Reading what you said I'm actually more inclined to put auto-canceling in Dair, but would it be that Dair is canceled after a certain frame? Sorry if I'm a bit tired. The reasons I chose side-B and down-B in IASA was because if a player wanted to stop his Dair with, say, a spinshot getting from offstage to behind the opponent, that would help with not only adding an extra mindgame but catching the opponent offguard. Or side-B canceling but as you said the side-B/down-B cancels probably wouldn't work in battle.
Side-note: Hey Dark Sonic, long time no see!
Yeah, I've been away cause of school and stuff (and I got my hands on a few RPGs
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
. I can't put those kinds of games down)
Anyway, it wouldn't really be a cancel, it would simply be "after frame X, skip dair landing animation" I'm not sure how that would translate to PSA, but if you need some kind of reference you can take a look at Ike's bair (which auto cancels long before the move actually ends) and emulate that.
Also...spinshotting out of dair is cool and all, but would probably have very little use on stage. It would pretty much ONLY help his recovery, which is an area that he really doesn't need much help in. Don't get me wrong, IASA would definitely have some nice uses, I just feel that auto canceling would be better.
You can't cancel the landing lag with either of the Spin Dashes (only while in the falling down part of the d-air)... And only down-B (Spin Charge) refreshed your double-jump, and only it you land before completely entering the charging state (so if you manage to get enough height, d-air, then cancel it into a Spin Charge while significantly above the ground, you won't get your double jump, even if you wait until landing to unleash it, but if you initiate the Spin Charge right before going into the landing lag, thus landing before the first charge animation is finished, you'll get your double-jump back).
I had forgotten that different animations of the same move won't carry over the functions of said move <_< (basically, I forgot that the IASA wouldn't carry over into the landing lag
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
my bad).
Also, nice tip about landing before the first charge of down B.
This pretty much sums up why I suggested it. Its not a great move but IF Sonic gets the chance to charge it can be a great approach move but the problem is it is impossible to charge. Side-B you can time the Inv-frames to go through projectiles for example, allowing you to charge it. Apart from the speed of the approach there is nothing good about spincharge it. Hence why it is never worth charging and mainly used for ASC like you said.
Because of the above reasons such a change would not be broken and would be alot more incline with Sonic's Concept (Speedy *******) than adding Inv-Frames to his moves.
1. That would probably be EXTREMELY hard to code.
2. The problem isn't that charging it takes too long (max speed only takes 5 presses), it's that getting into the charge state itself is slow. That and the fact that it's a mid damage ground move with not so much disjointedness (so it's VERY easy to clank or beat) and limits Sonic's options while in the ball.
Your suggestion doesn't really fix the problems with it (not that it's really a move in need of fixing. It's still a decent punisher as is and it's pretty hard to punish with all of it's cancel options)