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Ike Social Thread

Masterphailure

Smash Cadet
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Dec 18, 2013
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I tend to wavedash OoS as well.
I want to try Up-B'ing to relieve pressure, kind of like a Samus would, but I haven't had time to practice it (or know if it's even possible to do it successfully).
 

Y-L

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I tend to wavedash OoS as well.
I want to try Up-B'ing to relieve pressure, kind of like a Samus would, but I haven't had time to practice it (or know if it's even possible to do it successfully).
The problem with that is that if it doesn't hit perfectly you'll get punished hard.
 

Crezyte

Smash Apprentice
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What do you guys do to get out of shield pressure from somebody like a spacie or Lucas? I can still win against them because they're easy combo fodder, but once I'm in shield I'm basically forced to eat a good amount of damage if they don't mess up.
Buffering rolls is usually what I do. Its a melee habit but it often works.
 

TylerX5

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I tend to wavedash OoS as well.
I want to try Up-B'ing to relieve pressure, kind of like a Samus would, but I haven't had time to practice it (or know if it's even possible to do it successfully).

(unlike with samus) The start-up really kills that move as an OoS option unless your opponent does something very punishable, but anyone worth with good shield pressure game wouldn't do that.
 

metroid1117

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Samus' up+B is invincible from frames 1-5 and hits on frame 4*, whereas Ike's up+B has no invincibility on start-up and comes out on frame 18**, so it's not nearly as good as Samus' up+B, unfortunately.

*Source (Melee, but should match PM)
**Source
 

GP&B

Ike 'n' Ike
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Aether has no form of armor anymore either so there's no part of it that's effectively safe besides the coverage it provides.
WD OoS can be alright as jab and FTilt are great options out of it, but is susceptible to frame traps due to Ike's somewhat slower jumpstart. Buffered rolls are really your best bet.
As for avoiding shield pressure altogether, dash more. Ike's got an astonishingly good run for escaping in addition to some decent options to punish chasers like SH Bair or turnjump SH Fair. His pivot grab has better reach than his standing grab as well (albeit it's 2 two frames slower IIRC).

EDIT: For the skype group, name's same as the one here.
 
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Commander

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Messages
591
Aether has no form of armor anymore either so there's no part of it that's effectively safe besides the coverage it provides.
WD OoS can be alright as jab and FTilt are great options out of it, but is susceptible to frame traps due to Ike's somewhat slower jumpstart. Buffered rolls are really your best bet.
As for avoiding shield pressure altogether, dash more. Ike's got an astonishingly good run for escaping in addition to some decent options to punish chasers like SH Bair or turnjump SH Fair. His pivot grab has better reach than his standing grab as well (albeit it's 2 two frames slower IIRC)..
Aether has light armor on start up. If you are at low % and the opponent isn't using a very strong attack the armor will protect you.
 

GP&B

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Does it? It's not listed under subactions so it could be elsewhere. I'll take your word on it though.
 

GP&B

Ike 'n' Ike
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Cool, I'll keep that in mind when I go to test some frame advance stuff.
 

Masterphailure

Smash Cadet
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Astoria, NY
I'm having a bit of trouble attempting to sweet spot the edge on Aether's recovery. I constantly get hit by Zamus' down smash due to my failure with the recovery.

I've noticed that Ike can grab from a little below the ledge using Aether (although it fails sometimes) so I'm attempting to nail this recovery for now with at least 90% accuracy to (hopefully) avoid any of those below ledge attacks.

I wanted to get some thoughts recovery, so what do the fellow Ike players say? Where is the prime sweet spot for Ike?
 

Y-L

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Quesrion: Nair does block a lot of projectiles effectively but how do you stay far enough away to not get punished by its end lag but close enough so they cannot just throw another projectile right after it?

Also has anyone found any good use of down smash?​
 

Commander

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Quesrion: Nair does block a lot of projectiles effectively but how do you stay far enough away to not get punished by its end lag but close enough so they cannot just throw another projectile right after it?

Also has anyone found any good use of down smash?​
You hit them with a shffl'd nair that you are also using to block their projectile. Congratulations, you have just successfully blocked a projectile, approached, and began a combo in one move.

I think you can do a down smash out of jab1 or jab2. It is a good mix up, especially in situations where you may have hit with the hilt of ftilt instead. It has a lot of knock back and a weird angle so people should probably never be able to expect it well. I've been meaning to work it into my game play more.
 

Y-L

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You hit them with a shffl'd nair that you are also using to block their projectile. Congratulations, you have just successfully blocked a projectile, approached, and began a combo in one move.

I think you can do a down smash out of jab1 or jab2. It is a good mix up, especially in situations where you may have hit with the hilt of ftilt instead. It has a lot of knock back and a weird angle so people should probably never be able to expect it well. I've been meaning to work it into my game play more.
Do you usually go for both hits or just the first?
 

Commander

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591
I have not yet succesfully worked dsmash into my play yet. That was just theory or something I saw in a video once. I would only go for the second hit if I want to send them in front of me or as a mix up.
 

