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well, you hit him off.....and when he comes back, you hit him again.Anyone want to play a few sometime?
Oh and how does Ike gimp Ness harder?
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well, you hit him off.....and when he comes back, you hit him again.Anyone want to play a few sometime?
Oh and how does Ike gimp Ness harder?
Lol sure.well, you hit him off.....and when he comes back, you hit him again.
Actually, it's dead easy to do. As long as Ness actually has to go a good distance with PKT2 and can't just jump back on.Gimping Ness with Ike is pretty much non-existant, lest you want a PKT2 to the face
Ness certainly has a good air game, but being able to FAir through every attack negates it's usefulness somewhat. Airdodging through the FAir helps, but Ness' aerial maneuverability isn't good enough to make it reliable every time like Wario's or Jigglypuff's. Ness' double jump helps in following up with attacks, but not being able to cancel it makes it somewhat inflexible when you want to chase your opponent in a certain direction. Both characters have a good out of shield option (NAir for Ness and BAir for Ike), a long-range attack (FAirs, but Ike's is longer while Ness' is faster), killing moves (BAirs and UAirs, but Ike's BAir is much faster and longer-ranged while Ness' is more powerful; Ike's UAir is much more powerful and stays out longer, but Ness' is faster), and "combo" starters (Ness' FAir and Ike's NAir, but Ness' FAir is better in this aspect); I'd say their air games are roughly even when comparing the match-up, not the characters in general (in which case I think it's slightly in Ness' favor).Lol sure.
Okay, Ness vs Ike matchup is pretty straight forward.
Okay, on the ground Ike wins, but not by much. Ike's aerials are surprisingly good with some nice range to it, but Ness aerials still are better by a long shot. Gimping Ness with Ike is pretty much non-existant, lest you want a PKT2 to the face, and gimping Ike is pretty easy with the right Dair while aethering.
A thing to note is that grab release jab is avoidable on the first shot, (the other 2 connect though) and really now, you expect one grab release to sway a matchup? Lol.
Ike's usually approach Ness' in this matchup, I find it easier to play defense for once.
I see it in Ness favor 55-45.
If the Ness auto-sweetspots, you'll be hard-pressed to get off a DTilt; they're not that reliable when trying to intercept Ness.Nidtendofreak said:Actually, it's dead easy to do. As long as Ness actually has to go a good distance with PKT2 and can't just jump back on.
Dtilt? Perfectly usable.
Counter? Even easier then using it on Lucas's.
SHDair off the stage? Do able.
Fsmash? If he's using it from above the stage for what ever reason, and is aiming above the stage, this is a go.
Eruption? Eats PKT2 alive.
It's VERY easy to gimp Ness as Ike. PKT2 simply gives Ike too much time to set up what ever way he wishes to stop Ness from getting back.
You are fine actually...I have played you _clinton, I'm the guy from the Ike/Marth topic on the GameFAQs boards.
However, I'm not the best example of a good Ike as you found out. >_>
Too bad Ness' recovery is overall a lot more open for how you can use it overall...fun fact...the distance on it doesn't suck overall...Actually, it's dead easy to do. As long as Ness actually has to go a good distance with PKT2 and can't just jump back on.
Unless you hit the ledge right with Ness' recovery...Dtilt? Perfectly usable.
How so? You can change the fire off time of PKT2 pretty easily actually...Counter? Even easier then using it on Lucas's.
I like how you think Ness can't stall in the air...SHDair off the stage? Do able.
Fun thing about aiming it...you can fire it anywhere...oh and in case you forget...the start of the move has special frames to it...Fsmash? If he's using it from above the stage for what ever reason, and is aiming above the stage, this is a go.
Nah...Eruption? Eats PKT2 alive.
PKT2's start up time is a little bit more than Fire Fox and Fire Bird for the quickest use of it...so yeah it has start up time...but at least Ness' recovery isn't the same beaten path each time pretty much...really god it is way to easy to pillar spike/set up proper use of Flash and Thunder mind games...It's VERY easy to gimp Ness as Ike. PKT2 simply gives Ike too much time to set up what ever way he wishes to stop Ness from getting back.
To bad all of Ness' airs chain together naturally...and overall Ness beats Ike in the speed and mobility areas...And Ness does not have a large advantage over Ike in the air. A small advantage? Sure, but not a large one. Ike has too much range, and Ness is too lacking in range outside of Fair.
Right...he just has an above average 1st and 2nd jump...that overall effects his hit boxes for his air games...Ness certainly has a good air game, but being able to FAir through every attack negates it's usefulness somewhat. Airdodging through the FAir helps, but Ness' aerial maneuverability isn't good enough to make it reliable every time like Wario's or Jigglypuff's.
When I'm on someone...a good % of the time it ends with PK Thunder actually...when they want to run from my wrath...it works well ^_^Ness' double jump helps in following up with attacks, but not being able to cancel it makes it somewhat inflexible when you want to chase your opponent in a certain direction.
Ness' yoyo's are good for mind games as well...Both characters have a good out of shield option (NAir for Ness and BAir for Ike), a long-range attack (FAirs, but Ike's is longer while Ness' is faster), killing moves (BAirs and UAirs, but Ike's BAir is much faster and longer-ranged while Ness' is more powerful; Ike's UAir is much more powerful and stays out longer, but Ness' is faster), and "combo" starters (Ness' FAir and Ike's NAir, but Ness' FAir is better in this aspect); I'd say their air games are roughly even when comparing the match-up, not the characters in general (in which case I think it's slightly in Ness' favor).
