GeZ
Smash Lord
What do you mean by only practical way?Anyone think that the only practical way to use Ike's side b wall-jump is to use b-sticking?
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What do you mean by only practical way?Anyone think that the only practical way to use Ike's side b wall-jump is to use b-sticking?
I do it the same way. Didn't think their was any alternative method.What is b sticking? I learned the wall jump by jamming the control stick in the opposite direction when I made contact with the wall. It's super easy.
What is b sticking? I learned the wall jump by jamming the control stick in the opposite direction when I made contact with the wall. It's super easy.[/quote
B Sticking is setting the c stick to specials instead of smashes.
Rephrase: Is b sticking the easiest way to side b walljump?
My reply glitched.
My reply glitched.
B Sticking is setting the c stick to specials instead of smashes.
Rephrase: Is the easiest way to use Ike's side b wall jump b-sticking?
Oh, yeah. Thanks.I know what you said, see my last post.
I thought Ike only had two wall jumps out quickdraw.Oh, yeah. Thanks.
Last time I tried the side b wall jump I just wasn't quick enough on the controller to do it thrice in a row. I main Zelda, so I just play Ike for funsies.
Thanks for your help.
I have 2.6b. He can wall jump out of it twice. I've played Wifi with others and saw them also jump twice also. The project m website also says 2 jumps. It looks like DarkStarStorm has the outdated build if he is wall jumping 3 times.He has one. Unless you're playing an out dated build, Ike can only wall jump out of QD once.
I have 2.6b. He can wall jump out of it twice. I've played Wifi with others and saw them also jump twice also. The project m website also says 2 jumps. It looks like DarkStarStorm has the outdated build if he is wall jumping 3 times.
I think I was thinking of 2.5.I thought Ike only had two wall jumps out quickdraw.
So, I'm right!? Three?Well **** me, I thought they took all but one. Just tested it on my game and you're right.
I just got so confused...So, I'm right!? Three?
I just got so confused...
Please, someone explain this to Old Man Spit?
Two? Or three?
2 jumps. Also don't triple post like that especially so close to each other.I just got so confused...
Please, someone explain this to Old Man Spit?
Two? Or three?
It isn't crazy. It was crazy when it was three. 2 jumps allows Ike to recover from low positions and it also allows him to take advantage of wall jump fair edgeguards while still keeping an important recovery option.I checked. Two. Which is still pretty freaking crazy. I really hardly think he needs them but why not give him something crazy.
2 jumps. Also don't triple post like that especially so close to each other.
It isn't crazy. It was crazy when it was three. 2 jumps allows Ike to recover from low positions and it also allows him to take advantage of wall jump fair edgeguards while still keeping an important recovery option.
But it make him semi-vulnerable to characters like Toon Link who could boss and dair to meteor him while wall-jumping.2 jumps. Also don't triple post like that especially so close to each other.
It isn't crazy. It was crazy when it was three. 2 jumps allows Ike to recover from low positions and it also allows him to take advantage of wall jump fair edgeguards while still keeping an important recovery option.
As for retaliation a Sheik could easily grab the ledge then bair your recovery.I agree and disagree. I've gotten from tickling the blast zone to the ledge with just one so I don't think it saves him from any situation he couldn't otherwise survive. The utility of having the offensive option while keeping the recovery versatility is nice but I feel it's not totally necessary. If they make it through/ past your Fair, they won't usually have any option for retaliation, or have already done so.
On many stages you can get back from the blast zone with just aether but being able to mix up your recovery's speed and direction is useful and important for avoiding gimping. In the situation where you would go for a wall jump edge guard your opponent would be to focused on recovering to be able to adequately avoid and it is even less likely they could retaliate.I agree and disagree. I've gotten from tickling the blast zone to the ledge with just one so I don't think it saves him from any situation he couldn't otherwise survive. The utility of having the offensive option while keeping the recovery versatility is nice but I feel it's not totally necessary. If they make it through/ past your Fair, they won't usually have any option for retaliation, or have already done so.
That toon link would have to have great aim to do that also he would have a very hard time dairing through an aether to his face.But it make him semi-vulnerable to characters like Toon Link who could boss and dair to meteor him while wall-jumping.
Sorry about the triple, I was slightly insane just then, it shan't happen again.
That's why I said he'd dair to meteor him, get it? Dare?! Hahaa! (Channeling [get it? Channel?] Chuggaaconroy)On many stages you can get back from the blast zone with just aether but being able to mix up your recovery's speed and direction is useful and important for avoiding gimping. In the situation where you would go for a wall jump edge guard your opponent would be to focused on recovering to be able to adequately avoid and it is even less likely they could retaliate.
That toon link would have to have great aim to do that also he would have a very hard time dairing through an aether to his face.
By the time Ike is at the wall of a stage he is safe. You would have to edge guard aether at that point. To gimp Ike you just need to hit once before he ever gets to the wall or get him while he is in aether's spin. Ike has one of the better recoveries because it is actually really hard for most characters to get that hit in that they need.That's why I said he'd dair to meteor him, get it? Dare?! Hahaa! (Channeling [get it? Channel?] Chuggaaconroy)
Any way I was just giving an example (a bad one) of how the side b wall jump makes one vulnerable.
A better example: Zelda's side b, (I main PM Zelda) would be tough to cope with.
I'm very sure because I tried to do three before I realised that it was removed in 2.6. If project m website is giving misinformation on characters then the PMBR should really handel that.I'm pretty sure they changed it from 2 to 3 in the current version of 2.6b. Are you sure you guys checked good?
Hey, glad to see someone taking an interest in Ike .Hello everyone, I'm a beginner to competitive Smash and starting with Project M because it's the most fun you can have in a Smash game.
I have a question for everyone: What does Ike offer that would convince a player to main him? What is the flavour of Ike's play? What sort of mindset should he be played in? Is there a "goal" or "theme" that characterizes his moveset? What are his expressed advantages? Where are his trouble areas? How do the tools and character Ike offer match up compared to the rest of cast?
An answer to any of these would be appreciated
EDIT: I did check out http://projectmgame.com/en/characters/ike but It didn't really help...
...well that was easy. Turns out I was accidentally selecting a QD direction before he teleported, so he'd wait for me to do that & go behind me. Now if only I can use this to bait him into something...Quick draw -> JC -> Choose an aerial
This is how I dealt with it
People around my area... Well, guess I'm screwed then.Wi-fi's not really a good place to practice IMO, you'd have better luck getting a good training experience by finding people around your area. Try posting in the social thread of your region's board. Otherwise, we can give you advice, but it's hard to give "general" tips.
My Ike was born on WiFi.Wi-fi's not really a good place to practice IMO, you'd have better luck getting a good training experience by finding people around your area. Try posting in the social thread of your region's board. Otherwise, we can give you advice, but it's hard to give "general" tips.