CHECK
Update: Training Mode.
Uthrow > Air Slash is a true combo on Ike, as he cannot mash airdodge fast enough to avoid the rising first hit of Air Slash's 5% sourspot. From here,
Jump art's Uthrow > Air Slash can extend this combo, thus true combo'ing Ike until 111% without DI. That's when he gets too far out of range. So it goes like this:
Uthrow > Air Slash
If he doesn't DI, then you can true combo from 49 - 93%.
If he DIs away from you, then you can true combo him from 42 - 96%.
If he DIs behind you, then you can Reverse Air Slash to true combo him from 49 - 89%.
Monado Jump Uthrow > Air Slash
If he doesn't DI, then you can true combo him from 42 - 111%, but in order to true combo in this 42 - 111% range, you have to drift your Air Slash just a tad backwards while still facing forward so that your hitbox's apex reaches him before he can airdodge.
If he DIs away from the front, then you can true combo him from 42 - 114% if you hold Air Slash's direction towards him.
If he DIs behind you, then you can Reverse Air Slash to true combo him from 49 - 112%. However, if you Reverse your Air Slash & then drift it backwards, you can true combo Ike from 42 - 112%.
So, remember this?
Air Slash Recovering Horizontally
How to perform it:
(Recovering Left)
» Immediately Tap & Hold
» Delay Pressing
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(Recovering Right)
» Immediately Tap & Hold
» Delay Pressing
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Applications: Optimizing our recovery with Air Slash is vital & very helpful. Times you're launched out too far & need to inch closer horizontally with the 2nd hit of Air Slash is key for surviving longer. For a visual signal of when it's safe inputting the 2nd hit of Air Slash after enough time delaying it, watch the red Beam disappearing from the Monado as it's swung behind Shulk. Right as you see that happening, input the 2nd slash while holding toward the direction you're moving towards to maximize the horizontal distance of the Air Slash. This helpful tactic is further improved by the Jump & Speed Arts because of their respected increased mobility stats, & as you'd figure the Shield Art makes this worse, delaying the 2nd hit of Air Slash with Shield active can still save your stock because delaying the 2nd slash to move forward or backward in most cases is always better than not delaying it at all.
*Note* Whenever you're performing an Air Slash & per-say you get hit in the midst of the delayed 2nd hit of Air Slash by an attack near the ledge, then pressing the B button again while holding forward would input as Back Slash which is a huge no-no. Instead of pressing B, conditioning yourself by pressing the A button or flicking the C-stick would input as a F-air. And pressing the Z button inputs as Airdodge, which finishes quicker than F-air. Perhaps maybe players would think it's good to input Air Slash normally & instead press Z for the 2nd slash in hopes to avoid inputting a move that could be a dangerous risk to do.
Now we have somewhat of a good reason to be drifting our Air Slash backwards for true combo purposes. Get to it Monado boys, & practice this if you haven't done so already. Delaying Air Slash to recover more horizontally is a must, but now you get to use it for some combos with Air Slash out of Uthrow more, especially on Ike for now.
EDIT: Lol,
Monado Smash Uthrow > Air Slash can also true combo Ike, but I won't bother with the exact numbers.