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Ike
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Counter
hitbox
kbg 74 -> 100
Ike
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Jab1
transition to jab2
frame 13 -> 10
Jab2
new hitbox added as hitbox 1; old hitbox 1 changed to hitbox 2
hitbox 0
y 8.0 -> 7.5
new hitbox 1
angle 80 (others are 65)
kbg 80 (others are 80/100)
wbg 25 (others are 40/50)
size 3.5
Jab3
hitboxes appear on frame 7 -> 6 (1 frame faster)
hitbox 3
size 2.5 -> 3.2
hitbox duration 3 -> 4 frames
Dash Attack
animation speed 1.25x for frames 0-17 (3 frames faster?)
hitboxes appear on frame 18 -> 17 (4 frames faster total?)
hitbox 0
damage 10 -> 14
angle 55 -> 52
kbg 70 -> 78
size 6.0 -> 6.3
hitlag 1.0 -> 1.2
hitbox 1
damage 8 -> 11
angle 55 -> 52
kbg 70 -> 78
hitbox 2
damage 5 -> 9
Ftilt (all)
animation speed 1.25x for frames 0-14 (2 frames faster?)
hitboxes appear on frame 15 -> 14 (3 frames faster total?)
all 3 old hitboxes replaced with 1 new one
new hitbox
bone 1000 -> 1
damage 14/14/12 -> 12.5
Utilt
initial hitbox
y 12.0 -> 13.0
delayed hitbox
y 10.5 -> 12.0
lasts until frame 19 -> 22 (duration 5 -> 8 frames)
Fair
hitboxes appear on frame 16 -> 14 (2 frames faster)
hitbox 0
y 9.0 -> 10.5
hitbox 1
y 6.2 -> 6.75
hitbox 2
y 4.0 -> 3.0
Some 1.25x animation speed added to a couple unknown minor actions (non-attacks)
lol shulk is not a FE character he's a xenoblade chroniclesShulk is like in between high and upper-mid
nah if vharacters like ______________andare getting sufficient tournament representation then there is no reason we have close to no representationOr we don't Get more buffs THEN go out.
oh !! sorry for getting hot headedIt was a joke.
oh !! sorry for getting hot headed
Perhaps. Ftilt angled upwards used to have the best horizontal reach, but now it seems the default is superior in that direction. Default ftilt seems to extend past the visual swing. Both the upwards and downwards angles have some good reach vertically as well. Can't really tell at a first glance if it's better, but it pretty much gets to the max reach of the animation.Quick question, did forward-tilt get a slight range buff? The old hitbubbles were removed and replaced with 1 new one, which sounded worrying but the range is really impressive.
Most counters works against Ike as well... Not a lot of people knows about that, at least in For Glory.
Dsmash won't hit if you're prepared for it. Aim the sword at mac and recover low if need be. Also, the Ike could've recovered in that video, but released too early. Too many Ike players do that, when there's a significant portion below the ledge where Ike can autosnap. Any form of QD recovery is also easy.Can't Ike just measure Aether so he spins parallel to the ledge? But then this might get him hit by Mac's Dsmash.
Something to keep in mind vs Mac I guess.
Either way timed right ; Mac's Neutral B will hit Ike forcing him to jump to Up B again and recover low, forcing him away from away from the ledge more and more. then there's always the panic of trying to space the Aether perfect to the ledge and SDing. Also the timing is to release When Ike is coming down to snap to ledge. it like Guaranteed pretty much on up B.Can't Ike just measure Aether so he spins parallel to the ledge? But then this might get him hit by Mac's Dsmash.
Something to keep in mind vs Mac I guess.
Neutral B: Hit mac with aether, DI the punch and QD back. When you QD, you can just react to whatever Mac wants to do or snap below the ledge if you want. Spacing aether is up to the skill of the player. It's not very hard. Aiming the spinning sword is more important anyways. In the end, both players suffered equivalent damage.Either way timed right ; Mac's Neutral B will hit Ike forcing him to jump to Up B again and recover low, forcing him away from away from the ledge more and more. then there's always the panic of trying to space the Aether perfect to the ledge and SDing. Also the timing is to release When Ike is coming down to snap to ledge. it like Guaranteed pretty much on up B.
Also what's up Red-X meyne ;v
Go to tournaments already.Either way timed right ; Mac's Neutral B will hit Ike forcing him to jump to Up B again and recover low, forcing him away from away from the ledge more and more. then there's always the panic of trying to space the Aether perfect to the ledge and SDing. Also the timing is to release When Ike is coming down to snap to ledge. it like Guaranteed pretty much on up B.
Also what's up Red-X meyne ;v
Go to tournaments already.
this Strat. was developed for the sole purpose of baiting a low recovering Ike, not much I can do About high recovering QD yet except a possibly well place counter i guess, but the purpose of this Strat. is to Snipe Ike's Aether after a double jump, literally nothing he can do about it, srsly. don't know if you've noticed but Multi hit attacks with low K/B doesnt make Mac flinch during Straight Lunge.Neutral B: Hit mac with aether, DI the punch and QD back. When you QD, you can just react to whatever Mac wants to do or snap below the ledge if you want. Spacing aether is up to the skill of the player. It's not very hard. Aiming the spinning sword is more important anyways. In the end, both players suffered equivalent damage.
Smash attacks: Just hit Mac with the spinning sword before Mac has any chance to set up a smash attack. If Mac isn't at the very edge, Ike can also retreat the aether if the sword was mis-spaced.
Yeah, sorry, but I beat ya to the punch already. XDI don't know if anyone watched ZeRo's video about Ike impressions following 1.08 patch. But he places Ike at the top of middle tier, and possibly the bottom of high tier if "played perfectly".
I wondered if you guys shared these impressions, or if you would place Ike higher/lower on the tier list. It seems about right to me. And I think this has been (by far) the most helpful patch for Ike since the game came out. If we get any more buffs, Ike will be A-tier without a doubt.
Edit: For anyone interested in watching the video: https://www.youtube.com/watch?v=MHAwi8LAWO8
In the video you posted, Ike didn't have to use his double jump to recover. He could've just used Aether. If he did that and took a hit from your neutral B or a counter he would have still had his double jump, while still being relatively close to the stage.the purpose of this Strat. is to Snipe Ike's Aether after a double jump, literally nothing he can do about it, srsly.
In the video you posted, Ike didn't have to use his double jump to recover. He could've just used Aether. If he did that and took a hit from your neutral B or a counter he would have still had his double jump, while still being relatively close to the stage.
The f-air he did offstage that cost him the double jump was rather ballsy. Something I learned from Brawl Ike is not to use double jump when it isn't necessary or doesn't seem optimal.
pretty much yeah, If he recovers Low, Mac has an option against him now.I think his point is, if Ike ever gets into a situation where he's forced to use Aether, Mac can end him with Straight Lunge. Meaning we need to keep that in mind against Mac.
I understand. I think most Ikes know by now Little Mac can feasibly edgeguard Aether.I think his point is, if Ike ever gets into a situation where he's forced to use Aether, Mac can end him with Straight Lunge. Meaning we need to keep that in mind against Mac.
Yeah, Ike's always been my main. It's nice to see you dude. <3Had he not used the double jump after an Aether, I wouldve sniped him during Aether, then he wouldve been forced to Double jump then Aether again, then I wouldve sniped him again, and again, and again, till death :l
also I didnt know you was on these boards Zatch, sup meyne :v
Down smash and counter seemed to be great options to me, as I play both characters, but my Mac is nowhere near your level.pretty much yeah, If he recovers Low, Mac has an option against him now.