Thane of Blue Flames
Fire is catching.
... You're serious.Ike is very similar to Marth in how he deals with projectiles. Both can use counter to effectively deal with things like Falco's lasers(Falco is my current favorite matchup),
You ACTUALLY do this?
The fact that it works is more a testament to your opponents' lack of a punish game than it is to Counter's ability to "deal with projectiles", because it really doesn't.
Except for the part where Marth's is much quicker, less punishable and overall requires less commitment.Ike's nair can be used to swat away most projectiles just like Marth's fair.
This is just objectively false. Marth is a significantly floatier character, which is a huge factor in making him harder to combo and giving him a much better recovery than Roy's.Ike's falling speed is actually really close to Marth's
That is a statement that can be applied to every character, but doesn't take into account what makes characters more susceptible to combos than others. You could tell a Fox player that he just needs good DI to get out of Marth's Uthrow chaingrab, and he will probably tell you to sod off. Ike is a good mix of high enough fall speed, high enough weight and big enough target to be combo'd by a good portion of the cast; their combo moves are able to keep him in hitstun while keeping him close enough to follow up with ease. Falco and the other spacies absolutely go to town on Ike, and even Ganondorf has a Dthrow chaingrab on him. Marth is a combination of lighter and floatier without being too frail that puts him in a far better position in terms of escaping combos - not to mention a side-special that changes his aerial momentum without sending him into freefall. Ike is combo fodder once you get in - this is objective fact.and it just requires good DI to get out of combos.
Great. Same here. The fact still remains that Ike is an anti-combo character, by which I mean that outside of jab, he lacks quick or weaker moves with less knockback that keep the opponent close enough for follow-ups and attack strings. Nair is his best combo starter and it is still fairly slow and unsafe on block unless immaculately spaced. Most of Ike's hits send too far unless properly sourspotted, and even then the man packs enough power and range that without Quick-Draw, you're hard pressed for a follow-up besides a pretty situational dash attack.How intuitive Ike's combo game is depends on he person playing him, for me Ike is the single most natural character in all of smash and is really the only reason I play P:M. If Ike was in Melee I would have no reason to play P:M.
... You're not getting what it means to use Quick-Draw for combos.I actually don't use quick draw in my combos very often because a lot of the people I play against have projectiles or big disjoints that help them camp it out, instead I use it to jump into nairs mostly.
Quick-Draw enables Ike to cover ground and reach places with moves he can't reach normally. Re-grabbing floaties or nailing them with reverse bair out of QD is how you use QD in combos - to follow up with an attack while they are still in hitstun. It shouldn't matter if they're holding Falchion or the Blade of Evil's Bane or Galaxia, when using QD for follow-ups involves doing it at times when they can't use those disjoints or projectiles to stuff Quick-Draw.
Your post is also a bit contradictory. You don't use QD for combos, you say, and saying that people camp out QD with their projectiles or disjoints implies that you don't approach with it because you can't. So then, when do you "jump into nairs" with it? After hitting them, while they're in hitstun? ... That's a combo. When you spot an opportunity to start an attack? ... That's an approach.
The point being, Quick-Draw is a very important tool in Ike's combo game, without which his beefy hits are a lot more escapable, with far fewer follow-ups. Without QD, Ike is just a faster version of his Brawl incarnation, which doesn't cut it.
FYI, yes, you're right in that QD is a linear and subpar approach because disjoints, projectiles and other hits can stuff it. Hence why it's not an approach tool, or a situational one at best. It's more used for conditioning and baiting - WD'ing out to bait a reaction to punish, conditioning people to expect QD attack follow-ups so you can grab their shield, etc. Its use in combos can't be disputed, however.
You need to read your opponent after you try to condition them in order to capitalize on their reactions.I don't really consider mixups and conditioning in the same vein as reading but that would be a semantical argument which isn't worth discussing.
Great. Personal feel with a character is totally a thing, yes. It doesn't mean that Ike's moves aren't slower to start-up and aren't more punishable than most of Roy and Marth's options. They can double-fair in a single short-hop, have far lower land-lag and end lag on their moves and in Marth's case, together with his speed, floatiness and lighter weight is far less susceptible to punishment from a wrong move. If Ike mis-spaces against a Falco, he eats 40% or dies. The point is not to compare how limited you feel with a character, but some characters played by players at equivalent levels enjoy a much higher margin of error due to inherent nature of their moveset.I never feel more committed to Ike's moves than I am with Roy's or Marth's. In fact I feel like I can do less in any given situation with those two than I can with Ike.
This is a reality with all incarnations of Ike. (Except 2.1)
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