interesting, maybe usable for OoSQuestion for everyone: I just discovered bair can hit most characters from a shorthop on the way up if you move to the c stick insanely fast. Does anyone use this?
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interesting, maybe usable for OoSQuestion for everyone: I just discovered bair can hit most characters from a shorthop on the way up if you move to the c stick insanely fast. Does anyone use this?
Can you link to a video?CTRL|DJ Nintendo has been using Ike a bit, recently. He doesn't use JC Grab, USmash or any fancy QD tricks and hardly uses QD in his game play at all. He hasn't beat very notable opponents in PM but it's still really interested to watch.
nvm just a* forum wont let me editif you press down a and then press left or right a depending on what direction you are facing, ike does another hit... didn't know that until now lol
You can use c down to active the second hit also. At low percents a lot of characters get stuck into the second one for massive damage. If you just use one it has a beast angle and is very fast.nvm just a* forum wont let me edit
Thanks for the critique dude I appreciate it@ NWRL
Hey man I thought I'd give you my 2 cents
1. I noticed there were times when you grabbed your opponent while being near the edge and threw him towards the center of the stage to go for a combo, generally in a situation where you've grabbed your opponent near the ledge it's better to throw your opponent off the stage and go for an edge guard.
2. L-cancel timing for moves gets trickier when you add in Hitstop (when you hit something the game freezes you and what you hit for a # of frames and Ike's moves generally have a lot of freeze frames) and I noticed you missed a few. Practice them on Lucas (or any character) to get the feel for L-canceling after a hit
3. Your movement is a bit rigid at times and you pause after attacks for too long when you could be moving for spacing. To help with this Practice the timing for dashing right after the end lag of moves, especially after L-cancels. This will help a lot for throw combos and followups
4. Work on varied aerial movement speeds. Your jumps-ins are either fully forward (which is why sometimes of your jump-ins go straight past him) or slightly forward, there is a spectrum between them and it's important for spacing attacks to know how much to move the stick.
Keep at it man! The most important step is becoming comfortable with the movement of a character and that will come by just playing
Ike sucks on WiFi. He is viable on Dolphin net play.Wifi Ike ditto me everyone, before Wifi ends
I hear JohnsIke sucks on WiFi. He is viable on Dolphin net play.
You can also try walk-off FAir, which covers more area out in front of Ike than walk-off DAir. Either that, or if he's at high %s, you could stay simple and grab the edge and edgehop FAir him when he's forced to edge jump.How the hell do you punish Lucas's tether recovery? Walk off dair only seems viable when they stay on the edge long enough from using a long recovery which isn't generally the case and neutral b is pretty risky/inconsistent. No idea how to really punish it.
Oh I forgot to mention that walk off fair isn't an option because he recovers low to avoid it most of the time. I'll try edgehop fair though, that seems like a good option.You can also try walk-off FAir, which covers more area out in front of Ike than walk-off DAir. Either that, or if he's at high %s, you could stay simple and grab the edge and edgehop FAir him when he's forced to edge jump.
So he's positioning himself such that he's double-jumping when he's far below the stage, airdodging upward, and then tethering? In that case, you can grab the edge, see where he airdodges, and then edgehop BAir him when he tries to tether.Oh I forgot to mention that walk off fair isn't an option because he recovers low to avoid it most of the time. I'll try edgehop fair though, that seems like a good option.
I guess I'm just sort of confused where Lucas is vulnerable during the tether.So he's positioning himself such that he's double-jumping when he's far below the stage, airdodging upward, and then tethering? In that case, you can grab the edge, see where he airdodges, and then edgehop BAir him when he tries to tether.
AFAIK there aren't any invincibility frames on the tether until he grabs the edge, but I could be wrong. However, I'm pretty sure that he's vulnerable as his snake reaches for the edge.I guess I'm just sort of confused where Lucas is vulnerable during the tether.
I did try that but I have no idea about the timing. It didn't seem to be working.Lucas's tether is very short and brings him very close to the ledge. You could easily go for eruption spikes and hit him as soon as his tether connects.
You have to release it early because Ike has an animation where he pulls back right before stabbing down. The hit box lingers for a lot of time so you don't need to worry about it. I think you would have to release it the moment Lucas tries to tether. That way you hit him as he connects and before he can real in.I did try that but I have no idea about the timing. It didn't seem to be working.
The problem with that, IMO, is that Lucas can choose to hang at the edge without tethering directly to it. If you telegraph that you're going to edgeguard with Eruption, then he can just cling onto the edge and force you into a guessing game or wait out Eruption completely by stalling and then up+B'ing as necessary.You have to release it early because Ike has an animation where he pulls back right before stabbing down. The hit box lingers for a lot of time so you don't need to worry about it. I think you would have to release it the moment Lucas tries to tether. That way you hit him as he connects and before he can real in.
I don't think Lucas's tether is long enough to let him hang there. I may be severely underestimating the length of his tether but I'm pretty sure he stays in constant range of the spike hit box when tethering.The problem with that, IMO, is that Lucas can choose to hang at the edge without tethering directly to it. If you telegraph that you're going to edgeguard with Eruption, then he can just cling onto the edge and force you into a guessing game or wait out Eruption completely by stalling and then up+B'ing as necessary.
Uncharged side smash. Against some of the less flexible recoveries, it's good as a read or even a reaction in some cases. Covers a lot of area, goes a bit below the ledge as well and can catch poor sweetspot attempts. Backwards facing USmash covers a bunch of options as well, once people are on the ledge.Out of curiosity, does anyone use on stage edgeguards the majority of the time? In my opinion fair is his best edgeguarding tool but any of you guys actually stay on stage and do anything besides eruption?
Why backwards facing?Uncharged side smash. Against some of the less flexible recoveries, it's good as a read or even a reaction in some cases. Covers a lot of area, goes a bit below the ledge as well and can catch poor sweetspot attempts. Backwards facing USmash covers a bunch of options as well, once people are on the ledge.
However doesn't that make you more vulnerable due to the extra time it takes for it to come out on the other side?The back part of Ike's upsmash has more area/reach. Backwards facing allows you to punish ledge rolls, while still being able to catch ledge attacks and ledge-hop aerials.
Reverse USmash is great for punishing high recoveries, which are generally really easy to react to.However doesn't that make you more vulnerable due to the extra time it takes for it to come out on the other side?