Nelo Vergil
Smash Master
Ah -, truely one of the funnest experiences, making the garbage characters good (of course, some are always better than others). Ike is still a powerhouse, with some great tricks and tools added that vBrawl Ike could never dream of doing. First off, the change list, courtesy of Kirk
Changes:
Lots of good, of course, no bad change would ever seemingly be added too any charcter.-------
==Ike==
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==JABS/DASH ATTACK==
Jab 1 - Endlag decreased slightly.
Jab 2 - Endlag decreased slightly.
Jab 3 - Damage increased slightly. Slightly improved IASA.
Dash Attack - Knockback greatly reduced. Interuptable on hit.
==TILTS==
Forward Tilt - Endlag decreased.
Up Tilt - Startup speed increased.
Down Tilt - Startup speed increased. Sourspot hitbox spikes. Endlag decreased.
==SMASHES==
Forward Smash - Speed increased slightly. Added windbox to charge animation. Windbox added at end of attack.
Up Smash - Windbox added to back end of attack.
Down Smash - Trajectory lowered on both hits. Windboxes added to both hits. Improved IASA.
==AERIALS==
Neutral Air - Aerial endlag decreased. Landing lag decreased.
Forward Air - Improved autocancel window. Windbox added on Landing animation. IASA frames added to Landing animation.
Back Air - Aerial endlag decreased. Landing lag decreased.
Up Air - Gains upward vertical momentum if "A" is pressed repeatedly. Landing lag decreased slightly.
Down Air - Spiking hitbox duration increased slightly. Cancelable by Special Attacks after a certain point. Landing lag decreased slightly.
==GRABS/THROWS==
Standing Grab - Unchanged.
Dash Grab - Unchanged.
Pivot Grab - Unchanged.
Pummel - Speed increased.
Forward Throw - Endlag decreased slightly.
Back Throw - Unchanged.
Up Throw - Damage increased. Knockback increased. Added fire element.
Down Throw - Damage increased. Knockback decreased. Added knockdown element. Endlag decreased slightly.
==SPECIALS==
Neutral Special - Charge animation cancelable by shield. If charge is held for ~3 seconds, will store a Full Charge Eruption upon next use(if canceled with shield). "Prepare Yourself!" SFX played when Full Charge is able to be stored. If charge is held for longer than 3 seconds, or if Ike charges while he has a Full Charge stored, Ike will incur self-inflicting damage. Full Charge self-inflicting damage raised to 20%.
Side Special - Charge animation cancelable by shield. Attack animation interuptable at any time. Aerial Dash animation interuptable at any time.
Up Special - Heals Ike 5% on hit from landing hitbox.
Down Special - SFX delayed to denote start of "counter frames." Counter attack knockback increased slightly. 1/25 chance of OHKO attack. "You'll get no sympathy from me!" SFX played on successful OHKO execution.
==OTHER==
Attributes - Unchanged.
Legend of "AT's" (Ike - specific only)(Feel free too give better names, just using these as basics
-Wind spiking: Simply hit with both hitboxes of Fair (The actual sword slash, and the wind hitbox generated when it hit's the ground) too either cancel there momentum and stop them a short distance infront of you, or near the ledge, too send them down in a soft spike
-HUair: Short for Hovering Up-Air, Done by mashing the Attack button while using Uair, creates a simple hovering momentum used during free fall (including the momentum from Side-B), a small propulation upward used after a jump, or a large propulation upward during a jump (depending on how fast you mash)
-WaveDraw: Labeled WD, A powerful wavedash motion done by inputting an attack immediately after an aerial QuickDraw near ground level, Ike will slide forward, allowing all ground inputs too be done will sliding, with the exception of Down Smash, Up-B and Side-B which stops all momentum, and Down-B...well, I'll get to that in a second. Can stop momentum by turning around hard (enough to run)
-Counter Draw: Using the above technique, once you hit the ground simply Down-B and Ike will zip across the stage even faster and farther. There are 3 versions of it
->Forward Counter Draw: The average slide, goes a bit far, but nothing crazy. Simply hitting Down-B will work
->Forward Reverse Counter Draw: Strongest Slide, capable of sliding across all of FD. Angle Down-B slightly too the opposite side of the dash, and he'll turn around and slide.
->Reverse Counter Draw: This is easily the strangest, Ike will immediately stop all forward momentum, turn around, and Wavedash about 1/3 of FD the other way. Done by mashing Down-B the other way from your forward slide. Can end up facing both ways, but no noticable slide difference. Named Delta Attack due to the triangle movement displacement from start too finish. Im unsure how long counter works in the slides, would appreciate testing on the actual counter part of this technique
So let's look at the preliminary Pro's/Con's (subject too change, please contribute/decontribute too this list as seen needed)
Pro's
-Powerhouse
-Jabbing game is even greater, and can be followed safely into more things (Grab, Dtilt, Dsmash, Utilt)
-Lots of IASA/Cancel's for ease of comboing
-Quick Draw slash can be cancelled, giving Ike a much safer approach then before
-Speaking of Quick Draw, no longer are you helpless in the air after it, plus any action can be used immediately after, including repeated Quick Draw's
-Recovery VASTLY improved
-Can charge Neutral-B for a near OHKO you can store and combo into
-Smash attacks and Fair if missed have wind gust added on, making them safer of whiff. Also much faster ending lag
Con's
-Larger character frame, so easier to combo
-Recovery can be predictable (by Brawl - standards anyway)
-Combo's are harder to intiate on lighter floatier characters (Im looking at you Midgetmar)
That's all I can think of atm, so feel free to touch up or add anything you find is appropriate
-Combo's
In general:
Jab 1-Jab 2-Jab 3
Jab 1-Jab 2-Dtilt
Jab 1-Jab 2-Utilt
Jab 1-Jab 2-Dsmash
Jab 1 repeat
Jab 1-Jab 2-Jab 1- Jab 2 repeat ( both of those two can be used before any simply follow up there, given size and DI)
BnB's:
Character (type) specific combo's:
(On heavy/fast fallers) Low percent start- SHFF Fair->Dash attack->Jab 1->Jab 2->Dtilt
(On larger human sized+ characters) SHFF Fair->SH Bair
There are still a lot of combo's and such I want too test and such, so this will be updated in greater detail over time
Videos:
Must be current Brawl - version
Too be done: A lot
-Kill percents
-Combo list update
-Videos needed
-Moveset compendium
-Match-up's
Ty too
-Xyless for the potrait
-The entire Brawl - team for making this wonderful game
-Sakurai for giving us an easy to hack fail game too improve