Arturito_Burrito
Smash Master
Where I Fight for my Hommies.
Well this is my contribution to the Ike boards. The first part of this guide describes the build up of the stages and what Ike is able to do in them and them alone. (Or in very few stages) The second part would be a match up organized stage by stage and far from being completed. Now there is a big chance that I messed up on this so I'm hopping everyone contributes. Even if what I have is right maybe you have a better idea or something that works to mix up Ike's game more so every post is appreciated.
Now what I hope to do with this thread is discuss all of Ike's possible tricks that can be done in stages or glitches to look out for like the Blast aether blast off, but the main discussion should be match up's against characters. I will actually focus on one character for about a week so I can gather some info on them. If anyone remembers Versatile's thread then you should have an idea of what I am aiming for seeing as that thread had to be the one with the most progressive, intelligent, and active discussion.
Table of contents
1. Info on this guide.
2. Table of contents.
3. Ike on stages and stage Bio.
4. Match up's
5. Leaving feedback.
6. Credits.
Starters
FINAL DESTINATION
CONFIRMED: February 5 2008
Bio: Ahh the most “neutral” stage of all too some people. I honestly don’t know what’s wrong with them against some people this stage can get horrible advantages over others and the edges gimp people like wolf who's recoveries are hard to aim.
What to do: Well there isn’t much to do in this stage. It’s easy to get chain grabbed and against Ike it’s easy to camp. Don’t get grabbed might actually be good advice here because a good Falco can easily take you from a chain grab to a spike with out anything to stop him. Try and get close to your opponent from the start seeing as this stage is completely flat anyone with a projectile will be able to limit your approaches with out requiring much skill (and you will get spammed by the people with that lack of skill). The lip of this stage can get you off guard sometimes so learn to reverse Aether so you can get a bit more room when you try and recover from the inside of the lip. Your throws can be pretty good for setting up edge guards here since they don’t have much knock back they can be used to set up a Fair or an Aether spike.
Vids:
BATTLEFIELD
CONFIRMED: May 22 2007
Bio: This is what a neutral stage is supposed to look like. Platforms to avoid camping, edges that help you recover no hazards. This stage seems to favor a lot of people (or at least the ones I bothered to look up) so even If you have a slight advantage on this stage it’s not reason to take it easy.
What to do: well if someone is firing off lasers arrows or anything I hope you are smart enough to jump over them. The platforms here allow you to control this stage fairly well. Your U. tilt, U. smash, and even F. smash can hit people standing on them. A short hopped U. air hardly takes any aim it reaches from one end of the platforms to another. Then there’s one of my favorites a short hopped Bair. Its fast has, has long reach less lag than your opponent is going to get from shielding it (unless they perfect shielded) and it can be redone with right away since it’s an SJR. Even though you have a few options to choose from when attacking people above your head they don’t always work the good thing is that your giant sword has a good chance of pushing them off the platform and leave them open to some punishment.
YOSHI'S ISLAND
CONFIRMED: June 12 2007
Bio: Well the stage is similar to Yoshi’s story in melee. Instead of three platforms there’s only one that flip flops positions every time you hit it and it covers pretty much half of the main stage. On the sides ghosts come up at a not so random time I believe. They usually come out at one side of the stage then the next when ever someone is sent away from the stage it doesn’t matter to witch side. They can sometimes save you or help your opponent edge guard you and vice versa.
What to do: The stage is relatively small so it’s not that hard for you Ike to take control of. Of course there is a pretty big problem since this stage can gimp you. Make sure you always aim for the ledge if your opponent is right by the edge of the stage. If you try to Aether back onto the stage rather than the ledge your opponent can shield it and you’ll get sent off to the side of the stage. You can recover from this but it may but you in a position to get gimped. The ghosts that come around the sides can be used as platforms to help you get out further into the stage and at that distance your Fair can kill them at like 50%. When you get launched up and are coming back to the stage you can aim for the ghosts as well if your opponent is just waiting at the edge of the stage. This gives you back your 1st and 2nd jumps if you already wasted them. The platform is around the same level as ones in battle field when the match starts out. Your U. tilt and U. smash can reach over it in this form. Once it slants one side becomes even low the center stays at the same height and the other side becomes higher. Since the platform is big I suggest doing an aerial instead of going for the U. tilt and U. smash because you can cover more room that way.
