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A lot of Ike's specials were altered. I think the closest to that is 2212. The functionality of eruptions and counters are pretty similar overall. I plan to make a new list once evo is over, but hopefully we can just go back to using the last 2 slots for anything you want. 1211 was the set I used at the last tournament I went to.Is 1211 really not a standard set? This bugged me when I played at my last tournament because that's the set I became accustomed to.
If Larry loses to Arikie, you'll have to deal with Sonic. Arikie is ranked 6 or something on NorCal's - or was it SoCal? - power ranking. Good Sonic and one who wanted to prove Sonic's Hammer Spin Dash isn't broken. With 6wX visiting that region, he, Scourge, and the other Sonic players probably shared tricks.I got Larry in my evo pools. Time to practice Fox mu.
Also all the Ike sets have paralysis counter, kinda annoying.
When is EXP 2015?EXP 2015 showing off Blitz and his meh Ike, with commentators having incorrect Ike knowledge.
Loving it.
Wrapped up earlier today, VODs should be available whenever EGE feels like it.When is EXP 2015?
I wouldn't really say "meh." He's got a solid Ike, but he can make some really weird decisions.EXP 2015 showing off Blitz and his meh Ike, with commentators having incorrect Ike knowledge.
Loving it.
Hm.. the only Smasher I know in the Wii U bracket is Ally. Melee I don't want to check it anyway cuz I know M2K will definitely win.Wrapped up earlier today, VODs should be available whenever EGE feels like it.
I wouldn't really say "meh." He's got a solid Ike, but he can make some really weird decisions.
His counter is so stupid strong now, I've gotten a few ridiculous KOs that I didn't think were possibleAlso, whatthehoozits? I KOed a Zamus with Counter at 109% from about 1/3 of the stage away from the ledge...except the move I countered was her jab, of all things, either Jab1 or Jab2, red lightning and all. Only at 69% myself, too, so there wasn't much rage. Now I know Counter isn't supposed to kill that early off a move that light.
I've been going through the forum posts looking to see if we have an active one, and the current one I can find is here: http://smashboards.com/threads/optimizing-ike-3-5-skype-group.378487/page-3You people all seem like people who have a good sense of comadarie, and I'd love to join your ranks! :D
If there is any Skype chat for the Ike group, I'd love to be in, but I'd love to be around the better parts of the community, and the people at the Ike boards definitely seem to match what I want.
I was actually able to Meteor 3 of my opponents in the last tourney I was in. Never was able to successfully pull it off before but it was glorious hype when I did here. Ike's got to save that d-air for when he knows it will connect, or the end lag can get him in trouble. Try it when your opponent is going for a deep recovery (and seems to be avoiding your Eruption) so that you hit them right as they are charging up their Up-B. That seems to help me, since most Up-B's starting animation stalls their gravity and makes them an easier target.Maybe dair is so bad so that when you actually get the meteor KO it brings the maximum disrespect and hype.
I wonder if what we consider 'hurtboxes' is what they are mentioning here. (I was reading that some devs can call both hit and hurt boxes collision bubbles after their engine's term, so this could be a mistranslation or misinterpretation) I can see that both Roy and Ike's bodies get much smaller during the swing, which makes it harder to challenge their d-air once the attack animation starts. I know Ike's issue isn't the size of the entire hitbox, but how much of it is considered meteor and how much is just a normal hitbox. From what I've heard from others, the meteor used to be almost the entire sword but now it's only the tip.I came across a rather disconcerting loading screen tip about Roy's Dair, saying something along the lines of "It's slow, but it makes Roy's hitbox smaller!"
Considering Roy got his Dair from Ike... is... is that why our Dair is so bad? Because it shifts Ike's hitbox into the upper 2/3 of his model to make him slightly less of a big target that can't defend himself from below?
GhostUrsa mentions this the post above you haha, but it's here regardless.Hello, new Ike user here. I've recently started using Ike and I'm interested in making him one of my characters, so here I am.
Is there an Ike Skype Group? c:
I guess, since I believe they serve the same purpose. Why search for friends when you can hang out with them? :3I should delete the crappy friend finder and just make a Skype sticky lol.
I think that's exactly what they're saying. But what I'm wondering after seeing that loading tip is, is Dair's badness being justified by what scant little strategic and defensive utility they think that smaller hitbox gives us? Because it seems like they consider it a balancing positive aspect of the move. But unlike Usmash sometimes allowing us to duck under an aerial attack and respond with a giant swing, I just don't see what benefit being able to tuck in Ike and Roy's hitbox during Dair gives us when the move itself is so slow and offers so little protection, on top of us likely falling into an opponent's chasing attack while in startup.I wonder if what we consider 'hurtboxes' is what they are mentioning here. (I was reading that some devs can call both hit and hurt boxes collision bubbles after their engine's term, so this could be a mistranslation or misinterpretation) I can see that both Roy and Ike's bodies get much smaller during the swing, which makes it harder to challenge their d-air once the attack animation starts.
The benefit would be against characters with U-air attacks that are similar to ours, if I had to look at it from a design standpoint. A U-air with more horizontal reach than vertical reach is designed to hit characters with a smaller body size (though Ike is a heavy, his body size doesn't match his colleagues.) or a decent air-dodge. This allows Ike to challenge such a U-air and his optimal spacing would out of reach from such a counter. Unfortunately, it doesn't linger enough to be as effective as Sheik's U-air (Pretty much the same concept, but upwards) or Captaindorf's spike. Rosie's d-air and u-air are definitely something to be envious about. It may not have the reach, but it is definitely hard to get out of the way of in a pinch.I think that's exactly what they're saying. But what I'm wondering after seeing that loading tip is, is Dair's badness being justified by what scant little strategic and defensive utility they think that smaller hitbox gives us? Because it seems like they consider it a balancing positive aspect of the move. But unlike Usmash sometimes allowing us to duck under an aerial attack and respond with a giant swing, I just don't see what benefit being able to tuck in Ike and Roy's hitbox during Dair gives us when the move itself is so slow and offers so little protection, on top of us likely falling into an opponent's chasing attack while in startup.
I'm so jelly of Rosalina's Dair, that thing sticks around forever.
Unfortunately, his spike is also difficult to pull off consistently. It's why you don't see many Ike's attempt it. You have to know that it will connect or you could be in a world of hurt. (The ending lag on it can be terrible.) He does have quite a bit going for him that I feel puts him above most of his heavy weight colleagues. (Personal opinion, mind you. I have seen my fair share of good heavy players in the other characters.) His range, disjointed hitbox and smaller size definitely work in his favor. Only big disadvantages he has that is fairly unique to him is that he has a harder time with zoners (QD either clanks or has too low of priority against missles), and he does not seem to have enough super armor with some of his moves (though some moves really lower our hitbox, so from a design standpoint I can see why they changed some of it).I started to main Ike a few nights ago for a montage and all I can say is WOW. Ike is so OP if you know how to counter punch. I always thought he was just a slow/strong brute in the lower tiers, no no no he's a freaking monster. His range is incredible and his spike is the soooo hilariously good.