Updated questions. Added a new one.
1) Same landing lag it is. I'll use SH Bair (no FF) against opponents who are trying to PS or if their shield is low and I'm trying to footsie them.
2) Ishieymoro. Jump shine from ledge (no ledge drop, that's suicidal) still has enough vulnerability frames to get hit out of it. I don't know how much, but the CPU can do it reliably.
As for telestep/lightstep jump shine, it's hard to get the jumpshine off as you can't buffer it. Holding down too early causes a semiscar. Lightstep jumpshine doesn't give you enough distance to be useful. Telestep jumpshine appears to have a possible use, but getting a long distance telestep is hard as hell.
I'm putting this on my "maybe try mastering later" list.
3) D3 and maybe Falcon seem to be the only ones that this might work on. Also, if proven doable, I totally think it's worth it if you're at high percent up 1 stock and your opponent is trying to edgeguard you.
Only 3 characters fall faster than Wolf (normal fall, not fast fall). Source:
http://www.smashboards.com/showthread.php?t=244329
1. King Dedede (1.95)
2. Captain Falcon (1.84)
3. Fox (1.83)
4. Wolf (1.80)
As such, only those 4 are possible. However, it's worthless to do on Fox or Wolf as you can actually make it back to the ledge after a Shine gimp. Note that the closest two after Wolf (Snake at 1.73 and Falco at 1.71) aren't worth doing even if it does work. You can make it back vs Falco and Snake can probably get eventually for a c4 recovery.
That leaves Falcon and D3. According to our frame data thread, shining D3 gives us 6 frame advantage. Shining Falcon gives us 4. That means Falcon can theoretically get out with an airdodge. However, if Falcon doesn't have his second jump, airdodging would kill him, so it can work against him too.
The real question is SDI. If they can SDI out of range for another shine, Wolf will have suicided for nothing.
4) Tell me about DAIR.
I'm hoping to implement FH Bair Dair crossover (no FF) into my game as an anti spotdodge. I'm not sure how well Dair is at punishing spotdodge lag frames though. It's unfortunate that FH Bair Dair can't shieldpoke worth crap.
If it at least ate more shield on hit...ah well.
a) How safe is it?
Shieldgrab isn't a problem as I'm doing a crossover.
According to our frame data, Dair has 1 more frame of blockstun, but 10 more frames of landing lag when compared to Bair.
Dair has pretty decent shieldpush.
I will be sliding away from the opponent due to the crossover.
With that in mind, how safe am I from hitting a shielding opponent with this?
b) How well does it combo?
I know other people have tested it before, so I'm looking for their results. I've done a little bit myself in training mode and found that the consective hit meter was happy in two situations.
1) A few percents before it starts launching, Dair guarantees moves like Jab and Dsmash, possibly more.
2) When it begins launching, opponents appear to be unable to airdodge until near the peak of their trajectory. Uairs/Fairs/Bairs all seem to be able to hit them. At lower percents, grounded moves like Utilt and possibly Usmash if they are large enough hits as well.
However, since I haven't done this versus a real human opponent who is trying to escape, I don't know how reliable these combos are.
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impostoroak557 said:
What is the input to tech a Falco spike?
1) Before the Dair hits, spam QCDI (quarter circle DI) towards the stage. As in, rotate your analog stick along the left or right side so there's always a left or right input. Do it FAST. This should teleport Wolf into hitting the stage when Falco lands his Dair. If you aren't hitting the stage, you're doing it too early/late/not fast enough.
2) Press shield just as you hit the stage. You will tech the spike.