Didn't quite get it. ASDI occurs on the first frame of hitstun, which is the frame after the last frame of hitlag. It's also not an angular change but a positional one. Only regular DI affects the angle. Pseudo-CCing works by the mechanic that simply cancels hitstun upon landing, and puts you In a regular empty landing state, with the exception of moves that send at any horizontal-or-lower angle (although that exception may not apply to semi-spikes hitting already-airborne characters). Hitstun is even canceled if you get knocked down, but obviously puts you into either a tech situation or a laggy knockdown animation. The knockdown threshold is 80 knockback iirc.
So here's a little table or what-have-you of different situations:
For moves that send above horizontal angle-
If ASDI-down distance > vertical launch distance on first frame, and knockback value < 80,
you CC with 4-6 frames of landing lag depending on character.
If ASDI-down distance > vertical launch distance on first frame, and knockback value > 80,
you CC into getting knockdown, which you can tech with godly timing of pressing shield before you get hit.
If ASDI-down distance > vertical launch distance on first frame, and knockback value < 80,
you would get launched without going into a tumble animation, meaning no knockdown if you let yourself land (idk if this situation can even happen).
If ASDI-down distance < vertical launch distance on first frame, and knockback value > 80,
you get launched, and are past knockdown threshold, so you'll go into tumble, then knockdown if you let yourself land.
For moves that send below a horizontal angle-
You never leave the ground, so you can't ASDI-downward to land to go into the landing animation. You also can't ASDI/SDI this angle upward, something intentionally programmed in so you can't make yourself go airborne then land again to cancel hitstun. The only results are
You get sent sliding without being knocked down (semi-spike under 80 knockback)
You get sent sliding knocked down (semi-spike over 80 knockback)
You get crumpled over, which is the low-knockback hitstun animation for spikes/meteor that don't lift you off the ground
You get spike-bounced, which has 80% of the launch speed but 100% of the hitstun (easy to combo out of), if the spike/meteor hits hard enough to knock you down
I'm not sure if sufficiently strong semi-spikes can lift you off the ground given sufficient knockback.
So if anyone has more details on that (or corrections/details on anything) I'd love to know more.