LYLAT CRUISE
CONFIRMED: June 22 2007
Bio: It’s a bit similar to battle field three platforms no hazards how ever there are more differences than similarities. The platforms are almost all on the same level and like half the size of battle field’s. The stage isn’t completely flat either, the edges are slanted downwards and probably the biggest difference is that the stage it self tilts back and forth as it maneuvers trough space.
What to do: Well this stage has the same problem as Yoshi’s island if your Aether gets shielded while you’re trying to land on the edge of the stage you’ll get sent away. You can get stuck under this stage too so you have to aim your recovery well. The platforms in this stage are even lower and smaller than the ones in battle field so you can apply some of the same tricks on them as you do on battle field and they may even work better sometimes. The stage tilting and the slants at the edge may change the way some of your attacks can work for example if the stage tilts your Fair could end a bit earlier than you wanted but that’s hardly a big deal. The kool thing about this stage is that when it moves it can stop some projectile spamming being used against you.
Videos:
SMASHVILLE
CONFIRMED: July 13 2007
Bio: The main stage is just like battlefields. It’s flat and has nice edges that can help you recover since you can throw your sword pretty much as far as you want and get onto the stage. The platform can be used to get away from some a projectiles and it can help you recover or edge guard at others.
What to do: Well the stage is pretty simple not to big either so camping isn’t a problem. The platform on the top can let you get away from some laggy moves since it can carry you away from harm. Another good thing about the platform is that if your opponent is waiting to edge hog you at the ledge you can aim for the platform instead. You could even go ahead and QD onto it if your opponent is on the ground and not ready to edge guard you. The bad thing is a lot of characters can take advantage of this stage a lot more than you which I will cover later on.
Vids:
Counter Picks
BATTLESHIP HALBERD
CONFIRMED: September 12 2007
Bio: I personally love this stage. For some reason I just have a lot of fun in here maybe it’s because of all the things going on. You start off in an army base type thing then quickly take off. If you aren’t on the stage at this time it’s an instant death. This stage has 2 forms a small neutral one with a passable floor and a nice platform on top. Then it has the deck of the battle ship where you are shot with giant lasers, canons, and claws.
What to do: Well at 1st try and keep your opponent off the main stage for an easy K.O. unfortunately there’s no easy way to do this but hell if you mange to pull it off good for you, you already have a 1 stock lead and its only been 20 seconds. The passable floor gives you some more options to recover and those slants at about 1/4th of the stage allow you to slide a bit when you land making some of your opponents attacks miss if you aether trough the bottom. If someone is spamming you at the edge you can run to the middle and just duck. Sometimes they just stand there not knowing what to do and after a few seconds you can quick dash and grab them or do a jab cancel to D. tilt (and brag about it). The next part is pretty big. Try and stay on your opponent if he’s trying to get distance between you to spam. Your counter can help you out against two of the hazards so its pretty kool if you stay close to your opponent so you both get hit and he ends up dying while you are unharmed. The giant laser can be used to edge guard just make sure you don’t get sent off the stage when the thing stops following you and die cause of it. The edges are strange they seem like they would push you like the ones in Smash Ville but they don’t if you aim your Aether wrong or send it in the wrong direction. If you are under the ledge Aether away from the stage and keep moving till you get next to the ledge.
BRINSTAR
CONFIRMED: January 7 2008
Bio: Brinstar makes its return from its melee days. The center of the stage can still be destroyed splitting it at around 3/4th the platforms at the edges are also attacked by some type of tissue thingy and can still be broken off to give them a steeper slope and one part higher altitude. All in all the stage is still pretty much the same only thing that has changed is the acid which actually helps out people with bad recoveries.
