Kinzer
Mammy
We're screwed, Burrito is as stubborn as a boulder is immovable, and we're all pulling facts from our ***es, this will never get done.
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Please don't blame me Ussi, I just tossed in numbers due to mounting pressure to quantify the match-ups. You know full well that I hate numbers.:/ this is why the Ike boards originally decided to not discuss numbers.. But Light had to make numbers "important" thus brought this upon on. I don't even care about numbers, right now they are all opinion/theprycrafting. But we're arguing on what can or can't be done. I know we have no other way but we're both getting carried away.
I stop caring, this is coming out of my Persona 4 playtime.
http://www.smashboards.com/showthread.php?t=196207^Link to topic proving Squirtle has Marth's grab range please. Because I ain't seeing it happening.
0.5 blocks
-Peach
-Diddy Kong
-R.O.B.
-Kirby
-Squirtle
-Jigglypuff
-Marth
0.33 blocks
-Ganondorf
-Pit
-Falco
-Wolf
-Ike
-Ness
-Mr. Game & Watch
Not if they use hydroplaning. But yes, if you compare running speeds, Squirtle and Ike run at exactly the same speed, as proven by Mew2King.Squirtle's ground mobility is the same as Ike's too.
Wait what? It was shown that QD is good against Flamethrower.Quickdraw - You are in denial if you're still using this and you know your fighting Charizard.
This is when the Chiarizard is ******** enough to let the Flame die down to it's absolute minimum, otherwise the embers from the FT leave Chariard unpunishable via Quickdraw.Wait what? It was shown that QD is good against Flamethrower.
In any case, I'll change characters sometime tomorrow.
good point. however, squirtle is better than luigi at punishing air dodges.Steeler, a smart Ike will not attempt to interrupt your aerials with his owns when you’re too close to him, that would be just too stupid. Consider Luigi Uthrow example at medium percentages, Ike doesn’t fly too far and Luigi can attempt two aerials without being punished for it. Will Ike attempt to fight back? No. He’ll strafe away and regain his ground.
Now, before someone points out “Hey, but Luigi is a very different character than Squirtle!”. Yeah, I know, it was just a very similar and explanatory situation.
(insert proof that squirtle's range is .6 and ike's is .33, which is the exact same proof i looked at as i made that post, to make sure that my statement was correct)squirtle has almost double the grab range that ike has.
hilarious i hope you realize that you look like a fool right now.so it isn't twice as big as Ike's grab range. One more thing the PT boards made up. The longer this goes on the more lies are unveiled. (blablabla accusatory stuff attacking me)
Wait what? So for what would we use it for? Attacking? Recovering? QD has no ending lag when it does not hit, meaning we could jab or use our tilts right after. It also makes Ike slide through the stage when he performs a “soft landing”. Never heard of the Grand Viper?quick draw and shellshifting aren't used for the same thing :s ike doesn't use quick draw to move around and bait stuff lol
We've had like two pages of discussion over Charizard, you'll just have to look for that.We haven't even talked about Charizard yet...
Ike likes to play defensive, I would respond to your aggressive use of flamethrower with retreating Fair or QD.charizard. flamethrower is a huge hassle for ike. i don't think he has a real answer to it. quick draw vs flamethrower will rarely ever come up because competent charizards know that it isn't safe to stand there and hope they run into it. no no, the real reason to use ft in this matchup is AGGRESSIVELY. quick draw won't matter at that point.
And Charizards do have projectiles? Flamethrower is technically “disjointed”, or else Ike’s Fair would be a projectile too.charizard's spacing tools are a huge boon in this matchup because ike lacks any projectiles. off stage, charizard's recovery is clearly less limited, so he is at less danger when recovering and can also be more aggressive when edgeguarding. according to firemario's thread, all aerials come out in single digit frames, except for dair.
Hahaha… I won’t start to discuss ratios or natural advantages here. You’re welcome to continue our match discussion ratios discussion at the Weapon Triangle thread.i think those are the advantages charizard has in this matchup. offstage advantage and at medium range (ie at the point where jabs are not safe). up close ike's jab is better, while charizard's grab is much better. i don't know that either character is safe on shield here. i'd say ike is a little better here, but not by much.
