Ike had to rely on jabs, grabs, and nair because his tilts weren't reliable at close range. Almost all non-rapidfire jabs have been nerfed outside of like Sonic's or something. I feel that dash+shield is also much different, something that I abused a lot in the past. This Ike seems to demand use of all of his moveset, including ones that we never used that often such as his specials.
Fair seems to be more anti-air than anti-ground now. Brawl fair was already punishable with a dash grab. Nair, bair, and smashes seem around as good as before. Dair seems nerfed with the lingering hitbox removal, but the sourspot hitting to the side may be a hidden benefit. Uair is different. Tilts are all just plain better. Dtilt might even just replace jabs in many situations.
I'm interested in the combo potential of some of his special moves. Since we know all of the custom moves, I don't think it needs its own thread discussion anymore really. Going to look at them again:
QD1:
I'm interested in how QD1->Aether 2 works out, especially in the air. QD in Brawl didn't have enough reward, but it was easy to hit with. 4's QD is better in every way, and acting out of an aerial QD might lend to more followups, since we have the option of charging, and it reacts if they air dodge or have a physical projectile launched at us.
1:47- QD2 autocancelling. At 8:44, we can see that it has 2 hitboxes that hit for 3 and 4. It seems to provide decent setup opportunities, at least against large opponents. I don't think it has much more lag than QD1 at all. It seems best to use this with a short hop or B-reversal.
2:47 Aether 2: Seems to be a better anti-air. The initial hit and sword throw launches players away, and by the time Ike catches the sword, they're stuck in it. Possible followups from Jab3, high percent fthrow/bthrow with upwards VI, low % fair/bair, and out of a grounded or aerial QD hit hopefully. Aether 2 can deal 24% as shown at 7:27
12:19 Aether 3: It still retains its good range on the initial hitbox while being a lot faster. I think this has potential for followups where we cannot reach high enough. I think we can also use this as an anti-air that won't get punished easily if they dodge it. I think this has potential to be the best because of its speed alone as an actual attack.
Counter1:
People are using defensive options less, especially since you need to use an aerial to cancel air dodge lag. It seems easier to use in this game, but it's still pretty weak.
Counter 2 can be good if Ike has good grab combos or setup a spike if performed against someone in the air. I don't think it's worth it until we can find some good combos since it's so difficult to hit with it, perhaps just aether or something will work. If this counter ends faster than the others, it can be used as a b-reversal for landing.
Counter3:
I like this even if it doesn't hit often. I feel that it would deal massive damage to shields if blocked, and provides better reward than counter1, which is more of a damage builder than finisher.
Eruption 1 and 3 are self explanatory. They're deadly at the ledge or if they can super armor attacks.
I think eruption 2 deserves some experimentation. Jumping + eruption could also be an option if it has decreased lag from brawl (doubt it though). It will be interesting if eruption 2 can B reverse since it's faster than the others, gives us lift in the air, and pushes opponents away, knocking 3 birds with 1 stone for safer landings.
Meh, I guess some important things to look for once we get the game are to find out how much time we have to followup after throws and aerials
Fair seems to be more anti-air than anti-ground now. Brawl fair was already punishable with a dash grab. Nair, bair, and smashes seem around as good as before. Dair seems nerfed with the lingering hitbox removal, but the sourspot hitting to the side may be a hidden benefit. Uair is different. Tilts are all just plain better. Dtilt might even just replace jabs in many situations.
I'm interested in the combo potential of some of his special moves. Since we know all of the custom moves, I don't think it needs its own thread discussion anymore really. Going to look at them again:
QD1:
I'm interested in how QD1->Aether 2 works out, especially in the air. QD in Brawl didn't have enough reward, but it was easy to hit with. 4's QD is better in every way, and acting out of an aerial QD might lend to more followups, since we have the option of charging, and it reacts if they air dodge or have a physical projectile launched at us.
1:47- QD2 autocancelling. At 8:44, we can see that it has 2 hitboxes that hit for 3 and 4. It seems to provide decent setup opportunities, at least against large opponents. I don't think it has much more lag than QD1 at all. It seems best to use this with a short hop or B-reversal.
2:47 Aether 2: Seems to be a better anti-air. The initial hit and sword throw launches players away, and by the time Ike catches the sword, they're stuck in it. Possible followups from Jab3, high percent fthrow/bthrow with upwards VI, low % fair/bair, and out of a grounded or aerial QD hit hopefully. Aether 2 can deal 24% as shown at 7:27
12:19 Aether 3: It still retains its good range on the initial hitbox while being a lot faster. I think this has potential for followups where we cannot reach high enough. I think we can also use this as an anti-air that won't get punished easily if they dodge it. I think this has potential to be the best because of its speed alone as an actual attack.
Counter1:
People are using defensive options less, especially since you need to use an aerial to cancel air dodge lag. It seems easier to use in this game, but it's still pretty weak.
Counter 2 can be good if Ike has good grab combos or setup a spike if performed against someone in the air. I don't think it's worth it until we can find some good combos since it's so difficult to hit with it, perhaps just aether or something will work. If this counter ends faster than the others, it can be used as a b-reversal for landing.
Counter3:
I like this even if it doesn't hit often. I feel that it would deal massive damage to shields if blocked, and provides better reward than counter1, which is more of a damage builder than finisher.
Eruption 1 and 3 are self explanatory. They're deadly at the ledge or if they can super armor attacks.
I think eruption 2 deserves some experimentation. Jumping + eruption could also be an option if it has decreased lag from brawl (doubt it though). It will be interesting if eruption 2 can B reverse since it's faster than the others, gives us lift in the air, and pushes opponents away, knocking 3 birds with 1 stone for safer landings.
Meh, I guess some important things to look for once we get the game are to find out how much time we have to followup after throws and aerials
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