I definitely agree with this. This is really what will end up holding back the use of our amazing dodges as compared to Fox for example. Anyway, I just thought it was so weird having a good roll that I just had to bring it to everyone's attention. I was so used to thinking that roll is a plague to be avoided, but it would seem that it's now a totally viable option, even if we immediately run away. I remember playing Toon early on and having a friend say, wow Toon's roll is actually pretty good, and I immediately dismissed him out of hand XD. It was just so ingrained in my way of thinking that I could not even consider roll as a good option.Well, in addition to this, there's also the fact that most of our options out of a roll are relatively slow.
EDIT: and by options outside of roll (which is essentially his whole moveset) I meant to say that after rolling your fastest move would be a jab that only covers one side of you, and our utilt, which is fast, but we'd have to take into account the time spent rolling + the 9 frames before we have a hitbox out from our utilt.
Hmm. I guess this is pretty interesting, though not without it's issues which you yourself have already pointed out, i.e. the opponent needs to have already almost been killed to give us enough time and the fact that Up-B leaves us open, but then there's also a big issue of predictability. It's not even about whether the opponent will be tricked by this twice, it's like, you're jumping off-stage with a bomb, using your DJ, the opponent is diagonally up above you... what do you think is going to happen? In any case, I think it's great that you're thinking outside the box, and this is the thread to do it in.****I'VE GOT SOMETHING TO ADD, and double posting is bad, so here:
So you know how it's really hard to gimp someone with Toon because nair is tiny, zair doesn't have as much of an effect as it did in Brawl (not to mention, our recovery is worse and we fall faster, so it's not like we can run off -> zair anymore), and fair just takes so long to start up?
Well, our bomb fuse is REALLY short in this game. We just need to stall for a tiny amount of time before it'll explode on us. So, we can pull out a bomb, fullhop offstage, double jump, Spin Attack them (wow, a long duration hitbox that makes us rise!), let our bomb explode, and come back to the stage.
We can go really far offstage HORIZONTALLY above the level of the stage. Again with a crappy ascii picture:
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if === is the surface of the stage and --- is an imaginary line extending from that surface (so from the ledge, really), we can go pretty far horizontally.
It's going to be a super situational thing to do. pulling out a bomb, fullhopping, DJing, and THEN Spin Attack takes a long time to do. The only situation this could be useful in is when the opponent is sent offstage and *almost* dies.
No, Fullhop bomb pull -> dj -> spin attack will not work. The bomb doesn't explode early enough, especially because fullhop bomb pull means that the bomb will start its fuse at the peak of your jump as opposed to the whole duration.
Also, you may sometimes need to drift in freefall for a bit before the bomb explodes. So if the opponent airdodges through and the bomb doesn't explode early enough, it'll be pretty bad. Also, we're left without our double jump, which is REALLY bad if the opponent actually survives.