To clarify, are you double jumping before the input (rising panslam?) because there is to much lag to recover if you falling panslam?
i wonder how the panslam will be to avoid once our opponent catches on...
I always jump before I whip out my pan because I'd rather not triangulate when exactly I'd have to initiate Chef in order to land the hit based on how fast my opponent and I can fall in exactly 8 frames. Since it'd still be quite possible for them to start fastfalling at any point during these 8 frames, I wouldn't want to risk falling any lower than I would already be for a hit that wouldn't be guaranteed.
By jumping, I don't have to predict where I'll be because I've jumped enough times in the past to just
know exactly where I'm going to end up. Jumping always ends my fastfall if I'm in one, returning me to my regular falling speed once I start descending again while also sending me a set distance that I am very familiar with. I can choose to move in any direction that I want at the same time, and this can give me more positions to choose from when I'm deciding where I want my panslam to be.
When I want my pan's hitbox to be somewhere specific, I can call on my extensive knowledge of that jump distance and instantly know that whipping out my pan as soon as I jump will result in my panslam hitbox being in exactly the place that I need it to be. Quickly using Chef after a jump is also hardwired into my muscle memory since I've used shorthop land-canceled bacon a lot in the past as well. B-turnarounds, reverses, and wavebounces add even more options to where I can put my panslam.
Not only do I have more options when I jump, but it's also safer than not jumping because Chef's endlag is over around the time that I've fallen to the point that I was at when I started my jump in the first place. Combined with all of my muscle memory, it's also easier to do than not jumping. So this makes it better, safer, AND easier than doing it without a jump. It doesn't cover all of the same options for hitting an opponent that's already somewhat below me or too deep to even let recover with just Up-B afterwards, but it's a very effective tool for punishing an opponent that tries to interrupt my recovery too early.
Using panslam in a normal fall while conserving my jump actually gives me a better recovery afterwards since rising panslam doesn't actually leave me any higher than where I started it by the time Chef's endlag is over. This is why I make sure that I'm always within Up-B distance of the stage when I initiate a rising panslam. By the time I can act again I can immediately Up-B and get to the ledge to hog it when I'm at the maximum distance I could safely use rising panslam from. There's no way for me to be intercepted by my opponent on my way up since they are sent down and away from me, and every character but Ivysaur (Solar Beam) lacks a move with large enough range to possibly hit me once they're out of hitstun.
also
^ amazing gif by the way. did you have problems with the spacing the disjoint (either fading away or crossing up(maybe a bad idea vs spikes) to avoid hitboxes gannon dair in gif)?
Ganondorf was going for a read there. He expected me to jump back to stage as soon as I was out of hitstun and put his D-Air there to knock me out of it, but I've seen him succeed with this before so I decided to go for the ledge sweetspot instead. I was habitually using jump-Chef during my recoveries that day because the projectile was throwing a wrench in my opponents' attempts to edgeguard, but I noticed the position that Ganondorf was in and thought of something clever.
I decided to hit him with the pan out of a B-turnaround if he decided not to jump, and used the projectile to cover the possibility of him actually jumping so that I'd cover both options and keep him offstage for longer while I recovered. I didn't think that he would burn his jump on the exact frame that I panslammed him seeing as I only put that there to cover the case of him NOT jumping, and I used Up-B to get back to the stage as soon as I could act again. It was only on the way up that I noticed that blue ring coming from where he was before, and he didn't realize what happened until I explained it to him.
and as much as this tech is already super situational, would it make sense to RAR the rising panslam right out of the double jump? can you even RAR on your dj?
A Reverse Aerial Rush (RAR) is a jump made during the turnaround animation of a dash so that your back is facing the direction were were dashing initially but still keeping the momentum of it. While it's an especially useful tool for G&W, it's pretty much only applicable to B-Air and backwards F-Air. Special moves are the only moves that can turn any character around while midair (except for the B-Airs belonging to Marth, Roy, Olimar, and Lucario). Using a jump to change your direction mid-air will turn your model around, but the actual direction your character is facing as far as aerials go remains unaffected by this.
The direction you face any time you begin using a special move depends on whatever your most recent non-neutral control stick input was, excluding up and down. A "B-turnaround" uses this function to reverse the direction you were facing prior to using the move. Using this technique, you can shorthop out of a dash towards one direction while launching bacon in the opposite direction without using a RAR by pulling the control stick in the opposite direction of the dash after leaving the ground, then returning the control stick to neutral and pressing B.
You can also change the way you're facing for 4 frames (iirc) after you've initiated a special move. Changing your direction like this also reverses your momentum and is called a "B-reverse". The use of this technique contributes to G&W's otherwise lackluster mobility in neutral.
The use of a B-turnaround in conjunction with a B-reverse is called a "wavebounce". It's very difficult to use with Neutral-B moves like Chef without the game registering it as a Side-B, but it is nevertheless an advanced movement option that contributes to G&W's mobility.
Returning to your question, I'm assuming that you're talking about using a B-reverse. B-reversing Chef with intent to panslam can come in handy during combos, be it for extending them, ending them, and even assisting your movement for better follow up options. Chef is arguably the most complicated and versatile move in the entire game, and is undoubtedly G&W's greatest asset.
i wonder how the panslam will be to avoid once our opponent catches on...
If you use it right, they'll never catch on.