I don't really know. It has about as much commitment as Forward or Down Smash, but is just a slightly lingering tilt. Yet, people roll into it all the time unharmed, sometimes they roll into it and start blocking it. I thought it could be decent at reading rolls, but apparently it's bad at that, too.
I've gotten some people by running away or past them and pivot (is this the right word?) F-Tilting. Usually after running past them. But even then, the results are lackluster, and risky.
Yeah, I don't know. Sadly, I like how the move looks, but D-Tilt and U-Tilt both do what this move could, much better and safer. About all I use it for is to clash projectiles when I want to show off. It seems to beat out most non-super projectiles in the game without canceling its own animation... it also sort of procs attacks like Arcfire and Arcthunder right in front of you so they won't hit you. If only this move became cancelable after its hitboxes, it would become an invaluable tool...
And I'm a bit late here, but for the previous discussion, I just want to add, I hardly use B-Air on stage unless it's to beat out an opponent's attack (an offensive defensive). F-Air as a whole seems much more reliable and safe, and I'm not sure how the damage formula works, but it definitely doesn't KO as well as B-Air. B-Air I think can be thrown out somewhat safely on landing, though, if it hits their shield and you're moving away, it seems to create some distance with decent shieldstun, but a lot of characters still can punish you (I do this if I think they'll dash attack or grab my landing). So F-Air in general, and B-Air for KOs and for its shield gimmick.