1. TERMS OR VOCAB
jab= standard A move
ftilt= forward tilt or strong side A move
utilt=up tilt or upward strong A move
dtilt=down tilt or downward strong A move
fsmash=forward smash or side smash
usmash=up smash
dsmash=down smash
nair=neutral A arial
uair=up arial A
fair=forward arial A
bair=backwards arial A
dair=downward arial A
upb=up special
b=nuetral special
sideb=side special
downb=down special
fs=final smash
IKE'S SWORD
Ragnell, a sword blessed by the goddess, which is one of the only indestructible weapons in the series.The sword is one of only a few weapons that can damage the Black Knight's blessed armor.After their final duel, Ike continues to lead the army towards the Crimean capital and defeats Ashnard, ending the Daein occupation and allowing Elincia to take her proper place as the nation's queen.
Pros and Cons
Pros:
- Incredibly powerful
- Very long range on most attacks
- Heavy
- Neutral A combo and Side B are fast attacks that can be used to approach. Side B (Quick Draw) has incredible versatility, allowing him to perform numerous effective combos
- Up Tilt is long-ranged and quick
- Back Air is quick and immensely powerful
- Forward smash KOs at low percentages
- Two powerful, long ranged spikes
- Multiple attacks that can KO around as low as 50%
- Amazing horizontal recovery.
- Most attacks start up slowly
- Significant ending lag on several aerial attacks, special attacks, and Smash attacks
- Up-B is short ranged horizontally
- Large target
- Very slow unless moving with quick draw
Eruption is actually a good edgeguard because it has desent knockback. For most players, timing Eruption slightly earlier gives you a better chance, since after a point when he begins the actual attack, he has "super armor" and can't be knocked away. I found myself being hit before I could let go of the attack before finally being able to time it right and killing other players at ridiculously low percentages.
You can use a Fair or even a Dair or a Bair which is one of his fastest moves
you could jump off the edge and UP+B you opponent and possible aether spike him.
Down Tilt Spike
Down air Spike
Crouch stab Spike
3! Recovery:Over+B or UP+B 1. You can't over b then up b unless you get hit after finishing the over b move. If you DON'T get hit, you'll simply become exhausted and fall helplessly... so you only get the choice of one.
4! Combos: QuickDraw to aether For quick draw-ing into combos, you need to make sure Ike goes the distance but doesn't get too close to the opponent (he'll hit them)... so most of the time, learning the minimum distance for over b is good on the platform from which you'd be able to do whatever.
QuickDraw to Uptilt
Down throw to Aether
Nair+Nair+Fair
Nair - Jab Canceled jab - Jab canceled jab - grab - dthrow as an effective combo.you might be able to throw in an aether after the down throw at low percentages
5! Final smash:Ike
Name: Great Aether
Date posted on DOJO!: Mon. Nov. 12 2007
Set!
Description: I must be fair, since this is the "Final Smash" thread not the "Final Smashes that SonicMario wants to Talk about" thread. So I must give you Ike's Great Aether. Ike 1st grabs the Smash Ball and whoever is caught in it is hurled up in the air and when Ike comes up he bears on the unfortunate soul his Heavy sword in a Piledrive. It also seems to be able to hit Multiple foes into the Air. And if it misses any, they can't hit Ike, but they can add damage to the already screwed players. (Test how mad your Friends get when they are being hti by Ike's FS while your freel able to smash them into Oblivion)
Get Ready!
Advice for player using FS: I don't need to put much for 1 v. 1 combat. Just get close when in Standby mode. For multiplayer, try to get as many foes in your reach as possible.
Spike!
Advice for player avoiding FS: In multiplayer battles, avoid Ike until he starts damage on other people. Then forget Ike, attack the already woed characters getting attacked!
6! Here are some tricks that work with every character:http://www.smashbros.com/en_us/howto/technique/technique10.html
<Ukemi>
When a blow sends you flying, tap the shield button just before you come into contact with the ground, wall, or ceiling. You’ll bound off the surface with a little hop and, like a judo master, cancel any excess momentum that would have otherwise kept you careening around wildly.Press with just the right timing.
Since midair move-based recoveries have become more fluid, I believe some will find this technique to be slightly less important than it was in the previous game.<Perfect Shield>
The enemy closes in to attack. You draw him or her closer, then closer still, and just before the blow connects...Clang! You just performed a perfect shield! You’ll recover from the blow you just blocked with almost no delay and are in a perfect position to launch a counterattack!
