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TreK
Generally, quick multi hits are good in cc situations because it prevents them from crouching the strong hit. As far as I can tell, Dtilt, nair, and ftilt are all too quick to asdi down and enter full crouch before the final hit. Even weirder, the 2 moves you mention that are quick enough are the moves that aren't (jabs and bair). For those that don't know, when you asdi down (and crouch cancel, which is reducing kb by a third, then asdi'ing down) you go through normal landing lag (most characters its 4, M2 and a few others have 5). So in the case of multihits, if the time between each hit is less than/equal to 4, they cannot enter full crouch and thus you only have to worry about asdi down on the final hit. Spacing does matter for this though.
Jab 1 + 2
There is 11 frames between jab 1 and jab 2. Thats enough for most good cc'ers to get a move in there, much less true crouch the second hit. You mention this as not like nair/ftilt/etc. Maybe I am misunderstanding what you are saying?
Ftilt
This is quick enough to deal with it, though in my limited experience because of them removing the rear final hit you can asdi through incredibly easy. The only other 3.6 Full change that affects this is adding one extra hit (and I have no idea how 3.5 ftilt compares).
Dtilt
You mentioned this as breaking it at a distance, which is correct.
Nair-
This is the one that I thought was weird you claimed wasn't quick enough. The hits are definitely all close enough together. Upon testing in game though, when I actually asdi'd down (as wolf) he was too low to get hit on the first frame of the next hit and thus was able to shield/enter full crouch. So if you do an instant nair, your results may vary from a falling nair. It all depends where the hitboxes are and how big/tall the opponent is.
Bair-
Even if you count from the latest of the first hitbox to the earliest of the second hitbox (where spacing usually prevents both of those hitting), there is still 6 frames in between, allowing any character to asdi down + shield or full crouch the second hit.
All this considered, dtilt/bair/ftilt (bar asdi, if thats a thing) should be good v cc/asdi down. Nair depends on spacing, and thus I don't have enough info to say. Not having close range options can be fixed by buffing ftilt/jabs imo. It doesn't have to be absurd, ftilt just seems so easy to asdi, even though they said it should be harder to do just that. Jabs, if you speed up jab 2 you have another solid close range move that deals with asdi that is also quick. If I'm understanding jabs right, if they allowed jab 2 to starter earlier (not come out quicker, just allow jab 2 to start earlier in jab 1, essentially the same thing), it would have to be by like 7 frames. Idk if they are willing to do that.
And even all this considered, Ivy has options vs cc/asdi down. Not combo starters, but spacing is a pretty effective tool to deal with it and is not very clear when this discussion comes up that it is a valid option.
0 degree linking hit of Squirtle dtilt when?