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Ike Social Thread

metroid1117

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After how many frames can you release the side B? Or in other words, what is the frame data on Ike's side B?
Ike's frame data has slightly changed over the revisions, but Monk's Demo 2.1 Frame Data thread is still a useful resource. According to this, QD charge lasts for 9 frames and since Demo 2.5, Ike cannot jump for 3 frames after releasing the charge; that means that you can only jump 13 frames after inputting QD.
 

Fish&Herbs19

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I would also like to know how safe are Ike's aerials on shield at different parts of his sword. Has anyone collected Frame Data for that?
 

Commander

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I would also like to know how safe are Ike's aerials on shield at different parts of his sword. Has anyone collected Frame Data for that?
Why don't you collect frame data on every possible thing and become the M2K of Project M?
 

Fish&Herbs19

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I can' t do that due to a couple of restrictions. First I'm a high school-er who has restrictive parents when it comes to playing video games. Second, even if I had the time, I don't have the tools to do that. I saw stuff such as shield stun and shield advantage data in the melee Fox threads and enough people are knowledgeable about their characters in PM to know which of their attacks are advantageous on shield.
 

Commander

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It was a joke. It seems that a rule with Ike is that whenever you are unsure of a situation, nair is probably the answer.
 

Commander

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I am unsure of the best way to spike a recovering Snake.

Your move, Commander.
You're mistake is trying to spike when you can nair instead.:troll:

Actually on the topic of spikes, what are reliable ways to land Ike's spikes? Also where are the flub, spike, and meteor inboxes on his fair and when are they active? Does the aether spike have any uses beyond the random gizmos and advertises?
 
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Thane of Blue Flames

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If you're fighting a fairly large character, combo'ing into an offstage dair spike/meteor is - I'm not going to say trivial or easy, but pretty consistent. Fthrow/Bthrow out of QD grabs are a great way to accomplish this imo.

Then there's the Eruption meteor at the tip which is fairly situational, but since the situation is "Character I'm edgeguarding is trying to sweetspot the ledge" it's a pretty potent way to get an early stock. And edgeguard Ike in mirror matches.

Dtilt is probably the hardest one to meteor successfully due to the strict spacing requirements.

And then the Aether spike. Gotta say, it can happen more often than you think v/s characters with poor recoveries or aerial mobility. I've done to Falcon a surprising amount and I recently saw Metroid sweetspot FD's ledge with an Aether (facing away) while Aetherspiking Ripple's DDD. So if you feel flashy, that's an option.

Why does Ike have so many ways to send people down? [And is his dair a spike or meteor?]
 

Commander

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Are you sure fthrow and bthrow are so consistent for combos? I can never seem to convert as many things as I think I can.

Eruption spike doesn't seem to work as well as it did in previous versions. When do you release it to stop your opponent from sweetspotting?

Did Metroid get the aether spike on purpose by setting up for it? I get it all the time on accident. I think the spinning part of the attack is a pseudo spike.

I think Dair is a spike at the hilt, a meteor at the center, and a flub at the tip and arms.
 

Thane of Blue Flames

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You'd have to ask Metroid. If I'm remembering the match correctly, he walljumped into that sweetspot and I'm pretty sure it was on purpose, since he could have B-reversed the Aether to be facing the ledge instead. But you'd have to ask him.

I don't have an exact sort of answer to when I release the Eruption. I describe it as "when they're rubbing their faces on the ledge". It works well on the spacies and stabs right through Snake's Cypher - Ally did it to Rolex at KTAR8. (That was also FD, funnily enough.)

The Dair info sounds about right, I remember reading something similar elsewhere.

EDIT: Also, F/Bthrow have plenty of follow ups. Dash Attack, DACUS and QD -> Aerial or even Upsmash, at different percents.
 

metroid1117

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Actually on the topic of spikes, what are reliable ways to land Ike's spikes? Also where are the flub, spike, and meteor inboxes on his fair and when are they active? Does the aether spike have any uses beyond the random gizmos and advertises?
FThrow -> DAir works when opponents DI in and NAir -> DAir on fastfallers depending on DI, but I can't really think of reliable ways to combo into DAir outside of those methods.

Ike's sword attacks generally have four hitboxes - the tip of the sword, the blade of the sword, the hilt of the sword, and then his arms. Tip hitboxes have a shallower KB angle and less KB than the other hitboxes, the blade and arm hitboxes have a higher KB angle and more KB, while the hilt has the same KB angle as the blade and arm but has the highest KB. With relation to DAir's meteor/spike properties, the hilt, blade, and arm hitboxes are meteor smashes, with the tip having the least amount of KB. The hilt hitbox has the most knockback and spikes. I don't think the frame data for DAir has changed since Demo 2.1, so according to Monk's frame data thread, the spike/meteor hitboxes are active for the first 2 frames (frames 16-17) and the flub hitboxes are active for the next 13 frames (18-30). I could be wrong about the frame data, but if it has been changed, then it doesn't seem like it's that different.

