Link to original post: [drupal=687]Balancing Ike[/drupal]
Ike seeks to simply utilize raw power and range, and fight for his friends.
Ike has difficulty offering sympathy, as well as dealing with fast characters and those who can gimp with strong horizontal knockback.
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+Few fast options.
+Counter has low reward for risk.
+ Decrease initial lag on u-tilt.
+ Added IASA frames for D-Smash, U-Smash, and f-tilt.
+ Counter damage multiplier increased to 1.5.
Ike's defensive options have been significantly improved, which helps offset the speed issues he continues to face. An well-placed counter or unexpected use of IASA frames could cost Ike's opponent the match. The changes are more than anything a recognition of the importance of mind-games in Ike's playstyle. The word "mindgames" has lost so much meaning over the years, but against Ike you might want to prepare yourself to have it redefined.
Ike seeks to simply utilize raw power and range, and fight for his friends.
Ike has difficulty offering sympathy, as well as dealing with fast characters and those who can gimp with strong horizontal knockback.
<!--break-->
+Few fast options.
+Counter has low reward for risk.
+ Decrease initial lag on u-tilt.
+ Added IASA frames for D-Smash, U-Smash, and f-tilt.
+ Counter damage multiplier increased to 1.5.
Ike's defensive options have been significantly improved, which helps offset the speed issues he continues to face. An well-placed counter or unexpected use of IASA frames could cost Ike's opponent the match. The changes are more than anything a recognition of the importance of mind-games in Ike's playstyle. The word "mindgames" has lost so much meaning over the years, but against Ike you might want to prepare yourself to have it redefined.