What to do: Not much you can do except try not to get burned. The platforms are set up weird out side of the stage so you can’t really attack under them which is where Ike has a good chance of owning. The platform above the stage is too high so you have to double jump to reach it. The kool thing is that you may get saved from some gay gimps by the acid. This actually goes well with the passable floor since it can position you at a weird angle that your opponent won't be able to guard against.
CASTLE SIEGE
CONFIRMED: August 2 2007
Bio: Another movie stage. This one follows a basic pattern though. 1st you fight above a small tower with 2 ledges and some lips at the sides. If you stand at the center of this stage where the slant is you can just automatically die (seen it happen to captain falcon don’t know if it’s everyone). While the stage changes it becomes a flat walk off. The 2nd part of the stage is also a walk off with two breakable platforms and two regular ones really high up. The 3rd form of this stage is my favorite. It’s basically like FD but with out the lip, a small bump in the middle and it tilts around.
What to do: The first part of the stage is easy to take control of. Spamming isn’t much of a problem since you can either duck on one side of the stage or just jump onto the platforms. You shouldn’t really do any of these though because the stage is so small you can just dash and hit them. The platforms are low so your U. tilt can hit over them fairly well. The K.O. zone is also really close by so killing you opponent is pretty easy at this part bad thing is it doesn’t last long. The 2nd stage is a walk off which is actually good for Ike as long as he isn’t facing a chain grabber. Do an F. trow to dash attack if you’re at the edge Fair if you see them start jumping to dodge this. Since your fighting at the floor DI upwards you have a lot of distance to travel before you die. Now the last part is pretty simple. It’s basically FD + Lylat movement. Not much to do really except fight mano a mano. If you just killed your opponent try and build up some damage fast so you can kill him at the low roof that’s coming up again.
CORNERIA
CONFIRMED: January 7 2008
Bio: Its back the only stage to be in every smash game. I actually liked its original form better because it was out in space and it was the size it should be. I have no idea how Fox, Falco and the rest of Starfox fit in side this thing. The stage seems pretty simple at first but the fin adds a lot to it. You can pull off some tricks with it by using the invulnerability frames when you grab onto its ledge. And it’s pretty much the best wall to do infinites in the whole game. It’s full of slants to the only flat area may be right in front of the wall. This stage may end up banned because of the giant wall but it’s still allowed in some places. The biggest thing this stage has is the smallest border of all. Some characters can die at like 50% from a tilt if you’re in the right place.
What to do: This stage is great for Ike all the slants let you get away with Aether. The blastoff glitch (I think that’s what it’s called) might happen on both ends but it’s not like you’ll be recovering too often. Since the death zone is right behind you. Well let’s start listing what you can pull off. At the back of the wall you can perform an infinite. It’s easy to set up you can B. Throw them or F. Throw and then just run up there and keep throwing them till your D. throw can kill them. The ledge on the fin is good because you can Aether up there to get away from some combos and then drop down and B. air or F. airs them. Another kool thing is that if they are standing right by the fin you can jump there and whack them with F. air. Sine the roof of the stage is so low fighting on the fin will get you some early kills from U. tilts and U. airs.
DELFINO PLAZA
CONFIRMED: June 1 2007
Bio: We now arrive at the 1st stage with a passable floor. It allows you to recover some different way and hit your opponent while you recover. The stage starts off as a possible neutral but quickly changes and introduces factors that can be taken advantage off. This stage has everything except hazards. Platforms, walls, walk offs, water, a great view and its weather is perfect for long walks on the beach.
