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I agree but i also kind of disagree. I agree that the more comtrolled the Sonic is, the harder time it gives Ike. but the 3 Sonic mainers i've played, i almost always win because Ike has a big range advantage over Sonic. and unless Sonic gets close, he can't do squat. It might just be me, but Ike's N-air always seems to prevent an approach because it has a good half circle cover. Also it is really easy to negate any of Sonic's spin attacks with either Quick Draw or just F-tilt. As long as Ike is on the ground, Sonic really has to work to get close.Ike is pretty easy to edgeguard, and in the air Sonic outspeeds Ike every time (except his bair). Since none of Ike's aerials have super armor, Sonic can just play a reactionary game and interupt most of Ike's attacks. One the ground Ike has a much easier time due to his quick Jab, d-smash, and f-tilt. There's also a very easy way to stop the quickdraw approach. Just short hop an airdodge moving foward, causing Ike to do the slash but not hit you. Of course this will only work if he ended up pretty close to start with, but that's pretty much what the quick draw is for anyway.
I'd think the better the Sonic player gets at controlling his speed, the harder it will become for Ike to hit Sonic.
Perhaps. I've never personally had trouble with Ike's nair, and his quickdraw just doesn't come out fast enough to catch me by suprize. I play both of them, so I kind of already know what to look for (beware of F-tilt if your approaching with a spindash, ect.) I suppose I should look into this more because of some of the points you and Emblem Lord brought up.I agree but i also kind of disagree. I agree that the more comtrolled the Sonic is, the harder time it gives Ike. but the 3 Sonic mainers i've played, i almost always win because Ike has a big range advantage over Sonic. and unless Sonic gets close, he can't do squat. It might just be me, but Ike's N-air always seems to prevent an approach because it has a good half circle cover. Also it is really easy to negate any of Sonic's spin attacks with either Quick Draw or just F-tilt. As long as Ike is on the ground, Sonic really has to work to get close.
Too bad that rest won't even kill them at 100% on some stages. You can still wop them though.Well I think we can agree that Jigglypuff> Bowser. Jigglypuff> Donkey Kong. Spacing of pound combined with the obvious potential of rest makes jigglypuff very hard for either bowser or donkey kong to deal with. Plus WOP is very very easy against these characters who don't have very good recoveries to begin with.
I think that's the problem, people group Bowser and Donkey Kong together as these big slow hitters. But these two play nothing like each other and do not share the same weaknesses.Well I think we can agree that Jigglypuff> Bowser. Jigglypuff> Donkey Kong. Spacing of pound combined with the obvious potential of rest makes jigglypuff very hard for either bowser or donkey kong to deal with. Plus WOP is very very easy against these characters who don't have very good recoveries to begin with.
Well one time i fought it, it just used it when we were far apart on Final Destination. Didn't even use it to edgeguard. But then again, it was one of the few times I fought it.Sorry to burst that bubble... but 9 CPU Mario used the FLUDD to edgeguard religiously.
I believe he can also chainthrow Bowser, DK, Luigi, and Samus without moving from his spot, making that an infinite.Please correct me, but I was told that DeDeDe's chain throw only infinited against the wall. I was also hearing in the forums that a lot of the stages where DeDeDe could death chain throw weren't going to be allowed in major tournaments. If this is true then I would like to say that DeDeDe vs Bowser is pretty even match. Both their attacks are slow and punishable, and I find that Bowser and DeDeDe KO each other around the same percentages as well. The biggest problem with DeDeDe is that his hit boxes are really deceptive, almost like he's not as big as he seems to be. Also the Waddle Dees will be killer, but a good Bowser can flamethrower right through them and grind DeDeDe with it. DeDeDe's weird hit boxes doesn't stop him from being Bowsercided either.
Oh well, Add DeDeDe to the list then ;_;.I believe he can also chainthrow Bowser, DK, Luigi, and Samus without moving from his spot, making that an infinite.
Ahh.. see your point now. it is a lot easier to fight Ike if you use him. i'm the same way when i use Fox against Ike. my Sonic friends haven't even touched Ike so they don't really know the finer points of Ike's attacks. well, then in your case, an exception has occured.Perhaps. I've never personally had trouble with Ike's nair, and his quickdraw just doesn't come out fast enough to catch me by suprize. I play both of them, so I kind of already know what to look for (beware of F-tilt if your approaching with a spindash, ect.) I suppose I should look into this more because of some of the points you and Emblem Lord brought up.
i don't think this is entirely true. i have only played lucas twice and i was awful but i know that just an intermediate lucas player slaughters fox and i have mained fox since the N64 smash. i'll defend him to all ends of the earth. but this is inevitable. lucas just plain pwns fox. now you are right in some sense but exceptions are bound to happen.This is a great Idea but everyone is just going to defend their mains and the list will be jam packed with disputed marks. =(
you should collect more solid data after the game has been out for at least another 2 months and more tactics, and clear disadvantages have been discovered
ex: Jiggs > Wolf: because wolf can be easily juggled and his recoveries are easily intercepted by sweetspoted Fair...
That claim may hold true for ME, but only because I dont have any problems beating wolfs with Jiggs.
you should just add me on YIM or AOL so i can help test and collect non-biased data.
While some people are going to defend their mains until the end, others will actually bring up their mains weaknesses in this topic. I know I have mentioned a couple of Ike's in my two posts.This is a great Idea but everyone is just going to defend their mains and the list will be jam packed with disputed marks. =(
They so too share the same weakness: nobody likes them!I think that's the problem, people group Bowser and Donkey Kong together as these big slow hitters. But these two play nothing like each other and do not share the same weaknesses.
But once again I have to urge other Bowser players to add their opinions to this thread, as mines probably won't hold up well if at all due to newness.
i'm sorry but i have to disagree, snake can beat sonic. sonic does not have a lot of killing attacks and snake is a heavy tank. mines in the middle of the stage cut off any spin atack approach and C4 can just double to problem for sonic. also sonic is fairly lightweight and can get killed just over 100% with any of snakes aerial moves. nikitia missles can keep sonic at a distance if the snake is good enough. and if the snake is good at dodging, CQC is gonna destroy sonic. so i say advantage snakeAgreed. My friend's little brother can even beat me with Sonic when I use Snake. I have no problem against even the toughest characters like Wolf, Pit, and Marth with Snake, but vs Sonic I just get punished.
Also I don't think people will just defend their mains. I know that I personally want bad match ups shown on here for my mains, that way when players beat me with those characters, I can just say it was a bad character match up and not have to say they are better than me.
i have to say that wario wins against ike because ike doesn't combo well and wario is a combo god. plus wario is a very jiggs type fighter. lots of in and out. wuick attacks and retreating leave ike in the dust. wario also dodges very fast and get right behind ike and blow him away. plus wario and edge guard with no fear of dying since he has the bike. and as a possible last resort, the waft if there is any decent charge. advantage-warioHow is Ike at a disadvantage against Wario? Just about everything Ike does has greater range...
Link Counters Toon Link, because of range.