3xSwords
Smash Lord
First intro myself, I'm 3xSwords (referred as swords or 3xS) and I was originally an Ike mainer. I sorta stopped maining him when I realized he barely advanced in terms of gameplay. But have recently come back to him, because of growing interest. And I feel aerial QD is one way to advance his metagame. I know there is a thread about QD advantages but this is here b/c somebody felt I should take my post and make it a seperate thread.
First of aerial QD being used as a long range game is what I hope to expand upon with the community. Sonic players consider moves like their spin dash (sideB or downB) to be their long range game and in the those respects aerial QD is the same.
I'm sure we all know counter draw? Well apply that expect doing other moves besides counter this gives Ike a plethora of options. He doesn't get a sudden boost but the slide increases the range on all attacks except for upB, QD, and dsmash. Why is this inportant? Well all attacks includes grab and we all know how ****ty Ike's grab range is, but with this it is drastically improved. There are many things that can be done and these are what I believe have very good uses:
Shield and slide so you can shield grab, D-tilt slide, grab slide, pivot and you will slide with your back to the opponent, sets up shield>bair out of shield, jab slide aka jab canceling, spot dodge slide, u-tilt slide for the true grand viper, u-smash slide, and F-smash SLIDE (lulz XD).
Sure this tactic may only apply to characters that have no projectiles and don't have insane speed, but this is a perfect complement to Ike's game which is usually landing one-hit, waiting, landing another hit. With this after you knock them across the stage you can do SH>QD aerial release>anything to constantly pressure them. One example is f-throw or b-throw at around mid%'s sends them pretty far from there you can SH backward>aerial release QD>into another grab to reset situation, jab, etc.
You can mix it up and choose to hold it a second longer and do a QD on the ground. Also if you do aerial QD and initial dash backwards he will run in place. You can also immediately jump as soon as you hit the ground. Using aether and d-smash makes you stop in place and attack, while another QD could serve as a fake out. These tactics can all mess with your opponent's mind. You might even get a normal QD hit in there.
Discuss ways to setup a situation where an aerial QD is useful and variations of what can be done out of the slide. (And I know it isn't amazing but Ike really needs some sort of advancement in his playstyle and if you've already expanded on this tactic please post your uses of the aerial release QD so we can bring out the full potential of this move).
First of aerial QD being used as a long range game is what I hope to expand upon with the community. Sonic players consider moves like their spin dash (sideB or downB) to be their long range game and in the those respects aerial QD is the same.
I'm sure we all know counter draw? Well apply that expect doing other moves besides counter this gives Ike a plethora of options. He doesn't get a sudden boost but the slide increases the range on all attacks except for upB, QD, and dsmash. Why is this inportant? Well all attacks includes grab and we all know how ****ty Ike's grab range is, but with this it is drastically improved. There are many things that can be done and these are what I believe have very good uses:
Shield and slide so you can shield grab, D-tilt slide, grab slide, pivot and you will slide with your back to the opponent, sets up shield>bair out of shield, jab slide aka jab canceling, spot dodge slide, u-tilt slide for the true grand viper, u-smash slide, and F-smash SLIDE (lulz XD).
Sure this tactic may only apply to characters that have no projectiles and don't have insane speed, but this is a perfect complement to Ike's game which is usually landing one-hit, waiting, landing another hit. With this after you knock them across the stage you can do SH>QD aerial release>anything to constantly pressure them. One example is f-throw or b-throw at around mid%'s sends them pretty far from there you can SH backward>aerial release QD>into another grab to reset situation, jab, etc.
You can mix it up and choose to hold it a second longer and do a QD on the ground. Also if you do aerial QD and initial dash backwards he will run in place. You can also immediately jump as soon as you hit the ground. Using aether and d-smash makes you stop in place and attack, while another QD could serve as a fake out. These tactics can all mess with your opponent's mind. You might even get a normal QD hit in there.
Discuss ways to setup a situation where an aerial QD is useful and variations of what can be done out of the slide. (And I know it isn't amazing but Ike really needs some sort of advancement in his playstyle and if you've already expanded on this tactic please post your uses of the aerial release QD so we can bring out the full potential of this move).