I never once even entertained the idea that d-tilt was a better move due to its speed. IMO it's better due to the frame trap and advantage it gives you.
And when you jump in the air you make yourself slightly more vulnerable.
How on earth is that true? Marth players spend the majority of the time in the air to exploit Marth's amazing aerials. In what position are you safer from approach? Low in the air, where you can air dodge, DI, jump away, and use aerials (which are faster than most of your ground moves) to cover the entire area around you(fair covers below you as well) Notice what moves you rated above most others?
I think both moves do not require Marth to commit very much if at all, but d-tilt is far more spammable IMO and it leads to greater rewards.
Spammable when sitting on the ground vulnerable from all directions but low in front? If you whiff the first one you're toast. Greater rewards? Fair to uair to to utilt and fair to DB both have higher damage outputs starting from a safer position: the air
D-tilt also comes out on frame 7. Fair comes out on frame 4 as does DB.
I stand corrected.
I will say that Fair requires less effort to set-up with, but I honestly think that's just because alot of Marths are just used to using short hops to adjust themselves instead of playing on the ground more.
For good reason. See argument above.
I mean really...saying a move is low tier because Azen didn't use it alot?
Seriously?
Now you know that kind of reasoning isn't gonna fly on the Marth boards.
Ok, but thats not the only reasoning I have. I'm just using Azen as a great example of my points. He uses the moves I see as good and wins. As I said before, show me a vid of a solid Marth who, against a solid opponent, consistently uses dtilt to his advantage, and I will consider your argument more seriosly. Without it, how can I take your argument seriously?
Top tier is Marth's bread and butter. It's the core of his gameplay. The high tier moves are great moves that have strong properties. Mid tier are solid moves that have some weaknesses. Low tier are moves that should be used sparingly and when you do, they should be done with caution and alot of thought. Bottom tier should be avoided at all costs.
Based on the above, this is what I came up with.
Top Tier
Fair
Dancing Blade
High Tier
Dolphin Slash
Nair
Uair
Bair
Mid Tier
U-tilt - quick, great range, sets up for juggles
F-throw/D-throw/U-throw - awesome combo starters
F-smash - Best range of the smashes and has great utility in spite of its weaknesses
U-smash - great for sliding U-smash, great hitbox, hard to hit with and slow)
D-tilt
F-tilt
Low Tier
D-smash - very very very punishable. I hardly ever use it or see it used
Jab
Counter
Shieldbreaker
Bottom Tier
Dair
B-throw
Dash attack