AuraMaudeGone
Smash Ace
Quoting this ancient thread and SSBwiki (Descriptions may be a little off)
In the Tier List thread I asked what's the point of keeping this feature around because in my opinion it causes such a nuisance to a chunk of the cast when on the offensive.
Crouch Cancelling
ASDICrouch cancelling reduces the amount of knockback dealt to the user, often stopping their movement completely at lower damage percentages. Because the control stick must be held downwards in order to crouch, crouch cancelling also effectively guarantees a lower launch angle, due to directional influence reading the downwards motion.
Automatic Smash DI :
An Automatic Smash DI takes place there on the 1st frame after the hitlag.
It's automatic because you don't have to smash anything to do it, the game just reads the position of your control stick or C-stick on the last frame of hitlag.
The C-stick outprioritizes the control stick. You can hold 2 different directions, the game will use the C-stick for the ASDI : you can DI one way and ASDI another way.
The ASDI is exactly like Smash DI except that it goes less far, and you don't see it very well because you're sent flying at the same time.
On techable hits, it can make you tech on walls or ceiling just as well.
One very important thing is that you can tech on the floor as well if the ASDI makes you go down on that frame.
The instant ground techs on other moves than Fox's shine all come from this.
ASDI Down, the true Crouch Cancelling effect :
If you're grounded and take a move that sends you upwards but not very fast, ASDIing down'll make you go downwards on that frame. You'll then either bounce/tech if the hit is techable, or just land with no stun.
If you're grounded and take a move that sends you down, if it's untechable, Forbidden Smash DI applies and you'll stay stunned on the ground whatever you try to do (DI doesn't seem to work in those cases, too.)
If it's techable, you'll see a green flash on the ground at the beginning of the hitlag and you'll be sent up. You can try to ASDI down that and you may bounce/tech that hit.
For example, Fox's Aerial Down A sends you downwards and is never techable.
Falco's Aerial Down A sends you downwards and becomes techable at low/middle %
Falco's Phantasm sends you up if you're grounded but sends you down when you're in the air, and it's always techable.
Fox's shine sends you horizontally when you're grounded.
In the Tier List thread I asked what's the point of keeping this feature around because in my opinion it causes such a nuisance to a chunk of the cast when on the offensive.
It's not so much that. It's more of what @UFS TreK is trying to get at. By principal, why is it good that I'm getting punished for successfully hitting you? (outside of a counter move situation). I'm not denying that you should be read and punished if you become predictable during neutral, but CC/ASDI down isn't a healthy way to do that.
Yes I agree there are solid ways to get around CC, but like I said earlier some characters have a really tricky time doing that.
Disclaimer: I'm not advocating that it should be be removed, just want some healthy discussion and I'm curious about other people's opinions.2) Feels like a unnecessary layer of neutral. Could you imagine using any move immediately OOS? That is what you're sort of describing here minus getting hit with damage
3) This is where we divide. I feel like it's more of a system issue than a character specific one. It's a really sloppy defense option, like @MLGF said earlier, as a system feature it's not universally fair throughout the cast.