God...the person was just screwing around in that it seems...Gimping Ness is VERY easy for Ike. You can get Countered if you're far away, reverse Aether'd if you're too close to be Countered, BAir'd if you're too close for reverse Aether (1:40), or even spiked if you're even closer than that. If you REALLY want to, you can purposely get hit, shorten his PKT2, and tech against the stage to survive (see 0:30).
According to Kirk, Ike's BAir comes out on frame 7 (source). Even so, that's not much different from 10; I should've looked up actual frame data rather than relying on visual estimations.Ike's Bair comes out on frame 8...Ness' comes out on frame 10...that isn't much faster...and Ness' growing body seems to enjoy lying about the hit boxes...just saying...
That thing is deceptively powerful >.>. I prefer Ike's superior range, but I guess it's personal preference.Oh and Ness' dair is sexy as hell ^_^
Yeah... my brother doesn't play competitively.God...the person was just screwing around in that it seems...
PK Fire -> DAir spike is very annoying .Still overall...it is pretty easy to gimp with Ness as well...
Actually all of Ness' airs can lead into a Dair as well...but yeah...PK Fire is the easy one to set up...relying on stage spikes isn't effective. There is such a thing called teching.
However, PK fire > dair is sexy. Ike can AD though since PK fire doesn't have that much range... if you're doing it from the stage..
His safest bet in a lot of cases is retreating Fair. PK Fire's not a very reliable approach method a lot of the time, PK Jump's only used once in awhile. If Ike's far away, it's Thunder game time. PKT and PKT2 are VERY underrated here...as _clinton said, respect the thunder. It's a very versatile move and shouldn't be readily ignored just because it's also a recovery move. A good Ness can use PKT2 in any direction he feels like.So yea, enough of that, how about what does Ness do to force approaches and how does he approach? And what does Ness do to pressure Ike when he's on the offensive?
Ike's main plan of approaching is basically avoid projectile and fair/nair/jab/AD into a jab that's about it lol.
Wel, retreating fairs are a ***** to deal with. Ike outranges it but Ike ends up extending his hurtbox into it before he hits Ness.His safest bet in a lot of cases is retreating Fair. PK Fire's not a very reliable approach method a lot of the time, PK Jump's only used once in awhile. If Ike's far away, it's Thunder game time. PKT and PKT2 are VERY underrated here...as _clinton said, respect the thunder. It's a very versatile move and shouldn't be readily ignored just because it's also a recovery move. A good Ness can use PKT2 in any direction he feels like.
Does Ness's DA shield stab effectively? Cause It most likely won't outrange Ike's full jab combo.Personally, I DA using the very tip of the hitbox as to not get grabbed easily, otherwise Fair and Nair in and out to get them to approach. If they approach, go in for the shield grab, Dthrow and rising Fair or Nair, giving chase with DA and Fair. If I miss a Nair or Fair, sometimes I'll jump right past and plant a Bair in the back of their skull.
Do be careful, Ike has a strong anti-aerial game with utilt (lingering hitbox), usmash (slow but lots of range), and aether.Offensive Ike, if he's mainly attacking from the ground with jabs and tilts, SH Dair works wonders to punish him. SHing Ike's a bit more annoying, especially if he's got good timing with his attacks. If I catch him at a moment of lag, Ftilt or jabs. Stalling the yoyo is also fun, I've found it clanks against a lot of things.
Air release dash doesn't work IIRC.Actually, it's dead easy to do. As long as Ness actually has to go a good distance with PKT2 and can't just jump back on.
Dtilt? Perfectly usable.
Counter? Even easier then using it on Lucas's.
SHDair off the stage? Do able.
Fsmash? If he's using it from above the stage for what ever reason, and is aiming above the stage, this is a go.
Eruption? Eats PKT2 alive.
It's VERY easy to gimp Ness as Ike. PKT2 simply gives Ike too much time to set up what ever way he wishes to stop Ness from getting back.
Ike has two grab releases on Ness. The ground one is jab, the air release is dash attack. I believe we can also Bthrow->Dash attack for a true combo on Ness, plus sending him off stage at around 50%.
And Ness does not have a large advantage over Ike in the air. A small advantage? Sure, but not a large one. Ike has too much range, and Ness is too lacking in range outside of Fair.
Tail whipping doesn't send you up...PKT fails at gimping. All it does is brings me to the stage. Thanks. Don't even say stage spiking. I'll tech. Tail whipping... sends up too i believe.
Fortunately, the Ness players with that attitude have not shown up in this thread. Any competent Ness would know what kind of threat Ike can be.
Most ignorant players don't venture past their own boards lolFortunately, the Ness players with that attitude have not shown up in this thread. Any competent Ness would know what kind of threat Ike can be.
I'm just worry about the Samus boards. They have restarted their match-up topic yet again, and the guy in charge thinks that Ike is Samus's easiest match-up. >_> As in, assuming I read it right, easier then Captain Falcon or Ganondorf. Said thing is that he's one of the best Samus's out there. Xyro, or whatever his name is....Most ignorant players don't venture past their own boards lol