Speak for yourself. I love being at the air, Nair combos and auto cancels, Fair and Bair has nice IASA frames. If I space correctly my aerials, I cannot be punished. How would I not love it?both characters hate being in the air because of blindspots, although charizard is a lot more well equipped to hit the opponent instead of relying on just getting out of the way. charizard has an extra jump to use and more aerial speed than ike does. i promise that this isn't another one of my lies!
That’s because we are very careful with our spacing, we don’t need to rush in. Also, if we accidentally hit our opponent with the QD, we’ll suffer a full second ending lag.whaaaaaaaaaaat i've never seen an ike just quick draw back and forth lol
Down BWhat mindgames, Guil left a serious opportunity to punish his post, so I just reacted by making him pay for it with a cruddy over-used joke.
i'm not sure of how retreating fair or QD would fare against a flamethrower approach. charizard short hops flamethrower to approach with it, so that the hitbox is coming down at an elevated angle. i'd imagine that QD would just run into the flames, while i don't know how ike would jump out of the flame and then fair charizard back.Ike likes to play defensive, I would respond to your aggressive use of flamethrower with retreating Fair or QD.
lol okay. the point of whether or not charizard has projectiles is completely irrelevant to my argument there, and you clearly misinterpreted what i said or something. i'm making the point that stuff like falco/wolf lasers and grenades make charizard's use of flamethrower and rock smash to space very difficult, because both are usually short hopped. ike lacks such a projectile, so those moves are more useful here. none of ike's attacks have the range that flamethrower has.And Charizards do have projectiles? Flamethrower is technically “disjointed”, or else Ike’s Fair would be a projectile too.
fair has huge knockback when sweetspotted. this is the inner cone of fire breath that comes out of charizard's mouth. if you, as an ike offstage, are hit with fair at even moderate percents, you will not make it back on stage. the trajectory is horizontal and ike's second jump + aether/quick draw would not be enough, unless we were both high above the stage level to begin with (so you could quick draw back). and even that isn't guaranteed to save you.I don’t see much potential in Charizard for gimping Ike specifically. His Fair has very low knockback and we’ll almost always use Aether for recovering. I think Charizard would do like any other character in the game for gimping Ike: speed hog or hit us in the Aether apex (if your Dair is disjointed).
i thought we were supposed to discuss ratios in here!Hahaha… I won’t start to discuss ratios or natural advantages here. You’re welcome to continue our match discussion ratios discussion at the Weapon Triangle thread.
you would not love it if charizard forced you into the air. that's what i was referring to, i should have specified. sure, charizard can't be punished with a correctly spaced flamethrower and rock smash is difficult to punish as well. uair has a lingering hitbox, bair is strong and disjointed, etc. but that's when charizard has control. your examples, that's most useful when ike has control. when charizard throws ike into the air or something, your previous post about squirtle and ike stated that ike is better off just getting the hell out of there and putting his feet back on the ground. that's because ike has a disadvantage at that point, and so is charizard. so they are both similar in that regard. that was the point of my comparison, but i should have specified.Speak for yourself. I love being at the air, Nair combos and auto cancels, Fair and Bair has nice IASA frames. If I space correctly my aerials, I cannot be punished. How would I not love it?
okay, can you explain the use of QD here? are you saying like...QD at the opponent, slightly out of range so you don't hit? that doesn't sound very safe against charizard, who can just put rock smash's hitbox in between you and him if he catches wind of your plan. or put a shield up and grab you. i'd appreciate some more in-depth info here.That’s because we are very careful with our spacing, we don’t need to rush in. Also, if we accidentally hit our opponent with the QD, we’ll suffer a full second ending lag.
For the Fair, I will SH backwards while performing the Fair. The range in this attack is longer than the flamethrower, so if I spaced correctly, I can hit you through it. In the QD case, I would use just in case I was expecting you to do a SH FT. As I can hold the side B indefinitely and your FT eventually runs low on fuel, I can punish you harder if you insist on using it while I charge my QD.i'm not sure of how retreating fair or QD would fare against a flamethrower approach. charizard short hops flamethrower to approach with it, so that the hitbox is coming down at an elevated angle. i'd imagine that QD would just run into the flames, while i don't know how ike would jump out of the flame and then fair charizard back.
