I personally like the down smash, but is it really your best option? It may be effective for hitting them out of the tech, but is the damage and knockback worth it? Space animals are very hard to kill of the top so spacing the downsmash to tip them isn't really doing much. Even running up to hilt them with it isn't going to have major effects until they are at a pretty high percent. It's also to laggy to follow up most of the time so all you are really getting is a little damage on them. It does cover a lot of techs, but it doesn't have any major effects on them. The down tilt covers fewer techs with the attack itself, but what you're really hoping for is for them to tech roll so you can run up and grab them using the IASA frames. If you happen to actually hit them with the downtilt you may still be able to grab them anyway.
At high percents this becomes a beast for tech chasing, but until then it just isn't as good as Marth's other tech chasing options (against spacies). Against floaty characters like Peach and even Samus I'll use this a lot more (especially in tech hasing them because tipping a downsmash will actually kill them).
I think that space animals are pretty much the worst characters to use this on (and Captain Falcon), but that's just my opinion.
First off. THE POINT OF THE DSMASH IS NOT TO KILL!!! IT IS TO DEAL DAMAGE, MAYBE PUT THEM ON A PLATFORM, MAYBE GET THEM TO AIR, MAYBE PUT THEM TO GROUND SETTING UP FOR ANOTHER TECH-CHASE!!!!!!
Got it? I doubt it. But I hope you did.
Second. After dtilt, you can't do anything. It's just the 10%. It comboes into nothing. If they techroll nehind you, you get a grab. The grab is a really good thing, but they won't techroll behind you many times, trust me. People learn. Also, you can just escape the dtilt by techrolling away. You can't really techroll away near the ledge. So the dtilt is superior there. You get a dtilt in in every case. If they techroll away(to ledge), you can dtilt again. If they techroll behind you, you can grab and set it up again. I thought I mentioned it?
Now. The throw-tech-chase best works on platform stages at low %'s. Otherwise you would just uthrow, right? I wouldn't dthrow tech-chase at 100%. I would upthrow into up B, 100% sure combo. The options Marth has for tech-chasing? Grab? covers 1 tech, sets up for another one... Dtilt? This one totally *****, I know. fsmash tipper? Getting into that later.
So, dsmash covers:
1. NO TECH: if they don't tech, they get tippered, which is like 16% damage, sets them up in the air, they'll go to platform to get owned by utilts and fsmash.
2. TECH ON SPOT: exactly same thing, same effect, can be timed so that it hits both.
3. TECHROLL BEHIND YOU: The second hit will most likely not hit with tipper if you spaced it properly. The damage it does is.. mediocre, indeed. But it makes the opponent fall down, giving you another tech-chase option. At the right %'s(Don't remember right now), you can follow with another dsmash tech-chase right after the last one.
Now, what tech does this not cover? TECHROLL AWAY FROM YOU. So, what will your opponent do after you have done the dsmash tech chase many times in a row? They will TECHROLL AWAY. Now, when you KNOW they WILL techroll away, what can you do? You can fthrow them to ground, wavedash after them, and space a fsmash tipper. Nice? Yes it is.
ALSO! I was NEVER punished for the dsmash tech-chase, I actually think it's not punishable unless you are near the ledge. The only way to punish it is to techroll away, and attack while you are in stun. Apparently the only time this became possible/viable, was when you used the tech-chase near the ledge, and they techrolled away(To the ledge, resulting in a long sidestep, essentially). However, near the ledges(edges?), the dtilt is the better option, so this should never happen anyway. So if it's unpunishable, and has only one way to escape it, makes the opponent fall down or pop up to platform.. Why not use it?
It appears to me that almost none of you have bothered to read what I have said. You probably just think: OLOLOL DSMASH SUXORS IT CANTZZ BE GUD!!!11!!1one!!!1.
But please, think about it, how it actually would work. I don't see what's so bad about it? The lag is not an issue, can't punish it. The damage it does is nice, and the setup sweet. What's wrong with it?
I believe I'll stick with more traditional (simple safe and effective) methods of tech chasing spacies.
Unless its a friendly I don't care about, I wouldn't be doing that.
Why? Because it's safe? Because it does nice damage and nice setting up? Because it covers all but one tech? Or because it's DSMASH?
Uncharged I think it has a little less knockback than Fox's up smash. It won't be killing spacies anytime soon.
Read my lips. NOT. FOR. KILLING.
Marths attacks are meant to be swift, accurate and as less punishable as possible. Down smash kind of goes against the "Marth way" if yah get what I mean. I'm not saying your idea was bad but down smash is just one of those moves that shouldn't be used as a common as a fair. It just makes Marth look slow. I wouldn't recommed this strat, but if yah think it'll work...feel free to record it and post yah results.
Meant to be swift? I thought dsmash was Marth's fastest smash. Meant to be accurate? Accuracy 75% AS A TECH-CHASE(that's excellent). Less punishable? This isn't punishable if you use it correctly. Did I say you will use this like a fair? Makes Marth look slow? So what?
And no, I don't get the "Marth way".