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Need help with Ike neutral game

jam1garner

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Sorry if this is already somewhere but I couldn't find anything. What are Ike's best tools in the neutral? I have mostly tried receding Nair or fair, but have no clue if it doesn't get better than that.
 

Nidtendofreak

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Jab, Grab, Dtilt, Bair, Nair, Fair.

Jab is fairly obvious.

Grab leads into lots of combos.

Dtilt is fast, leads into combos.

Bair and Fair auto cancel.

Nair has very low landing lag. Nair also leads into combos, and is fairly safe on shield when spaced correctly.
 

san.

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Jab, Grab, Dtilt, Bair, Nair, Fair.

Jab is fairly obvious.

Grab leads into lots of combos.

Dtilt is fast, leads into combos.

Bair and Fair auto cancel.

Nair has very low landing lag. Nair also leads into combos, and is fairly safe on shield when spaced correctly.
Yep.

Pivot grab can replace pivot ftilt. Jab2 can replace normal uses of ftilt. Ftilt is better at kill % until you're completely comfortable with it.
 

jam1garner

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Apr 24, 2015
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103
Jab, Grab, Dtilt, Bair, Nair, Fair.

Jab is fairly obvious.

Grab leads into lots of combos.

Dtilt is fast, leads into combos.

Bair and Fair auto cancel.

Nair has very low landing lag. Nair also leads into combos, and is fairly safe on shield when spaced correctly.
Thank you. Informative, short and sweet. Just what I was looking for.

Will read up on that. Thanks for helping.
 
D

Deleted member 269706

Guest
Fair can autocancel if you shorthop then fair right away (no fast fall) or full hop > fair works as well. Great tools for spacing. Everything else has been mentioned. Nair is also a great tool. QD is also great for mobility because it can autocancel at certain heights so you can act directly out of it.

Also work on your tomahawks and empty hops to bait certain reactions.
 
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Mario766

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You also have to take into consideration movement options and spacing. You want to stay in your range and stay just out of theirs. For most characters, Ike has a huge disjoint they have to go through so you have a range advantage. The best ways for movement options and spacing in this game are through Ike's very good shield dash, his trot dance and perfect pivoting. There's also using tomahawks and empty jumps to set up other actions. Ike's dash grab and pivot grab are both strong tools for Ike to use due to the better grab box on them compared to his standing grab which is lousy.
 

doom dragon 105

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Grabs help alot as people have said. I actually don't like Nair on shield like some of you have suggested, alot of the cast can punish you even if spaced correctly. There are better options than nair in the neutral game, but if you get a read with it then you can get something nice out of it.
 

Mario766

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Ike's neutral air is 100 percent safe on shield when spaced. You're at -10 frame disadvantage. It takes 8 frames to drop shield. -2 on shield. It's only unsafe on whiff or if you're super close to them.
 

Nidtendofreak

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Ike's neutral air is 100 percent safe on shield when spaced. You're at -10 frame disadvantage. It takes 8 frames to drop shield. -2 on shield. It's only unsafe on whiff or if you're super close to them.
Of if they have a frame 2 jab, or an up B like Marth's/Roy's.

Its not an option I would say to rely on, but it is an option I'd say worth getting use to.

Besides, spacing practice isn't exactly a bad thing to do.
 

Mario766

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Of if they have a frame 2 jab, or an up B like Marth's/Roy's.

Its not an option I would say to rely on, but it is an option I'd say worth getting use to.

Besides, spacing practice isn't exactly a bad thing to do.
No frame 2 jab can out-space Ragnell. Roy's Up-B also doesn't start frame 2. Marth's is frame 5. Roy's is frame 9.
 

Nidtendofreak

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It the fact that they have invincibility/super armour. They're going to beat any anything we try to do after Nair on shield other than shield/spotdodge (doubtful our jab would be able to hit), making it a rather dangerous game of rock paper scissors if we Nair their shield.
 
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A2ZOMG

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Up angled F-tilt is the most criminally underrated option in neutral on Ike imo. But other than that I think other people covered everything.
 

Mario766

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It the fact that they have invincibility/super armour. They're going to beat any anything we try to do after Nair on shield other than shield/spotdodge (doubtful our jab would be able to hit), making it a rather dangerous game of rock paper scissors if we Nair their shield.
Buffered jab would beat Blazer as you'd hit before Blazer's super armor. You would barely miss if Marth up-bs however. Though it isn't a very good neutral option because if you shield the up-b you get a free juggle.
 

PyroTakun

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In addition to everything mentioned, I feel that Dash Attack allows Ike to go through projectile-spammers and punish rolls.

Of course, spacing is always key with these things
 

Arrei

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It can't quite go through spam, since it takes so long to start up, but if you know an opponent is prone to start spitting projectiles at you the moment they get some distance, a sweet-spotted dash attack could chew up their projectile, and hit them with both hitboxes for a brutal punish.
 

NerfAkira

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nair spam into qd can catch some people out occasionally. ikes ground game approach tends to be a little bit lacking against a few characters, hes a really good wall maker though. my go to's are nair, grab, and down tilt. forward air tends not to be worth it over nair as it comes out at about the same speed, and has way more end lag, its a better finisher or means to push people off stage, same goes for the back air, both of these aren't your best neutral options, but can be good solo kill options come 120%ish.
 
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