Sorry to bring this up again but in the competitive impressions thread they are discussing a technique I mentioned a while ago. I said
this exact exact very thing (although maybe not as clearly...) about pika and it's a wonderful.
I am now absolutely certain it isn't too slow. SHairdodge>uair invincibility frames come out on f2 and lasts until frame 19. There are only 3 frames of vulnerability at the end, so airdodge into rising nair leaves only 6 frames of vulnerabilty, uair 7.
Everything mentioned in that post pikachu can do, minus specials (they aren't worth it i've tried
), except nair to cancel endlag isn't necessary but can be replaced by pika's fair if you accidentally start airdodge too late.
Footstool AFAIK is 1 frame, and it is absolutely safe from anything buffered out of AD, but characters with extremely quick (~10 frames) u/f tilts might be able to act fast enough to land a hit, but it's absolutely nothing to worry about.
Pikachu can do aerials without rising, the endlag, i'm positive now, is not significant so long as you aren't predictable and you don't land directly in front of the opponent. Oddly, enough pikachu's nair has a shorter animation than uair by 1 frame, even though to me it doesn't look that way. But there is zero followup potential because of the higher knockback.
I recommend trying to incorporate this into your gameplay. It's not as useful as I initially thought it would be, mostly because if you could airdodge>an attack, why not just attack? But it isn't short on uses either. SH Airdodge works best if only if you predict an attack, grab/spotdodge, or shield. Basically the idea is to wait out their reaction and punish accordingly. I cannot stress that enough, if you do this in front of an opponent that didn't react you will be hilariously punished (If this happens,DI away or footstool out).
Also a video was posted in that thread about using AD to punish ledge getups. Pika can do this with SHAD>footstool on some characters (sheik, sonic, yoshi, mario,etc), and though i never considered using it like that I have tried making it work for punishing landings in the same way, because putting the opponent into the footstool animation is much harder than it seems given they always react when you get close.
Sorry for the wall, again. Any thoughts?