cisyphus
Smash Ace
I'm having a bit of a problem here: I can get the Aerial Interrupts from ledge relatively consistently on every stage, but Battlefield alone causes me problems with it. My method on other stages has been to essentially do a SWD kinda of input: I'll hit back to ledgedrop, and immediately smash the stick toward the stage will also jumping. In my mind, this should be giving me the optimal AI inputs (and it appears to do so in practice as well**), as I spend the lowest amount of frames actually falling. But when I do this on Battlefield, I get caught under the stage. What inputs could I use to mitigate this problem? Could this input maintain the advantages of my current inputs, or should I learn an entirely different method for Battlefield?
**Additionally, if I'm mistaken on this point, correct me. I seem to have trouble getting the invincible haxdash as well, but I attribute that to not acting on the earliest frame of the ledgegrab, the auto-cancel landing, or both.
As an aside, how much worth is there in using AI on platforms (not strictly in the context of Battlefield, either)? I'm thinking of it in the context of techchases, but am not sure if it's faster to AI -> smash turn (if necessary) -> down smash / AI -> F-Smash versus DJ -> down air into a free followup. I assume the former, but then there's the question of whether f-smash/down smash is better than d-air -> b-air / n-air. You might also be able to AI -> Smash turn (if necessary) -> u-tilt to get the same basic concept as dair, but be way more flashy about it / punish a jump harder.
FJ AI on Battlefield Side Platform:
01-03: jumpsquat
04-13: Airborne, Up air won't AC
14: Up Air input
15: Up Air startup
16: Auto-cancel on platform
17-20: landing lag
21: first actionable frame
The up air also auto-cancels with a frame 15 input. If you short hop, you get a whole bunch of available frames to AI (20-37) but obviously trades speed for consistency. Doing a fast DJ probably affects this as well, but that's a lot more variability than I'm willing to tackle.
**Additionally, if I'm mistaken on this point, correct me. I seem to have trouble getting the invincible haxdash as well, but I attribute that to not acting on the earliest frame of the ledgegrab, the auto-cancel landing, or both.
As an aside, how much worth is there in using AI on platforms (not strictly in the context of Battlefield, either)? I'm thinking of it in the context of techchases, but am not sure if it's faster to AI -> smash turn (if necessary) -> down smash / AI -> F-Smash versus DJ -> down air into a free followup. I assume the former, but then there's the question of whether f-smash/down smash is better than d-air -> b-air / n-air. You might also be able to AI -> Smash turn (if necessary) -> u-tilt to get the same basic concept as dair, but be way more flashy about it / punish a jump harder.
FJ AI on Battlefield Side Platform:
01-03: jumpsquat
04-13: Airborne, Up air won't AC
14: Up Air input
15: Up Air startup
16: Auto-cancel on platform
17-20: landing lag
21: first actionable frame
The up air also auto-cancels with a frame 15 input. If you short hop, you get a whole bunch of available frames to AI (20-37) but obviously trades speed for consistency. Doing a fast DJ probably affects this as well, but that's a lot more variability than I'm willing to tackle.
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