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I would really appreciate some more in depth explanations regarding this San. Specifically the momentum shift from double jump, I dont think I've paid attention to this before.I might write up something if there's enough demand about how to be faster. To put it simply, it's making use of fastfalls, dashes, and momentum shifts from your double jump intelligently.
I don't see how. The knockback scaling on down throw is too huge to be of any combo use at high percents. Up throw has relatively low knockback, so it can be used at higher percents.It does but down throw is almost always a better option for combo throws outside of up throw up air.
I know this is old and all but the fact jump monado gives good air speed means shulk has no need to even rely on his recovery a majority of the time. Ike just loses sadly due to being slower, riskier due to the despite large range, being short compared to Shulk. However Shulk is garbage at killing and a smart Ike will keep himself alive long enough and the reason why I say shulk is garbage at killing is because his set-ups mainly use his arts so just smart maneuvering and baiting on the part of the Ike player guarantees an easy kill since Shulk has some bad landing and ending lag on certain moves, which tend to be the ones he uses to kill. But Shulk wins in this MU due to being faster and being able to recover better, while outranging Ike.I found another Ike vs. Shulk video. ^-^
The match-up, in my opinion, looks like it ranges from about neutral to fairly hard, especially when against a Shulk that makes full use of his arts. Based on the first match, we can see Shulk's recovery is overall worse than Ike's since he lacks a move that allows him to recover horizontally. Keep him a good horizontal distance away from the stage and he is done for.
While typing out a response i was thinking about what I was typing and at this point I agree. But there are other things which play into ti as well since Ike has a good ledge game which Shulk clearly does not and a good eruption would pretty much wipe Shulk out. Using aether to steal the ledge is pretty good too and if they decide to regrab the ledge you could go for another aether and spike them. Shulk would have to be careful with what monados he chooses since a few good clean hits from Ike can make him lose the advantage. Hits which Ike is able to do and mix-up a lot better than Shulk too imo since Shulk has this disgusting over-reliance on the least laggy of his aerials that cover the most distance.@ Solutionme The problem with your example though is that you are mentioning a specific Shulk player that prefers to use Jump for superior off-stage game instead of the other arts. Though a good Shulk player will use the best art for the moment, they will rarely use jump with the intent to abuse Ike offstage as Ike doesn't go offstage often. Against Shulk, he doesn't have to since he can abuse his higher jump returning with his own f-air (which beats out Shulk's) or with a good Eruption. Hell, I've even used Counter to abuse his Air Slash recovery if he tries to offense his way back to the ledge.
Most Shulk players seem to focus on Speed or Shield if they are on defensive against Ike on stage in order to either out-tank or out-space him before focusing on taking the stock. When sent flying, in order to use Jump they'd have to activate the art while free-falling towards the blast zone while also monitoring what I'll do as an edge-guarding. In a vacuum, jump will individually beat out most of our options, but the issue here becomes the player's ability to multitask 4 different things at the same time. (The blastzone, their momentum, their art cycle and my position) In this case, unless the specific player is an expert they'll struggle to get back.
If they are such an expert, they most likely wont be found in such a situation where they'd need to switch to Jump while recovering. It is possible they could use Jump against Ike (as it does allow him to better out-manuever us in the air) and their for setup such a situation, but on stage Speed, Shield and Buster seem to work much better as they turn him more into the character types that give Ike trouble.
I'd still think Shulk's MU with Ike is either even or slightly (55/45) in Shulk's favor at worst despite this. The extra layer of depth to Shulk is both his blessing and curse against Ike.
I've found nair to be my greatest tool vs Villager1. Against Villager, you'll generally have more success staying on the ground. Block the Lloid Rockets he sends at you, but be ready to evade his approaches afterward - generally a dash attack, grab, or Nair/Dair. Jumping can work if you're not predictable with your movement, but a tall target like Ike really hates the slingshot. Villager struggles more when his opponent is able to stay on his tail after closing the gap, so make the most of it any time you get in on him.
2. Counters are some of the deadliest edgeguards against Aether. The only real way to get around it is to simply not get in a position where you need to use Aether. Against Marth, most of his attacks will send you high, so you can get back by saving your double jump or using Quick Draw. Saving the double jump is especially key, because if you squander it, you could easily get gimped at low percent by an Fair chain. If you're really forced to use Aether, then your only hope is to keep an eye on where he's waiting for you and try to avoid hitting him with Ragnell. Alternatively, use Aether early - if he counters Ragnell as you throw it, he'll swing too soon to hit you. However, he could still get you when you come back down, so try to get on the stage rather than the ledge.
3. That's generally the way to play Ike, but make sure you're using jabs liberally, as well. Since Ike doesn't have many long-lasting hitboxes, it's his main way of getting in on someone who's good at spot-dodging. Jab1 is quick and has decent range, and you can have some success canceling the jab and going for a dash grab or Dtilt. Jab2 has high range and can stop some opponents' approaches. Just make sure you can stop yourself from finishing the combo if you get blocked.
4. If an opponent rolls away from you, all you can really do is chase after them. Don't use the dash attack unless you get a good read. If they roll through you, you can do turn around jab to cover all of their remaining dodge frames, or use Ftilt if you read their roll. Depending on your spacing, retreating Fair is decent at reading rolls without too much endlag, especially when edgeguarding. If you're a little too early to catch them but still positioned correctly, you can follow up with a jab.
