Well its good to have a discussion every now and then, otherwise we all walk around deaf and blind.
And stupid
Of course.
By close range I mean something equivalent to jab range or a bit further.
Yeah Ike has a clear advantage in terms of range, but he never really gets to put that range to great use. He has to paly defensively but in most cases he is forced to go offensive, during tha point he becomes predictable and has limited options.
He won't always get the opportunity to use that range to the best extent, and yeah, he can't always go straight in. But if he is going to attack, he's not as limited as you say.
His Bair is fast but not good for short opponents or opponents who like to remain grounded.
If he drops to attack the opponent that places him in range to get grabbed.
You can autocancel the Bair for ground opponents, but yes, for sorter opponents you'll have to try other options if they don't take to the air.
So yeah while he has a big sword, the speed at which he swings it lets he opponent get up clsoe so that the range doesn't get to be as great an advantage.
Wolf on the oher hand has nowhere near the range that Ike does but he has much more range and so is more effective at fighting up clsoe or hitting the opponent away.
I didn't quite get the second part, but as for the first, yes, he does have some wind up time. But it's not large on most of his moves, so you cane asily work around it.
Not really. For example if you compare it to Sonic who has a laggy Special, the speed at which it moves is extremely high, so he can get away with preparing it.
For Ike, while he does perform a Fair once he lands ont he ground the lag is noticeable enough to allow the opponent to get upclose. he cannot get away with attacking as a faster opponent like MK and Fox would.
Yeah he can maintain that distance but the cooldown time of his attacks as well as startup, means that while he can try and force himself back o a safe spot, he ends up vulnerable during that period.
As I forgot to say, the FAir has IASA, so he can use those to significantly help him. And nobody said he had to land straight after, did they? He can attack from up high and jump away, of course.
of course not.
Its an exaggeration of Ike's slow speed.
Yeah, haha, I know.
Of course I used my jab and grab as well as SH Nair and SH Fair for maintaining defensive. It can work well for opponents without projectiles but characters such as Sonic and Mk get up close very quickly and can take advantge of Ike's lack of options upclose.
Just having a jab and grab isn't enough, he needs to ahve more options because if he only has a jab and grab for upclose fighting, the opponent can easily counter him.
For example with sonic, if I perform an ASC you can't grab me or jab me out of it.
if you try to jab you'll get hit and eat a 27~32% combo. If you try to grab I can cancel the ASC and avoid being grabbed.
You can't use a Utilt since my jump places me outside of its range. So what can you do? Let your shield get eaten or roll dodge and risk getting hit?
Your points are noted that in some not so common occasions, the jab and grab aren't enough. I guess for your Sonic example, I'd have to say (Not especially having played a really good Sonic which is something I must get to doing), I'd probably have to take the shield hit and from a little bit onward try to space against the Sonic to just recharge the shield.
He can approach onl marginally better. It still places his approach game as poor.
you cannot punish projectile usage with jas and grabs unless you are already upclose to attack.
It's not a fantastic approach, but I wouldn't hold it as bad.
Again approach means he doesn't have the means to get uclose safely. you'll take a good amouont of damage. Big whoops you spotdodged an arrow watch for the boomerang/bomb or second arrow.
You might take some damage from a bomb you didn't see, or perhaps a boomerang. But that's not especially doing much. Point is, you'll get there barely unscratched.
Yah you dodged the waddledee but you still have to deal with the Ftilt coming your way.
Or Falco's grab/dasha ttack/Jab/tilts/Smashes.
D3's Ftilt has great range, but it's not especially good, Falco's a different story, but "Lasers until they come close, grab" kinda works on everyone, no?
Meanwhile MK and marth have good range and great speed so they can deal with the projectiles and approach safely.
They don't as much deal with the projectiles as they come close before the projectile hit. Ike does this to a lesser extent.
Which won't happen often considering DI.
Kinda prevents him from meteor cancelling and revoering, doesn't it?
he can also grab the edge and he can cancel it so that eh actual flies farther horizontally than normal.
He has much more optins than Ike who either goes for the edge or stage or dies.
The grab sweetspot is low, and you only have about 3 frames to cancel it, IIRC. He's got a few tricks to the recovery, but it's still pretty poor.
Except he can recover far away where he cannot be spiked by most of opponents and he has method to protect himself while he is in the air.
He's got methods, but if you knock him up and away, say, with a forward tilt, you've got some time to plan a good attack and make it count.
Ike has little range to his recovery and limited options, meanwhile the characters you mentioned have more options even if there recovery is not so good.
They have more options, but remember that complex doesn't always mean good.
with QD you have a predictable trajectory that can be gimped with airdodging/taking thhe hit/edgehogging/predicting where he will appear and punishing afterwards.
I'm well aware of the problems with Quick Draw
I am doubting your experience if you are claiming Ike's offense can break through the defensive elements.
What I should have said that Ike is not destroyed by defense, he's got enough to break through some defensive elements and go defensive himself. Though I'd say my logical arguments show that I'm no idiot, at least.
His approach game is poor, if Ike can approach then so can ganondorf. he is predictable when approach, slow in punishing.
Ike's jabs are, once again, a good punsiher, far better than Ganon's jab. And Ike's run speed far beats Ganon's, so Ike has a better approach than Ganon does, even if it's not great.
You aren't going to punish an aerial opponent with jabs nor a grabby opponent.
Noted, you have other ways of reaching those.
His meh speed holds him back as does his meh attack speed.
There's gotta be something bad about him, no?
I want you to play against Deva/Izaw's Link with Ike.
Or overswarm's ROB.
OR Sethlon's Falco.
or Mr. 3000's Sonic.
Or M2K's MK
or Drk. Pch's Peach.
Try Ryoko's Zelda as well
Ike either cannot approach them, gets rushed down by them or just gets gimped badly by them.
I want to play those guys as well, if only for a broader range of experience.
. Ike does has ways of dealing with all you said, even if at first it seems pretty bad.