@
metroid1117
: Fact check plz?
CHARACTER STATS
Difficulty:
Easy to pick up, hard to keep going.
Ike has a lot of power and coverage behind his swings, with wide, sweeping hitboxes and considerable knockback on nearly all of his moves save his jab. Project M's amendments to Quick Draw and across-the-board reduction to endlag, as well as the general physics changes, Ike's sped-up initial dash and the introduction of L-Cancelling have all contributed to mitigate the sluggishness that held Ike back in Brawl.
That said, it is easy to realize that Ike isn't merely Marth plus Ganon in Project M. His moves have considerable start-up and need to be spaced and timed properly to avoid being swatted out of, and Ike just so happens to have a good combo weight for a lot of the cast. Ike in turn has a somewhat non-intuitive combo game, lacking the weaker moves that can easily chain into others. Comboing with Ike requires you to make extensive use of his throws and his Quick-Draw to cover large gaps quickly, giving him a rather unique combo game in comparison to most of the cast. Aether and Quick Draw are excellent recovery tools, especially with Aether's horizontal distance having been buffed and Ike having gained the ability to wall-jump twice out of Quick Draw, but his infamous 'dead zone' that he can't recover from still exists on stages without walls. Lastly, while the ability to jump out of Quickdraw has made it an incredibly versatile tool with a plethora of options that Ike can utilize out of it, using it effectively takes a mixture of fast fingers and a good tactical awareness to pick the right option in the right situation.
In sum, Ike is a character that requires a lot of practice, patience, and upkeep, one that is incredibly versatile and deep and very rewarding if you stick with him.
Style:
Hun, please.
Cape. Headband. Sword larger than Ganondorf. Mighty yell of fury while recovering from the depths of Green Hill Zone.
Two OHKO moves. And best of all: A Mercenary group that doesn't have Slippy the Frog, but does have an axe-wielding red-haired demoness of war on horseback. And last, but not least: "You'll get no sympathy from me." Your move, Star Fox.
Defensive power:
... Hun, please.
Out of shield options? What are those?
Well, Ike does have a pretty fast bair - which only works on characters behind him ... that are tall enough ... and perhaps in the air ... At least Ike's grab range is good? And his Wavedash OoS is pretty good as well? And Counter out of shield can situationally work and get off a surprise hit? But that's pretty much where it ends, though. Up-Smash and Up-B are both terrible OoS options and Ike lacks any good, get-off-me-now moves, making coping pressure one of his weak spots. He's a Fire Emblem character, all right. You need to mind your spacing impeccably, because if your space is invaded, it's difficult to get someone out.
Offensive power:
Level: Ike
Marth meets Falcon meets Ganon. Massive range and disjoint: Even if the tip has the overall lowest knockback, it's still excellent for comboing and spacing. Quick Draw can cover large distances quickly, which means Ike threatens a lot of space all at once when he's on the ground. Ike's combo game is non-intuitive but terrifying, his wide aerials together with his amazing recovery prowess give him a strong edge-guarding game and his dash-dance combined with his Quick Draw and general good mobility bestow upon him a strong neutral game. Ike's not the sort of character you make mistakes around.
Approach strength:
Above average to great
Quick Draw's versatility cannot be overstated here. Ike has a lot of flexibile approach options: His aerials, QD Attack, grab, all of which can even be reversed. Dash-Dancing, while overall less effective in Project M, still has its place and Ike happens to have an excellent initial dash. It loses points for still being somewhat linear while unpredictable, but Ike's approach is still very strong.
Combo ability:
Excellent
Ike has great ground and air mobility, which combined with his arcing attacks provide him with a lot of follow-ups out of his throws. Getting grabs are easier for Ike than most and his combo game even without them is very potent. He possesses good juggle strings, strong platform coverage with Nair, Fair and Uair and has enough power that when most cast members are getting to the percentage that they can't be combo'd as easily, they're simply dying outright to Ike. In a way, it's the opposite of Marth syndrome: Slightly more limited options at low percents, good finishing power at high percents.
Key techniques:
a) Quick Draw: SHFFL, Grab, USmash, Wavedash, RAR Bair, Chaingrab, Walljump. Learn to do these, learn to love it.
b) DACUS: Ike's DACUS makes a good punish and combo option, and allows him to more easily cover certain ranges with his USMash that his QD, due to the fixed initial distance limitation, can't. It's an excellent Fthrow follow-up on floaties around kill percents.
c) Chaingrabs: Ike has a few. A Dthrow chaingrab on some floaties, a Uthrow chaingran on spacies and some other fast-fallers and regrabs out of Quick-Draw with poor DI on floaties. With strong finishers out of these and a good edge-guard game, this can be an effective way to rack up a ton of damage, or end someone's stock real quick.
Doubles partner options:
Maybe I'll attempt this later.