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That video is so godlike.Someone make a Smash 4 version of this:
No worries. False has demonstrated a few things Ike may still be capable of in the following video.Bleh, that really sucks. Ike seems really weak in Sm4sh right now... this was one change I was hoping would occur to help him out. I will still give him a shot, but all signs point to him being too weak again.
Yeah I think this is a good example of how Ike could be good. This is why I uploaded it. :DNo worries. False has demonstrated a few things Ike may still be capable of in the following video.
- Autocancelling properties retained in N-air? (0:30)
- Reverse aerial rush (RAR) still possible? (1:35)
- D-throw to Aether guaranteed at low percent? (1:55)
- Can still edge hop with F-air. (3:24)
I think recovery would be our main concern for Ike if it is true Aether no longer works backward on edges. Edge mechanics seem unchanged from SSBB, seeing how Lucina was able to grab the edge while facing the opposite direction at 0:35. Surely, Ike should be able to do the same.
We have yet to have an actual Ike main making such confirmations above, though. A full comparison to his SSBB counterpart would definitely be nice.
^-^
Who knows, kirby couldn't grab the edge while facing in the wrong direction in Brawl, so maybe put Ike at the same level, since their recoveries are similar.Edge mechanics seem unchanged from SSBB, seeing how Lucina was able to grab the edge while facing the opposite direction at 0:35. Surely, Ike should be able to do the same.
Thanks for the video. Thats my biggest concern too, which is why I was hoping side-b wouldnt cause freefall. SideI think recovery would be our main concern for Ike if it is true Aether no longer works backward on edges. Edge mechanics seem unchanged from SSBB, seeing how Lucina was able to grab the edge while facing the opposite direction at 0:35. Surely, Ike should be able to do the same.
The Lucina made some pretty bad choices for ground game overall, but the video is a good example of how the physics changes benefit Ike significantly. U-tilt is pretty legit for land trapping people because even if they airdodge it (which can be forced, given the hibox is pretty hard to contest), you get a free Jab on them (and there hasn't yet been much done to explore Jab cancel followups in Smash 4, I particularly want to know if Jab cancel D-tilt is viable). Also edgeugarding with Ike is a bit better given edgehogging is out of the game, so you can make slightly riskier plays offstage.No worries. False has demonstrated a few things Ike may still be capable of in the following video.
- Autocancelling properties retained in N-air? (0:30)
- Reverse aerial rush (RAR) still possible? (1:35)
- D-throw to Aether guaranteed at low percent? (1:55)
- Can still edge hop with F-air. (3:24)
I think recovery would be our main concern for Ike if it is true Aether no longer works backward on edges. Edge mechanics seem unchanged from SSBB, seeing how Lucina was able to grab the edge while facing the opposite direction at 0:35. Surely, Ike should be able to do the same.
We have yet to have an actual Ike main making such confirmations above, though. A full comparison to his SSBB counterpart would definitely be nice.
^-^
Is it just me or does Ike have less killing power now? It feels like that Bair at ~140% and Dtilt should have killed.No worries. False has demonstrated a few things Ike may still be capable of in the following video.
Yeah, seems like it. Though it's a fair tradeoff for faster tilts, less vulnerability to edgehogging, and more viable juggles. Ike seems like a balanced character in this game.Is it just me or does Ike have less killing power now? It feels like that Bair at ~140% and Dtilt should have killed.
Possible sweetspot for D-air now, huh? I hope you're right. ^-^Dunno if D-air might spike closer to the tip of the sword, but I guess it might not spike anymore. Not exactly a huge problem given Ike's edgeguarding is still limited but his aerials still have above average knockback meaning you can still potentially kill people pretty reliably if you can hit them while they're offstage. More importantly, D-tilt actually looks like a usable poke, and puts people offstage.
That might seem true since the other Ike was hit near the hilt of Ragnell rather than the blade. Wasn't this the same thing with Ganondorf's and Captain Falcon's dair where if you hit too close, it won't do anything besides cause damage?Dunno if D-air might spike closer to the tip of the sword, but I guess it might not spike anymore. Not exactly a huge problem given Ike's edgeguarding is still limited but his aerials still have above average knockback meaning you can still potentially kill people pretty reliably if you can hit them while they're offstage. More importantly, D-tilt actually looks like a usable poke, and puts people offstage.
But... Smash wiki says it doesn't...It still does, unfortunately. At least it seems to have less ending lag now. ^-^
Smashwiki has a TON of errors currently and also is of course massively incomplete for this game. I'd wait at least a month before putting faith in collected information there.But... Smash wiki says it doesn't...
It's a claim the some others have made based on early footage, which does look true to me. Smash Wiki has yet to include more information as well as fix some errors; for example, if you look at Ike's SSB4 page, you will see it list Quick Draw as a buff that no longer puts Ike at helpless state in the air, which is false.But... Smash wiki says it doesn't...
