I'd like to talk more about Advancing Air Slash. This custom could use some attention & love atm. Anytime a player feels comfy from a safe distance, they're really not, since the 2nd hit of AAS zooms forward & gets in their personal space real quick.
For a example of its capability, go into Training Mode as the 1st player Shulk with the AAS custom on & die in order to spawn in the middle, & set the 2nd player CPU Behavior to Jump. The 2nd hit of AAS basically hits with the edge of that slash.
I was thinking that this custom needs more looking into as well.
Wow holy crap. I never bothered around with AAS before, so I never noticed this.. Damn that helpless state has ****ing amazing air speed! It's insane!
I'd like to talk more about Advancing Air Slash. This custom could use some attention & love atm. Anytime a player feels comfy from a safe distance, they're really not, since the 2nd hit of AAS zooms forward & gets in their personal space real quick.
For a example of its capability, go into Training Mode as the 1st player Shulk with the AAS custom on & die in order to spawn in the middle, & set the 2nd player CPU Behavior to Jump. The 2nd hit of AAS basically hits with the edge of that slash.
And wow.
So here's my analysis of AAS
Air Speed after use of the move (same speed with both first and second strike) appears to be exactly the same as Shulk's normal air speeds. It is effected by Monado Arts still, so Monado Shield still has crappy air speed. This is a pretty big realization though, and it makes quite a difference.
It goes without saying the AAS has better horizontal recovery than AS. You can recover from pretty damn far away. To help you visualize this horizontal recovery without having to go in the game, here's an example: The stage is battlefield, and you're off the stage. Shulk's body is just touching off camera. When you are directly horizontal from the edge, so Shulk is level with it, you can use AAS to recover. Even from such a great distance!
As for height, it has a maximum height of normal air slash's first strike only. Once you hit B the second time, there is no longer and more vertical distance. Furthermore, you cancel out some of the vertical height when you press B quickly. The second strike of air slash sort of interrupts the first strike then.
So I did some testing to learn what's the best way to recover with AAS with a custom stage. I do a full hop from the platform then combine up B and drifting to see how far up and to the right I end up on the platforms
I start out with a simple AAS, not forwarded.
Then I do the forwarded version. As expected, the forwarded version has greater recovery distance. I proceed with the rest of the tests to be forwarded from here on. When I did this AAS, I did it shortly after I jumped and drifted in helpless state to the platform.
Another forwarded version. The only difference from this one and the last one is I made sure to use AAS at a lower height (longer delay after the jump). As you can tell, it's the same position as the above one, even though I spent a longer time drifting not in helpless state. This proves that AAS helpless drift is the same speed as the normal drift. You will cover the same distance if you are really high above the edge using it as if you are somewhat higher. I can confirm height does matter though, which I will show soon.
If you put a nice delay between the first and second strikes of air slash, you get noticeably larger recovery distance (same platform but more to the right, if I had another platform on top it might be on it).
Now here's what I get when activating AAS when I just become level with the top platform:
For maximum distance, Air Slash should always be used before your feet are just slightly above the land you intend to land on. Any time before then will produce the same distance/everything.
Finally, here's the distance if you only use 1 strike of advancing air slash:
^These two different pictures are again, one used when high up and one used when lower to show that the air speed is the same. Unlike both hits of AAS, just one hit of AAS should not matter at all when you use it, as long as you're close enough to the ledge to make it to it. Use it when you like. Unlike normal air slash, you don't need to save it til the last minute for best distance.
Speaking of normal Air Slash, here's the maximum results for that:
Also, here's the lowest platform in which AAS can recover by running off the side, drifting, and using the up B. For AAS, this distance is largest when Up B is used ASAP.
https://d3esbfg30x759i.cloudfront.net/ss/zlCfzS_mmqkoK0rsLj
Now... here's the lowest platform from which normal AS can do the same thing.
https://d3esbfg30x759i.cloudfront.net/ss/zlCfzS_mpP0QDpo8ED
In both instances, AAS has better recovery. The only situation I'd imagine normal AS is actually better is when directly below the stage.
So that's my in depth analysis of the recovery.
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With AAS, the improved air speed of free fall also helps when using AS to attack opponents off the stage and drift back to the platform. For certain combos which end with air slash, Shulk cannot make it back to the stage. However, with AAS, they can actually make it back to the stage depending on how high they are in relationship to the stage when using it.
Furthermore, unlike normal Air Slash, when AAS is used along the lip of the stage, the second strike snaps you instantly to the stage. This makes it safer in respects.
As Masonomace showed, AAS has great distance.
AAS can also hit light characters like Jigs, which normal AS cannot usually hit.
AAS seems worse at hitting already airborne opponents when they are at the top of the first strike's arc, as the second strike goes too low to hit them then.
So... I'm really liking AAS now.
edit: Fixed confusing typos
edit2: Fixed confusing wordings (I kind of typed that out poorly)