used a lot as a vertical staller in the 09-10 meta, and in '13 Salem was using aerial DB1 as a core spacing tool for his Marth in a way that was undoubtedly amazing (Ramin and I both were like "what is this?... it works... [they went even in marth ditto mms]). I never really understood why or how he used it so well (this is pretty serious:
something I didn't get about Marth in Brawl), but I deduced it's really how potent Salem was at using vertical stalling tools to place himself in a better position for reactive forward airing/other aerials (much like why we full hop retreating forward air), more inputs, more reactionary skills required, etc etc. Salem showed several of us (neo, myself, ramin, and a few others) that he was probably top 5 Marth in the world yet he never brought it out at tournament.
The ability to be able to strike twice in a jump is why that option is good. People have to adjust and respect that this can happen. "Oh you see Marth use an action in the air?" -dash attack-. Suddenly less appetising and requires more timing/thought from the opponent; the vertical stall could just be the ticket that makes that dash attack whiff too~
Funnily enough, I also refer to whiffing aerials as "you may as well have just jump air dodged, it's actually safer" during the Brawl days, and funnily enough it's actually a thing this game due to being a 30 frame option (when db1 is 33) that only has a 7 frame cool down, you can do all your aerials out of that air dodge in much the same way, and if DB1 wasn't actually positive on hit or a vertical stall, I probably wouldn't be recommending using it.
I also like that I can db1 in the air and fast fall/land without the landing lag of his aerials.
But I know, deep in my heart, that the future of just getting better at Mikeneko forward airs (short hop reactive auto cancelled fair) is where we'll likely still go anyway as the game advances; but the lack of any auto cancel on fair really does destroy us brawl players from just transitioning into using it the same.