could you go a little more into detail on why the game acts like this? it will help me get this down.
Auto cancelling involves using an attack that only lasts for a short time, so the attack ends before you land, meaning there's almost no landing lag (there will always 4 or so frames of landing lag even if you do nothing). This was around in Melee, but on less characters (the shorthop was generally lower back then, so you were airborn for fewer frames) and it really didn't matter since you could L-cancel attacks anyways.
So the general math behind this is (and I'm just making up numbers):
Ganon's short hop: airborn for 60 frames
Ganon's Dair: takes 50 frames from start to finish
So you jump, and within the first 10 frames of airborn-ness you start his Dair, and it should end before you hit the ground, therefore landing with practically no lag, rather than starting the attack later and landing with your legs slightly bent and expirencing 30 or something frames before being able to move.
Alright, I've got my own question. I've heard that DIing is more effective if it's perpendicular to your original trajectory. That may be true, but will it save your life more effectively than holding the opposite direction? Basically, if I'm going to get hit straight up, should I hold down, or the direction my opponent is facing (left/right)?
And one more question: do grabs not give you your air jump back anymore? In Melee you got your jump(s) back just like grabbing a ledge or touching the ground, but in
this video Marth dies because he didn't double jump after being thrown of the edge.