What to do: Well let’s just get this out of the way. Don’t try and ledge hop QD to get onto the stage. You will fail horribly and I will laugh at you. While the stage is moving from one location to the next you can pass trough the main platform so you can try and Fair some people then Aether up to the stage. The platforms are generally high so it’s hard to abuse them like on other stages. The good thing though as that every once in a while you get a nice low on and the umbrellas in one of the stops can probably be reached by your jab. The stage has some walls where you can build up to about a 100% with Ike’s infinite. For some reason I’ve heard that some people can infinite with the umbrellas. Don’t know if they are talking about the wall or if I was just high at the time but I’ve never seen it happen if anyone has a vid please show me. Try and sneak in an F. tilt as the stage is changing so they bounce off the wall as the stage moves up. If an opponent falls into the war chase them and start spiking them all they can do is DI left or right so you’ll basically get a free kill once you build up there damage. If you are fighting at a walk off try don’t get grabbed (duh) and Ftrow to dash attack can push them off the stage at like 30 % probably.
DISTANT PLANET
CONFIRMED: January 15 2008
Bio: This stage is all pikmin the colorful flowers with numbers, spaceships landing and taking off, green grass, giant lady bug things coming to watch you fight. However almost everything in this stage serves in two ways. The giant bug watching you isn’t just for you to stand on or get saved by every once in a while its actually looking for its lunch so don’t act to friendly towards it. The flowers actually provide items getting bigger each time it rains (not sure if a bigger number means more knockback and damage). The platforms actually start sinking if you stand on them (they are leafs after all). And that slanted hill on the left fills with water that drags you faster than jungle japes.
What to do: This stage is really nice for Ike the flowers give you a projectile which helps out with camping. It’s actually hard to camp in this stage though because of all the different levels. You can go right by the edge or under there feet if you want. The main platform is a passable so it gives you a few more options to recover and if you can make it to the right ledge of that vine? Then you can probably make it to the ledge of the hill. Just be careful when you try and go trough the middle of the stage because the floor is actually higher than it appears depending on where or if your opponent is standing on it. The bulbor that comes from the left can save you sometimes and I have no idea what triggers it because I can stand there till it decides to leave sometimes. If someone knows please tell me so I can fix this lol. Another nice trick to do is if you see you opponent trying to get back up trough the stage, go for a D. tilt and send them right back down. Now for the platforms, I personally don’t like being on them since they fall down to the floor level after about 3 seconds. Its kool when your opponent is on them though because Ike ***** under low platforms hell you can hit them with what ever you want maybe even a D. smash D. tilt if they stay on long enough.
FRIGATE ORPHEON
CONFIRMED: December 18 2007
Bio: This is the 1st Metroid stage that doesn’t have lava in it. However it is not missing its craziness. This stage started the flip-flop upside down trend that hopefully ends with spear pillar. The right side of the stage doesn’t have a ledge instead there’s a moving platform which can rise at any given moment and leave you to die. The right side has a tiny lip which isn’t usually a problem. When the 2nd form of this stage has 2 edges a platform in the center and two on the sides (or one) that come out of the boundary of the stage interchanging sides. The good thing about this stage is you get a warning when its going to flip over and you can jump into the air as that is where you are affected less by it.
What to do: This stage is pretty bad for Ike the right side of the 1st form doesn’t have a ledge and Aether needs ledges so you don’t get F. smashed in the face. The moving platform on the right may save you sometimes but it will screw you in the back just as much. When you think you’re going to recover the platform starts moving up and you fall hopelessly to your doom. The left side is better off like always Ike performs great under platforms. The bad thing is this has a tiny lip so make sure you don’t press towards the stage to much when you are using Aether to get back up there. The next form is a bit better for Ike you can duck to dodge some projectiles and the platforms that come at the sides can save you from some gimps. If your opponent is dumb enough to chase you there grab him and hold him a bit then do a B. throw so the platform can take him away. If you’re ahead on stocks you can just hold him and die together. Even so this stage is not good for Ike and the multiple jumpers will give you trouble.
