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
. (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.