Couldn’t you find a worst place for that Fair to sweetspot? Also, that Fair has long duration; I could just airdodge through it, or let myself get hit by it if you are too distant to sweetspot, it would actually help me if I were recovering from below. Anyway, that info is good to know.fair has huge knockback when sweetspotted. this is the inner cone of fire breath that comes out of charizard's mouth. if you, as an ike offstage, are hit with fair at even moderate percents, you will not make it back on stage. the trajectory is horizontal and ike's second jump + aether/quick draw would not be enough, unless we were both high above the stage level to begin with (so you could quick draw back). and even that isn't guaranteed to save you.
it's like hitting with ike's fair. a tad bit weaker, but certainly faster. it definitely does not have "low knockback".
How would you force us into the air? Do these setups send Ike too high?you would not love it if charizard forced you into the air. that's what i was referring to, i should have specified. sure, charizard can't be punished with a correctly spaced flamethrower and rock smash is difficult to punish as well. uair has a lingering hitbox, bair is strong and disjointed, etc. but that's when charizard has control. your examples, that's most useful when ike has control. when charizard throws ike into the air or something, your previous post about squirtle and ike stated that ike is better off just getting the hell out of there and putting his feet back on the ground. that's because ike has a disadvantage at that point, and so is charizard. so they are both similar in that regard. that was the point of my comparison, but i should have specified.
That’s it. if I spaced correctly, I’ll have no ending lag and position myself in jab range. Hopefully, you’ll put up your shield for defending against QD and then put it down for punishing me, but then: surprise! Jabbed in your face!okay, can you explain the use of QD here? are you saying like...QD at the opponent, slightly out of range so you don't hit? that doesn't sound very safe against charizard, who can just put rock smash's hitbox in between you and him if he catches wind of your plan. or put a shield up and grab you. i'd appreciate some more in-depth info here.
For you to punish it, you have to be out of range in the first place (which smart Charizards will make sure you aren't). If you try and shield it, it'll eat your shield. If you spot-dodge, you get hit by the flying pebbles. If you roll behind him, you still may be hit by the flying pebbles. If you roll away, you lose your chance of counter-attacking. The best way to punish Rock Smash is before they use the attack; if they use from high up in the air, it's a free Aether, whereas if they short-hop it it's a FAir. Even then, Rock Smash has SAF from 1 through 21 (see here), so it's not like it will be easy to disrupt.Why is rock smash hard to punish btw? I know it lingers a bit with the shattered fragments but Ike's disjointed range can easily reach inside it.
the range on fair is less than the range on flamethrower during the first 4 or 5 seconds it's out, which is much longer than it should be out for if charizard misses. if you SH backward the fair, you'll be even more out of range of flamethrower than before. it seems unlikely that you can use fair to punish a correctly used flamethrower because it looks like you have to SH fair charizard before the flame even comes out...which, again, has more range than your fair. the flamethrower also comes out on frame 20, according to firemario's thread. your fair comes out on frame 18.For the Fair, I will SH backwards while performing the Fair. The range in this attack is longer than the flamethrower, so if I spaced correctly, I can hit you through it. In the QD case, I would use just in case I was expecting you to do a SH FT. As I can hold the side B indefinitely and your FT eventually runs low on fuel, I can punish you harder if you insist on using it while I charge my QD.
charizard can 'drift' into you so that the sourspot hits first (thus, hitstun but no knockback) so that the sweetspot then hits safely. charizard can also initiate the attack above you and fastfall the hitbox into you.Couldn’t you find a worst place for that Fair to sweetspot? Also, that Fair has long duration; I could just airdodge through it, or let myself get hit by it if you are too distant to sweetspot, it would actually help me if I were recovering from below. Anyway, that info is good to know.
the same way ike forces charizard into the air...with his throws. charizard has a guaranteed bthrow to fthrow at 0%, which will often lead ike offstage. charizard also has fthrow/bthrow into usmash, which releases in 5 frames. charizard can also just rock smash or flamethrower. uthrow isn't strong enough to send ike far enough for safety until mid to high percents.How would you force us into the air? Do these setups send Ike too high?
i could just hold my shield and grab you with zard's huge grab range. or rock smash, since if you make contact with the rock, it acts as if charizard headbutted it. so you'd take a huge amount of damage. even flamethrower is an option, albeit much riskier since if you see the flame coming, you can just wait until charizard is vulnerable again. this seems to be a pretty simple mindgame to me that ike can't really rely on too much.That’s it. if I spaced correctly, I’ll have no ending lag and position myself in jab range. Hopefully, you’ll put up your shield for defending against QD and then put it down for punishing me, but then: surprise! Jabbed in your face!