If you're fighting a fairly large character, combo'ing into an offstage dair spike/meteor is - I'm not going to say trivial or easy, but pretty consistent. Fthrow/Bthrow out of QD grabs are a great way to accomplish this imo.
FThrow/BThrow can combo into a DAir meteor/spike, but it depends on the opponent's % and how they DI; if they DI properly, then I don't think you can true combo into the meteor/spike hitbox.

[And is his dair a spike or meteor?]
It's both :p. (See above for more details.)

Are you sure fthrow and bthrow are so consistent for combos? I can never seem to convert as many things as I think I can.
FThrow and BThrow have varying comboability depending on the opponent's floatiness, %, and DI; if they DI correctly every time, then it's difficult to follow up.

Eruption spike doesn't seem to work as well as it did in previous versions. When do you release it to stop your opponent from sweetspotting?
Eruption's hitbox has been shrunk since Demo 2.1, but I don't think it's been touched since then. The meteor hitbox is at the very base of the flame, so if you're sending them upward, then you might be releasing it too late (and missing the meteor hitbox).

Did Metroid get the aether spike on purpose by setting up for it? I get it all the time on accident. I think the spinning part of the attack is a pseudo spike.
I didn't really spike him on intentionally, but in the case that he tried getting onto the edge during Aether, I wanted to prevent him from doing so.

Also, since I don't want to bump the video thread, I updated my post with Raziek's critique and some recent videos; feel free to check them out if you're interested.
 

Commander

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Eruption's hitbox has been shrunk since Demo 2.1, but I don't think it's been touched since then. The meteor hitbox is at the very base of the flame, so if you're sending them upward, then you might be releasing it too late (and missing the meteor hitbox).
My problem with the eruption spike isn't that I am knocking them up, it is that I am missing them entirely and they are getting to the ledge safely. Is there a way I should be thinking about eruption so that I can land it more consistently?
 

metroid1117

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My problem with the eruption spike isn't that I am knocking them up, it is that I am missing them entirely and they are getting to the ledge safely. Is there a way I should be thinking about eruption so that I can land it more consistently?
I wouldn't recommend trying to edgeguard with Eruption in the first place unless your opponent is a floaty at high %s, but if you want to get a feel for the size of the meteor smash hitbox, then I suggest going to Training Mode, picking a tall character for the CPU, and seeing at what height they have to be in order to Eruption spike them through the side platforms of Battlefield while they're on the ground; it's nowhere as good as getting practice on a moving target, but at least you'll be able to get a better idea of how big (or small) the hitbox is and how far it reaches down. If you're whiffing the opponent completely, then it probably means you're releasing it too late; what character are you trying to use Eruption to edgeguard?
 

Commander

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I wouldn't recommend trying to edgeguard with Eruption in the first place unless your opponent is a floaty at high %s, but if you want to get a feel for the size of the meteor smash hitbox, then I suggest going to Training Mode, picking a tall character for the CPU, and seeing at what height they have to be in order to Eruption spike them through the side platforms of Battlefield while they're on the ground; it's nowhere as good as getting practice on a moving target, but at least you'll be able to get a better idea of how big (or small) the hitbox is and how far it reaches down. If you're whiffing the opponent completely, then it probably means you're releasing it too late; what character are you trying to use Eruption to edgeguard?
I don't usually go for it. I just like knowing how to use options that are available to me.
 

Strong Badam

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I'm afraid I most likely won't be playing much Ike anymore. He has a lot of upkeep, by which I mean he has a lot of things to practice to keep my Ike in shape, and doesn't grant me much in the way of matchup coverage compared to my other mains. I really like the character and hope to see players like Ally and Metroid continue to push the boundaries with him but I don't think I'll be doing so with you. :( Sorry.
 

Commander

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What are you apologizing for? It isn't like you owe anyone anything. I'm always confused when people say they have Ike as a secondary and then list 5 other characters after him too. He isn't the kind of character that translates well into other characters. Just not playing Ike for a week or something makes me feel worse with him.
 

Strong Badam

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What are you apologizing for? It isn't like you owe anyone anything. I'm always confused when people say they have Ike as a secondary and then list 5 other characters after him too. He isn't the kind of character that translates well into other characters. Just not playing Ike for a week or something makes me feel worse with him.
I do feel sad leaving the character in any serious context :/ idk maybe it's more that I'm apologizing to Ike himself haha. I'll miss using him but I know that this is a better choice moving forward in my career.
 

