Well, that's possible as well, it's just an example. It gives them time to think though, which can be detrimental. After the % where jab doesn't reset anymore, it becomes really difficult to react especially in PAL so I don't really like throws. I honestly don't see the point either - tilts and dash attacks lead into tech chase all the same, though it's better to just go with a full combo. In PAL dthrow at the ledge is golden though, as they will pretty much need to DI away which gets you into a wonderful edgeguarding situation. It all depends on the situation on the stage.Why not just dash attack > grab > dthrow > tech chase > 0 death follow ups. if they are in position to get jabbed after a dash attack you can probably just grab them which is probably far more rewarding assuming you've fine tuned your tech chase game
all this jab and dtilt is just asking to get crouch canceled shined or something.. idk. grab just seems way better to me
You are in a position to jab after just about every dash atttack so that's not an issue. People underuse jabs anyway. If one isn't enough to keep them in the air for long enough, two should be. Inserting a jab in between nearly every move in a combo can really screw the opponent's head up.
The main thing to get out of my post is that one should go for setups and frame advantage, not for guaranteed damage that resets into neutral. In Street Fighter or just about any fighting game you never see people perform max damage combos unless it will kill, they go for the combos with the best setups instead. The same thing is true for SSBM even though the systems are pretty different. Even so even many amazing Sheiks are rather lacking in this regard. Dsmash is the main offender, I don't think it should be a finisher unless you have a good read that makes you expect them to DI it wrong and if it will give you the edgeguard in the case they will. If it's a guaranteed kill it can be the finisher of course, but 8% + setup >>>> 13% + reset to neutral