Meaning staling actually affects base knockback now? That would be pretty significant.Doesn't seem like it.
Ike's jab seems pretty bad after it stales. It doesn't seem to have much hitstun if you use it too much.
Edit: I want to say it's like this for most weaker moves. Staling is powerful in this game.
Sitting next to the Marth, I can confirm that both of them will be playing this game, so it's only a matter of time.Someone make a Smash 4 version of this:
How would you say the changes to the game mechanics effect Ike? Do they make him better? Worse? You mentioned certain changes that feel odd, but what does odd mean here?You CAN jab cancel, but it's tight as **** and there's more lag after jab 1 if you cancel it.
Fair is different. Feels good (although I don't think it is as good a move), but is massively different and greatly effects how I can play him. Nair is still great. Bair is still great and has the autocancel from short hop. Quickdraw goes holy god what the **** far after charge because it carries momentum better.
Ask questions and I can try and help. All together, he has a lot of the pieces that he had from Brawl, but the changes to air dodges, jab canceling, and Fair make him feel odd.
Sitting next to the Marth, I can confirm that both of them will be playing this game, so it's only a matter of time.
Thought to be fair, it looks like it may happen to Robin this time around.
Glad to hear his new F-air isn't trash. Can you confirm the knockback trajectories for both hits of Ike's D-smash? Do they still send foes flying vertically like in SSBB?You CAN jab cancel, but it's tight as **** and there's more lag after jab 1 if you cancel it.
Fair is different. Feels good (although I don't think it is as good a move), but is massively different and greatly effects how I can play him. Nair is still great. Bair is still great and has the autocancel from short hop. Quickdraw goes holy god what the **** far after charge because it carries momentum better.
Ask questions and I can try and help. All together, he has a lot of the pieces that he had from Brawl, but the changes to air dodges, jab canceling, and Fair make him feel odd.
Sitting next to the Marth, I can confirm that both of them will be playing this game, so it's only a matter of time.
Thought to be fair, it looks like it may happen to Robin this time around.
idk man, Ike basically couldn't do anything to land on the ground safely anyway because people could just wait for you to land and then grab for the most part, so losing the option of airdodge for landing in that sense is pretty minor for Ike, whereas in contrast, saving your jump and reactively airdodging most of Ike's moves in Brawl meant you hit the ground safely and then Ike got no followup for putting people above him. So the way I see it, Ike gained more land trap options than other cast members, as the new system mechanics overall punish you significantly less for using laggy moves to juggle people.Dunno. People having lag and having to land near Ike will mean his move set is even more terrifying when it comes to punishing air dodges. However, Ike relied very heavily on air dodging himself in Brawl and that's all but out the window in neutral. Jab cancelling being worse is a direct nerf. Ike gets bodied if he can't jab cancel. He loses access to half his boxing game.
I'm not talking about landing. Think about getting off the ledge with a nerfed air dodge and no invul. Think about getting through projectiles. I'm not talking about juggles here.idk man, Ike basically couldn't do anything to land on the ground safely anyway because people could just wait for you to land and then grab for the most part, so losing the option of airdodge for landing in that sense is pretty minor for Ike, whereas in contrast, saving your jump and reactively airdodging most of Ike's moves in Brawl meant you hit the ground safely and then you got no followup for putting people above you. So the way I see it, Ike gained more land trap options than other cast members, as the new system mechanics overall punish you significantly less for using laggy moves to juggle people.
The fact Ike still has a counter in that respect is actually highly significant, because it's an option to escape juggles that other cast members don't have. Not that it stops people from grabbing you, but it's something that has to be respected from Ike specifically.
Sakurai angle?Double post to confirm that Ike's DSmash does indeed have the Sakurai angle on both hits.
Effectively a standard 45ish degree knockback except at low percents where it sends people sideways and doesn't pop them off the ground, meaning they don't suffer hard landing lag.Sakurai angle?
So why is it named after Sakurai? Is it because he's crooked or something?Effectively a standard 45ish degree knockback except at low percents where it sends people sideways and doesn't pop them off the ground, meaning they don't suffer hard landing lag.
A lot of moves would be really OP if they only knocked you at 45 degree angles at all percents, because of hard landing lag creating massive frame advantages. And in contrast, 0 degree angle knockback can be really buggy. Seen how Jiggs D-smash interacts with Corneria?
Try Toon Link. Little bugger is pretty much the same character. There are also pills, which are pretty solid. Then there's Link, Pikachu, Robin, maybe Duck Hunt, Villager, etc.As I recall, most character projectiles in this game are considerably nerfed. So in terms of matchups, that's something that overall should be less problematic.
Hmmm, I guess ledgetrapping sounds OP. Sounds like to me something most of the cast has to deal with, but you can correct me.