Yeah, Flamethrower outranges Fair. I guess just the QD punish would work in this situation. Or maybe Ike could rush in and wait for the flamethrower ending lag or for it to run out of fuel, and punish with jab.the range on fair is less than the range on flamethrower during the first 4 or 5 seconds it's out, which is much longer than it should be out for if charizard misses. if you SH backward the fair, you'll be even more out of range of flamethrower than before. it seems unlikely that you can use fair to punish a correctly used flamethrower because it looks like you have to SH fair charizard before the flame even comes out...which, again, has more range than your fair. the flamethrower also comes out on frame 20, according to firemario's thread. your fair comes out on frame 18.
That’s the exact situation for QD to work as punishment, Charizard would have to miss.for QD, you'd have to charge and release it before the flames even come out, or else you will just run into the fire. i can only see this working if the charizard badly messes up its spacing and the fire doesn't reach your hurtbox, in which case you release the QD once charizard releases FT, or it dies down enough that QD will outrange it.
For that I would have to DI inwards.charizard can 'drift' into you so that the sourspot hits first (thus, hitstun but no knockback) so that the sweetspot then hits safely. charizard can also initiate the attack above you and fastfall the hitbox into you.
Ike? Using Bair during recovery? I don’t think so.obviously, like most edgeguarding techniques, you can airdodge through most everything. airdodging still doesn't get ike out of complete danger though, since charizard's fair has little duration if it does not hit (and grows quite a bit if it does), he can punish ike out of the air dodge with a bair (7 frames), nair (8 frames), or uair (6 frames) depending on positioning. ike's only option for counterattack would be his bair, which is just as fast as charizard's. however, you will be suffering from some slight airdodge cooldown that could very well give me the edge in that situation.
Or I could use Fair and hit through it, it is an option.charizard's nair also lasts a really long time and has a hitbox surrounding charizard, you can't airdodge out of that attack. uair also lasts a while.
So if Ike is sent too high Ike could strafe away while performing aerials.the same way ike forces charizard into the air...with his throws. charizard has a guaranteed bthrow to fthrow at 0%, which will often lead ike offstage. charizard also has fthrow/bthrow into usmash, which releases in 5 frames. charizard can also just rock smash or flamethrower. uthrow isn't strong enough to send ike far enough for safety until mid to high percents.
It is an option for diversification; it isn’t safer than Ike’s normal methods of approaching. And I don’t need to jab in the end necessarily.i could just hold my shield and grab you with zard's huge grab range. or rock smash, since if you make contact with the rock, it acts as if charizard headbutted it. so you'd take a huge amount of damage. even flamethrower is an option, albeit much riskier since if you see the flame coming, you can just wait until charizard is vulnerable again. this seems to be a pretty simple mindgame to me that ike can't really rely on too much.
what do you mean by rush in? shield cancel a dash into it? you will be shieldpoked way before charizard runs out of fuel.Yeah, Flamethrower outranges Fair. I guess just the QD punish would work in this situation. Or maybe Ike could rush in and wait for the flamethrower ending lag or for it to run out of fuel, and punish with jab.
seems like it could work in that case, but charizard should not be missing unless it makes a pretty dumb mistake.That’s the exact situation for QD to work as punishment, Charizard would have to miss.
well, charizard can "drift" into you. his air speed is actually pretty decent. don't forget that ike will probably be holding toward the stage anyway, since he'll be recovering.For that I would have to DI inwards.
i assume you say that because of the after lag? well, isn't that a problem with all of ike's aerials?Ike? Using Bair during recovery? I don’t think so.
true. you'll have to predict it though.Or I could use Fair and hit through it, it is an option.
that's a given, but it will be very difficult to accomplish at low to mid percents. it's the same deal as when ike throws charizard, really. and if the charizard predicts that you will attempt to use an aerial as you strafe, charizard can just stay grounded and follow with his fast dash. ike can do the same, only with quick draw.So if Ike is sent too high Ike could strafe away while performing aerials.
fair enough, although with ike in range of the opponent's full spectrum of attacks, i'm not sure of what other attacks ike would use in place of a jab.It is an option for diversification; it isn’t safer than Ike’s normal methods of approaching. And I don’t need to jab in the end necessarily.