Commander

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I do feel sad leaving the character in any serious context :/ idk maybe it's more that I'm apologizing to Ike himself haha. I'll miss using him but I know that this is a better choice moving forward in my career.
I get that. It is a really weird feeling to know there are characters you can play well or learn to play well, but have very little reason to actually do so. I have that feeling with Roy. He is interesting in casual matches, but he doesn't offer me anything really useful in serious play especially since I co-main/second Marth.
 
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I'm afraid I most likely won't be playing much Ike anymore. He has a lot of upkeep, by which I mean he has a lot of things to practice to keep my Ike in shape, and doesn't grant me much in the way of matchup coverage compared to my other mains. I really like the character and hope to see players like Ally and Metroid continue to push the boundaries with him but I don't think I'll be doing so with you. :( Sorry.
This is probably the correct choice. I continuously stress for serious players to stick to one character. In PM I could see that changing to maybe 2 characters if your primary character is flawed in some way, but overall I think the rule holds firm. Frankly you would probably be better off moving to one character as well, as I haven't seen any major flaws to DK (yet).
 

metroid1117

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You're breaking my heart, man ...

EDIT: Which is not to say I'm telling you you should prioritize P:M over work, lol. I just hope to see you compete at another major tournie sometime.
Once the school year is over, you can expect me to travel more :).
 

Madolche ♦ Procione

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Is Pit a good co-main for Ike?
Gonna play them both regardless because I prioritize how fun they are to play, but I'm curious if it's a good idea...
 

xBlitz

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Who needs an education when you can fight for your friends, obviously >.>
 

Commander

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Is Pit a good co-main for Ike?
Gonna play them both regardless because I prioritize how fun they are to play, but I'm curious if it's a good idea...
If Pit handles your hardest match ups, then yes. Since Pit can handle spacies and it doesn't seem like Ike can, I imagine he is a good character to use as a second.
 

xBlitz

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I think with time Ike can convincingly do well against spacies, consider Ike kills primarily off the sides, Ike has a chaingrab and early kill moves, as well as his ability to down throw tech read at low and high percents alike. Still, if Pit is better at the MU then even better :p
 

Thane of Blue Flames

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Funnily enough Fox is probably Ike's best spacie match-up. Falco's lasers chokes him out entirely and Wolf's makes life difficult, but is at least manageable. Besides Falco I don't think Ike has a terrible disadvantage v/s spacies though.

Pit can definitely whoop Falco if you manage to get him like an inch offstage ;)
 

metroid1117

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Who needs an education when you can fight for your friends, obviously >.>
I'm done with education, I need some way to make moneys though :p.

I think with time Ike can convincingly do well against spacies, consider Ike kills primarily off the sides, Ike has a chaingrab and early kill moves, as well as his ability to down throw tech read at low and high percents alike. Still, if Pit is better at the MU then even better :p
Ike can combo spacies pretty hard if you play properly, but outplaying the spacie in the neutral game so that you can get hits in the first place isn't too fun if the spacie knows what they're doing. QD is good for pokes and punishing whiffed aerials, but it can be CC'd at low %s, so you'll have to patiently rack up the damage until that time. Personally, I think Pit does better than Ike against spacies, but the match-up is winnable for Ike.
 

Commander

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I'm done with education, I need some way to make moneys though :p.
Become a stripper and supplement it with money matches.
Ike can combo spacies pretty hard if you play properly, but outplaying the spacie in the neutral game so that you can get hits in the first place isn't too fun if the spacie knows what they're doing. QD is good for pokes and punishing whiffed aerials, but it can be CC'd at low %s, so you'll have to patiently rack up the damage until that time. Personally, I think Pit does better than Ike against spacies, but the match-up is winnable for Ike.
It seems like with every spacies match up you can win if you work hard enough and the spacie isn't perfect that day. It is certainly an easier match if you have an easy way of dealing with projectiles and/or have projectiles of your own
 

xBlitz

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Funnily enough Fox is probably Ike's best spacie match-up. Falco's lasers chokes him out entirely and Wolf's makes life difficult, but is at least manageable. Besides Falco I don't think Ike has a terrible disadvantage v/s spacies though.

Pit can definitely whoop Falco if you manage to get him like an inch offstage ;)
Ike has a hard time with pressure & at times projectiles (Falco's lasers being both), but I think his lackluster recover coupled with the fact that you can gimp with counter or fair makes the matchup HELL on Falco if you land a grab and get them offstage. Plus, downthrow tech read on Falco can be an easy kill, especially with d throw > f smash im
 

Commander

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The only Falco I have played is DEHF so it probably didn't matter that he was Falco, but lasers suck.
 

Commander

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I don't get how you and metroid get fthrow to back air so consistently. It looks so cool and then whenever I try to do it I miss or mess up reversing my jump somehow and then I feel lame. Also that was a great use of uptilt.
 
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