I think this footstool discussion is a very interesting topic.
Before GIMR released the video, we regularly saw players using footstools to mix up their landings (a good recent example would be VoiD vs Nicko).
I've personally been using footstool to get away from landing traps (especially against shields) when I used my double jump previously (it worked even before Ultimate), but I didn't realize it was consistent in Ultimate (due to i-frames) and just considered myself lucky if I got away from an attack. Because I mashed jump to do this, I unconsciously used this technique and probably escaped some attacks with the i-frames without realizing it, and I didn't use it as much as I could have (because it's counter-intuitive to aim for the opponent while landing).
So what's my point? Well, I just wanted to show that you don't need in-depth information about something to already be using it. Similarly, even if you never checked it, you probably have an idea of your character's frame data : their fastest move, which move lingers, etc...).
Even if you don't know why something works, if it works, you're going to keep doing it subconsciously. You don't need to have data about something to have it implemented in your gameplay. However, having more information about it allows you to actually think about the specific situations where it's worth going for.
You should probably know this, but nothing is going to change the meta or be - litterally - gamebreaking. But with this approach, GIMR made players do some research & labbing so that this trick gets optimized quickly and used in actual games, thus allowing us so see how good it is in competitive play. So I think it was a good move from him, it benefits him (views & stuff) and players (unlike most clickbait stuff like ZeRo when he was still talking about the game).
With that being said, let's talk about the tech in itself.
I think it's insanely good in some match-ups, it makes expending your double jump not a bad thing and forces another read by your opponent to catch you. People saying "try this against me, please use your double jump" are COMPLETELY missing the point. This is a mix-up to land, again, in certain match-ups. In the same vein, people dismissing this trick saying "I'll just hit you from the side or something" don't understand that if the existence of it changes their way of juggling, it has already fulfilled its role and potentially changed the outcome of the game.
It is NOT meant to be used to stall for 7 minutes, BUT it can definitely help time out strategies in certain match-ups on certain stages (for the record, I'm fairly certain Kalos is going to have to go as soon as someone has the mental fortitude to play lame enough with a good character, as it invalidates all slow characters). It is meant to add a layer of depth in terms of how people play advantage & disadvantage.
Most of the time, anything that advances the meta benefits already good characters and nerf bad ones.
This tech is no exception, as it makes :
- not having disjoints even more detrimental. This one is pretty obvious.
- having good air mobility even better. If your character outmanoeuvers your opponent's, you already have an easy time playing evasive, and with this, it makes catching you even harder (potentially impossible in some match-ups on tri-plats / large stages). Your opponent can't counterplay this by aiming for the sides / spacing their juggling attempts, because you'll outdrift them, and if they get overzealous and you have a better fall speed than them, you can even be in a juggling situation yourself after getting out of disadvantage for free.
Some characters that are already fast enough to abuse this even have the luxury of having a D-air that makes them fall instantly to whiff punish (yes
you're one of the big winners). And being a fastfaller is already broken (seriously, who had the idea to give them a better frame data on airdodges despite high fall speed already being such a good trait?).
I'm not even including the free escape that this tech is for untrue strings (see Captain L's video). Making combo based characters less reliable isn't a good idea in a game where good characters are usually the ones with an easy, straightforward and still rewarding neutral game (for instance,
's F-air + its follow-ups deal more damage than most
combos, despite the former being a neutral king and the latter being supposedly a combo based character).
Good characters (speed, range) can pressure outside of combos and strings, but bad characters can't.
Funnily enough,
can't use this tech to help him land (due to multi-jumps and obnoxious air and fall speed), and it's one of the better candidates to get timed out by this, but if we're talking about using the foostool as a combo breaker, he's probably the one that benefits the most from this frame 2 (or frame3-4 depending on your execution, since it can't be buffered), due to having no offensive combo breaker, a F3 airdodge, and multi-jumps (meaning that he doesn't really care about getting his double jump snatched if he gets hit before the footstool comes out).
In the end, I think intangible phantom footstools on attacks are very unhealthy. For the most part, they benefit already good characters and hinder bad characters and can encourage a very lame gameplay to invalidate the most unfortunate characters. This game already has serious balance problems (we are all biased because we will always compare Ultimate to past smash games, but in soon 2020, this really shouldn't be acceptable for a competitive game - I mean, take a look at OrionStats and watch for yourselves), and intangible phantom footstools are very much unneeded in my opinion.