<Stale-Move Negation>
Use a particular move too many times and the damage it deals will begin to decrease!And so it should. Let’s face it, it takes more skill to use a character’s full move set than to rely on the same attack over and over.
Moves will decrease in attack power when used repeatedly and get progressively weaker with additional usage, so try and weave a wide variety of attacks into your offense.
Also, if you feel like your attacks just aren’t launching the opponent as far as they should... Once again, I suggest you try mixing a few other moves into your offense.
<Glancing Blows>
This isn’t really a technique so much as it is a little tidbit of Smash info.When your attack just grazes the opponent you’ll hear a little "chik," meaning you’ve just barely grazed the opponent.
<Swim>
In Brawl you can actually swim a little bit when you’re in water. You’ll soon drown though, and the more damage you’ve accumulated, the less time you’ll be able to stay afloat.<Small Jump>
This technique is absolutely vital in a scuffle.Every character has a momentary animation before they jump where they sort of hunker down. If you let off the jump button before this animation ends you’ll perform a small jump.
Try using small jumps to close in and score hits on your opponents while dodging their attacks.
<Pivot Grab>
While dashing, press the direction opposite your current heading while performing a grab. You’ll get more range out of this kind of grab, so try pulling a 180 and scooping up your unsuspecting opponent with it.Some more good advanced tactics to use!
Jab Cancelling to do this jab crouch stand up and repeat
Ledge dropped aetherpush down from the ledge than up+B it will hit surprised edgeguarders
Strategy & Tips
- Ike's Forward-Smash is a good move. Learn to use it effectively, and you'll be KOing opponents before they reach 75%.
- Most of Ike's attacks have a long range, use the length of his sword to offset his lack of speed.
- Don't overlook Ike's Neutral-A. It's one of his few fast combinations, and can rack up damage early in the battle.
- Ike's Forward-B can be held literally forever, so don't be afraid to wait until the perfect moment (especially in multiplayer matches).
- Don't forget that Ike's Aether ability hits enemies on all sides of him. Also, try using it in the air
Video links:
http://uk.youtube.com/watch?v=c208KYdc8W0
http://uk.youtube.com/watch?v=TH0yE5pLt2s
http://uk.youtube.com/watch?v=BLvOlFyhpdo
http://uk.youtube.com/watch?v=xXmfNQyLT5M
http://uk.youtube.com/watch?v=eypJdxa1LZk
http://uk.youtube.com/watch?v=c208KYdc8W0
http://uk.youtube.com/watch?v=TH0yE5pLt2s
http://uk.youtube.com/watch?v=BLvOlFyhpdo
http://uk.youtube.com/watch?v=xXmfNQyLT5M
http://uk.youtube.com/watch?v=eypJdxa1LZk
8!
move damage percentage % this is from one of Kirk's video Ike Moveset Percentages and Ranges
Before I talk about the strengths and uses I am going to show you someone elses thoughts on the moves he thinks just like I think you!move damage percentage % this is from one of Kirk's video Ike Moveset Percentages and Ranges
Ground Attacks
- Dash A - Slashes forward
- Neutral A - Punches with his left hand, then a step-forward kick, moving forward with each blow, then an overhead swing of the sword
- Forward Tilt - Horizontal slash
- Up Tilt - Holds his sword out horizontally and raises it to above his head this way, jumping. One of his fastest ground moves
- Down Tilt - Slashes along the ground. Slower than Marth's, but longer ranged. Spikes the opponent powerfully
- Forward Smash - Overhead swing of his sword to the ground in front of him. Long ranged and very powerful, but very slow
- Up Smash - Swings his sword from his feet over his head to behind him. Also powerful, long ranged, and slow
- Down Smash - Slashes towards the ground on either side. Powerful, long ranged, and one of his fastest smash attacks
- Up Aerial - Slow swipe over his head in an arc, hits a wide range above him
- Down Aerial - Thrusts his sword down under him. Powerful meteor smash if he hits with the blade
- Neutral Aerial - Swings his sword in an arc around his body. Shorter ranged than most of his aerials, but hits 270º around him
- Forward Aerial - Swings his sword like his forward smash, but a little faster. Overhead arc to horizontal by his feet. Long landing lag
- Back Aerial - Quick backwards swing with his sword. Apperance similar to Marth's Neutral Aerial. Very powerful, fastest of his aerials
- Up Throw - Puts his hands together and clubs opponent upward.