GREEN GREENS
CONFIRMED: March 13 2008
Bio: This stage is pretty simple three sections separated by either empty space or blocks and two platforms in the center of the stage. There are a total of three things that can affect you and two of them come out of that tree. One is the that the wind might mess up your spacing when it moves you during attacks but if you get used to it you can space even better since you would be able to do an attack from far away and slide a bit. Next are the apples that drop down which can be used as items or heal you around 10% it actually varies. The last hazard is an actual threat though, if the bomb blocks pile up they can take you from 0 to 60 with one miss aimed jab and kill you at mid percents. Last thing worth mentioning is that the walls are really close to the stage but the roof is pretty high.
What to do: This stage is great for Ike. Getting kills in this stage is as easy as Corneria so Ike can get some easy kills thanks to his strength. The apples help you out a lot because a simple jab combo can add more damage than what your opponent could heal. If they are the item apples you get a projectile and they allow you to start attacking from further away which is something people aren’t used to Ike doing. The platforms are low enough to be hit by U. tilts and U. smashes with out having to jump and since they are pretty small you might just push them aside into the path of a falling bomb which can add up good damage, kill or spike them down. Another nice thing to do with the blocks is grab someone F. throw then F. tilt the blocks so they can blow up and build up damage or another easy kill. Something to be noted is that if you are right by the blocks and you throw your opponent into them you will get dragged down along with it.
HANENBOW
CONFIRMED: March 26 2008
Bio: Wtf is electroplankton? I never heard of this game and some how it was popular enough to get a stage in brawl. I would rather have gotten some stages from melee and 64 but o well games out to late to change anything. Something you can probably tell right away is that this stage has no actual floors and water. Everything is platforms and the water doesn’t actually stop you and let you go for a swim. The platforms shift positions every time they are hit and turn darker as they gain more damage. If you turn all of them red in a tree a flower will pop out for a short time since those purple things heal them.
What to do: This stage is simple and really nice for Ike since its all platforms with ledges. The platforms are low enough to be reached by your attacks and can sometimes get even lower if the top platform is slanted down and the bottom on is slanted up you can hit anyone above you with almost anything you want. The high platforms allow you to be able to reach some people who you already sent flying and get an early kill you can definitely chase someone up the top left corner. Make sure you remember that the water doesn’t allow you to swim like delfino does.
JUNGLE JAPES
CONFIRMED: March 13 2008
Bio: Jungle Japes has gotten a big chance due to the fact that you can swim now. For some it’s easier to recover and for others it screws them from behind. The Klaptraps swimming around can deliver a 1HKO since its one of the two real spikes in brawl. The stage is shaped like Green Greens except it only has one platform in the center.
What to do: This stage is actually pretty good for Ike as long as you stay away from the left side so you have a chance to recover if you fall into the water. You can pull off some QD tricks with the ledges in here just like Falco and Fox do to get behind your opponent or get away from an edge guard. The center platform is good also since its pretty low and not to big. If your opponent is on either side he might end up falling off and giving you an opening.
LUIGI'S MANSION
CONFIRMED: Febuary18 2008
Bio: finally a stationary stage that doesn’t change. Or at least that’s what it seems like at first but as your fight goes on you’ll find your self turning this stage in to FD. The stage consists of three levels, the roof and the 1st. It has floating platforms at the sides and 2 in the center. The pillars can be used to block or delay attacks and the bottom ones will last for ever if the ones in the 2nd floor are still standing. Once you destroy all four pillars the stage will be completely flat but don’t worry in about a minute the haunted house will wake up from its grave and rebuild its self. Only thing to watch for is that you can get stuck under the stage if you go too far. Last thing this stage has is the ability to regenerate your moves. By hitting the pillars you can degrade some moves you don’t use often like D. tilt or hmm… (I’m out of ideas) *runs*
What to do: This stage is pretty easy to take advantage off. Not much room for your opponent to move so and your Fair basically covers the entire hallway. Learn to tech because it can save you from some gay combos or from a smash attack at 463% (highest I’ve gotten to). The pillars stop projectiles for you so that’s one worry off your mind. If people decided to stand on the platforms in the center you can jab them right out of there. Sometimes you opponent is dumb enough to fall on the top level and leaves him self open for a U. air which is a really nice thing to do. When you are recovering you can aim for any level you want maybe you’ll even be able to use QD if your opponent is waiting patiently at the bottom. The stage covers a big portion of level so you can pretty much make it to the edge of the stage every time. If you’re having a hard time killing your opponent after you build up his damage try and destroy one side of the house and send him flying.
