Oh boy people arguing Ike.
Ike's weird.
He's got huge range, slow start-up but some quick normals. Jab is fantastic, frame 4, good range. Jab 2 is even better. It out-ranges most tilts and spaces on the ground, it has the range of d-tilt with less recovery and almost the same range as f-tilt.
D-Tilt is good as a combo starter, but the recovery on the move is less than stellar, faster characters can heavily abuse this move on whiff (ex: Fox) and the move can't be heavily used on shield due to recovery, but the move is amazing on hit as a pop-up into an aerial combo starter, with B-Air and F-Air respectively comboing out of it, and even footstools.
But then there are fundamental issues with Ike's kit.
NO. HITBOXES. IN FRONT. FOR 13 FRAMES. IN THE AIR.
This SUCKS. If Ike jumps at you with his back turned away, you have 13 frames before he can threaten you with a hitbox. The only exception to this is a body b-air hitbox, but that's not gonna hit anytime soon. Compare this to the other huge sword user, Cloud (I'll just assume Shulk is not in the game because y not). Frame ~6, that's his first hitbox in front of him. That's a drastic difference and can lead to a lot of problems. Characters can straight up just rising aerial through Ike and win because Ike just can't put out a hitbox. This is changed with spacing, N-Air and F-Air are fantastic against shield. N-Air is +0 and F-Air is -2 when spaced. This is fantastic, and can start conditioning OoS options because of how safe they are.
Ike also has useless moves.
F-Smash is the second slowest F-Smash in the game, does up to 22 damage at start-up and does 30 at full charge. Yet again, let's compare this to the two big sword users (Now I'm gonna include Shulk because y not).
Cloud's F-Smash is...frame 19. Does...19 damage at base charge...Okay moving on before I get salty.
Shulk's F-Smash is...frame frame 14. Does...18.5 damage sweetspot...sigh. I know both these F-Smashes have issues of their own but come on. The drastic frame speed that the two smashes boast just make them insanely better moves.
D-Smash. Hooo boy.
D-Smash is the trap move to end all trap moves. It's frame 14, does 14 damage. THAT SOUNDS GOOD...right?
Oh wait, it has almost 60 frames of endlag after the first hit. The second hit...it's frame 32. SLOWER THAN F-SMASH, hits for LESS DAMAGE. Has pitiful range, and hits insanely slow behind him. Yes it's decently strong at 17 damage base...but you're never hitting it.
Oh, and up smash has a sour spot which does 10 damage on a frame 30 move. WHAT KIND OF BULL**** IS THIS. Brawl Up Smash had a SWEET SPOT DOING F-SMASH LEVEL DAMAGE. NOT IT DOES TILT DAMAGE? Oh, and it has lower BKB/KBG for an extra slap in the face. You aren't dying to this until 160 or so. I love hitting a frame 30 move and getting punished for it.
Other than that, Ike has Aether. Hoo boy is this move insanely bad. People talk about punishing Cloud up-b? Have you SEEN AETHER?
It doesn't hit below him very well when he's starting to go down, it doesn't hit above him PERIOD. It doesn't hit behind him (The sword swings in a circle people. It SHOULD HIT BEHIND HIM AND ABOVE HIM.) and is punishable with spikes AND up-airs. Does it sound hard? Not really. Fox can run off jump up-air and beat it clean. Oh, and if you don't want to do that? Just shield grab. It's more free than Cloud because Aether is garbage.
/but it has super armor.
3 frames of it. Frame 18. The hitbox comes out then, so it's useless. I played Aerolink for an hour and he tried to witch time Aether, ONLY ONCE did the super armor help. Isn't exactly helping.
QD? QD's fine. It sends you very fast, but isn't stupid for trying to punish. It comes out frame 3 when in range, so you can kinda beat people...but it still loses to diagonal hitboxes. It also does 6 damage without charge, so it's useless as an attack option unless your opponent commits against a fully charged QD at like 120+ with rage.
Eruption is a commitment that sometimes is worth the risk, MU dependent. If you whiff...pray.
Then Ike has undertuned moves.
Up-Air starts behind him (I still don't know why), which means any combos that would work don't really because it's frame 15 or so before the forward hit comes out. But it blows up air dodges. We take those. It also kills fine due to the buff it received. I wish it did more than 11 damage though.
D-Air is hard to use. 2 frame hitbox (14 in brawl. Why Sakurai) but is fantastic for footstool combos. Too bad it can't be used in neutral due to losing 12 frames of hitboxes. 15 damage is nice.
I haven't talked about F-Air, N-Air or B-Air.
Why?
Because they are solid moves that do their job. I have no complaints I just wish N-Air was slightly faster so we could try to break out of things slightly better.