Stylo Ren
Smash Cadet
Limit cancel is great in neutral, though, and I find my neutral game becomes worse when I get in limit, which is why once I get in limit I try to never play in neutral, and try to take control of the stage when I get close to full bar.Charge Time nerf is a nerf lol.
It's great to have a positive attitude about it, but the only benefits that come out of it is that you can do limit cancel stuff for longer; but that's already really situational.
Reports of Aerial FT are that it kills approx ~20% later. So setups into it dont lead to stocks out of the blue as early as they used to. It seems like you're just gonna end up fishing for FT kills in the air.
We can force approaches for longer and play a patient punish game, matchup depending. While it is technically a nerf, I don't see it as one and am not bothered by it.
That really bites for FT though, dair hitconfirm was a monster.
Its still got airdodge punish potential, which is mostly what I use it for outside of the hitconfirm