lol the only person i can trust with the "continue the grab" option honestly is swordguard. the rest of you are not even close to consistent enough on snake at low percents near the edge with proper mashing from the other player to pull off a 0-death even 20 percent of the time i bet.
be realistic. Play to win. Most people arent gonna tech it
I understand where you're coming from with the practicality argument. It has definite validity, admittedly, especially since I can usually 0-death Snake a little over half the time.
However, the impasse I see is based on the risk/reward scenarios. From a theoretical standpoint, I see the following:
Continued grab sequence:
Risk - dropping the CG forcing another chase down of your opponent leading to possible damage (player dependent)
Reward - opponent has no chance of any measurable form of retaliation.
Throw Spike:
Risk - opponent survives via DI/SDI/Meteor Cancel forces another chase down of your opponent leading to possible damage. (opponent dependent)
Reward - less chain grabs and thus less of a chance of a dropped chaingrab
Both have their obvious rewards. But I have to disagree with your conclusion, at least in theory.
It seems that the risks in the second scenario would make any advantage gained moot. At which point, especially at higher levels of play, the more you control in the match, and the less your opponent controls, the more likely you are to win. That being said, scenario one is situation one can get more reps on when practicing because it's entirely player dependent (minus struggling for grab breaks) after the grab and thus easier to recreate than something that is opponent dependent.
Long story short: If you are good at CGing, then you should continue the CG. If you aren't, then the next best thing would be the spike. I agree with Hylian haha