NORFAIR
CONFIRMED: November 9 2007
Bio: This stage is the only one of its kind it has 6 ledges and lava coming from every side. From underneath, left, right, behind you, the only place that doesn’t shoot out 40 foot waves of lava is the screen you’re looking trough. Not to worry though none of the 4 hazards can kill you if you’re careful and they can all be easily avoided. If you’re caught off guard and at the wrong moment and time you can die though so don’t let your guard down.
What to do: This stage is not liked by many but if you learn your way around it you can get quiet an advantage. The rising lava helps you recover and saves you from some gay gimps and it doesn’t have much knock back so you don’t have to worry about dying till like 100%. The wall of lava that comes from the sides isn’t that big of a problem either and if you learn its knock back you might be able to do some things like B. throw to U. smash. Going into the capsule when the lava wave is coming from the back might not always be a good idea I would rather spend my time attacking my opponent while he is busy “fighting the stage”. The only thing you should be having problem with would be the spurts of lava when they come one after another.
ONETT
CONFIRMED: January 7 2008
Bio: This is a pretty fun stage to play in IMO. It has 6 platforms all over the place; two are on the tree two on the drug store one on the yellow house and the flags above the blue house. The only hazard here are cars that run you over every 15 seconds none of them actually kill you though because even if you miss a tech in the walls you’ll just bounce around unless you Died upwards. There are walls all over the place but none can really be used to infinite as the cars come by too often. The only wall where you could be infinite against is the one on the yellow house if you get caught on the platform. This would be a nice neighborhood to live in if the drunk drivers where taken care of.
What to do: This stage is pretty nice Impossible to get gimped since it’s a walk off. The walls allow you to chain grab for a while and if you time it right you can throw them right before the car hits and shield. If you can’t get that down right then you can just take he hit if they are at high percents already. The ledges here aren’t like in other stages where you can just U. tilt and it will hit or push them into an opening so don’t try it to often. Last thing there is, is that you should use the ledges of the houses to your advantage to get some invincibility frames then drop down for some B. airs.
PICTOCHAT
CONFIRMED: October 22 2007
Bio: Starts off fairly simple a flat stage with edges that slant outwards after about 15 seconds though you find out that this stage is everything but flat and normal. Drawings start to appear some which can be dangerous and others just add platforms. There’s 5 transformations that can hurt you some of them can even kill you at high percents. A few of them add walls, one of them blows you to the left, and others change the ledges. It is possible to use some of the transformations as protection if you are in between two walls.
What to do: This stage is so crazy and it can be taken advantage of if you know what to do. Probably the easiest way to take advantage of this stage is when the piranha plant is drawn you can use your throw to get your opponent hit by it. Counter can stop you from bouncing around everywhere if you happen to land on some of the hazards as well. A few walls pop up so try and get a chain grab going for a while. Grabs are pretty important in this stage and a lot of characters can take advantage of that more than you. Last thing to watch out for is the ledges as they can glitch Aether so be ready to jump again.
PIRATE SHIP
CONFIRMED: April 1 2008
Bio: At first this stage seems like rainbow cruise and it actually is. You start off in what seems to be a normal stage then after a bit you start running into problems a big exception how ever is that you stay on the ship during the whole ride instead of seeing it sink to it’s doom it just keeps on going whether the weather decides to send it miles into the air or pirates start attacking the ship. There actually quite a few hazards in this level and some are dangerous which is why you may see it on a ban list often. The most dangerous one has to be the actual ship because it can run you over and spike you down (it’s the 2nd real spike in brawl) for a 1HKO. After that it’s the catapult at the front of the ship which is easy to avoid but if you get caught off guard you may end up dead. Last thing that can kill you is the pirate outpost that shoots canon balls at the ship aiming to hit you. A few other things that happen in this stage is running into a island that changes the battle field a bit, getting launched into the air, and a small sail boat tagging along behind you. None of these are actually a problem though.
