YagamiLight
Smash Champion
Well, that was pretty direct, haha.
On a side note, Pit is written and up, Game and Watch is here as promised. And, as promised, the Pit write-up contains a special something in it.
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Well, that was pretty direct, haha.
And again, we have Marth mains who just cannot accept that Ike has a chance against Marth.
Of course he has a chance, not any better than 65:35 though. Marth boards don't just talk out of their *****, we know our ****. Feel free to try and change our mind, we like to communicate with others and settle on a ratio.And again, we have Marth mains who just cannot accept that Ike has a chance against Marth.
I'm not an Ike main, so I can't offer any insight other than my experiences with Ike as Marth.Of course he has a chance, not any better than 65:35 though. Marth boards don't just talk out of their *****, we know our ****. Feel free to try and change our mind, we like to communicate with others and settle on a ratio.
You bloody genius.Hey, I just thought that maybe you should change the pic of Pit on the front page to this one:
In that case, I guess I'll help. For G&W now,Marth boards like to directly communicate with the other boards in the thread so that both boards agree.
G&W uses his D-air more to punish your ending lag than as an approach.-U-tilt, U-air, and Aether are good ways to stop G&W's D-air.
It doesn't work on Ike, so G&Ws will actually U-throw Ike instead for an opportunity to juggle him.Most G&W's will d-throw to d-smash. D-smash is also G&W's best kill move if it sends Ike horizontally.
How? G&W only uses his Up-B to juggle you or sometimes when you are way off stage near the blastzone in order to kill you.- The trampoline for his Up-B can also help you recover.
Lol, well Pit was/is one of my mains... >_> I just didn't really end up posting much cuz I'm probably wrong on most stuff anyway... xDHmm...we didn't seem to get too much insight for the Pit matchup, probably doesn't help tjhat few to none of us have any experience with the boy from heaven, and we didn't get any people maining him to help...You know, I'm sure if we go troll their boards and say Ike is at an advantage at 80-20, that should get some angry Pit's to start coming over here and defend his rightful place.
But seriously...
Hey, haven't I played you online? We should play some more sometime.Anyway...as more Game & Watch, he's a freaking nightmare if I play Sonic, and it's not much easier when I counterpick with my Ike.
I'm just going to point out that UNLESS the character G&W is D-throwing is lightweight, he will usually U-throw you. Although on wifi it's a different story.Don't let G&W grab you, whatever you do, the guy has a great tech chasing game if he D-throws you. He will do a few things according to what you do.
Yeah, G&W has also like the third strongest Up-smash in the entire game, which only has 10 frames of ending lag, and has an instant charge release. That one is extremely deadly, and I think his head is invincible while the hitbox is out.G&W's smashes I think...I can't believe I'm saying this, but can MATCH yours in terms of power, That mother f'er's Fsmash has killed my Ike at somewhere at 80-100%, this is WITH GOOD DI if you are skeptical.
Getting inside Ike's range isn't nearly as hard as you're implying. Marth, MK, and Wario for example are characters with less range than Ike but can still get in and punish him. G&W himself has less range than DK, Ganon, and MK, but has the advantage against the former two, and goes close to even with the last.eh... Ike/G&W is 50/50 I stand with Kirk on this. It's just my experience. I only abused my range thats about it.G&W has a weakness to range, so it works. Prefect spacing lets you deal with G&W. Since G&W can only use side aerials and not Dair (usually) therefore you can always be ready to fair/counter. You kill G&W at 80%(With our NORMAL kill moves) but he kills you at 100% (80% with usmash) If you're gonna be spacing properly you shouldn't get hit by the non sweetspot dsmash. Never rush in there, always walk to G&W to be ready to ftilt/fair/counter. G&W has lingering hitboxes. Meaning if you can avoid the hit, you have time to punish it. About all I'll say.
Wouldn't it be better to just short hop an uair? Or is there not enough time to do that?Counter can be great for G&W's Dair and whatnot, he pauses a little bit, heck it would just be easier to say it's easy to catch on to him when he is Dairing. By the time he comes down on top of you the counter frames will be at the ready. Why didn't I think of this before?!
For stages: BF or Lylat Cruise for neutral. G&W can't do much with platforms besides Uair or a full hopped Turtle. Lylat Cruise's tilting can screw over his recovery. For Counter Pick.........good old Pirate Ship sounds best.
Of course.... -___-;; Once again, I prove my stupidity... :DNot enough time Colaya, G&W's dair goes down to fast. We are not fast, so our best bet is to use counter, aether, or a GTFO of the way tactic. G&W's dair can go left/right though.
*online johns**goes to watch my victories against A2ZOMG*
Isn't Distant Planet banned in most tournies? I don't know that stage too well, so I'd rather not give an opinion.Does Distant Planet/Delfino Plaza work as counterpick CP stages for G&W, anybody else agree/disagree?