I get plenty of mileage online with run-cancelled smash UTilt. Air Slash with rage is one of the most frustrating moves in the game honestly. People fall out of it ALL THE TIME for me.
Note: This implies that you hit with the sweetspot near the startup of Air Slash from the ground.
Jump art becomes your friend at that point. I think it would be good for you to also test your own accumulated Rage effect against a spread of different weight classes. For example, you can mash B for
Jump art Air Slash from 0 - 100% on Jigglypuff & still connect both hits, but then can never
Smash art Air Slash Jigglypuff even at 0%. On the other hand, it's kinda meaningless to go for a likely kill confirm with
Jump art Air Slash with 100% Rage on Bowser because he barely reaches within range of the second hit. I would opt to go for
Smash art Air Slash on heavies or fast fallers almost all the time, &
Jump art Air Slash for the floaties or lightweights.
Players I fight against are slowly getting used to DI'ing behind us to avoid getting hit by the large horizontal slash in front of us. Reverse Air Slash is an option I feel will become a 50/50 if we predict their DI in the future. Be prepared for it if you haven't already. Either that, or delay the second hit & drifting away / backwards to catch their DI angle may net success.
I have to wonder, what would a good option to go for the kill with Smash art + rage be?
On the edge, the natural choice would be a throw. But what near the middle of the stage?
I have never, ever landed an ASOOS, but it sounds it would be nice to get. Other thing that comes to mind is a forward tilt, and perhaps an U tilt?
Also for some reason, I always seems to run into the misfortune of having smash d throw to barely miss the kill. King of makes me want to make a table of the percents every character dies, like they did with Ness B throw.
This is implying we have a window of opportunity to use a
Smash art augmented move for kill confirming? Then I'd choose Usmash hitting with the ground-only knockup into the second hit, if we were going for the strongest kill option from mid-stage. Forward smash angled up is also fearsome, but it's naturally better to use vertical-launching kill moves such as Utilt or Usmash in that case.
As far as ASOOS goes, it would be best to use on heavies or fast fallers so that you know they can't evade the second hit. Reversing Air Slash out of shield may also be required in case they perform a move that allows them to try crossing up from behind us. But back to the kill options, I think these do just fine with
Smash art from center stage:
- Utilt
- any smash attack
- Bair or preferably Uair
- Back slash from behind or Air Slash
Those moves listed are assuming we want to end their stock relatively early, since Monado Smash + Rage is a nasty thing to behold.