TylerX5

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Also has anyone found any good use of down smash?​
(sometimes) In situations where I'm ledge-guarding a character that I space myself to be between the ledge and their potential ledge-roll distance I use the 1st hit of the Dsmash (with Ike's back facing the ledge) on reaction/read to a ledge-roll to send them right back off the stage. It's harder to do than a throw, but in the right situation it's more rewarding because the knockback is perfect ( sends them away and downward) for setting up another ledge-guard
 
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Y-L

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(sometimes) In situations where I'm ledge-guarding a character that I space myself to be between the ledge and their potential ledge-roll distance I use the 1st hit of the Dsmash (with Ike's back facing the ledge) on reaction/read to a ledge-roll to send them right back off the stage. It's harder to do than a throw, but in the right situation it's more rewarding because the knockback is perfect ( sends them away and downward) for setting up another ledge-guard
Yeah I was thinking also if you face the ledge you could get the first hit in if they do the ledge attack but if it turns out they rolled instead you could use the second hit and that would cover some options.
 

GP&B

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I find DSmash to be something as more of a mixup than a reliable option. This isn't Mario here where you got a near-true combo out of jab with it, but it's fast enough that you could force frame traps on characters attempting to beat out spaced jabs, especially because the angle is so weird to DI for (and will probably kill fast fallers at high %'s).
 

metroid1117

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I'm having a bit of trouble attempting to sweet spot the edge on Aether's recovery. I constantly get hit by Zamus' down smash due to my failure with the recovery.

I've noticed that Ike can grab from a little below the ledge using Aether (although it fails sometimes) so I'm attempting to nail this recovery for now with at least 90% accuracy to (hopefully) avoid any of those below ledge attacks.

I wanted to get some thoughts recovery, so what do the fellow Ike players say? Where is the prime sweet spot for Ike?
If you want a visual, here's a rough indicator of where the sweetspot is; I think Ike can go slightly lower than that, but not by much.

With regards to DSmash, I pretty much only use it for edgeguards. It's especially useful for Sheik, since you can force her to land onto the stage by edgehogging her and then waveland into a DSmash to send her out. The DSmash is nice for this because it flips her around, so the opponent is forced to either up+B in order to grab the edge or turn around using needles. You can do a similar thing to Wolf if you catch them trying to side+B onto the stage, since it has a very long lag time.
 

KuroganeHammer

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Aether has no form of armor anymore either so there's no part of it that's effectively safe besides the coverage it provides.
frame 25-37 knock back based armor with a value of 80

I know people have mentioned this but I'm mentioning it again.

my word is the best word
 
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Y-L

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Out of curiosity, do you guys use Z or L/R+A for jab1->jab2->grab? Kinda hard to get the timing so you don't do the 3rd jab attack.
 

Commander

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I run forward and JC grab so they can't escape just by DI'ing outward without jumping.
Is this for a specific spacing? I just jab1> grab and I hit with the area around Ike's elbow/forearm with the jab. Does JC grab work if you hit only with the fist or with jab2?
 

metroid1117

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Is this for a specific spacing? I just jab1> grab and I hit with the area around Ike's elbow/forearm with the jab. Does JC grab work if you hit only with the fist or with jab2?
Yeah, if they're close enough to just get standing grabbed then I don't bother. However, if the opponent DIs out on the jab and if I hit with the fist, I opt to run forward a bit to minimize their chances of getting away.

I like this idea, can you point me to some video of this in action?
I can't think of a specific instance where I do it in a recorded match, but I was doing this last night against some friends and it worked out pretty well. You don't want to run too far on the JC grab though, otherwise you give the opponent enough time to DI out and jump away from the grab.
 

metroid1117

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What about when people are CCing your jabs though? What do you do then?
It depends on the character; if they don't have good CC options, then I finish the jab combo. If they do, then I try to stop it prematurely to shield their counterattack and then punish that.

I finish the jab combo. The 3rd hit has enough knockback to push them to a safe distance.
I sometimes do this, but some characters like G&W have fast enough CC options such that they can hit you between jab2 and jab3, since jab3 starts from high above Ike's head.
 

Y-L

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Have anyone actually made Ike Climbers? http://youtu.be/tCXABhlj3nI?t=1m33s

I know its an april fool joke, but I would love to try this!
If they somehow figured out how to use the Ice Climber spawning mechanic for other characters, it would be very difficult and time consuming to create. So I don't think anyone that's not PMBR has done this to the extent where it is not buggy.

However it could have been just two regular Ikes appearing to be influencing each other, as the video is TAS.
 

Y-L

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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?
 

TylerX5

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Have anyone actually made Ike Climbers? http://youtu.be/tCXABhlj3nI?t=1m33s

I know its an april fool joke, but I would love to try this!

1. Plug your controller into any port but port 1 (make sure no controller is in port 1)

2. Go to solo mode and start a classic game, then when the first match starts pause and quit

3. Go to "Fight" and the character select for a multiplayer game (you should now be controlling both 1st player and the player of the port # you selected)

4. Turn team attack off, select team mode

5. Move cursors to corner of screen until they're synced

6. Press B to equip selects characters token in both cursors

7. select Ike (if the cursors are synced ike should be selected for both)

8. Make them both on the same team

9. Start game with Ike climbers!
 
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