Heartstring
Smash Legend
kirk has that massive section on grab release stuff, you could just link to that for releasenew subsection added to offense, "Following up after grabbing"
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kirk has that massive section on grab release stuff, you could just link to that for releasenew subsection added to offense, "Following up after grabbing"
Good idea, I'll just list basic info and some general tips in my moveset analysis and we can go a bit more in-depth into the pros and cons of Ike's different throws and follow-up options in that section.new subsection added to offense, "Following up after grabbing"
yeah, it's funny because i was in the middle of finding grab release stuff myself and then i was like 'wait...hasnt kirk already done this?'Good idea, I'll just list basic info and some general tips in my moveset analysis and we can go a bit more in-depth into the pros and cons of Ike's different throws and follow-up options in that section.
By the way, just finished the analysis of Ike's Jab 1, 2 and 3 (been working on it on-and-off), I'm gonna post it in a sec to see what you think of the format I'm using.
Edit: @G.P - We'll definitely link any relevant threads, but I'd rather we put as much information as we can in the guide OP so reader's don't have to be redirected too much.
IMO you know more about Ike than the majority of the people here, you could definitely add a lot of good stuff if you wanted to. Since you are doing that stage testing, maybe you'd like to do a rough stage guide? Doesn't have to be anything serious at first, we can all add on to it.Because lets face it: there isn't much I can add. lol At least not until I've finished testing out the various stages in Bi-weeklies.
Thanks, it's far from being done though, so you may not want to bother reading it yet. We still have to finish rough drafts of every section and then all of us will go through and add/change things until we come to a consensus on the final guide. Feel free to contribute something if you'd like, look over the sub-sections that haven't been done yet and see if you'd like to tackle any.So you guys started a new guide? I'll read this eventually, whenever my laziness decides to stop. In advance: good job.
Hmm, I'll definitely add a side note about Jab 3 potentially being shielded, but it doesn't happen very often in actual matches, especially if you hit them with Jab 1 when they're close to you and just hold A. And good stuff on the stages.I like it so far, though the 3rd hit can be shielded by most characters like Snake's jab combo.
As for the stage summery: I'm almost through all of the MLG neutrals in the BBR recommended stage list, about to move onto the CP list and then the CP/Ban list.
Very nice list, I'll have some things to add once I finish with the moveset. There's only a few of your ratings that I kind of disagree with, mostly Frigate Orpheon and Smashville. But as I said we'll all discuss it and come to a consensus. Definitely a nice start and some good information in there.Stage Guide
Lol, well I've been experimenting CPing Frigate against a myriad of characters and players, and I have to disagree, but I'll add my input once I'm done with the moveset analysis.I freaking hate smashville. >_> And there is nothing that redeems Frigate Orpheon for Ike due to that stupid ledge.
Frigate is a good spiking place for Ike, Nysyarc showed me in the Bi weekliesLol, well I've been experimenting CPing Frigate against a myriad of characters and players, and I have to disagree, but I'll add my input once I'm done with the moveset analysis.
Very nice! I don't even think it needs too much else but if you're planning on adding more just post again here and I'll add it to the OP as well. This is all coming together very well so far, and it's only day one.Wiimote + Nunchuk
I remember typing about this a long time ago. Meh I'll still write somethin.@san interception is attacking back the foe whose trying to edgeguard you. You did mention thAt though lol :x
Also, tips on Diddy's nanas and Snake's nades from anyone would be nice.I like it because it's our most useful spacing tool. 95% of it you know, but I hope I can provide that extra 5%. Massive tl;dr. I'll just color useful parts
It's range is just about as long as marth's fair, so not many characters can out-range it. This means that not many characters at all can directly challenge Ike's nair. Unlike Marth's fair, Ike's nair goes just about all the way around him, making Ike pretty safe against people trying to juggle you if you're fully retreating away.
If you face away from your opponent and nair, if you time it right by landing while the hitbox is behind you while still retreating, he can't punish it. Just whipping out nair while your opponent is chasing you is effective on most of the cast.
Kimchi told me how you can full hop + nair onto ledges, which is pretty useful. Also, on irregular surfaces, fast-falling an nair the correct way could give you a slide, which is pretty funny. Useful on brinstar, for example.
I made a post a while back about juggling with nair. The hitbox hitbox starts above you, which is a useful place to start, so you can follow opponents through their entire dodge animation. Nair can be used as a frame trap in order to get past opponent's air dodges. It works wonders on characters like snake and wario, mixing up between nair and jab. Since many characters can't directly challenge nair, they try to get around it, but they can't really air dodge, either. Ike can also fast fall the nair in order to jab or grab or shield opponents who are still in the air.
The best thing about nair is that it pays off to get a hit with it. On heavies, jab after nair is effective, but doesn't work quite so well on light characters with quick aerials. Back air after nair is pretty cool when it happens, but be wary of danger if you miss, so know when to retreat your bair or not. When I'm feeling daring, I dash + charge an upsmash and wait for the air dodge. Against characters who don't have quick and fast aerials to get away, might as well do another nair.
The attack I do most after nair is just uptilt, since I'm not usually in danger if I miss. On stages like battlefield, it could lead to you getting loads of damage from them landing on platforms. I may follow up with an aerial pivot grab, or upsmash.
The good thing about getting characters caught in nair, is that if they lose or just don't have their second jump, It's an easy pivot grab-->backthrow+dash attack.
In combintion with Ike's other moves such as jab nair provides us with plenty of mixups as well as a decent close quarters defense.
Translation: Snake's nade lasts for 4 seconds. I find it easiest to instathrow towards snake just to give him some problems. Ike can insta throw from the ground. (Jump +throw instantly). Pressuring snake's shield and spacing with long range and quick intercepts are good ideas (spacing yourself so you don't hit any nades)For Snake's nade: get as good as the Snake at knowing how long the grenades have been out. I find it goes like this: One-onethousand, two-onethousand, three-onethousand, four-onethousanBOOM. You have to figure out your own timing though, and be able to keep track of two nades + Snake himself.
Diddy Kong is a bit harder, and generally a bit more dependent on the stage.
Upload them to a file hosting site like imageshack.us or tinypic.com and then take the link it gives you and wrap that in the IMG tags. I don't think it's otherwise possible to upload an image straight from your computer to the forums... except maybe for avatars.hey, I can't post attachments from my computer into my reply... what rank do I need to be???
Man,, i made some good pictorial references for my section & i really want to upload them....