- Down Throw - Throws opponent down to the ground and stomps on them.
- Back Throw - Throws the opponent backwards while kicking them.
- Forward Throw - Throws opponent forwards while kicking them.
A
4 Damage
It is a good combo starter if jab canceled into a combo like Nair - Jab Canceled jab - Jab canceled jab - grab - dthrow!
4 Damage
It is a good combo starter if jab canceled into a combo like Nair - Jab Canceled jab - Jab canceled jab - grab - dthrow!
AA
9 damage
This attack should only be used to use the third hit of the combo
9 damage
This attack should only be used to use the third hit of the combo
AAA
16 damage
pretty good it is fast and does good damage and has decent knockback
16 damage
pretty good it is fast and does good damage and has decent knockback
Dash Attack
15 damage
can be used to KO at high percentage and is pretty fast
15 damage
can be used to KO at high percentage and is pretty fast
Down tilt
15 damage
pretty fast and it can spike
15 damage
pretty fast and it can spike
UpTilt
14 damage
it is used in the grand viper combo and is Ikes fastest tilt the hilt if you hit with it it is weaker!
14 damage
it is used in the grand viper combo and is Ikes fastest tilt the hilt if you hit with it it is weaker!
Fsmash
23 Damage
Has really good knock back and is ike's best kill move it is really slow!
23 Damage
Has really good knock back and is ike's best kill move it is really slow!
UPSmash
23 damage
very good move but has a lot of lag like all of Ike's Moves It is good if it is Hyphen smashed!
23 damage
very good move but has a lot of lag like all of Ike's Moves It is good if it is Hyphen smashed!
DownSmash
The first slash does 13 the second does 16 damage
fast attack that attacks on both sides of Ike kind of like Roy and Marth's
The first slash does 13 the second does 16 damage
fast attack that attacks on both sides of Ike kind of like Roy and Marth's
Fair
13 damage
Has very good knockback it is a really good aerial.
13 damage
Has very good knockback it is a really good aerial.
BackAir
14 damage
is Ikes fastest aerial and has very good knockback!
14 damage
is Ikes fastest aerial and has very good knockback!
DownAir
16 Damage
it can spike!
UPAir
14 Damage
can be used to keep people up in the Air also known as juggling!
16 Damage
it can spike!
UPAir
14 Damage
can be used to keep people up in the Air also known as juggling!
Grab and hit
3Damage
Not very strong
3Damage
Not very strong
FThrow
6 Damage
pretty fast for being Ike's throw
6 Damage
pretty fast for being Ike's throw
DownThrow
6 Damage
leads into a lot of combos In My Opinion
6 Damage
leads into a lot of combos In My Opinion
BackThrow
6Damage
thats alot of damage just Kidding
6Damage
thats alot of damage just Kidding
UPThrow
6 damage
how much damage does this throw do the same as they all do!
6 damage
how much damage does this throw do the same as they all do!
HOLDB not charged
10Damage
super armor frames YES.
10Damage
super armor frames YES.
HOLDB fully charged
37Damage
really strong edgeguard
37Damage
really strong edgeguard
Forward B fully charged
16Damage
one of Ikes best recovery moves
16Damage
one of Ikes best recovery moves
UPB
19Damage
one of Ike's best recovery moves and has Super Armor Frames
19Damage
one of Ike's best recovery moves and has Super Armor Frames
Counter
1.2 times the original Damage
better than Roy and Marth put together IMO
1.2 times the original Damage
better than Roy and Marth put together IMO
Final smash
64Damage
has very good knockback
64Damage
has very good knockback
just for a little fun I am posting his taunts
Taunts
Up: Poses with his blade while crouching, and wind blows his cape up.
Side: Poses with his blade and says "Prepare yourself."
Down: Thrusts his sword into the ground, crosses his arms, and wind blows his cape up.
On-Screen Appearance: He is teleported in with a Warp Staff. His pose is different from Marth's
Roiths guide
http://smashboards.com/showthread.php?t=142660F
Final Smash information from http://smashboards.com/showthread.php?t=115566
That all I got for now!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! remember ikes got T3H F!re