What to do: Don’t stand in front of the catapult, don’t get blown up, don’t get run over by the ship, and don’t fall off while the ship is in the air. Now that that’s out of the way lets move on to how the stage helps Ike and what you can do in it. First off you can’t really get gimped because you can choose to fall strait down after you recover control from the knock back of a hit, land on the water, and swim back to the stage. If your opponent falls into the water go for some D. airs once you land one you pretty much got a free kill since the only thing they can do is move left or right just make sure the same thing doesn’t end up happening to you. Grabbing an opponent when the bombs are being fired at you can get you a cheap kill if you throw them into the explosion, of course the same thing can happen to you and Ike’s range isn’t all that great.
POKÈMON STADIUM 1
CONFIRMED: January 7 2008
Bio: This was one of my favorite stages in melee it changes from time to time so if you ever feel like having a 99 stock match this is a good stage to go for. The stage starts off fairly simple with two platforms and not much else. Two forms of this stage have walls that you can pull off infinites on. Another has a nothing but platforms and the last one is the worse. It has a spinning wall that allows camping. The only thing that stays in this stage trough out all the transformations is the strange ledge it has. It’s a lip that you can easily get caught on a millimeter away from the ledge.
What to do: This stage is pretty nice the lip doesn’t affect you as much if you learn how to deal with it. Ike can move in the air at the peak of Aether so even if you’re inside of it as long as you let go of the control stick in time you’ll grab on. Some of the stages allow for wall infinites on a few characters. Since the fire stage has a ditch right in front of the wall some characters are able to get out of them. Not much to do besides that the other stages have some platforms you can abuse with U. tilts and U. airs and that’s already been covered so hopefully you’re reading the whole guide.
POKÈMON STADIUM 2
CONFIRMED: September 6 2007
Bio: At first this seems like they just gave PS1 a paint job and a few new lights but you’ll quickly find out how different it is. Some of the transformations mess with the games mechanics, one of them makes you fall slower another has a slippery floor just like summit’s. This stage is a lot crazier than its predecessor it doesn’t just add platforms and walls.
What to do: This stage is pretty good for Ike except for a few transformations. The electric stage is pretty the worse one as the conveyor belts can cause the Aether blast off glitch with out being shielded. The win stage is good for Ike since his disjointed hit box helps him out everywhere. The earth stage has nothing going for you but platforms but nothing against either. The ice platform might help you out if you know how to space since it lets your attacks slide and reach further than you normally would. As for the neutral stage it’s the same as P.S.1.
RAINBOW RIDE
CONFIRMED: January 7 2008
Bio: When I first saw this I said “hey check it out a new stage. Wait wtf this is the same as rainbow cruise.” It actually is and I didn’t really think that. Just like before you start off on the boat (which came out of nowhere I don’t remember this in 64). This part of the stage has a wall to get infinites in and that’s pretty much all there is to it. Eventually the ship crashes onto some checkered platform and sinks to an airy grave. From here it starts scrolling towards the top left. You can ride some carpets so you don’t have to jump from platform to platform. After you get onto a walk off area where you can just run along with the screen (or get chain grabbed).
What to do: Quit life. It’s basically your best option as this is the worst stage of all for Ike. The ship is fine it has a wall where you can infinite till the ship sinks but the rest of the stage is horrible. First off there’s no ledges so while your jumping around if you need to use Aether you’re a sitting duck. The next part is a walk off so you can get chain grabbed to death and if you aren’t careful you may get caught under the falling blocks since all the characters have giant mushrooms compared to melee.