Just to clear things up...
I read in a recent post (can't find it >_< ) that although using your shortest aerial is usually best to cancel momentum after being launched, air dodge actually starts sooner
'tis true. Here's my [
video demonstration].
I'm not sure how many frames an advantage it is, or if it even is a particular number of frames rather than something proportional to the knockback or w/e. But Ankoku's probably right, if it was in fact Ankoku.
Anyway someone then showed a chart from AiB showing that for many characters, an airdodge actually IS the best choice, since the 13 frame earlier thingey helps it go under their fastest aerial.
Keep in mind that the only point of airdodging is to escape hitstun, so that you can do something else -- like a Jump or Special. That's also the reason for using an aerial to escape hitstun --
except that the aerial itself can be fastfalled (airdodges can't). So IF you're going straight upwards you probably want to fastfall an aerial instead of airdodging, even if your aerial ends later. The exception is if you have a momentum-"braking" special move to use afterwards (ex. G&W's bucket), and you know you'll have the time to use it after your airdodge.
If you're more worried about the side killzone than the ceiling killzone, then yes you'd want to airdodge if it finishes earlier than your fastest aerial.
Now I want to ask 2 things:
-Is this true about the airdodge starting 13 frames before your fastest aerial? I'm confused because if it is, many people have been doin' it wrong for ages, judging from videos.
Many people have been doing lots of things wrong for ages
but double-check that they're using a character with an airdodge that ends earlier than their fastest aerial, AND that they weren't afraid of the ceiling killzone.
-I saw on the TL boards that a Zair can cancel an airdodge! If this is true, wouldn't airdodge+instant Zair be the ultimate momentum cancel for Link, Toon Link, Samus and Lucas?
It is true, Zair can cancel an airdodge. BUT, it is a terrible momentum-cancel; all of the Zairs way outlast the airdodges, as far as I can tell. It's useful if you were able to DI parallel to the ground and can actually catch the edge with the Zair, but that's it. You can't fastfall the Zair, either.
Also I think this works for items throws, but I'm unsure whether you can throw an item as early as you can airdodge.
Heh. It does work for item-throws. It doesn't seem like you can throw an item as early as you can airdodge; the throw button doesn't work. BUT, you can
cancel the initial frames of the airdodge with an item throw. The item-throw is super-fast (faster than waiting out the airdodge). Like an airdodge, you can't fastfall it (but can fastfall after it's done), but it gets you out of hitstun super-early so you can use a momentum-cancelling Jump or Special, if you have one.
I brought this up in my [
Item-Throw-cancelled-Airdodge Momentum-Cancelling thread], but nobody noticed or cared