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Ike Social Thread

TylerX5

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Question 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?
interesting, maybe usable for OoS
 
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Thane of Blue Flames

Fire is catching.
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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.
 

Commander

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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.
Can you link to a video?
 

NWRL

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Yeah he was doing some odd stuff but it was really solid play overall.

On another note, I finally will have some videos to post for critique. Look forward to my scrubbiness.
 

moobs

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if 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
 

Y-L

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nvm just a* forum wont let me edit
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.
 

Masterphailure

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The everliving curse of being comboed hard by Lucas.
You tend to put yourself in very dangerous situations with your moves. A lot of your full hops got punished by him. I noticed you trying to JC grab as well but you usually missed, try to mix QD up instead.
 

NWRL

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Mind explaining what situations I've put myself into that are bad. I'm pretty new and i've never been able to pick myself apart
 

Y-L

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@ NWRL NWRL after watching your clips I've got some constructive criticism for you. The first thing I noticed right away is that you don't grab nearly enough. I saw a lot of situations where you could have gotten free shield grabs or normal grabs. Also try to do jab1->jab2->grab instead of all 3.

The other thing I noticed was that you over use nair. It is a good move, but you should opt for fair and bair more when you have the opportunity. A lot of people roll backwards to avoid nair and if you would have faired instead it would have hit because of the delay/extra range. Bair is good when your opponent is in air, when you're falling, or if you uthrow on low %'s. You did better at utilizing fair and bair on the second game.

One last thing is that you should utilize WD more to avoid sticky situations. You can WD back and punish a lot of those approaches.

Hope this helped.
 

TylerX5

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@ NWRL 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
 

Commander

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Messages
591
Ike dittos are very silly. Ike has a lot of things that work really well or are very useful against himself. One thing I recently found through having dittos on net play with @ Y-L Y-L is that when an Ike(Ike A) is hi by another Ike's(Ike B) dsmash at low percents, when Ike B goes for the second hit, there is enough time for Ike A to use counter if he buffers it and tun the entire situation around. I've also once been on the wrong end of dair>fsmash in Ike dittos at mid percents but I'm going to blame wifi lag for that even being possible. I was hit by the dair while on the ground so I was popped up into the fsmash.
 
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NWRL

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@ NWRL 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
Thanks for the critique dude I appreciate it
 

Masterphailure

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Ike dittos are silly, imagine all Ike team battles!

Nothing but QD shenanigans and nair combos into bair deaths flying everywhere. Definitely one of the funnier things I've done with Ike recently.
 

Thane of Blue Flames

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So I got confirmation on a few things. DJ Nintendo really enjoys playing Ike, got 2nd at No Johns yesterday (recording equipment messed up so no vids), so yeah he's in the army now. He does know the QD techs exist but doesn't use them much, didn't really catch why. He also hates Diddy, but that's neither here nor there, lol.

Most of his stuff is on Twitch, not Youtube. Surf BeastmodeNY, I'll see if I can get some links.
 

Y-L

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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.
 

metroid1117

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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.
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.
 
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Y-L

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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.
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.
 
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metroid1117

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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.
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.
 

Y-L

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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.
I guess I'm just sort of confused where Lucas is vulnerable during the tether.
 

metroid1117

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I guess I'm just sort of confused where Lucas is vulnerable during the 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.
 
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Commander

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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.
 

NWRL

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Got some good matches in against Y_L yesterday. And apparently got involved in some black magic because we only had 80 ping across country​
 

Y-L

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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.
I did try that but I have no idea about the timing. It didn't seem to be working.
 

Commander

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I did try that but I have no idea about the timing. It didn't seem to be working.
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.
 

metroid1117

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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.
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.
 

Commander

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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.
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.
 

Y-L

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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?
 

Thane of Blue Flames

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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?
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.
 

Y-L

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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.
Why backwards facing?
 

Y-L

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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.
However doesn't that make you more vulnerable due to the extra time it takes for it to come out on the other side?
 
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