I'd like to add that Counter and good spikes are 2 hurdles that Ike has that are unique to our character. Most players that I've talked to that play characters without a good option of one of those 2 types hate Aether because of how hard it is to gimp. To add more advice when recovering against Counter characters, learning and getting into muscle memory the exact range of Ragnell's range during Aether will make it easier to get the edge's sweetspot without going over and being Counter material. You'll have to go to Ike's maximum deepness for the recovery to be able to pull it off on stages where we can't Aether through the floor. If Ragnell can be thrown through the floor of the level, then I find it easier to get around Counters. Reason why is due to your opponent's positioning. If they are right at the edge expecting to counter you against Aether and you throw the sword through the stage it will be behind them and fire their Counter backwards, allowing for you to snap properly. If they are farther back, then their Counter's range needs to be exceptional in order to prevent the snap. (Shulk's counter or another Ike are the only two with the range that doesn't put them in an uncomfortable position, like Lucario or Greninja do) Avoiding using Aether is still a good strategy, but you don't want to get completely predictable with your recoveries or you'll be gimped.2. Counters are some of the deadliest edgeguards against Aether. The only real way to get around it is to simply not get in a position where you need to use Aether. Against Marth, most of his attacks will send you high, so you can get back by saving your double jump or using Quick Draw. Saving the double jump is especially key, because if you squander it, you could easily get gimped at low percent by an Fair chain. If you're really forced to use Aether, then your only hope is to keep an eye on where he's waiting for you and try to avoid hitting him with Ragnell. Alternatively, use Aether early - if he counters Ragnell as you throw it, he'll swing too soon to hit you. However, he could still get you when you come back down, so try to get on the stage rather than the ledge.
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4. If an opponent rolls away from you, all you can really do is chase after them. Don't use the dash attack unless you get a good read. If they roll through you, you can do turn around jab to cover all of their remaining dodge frames, or use Ftilt if you read their roll. Depending on your spacing, retreating Fair is decent at reading rolls without too much endlag, especially when edgeguarding. If you're a little too early to catch them but still positioned correctly, you can follow up with a jab.
By the way, I thought I'd mention we do have one more option for avoiding getting countered when recovering depending on our opponent's positioning, as it's one we likely don't frequently think to do - aiming Aether backwards. Like all the other options, it's risky since being forced to use Aether against a counter is a position we simply don't want to be in, but throwing Ragnell backwards then directing Ike onto the stage can avoid touching the opponent much more easily. I only just realized this was an option a few days ago when I found myself facing a Peach waiting to block my sword with Toad's face at the edge, and decided to try a backwards recovery since I was dead if it failed anyway - and it worked! I actually can't remember if I managed to nick Peach with the end of the attack to safely land, but I wasn't dead, and that's all I was aiming for.2. Counters are some of the deadliest edgeguards against Aether. The only real way to get around it is to simply not get in a position where you need to use Aether. Against Marth, most of his attacks will send you high, so you can get back by saving your double jump or using Quick Draw. Saving the double jump is especially key, because if you squander it, you could easily get gimped at low percent by an Fair chain. If you're really forced to use Aether, then your only hope is to keep an eye on where he's waiting for you and try to avoid hitting him with Ragnell. Alternatively, use Aether early - if he counters Ragnell as you throw it, he'll swing too soon to hit you. However, he could still get you when you come back down, so try to get on the stage rather than the ledge.
Personally, while counter is a monster of an edgeguard tool against aether, I think aether has become one of the best recoveries since you can't be edge hogged anymore and trumping it is not easy at all due to the active hitbox. It can also punish a regrab on the ledge with a spike and punishes air dodging off the stage. It is like you say though, time it differently and try to use it backwards, or you can just sweetspot it a lot lower.By the way, I thought I'd mention we do have one more option for avoiding getting countered when recovering depending on our opponent's positioning, as it's one we likely don't frequently think to do - aiming Aether backwards. Like all the other options, it's risky since being forced to use Aether against a counter is a position we simply don't want to be in, but throwing Ragnell backwards then directing Ike onto the stage can avoid touching the opponent much more easily. I only just realized this was an option a few days ago when I found myself facing a Peach waiting to block my sword with Toad's face at the edge, and decided to try a backwards recovery since I was dead if it failed anyway - and it worked! I actually can't remember if I managed to nick Peach with the end of the attack to safely land, but I wasn't dead, and that's all I was aiming for.
I've had some pretty nasty ledge games using aether tbh, it is more of an aggressive ledge move than anything else. Aether to punish a regrab or aethter onto a ledge after hitting and opponent only to aether them on the stage or follow up with a kill move. But yes on the defensive term of trying to get back on, it is not really that great. I recommend using it more aggressively if you don't near the ledge anyways, it covers a lot of options, even more than the drive variant, just not as damage oriented. The windboxes i one hundred percent agree on though. Spikes kind of depend on the positioning, you can't really C. Falcon up tilt an Ike who is recovering. Not as bad as bowser's recovery though, that thing is awful. I feel like there needs to be more creativity with it anyways.In terms of raw height gained and having a transcendent hitbox, it's not too shabby, but I can't call it anywhere near one of the best recoveries - it's ridiculously easy to get knocked out of it by any lingering aerial since the super armor doesn't protect you when it counts, windboxes are the spawn of Satan, and getting spiked while you spin is an one way ticket to Salt Town.
Ike's recoveries are actually very good in how far they can take him, it's just they're so limited when it comes to the paths he can take.
The #1 part about it is that you can punish rolls easily this way by doing a retreat.Anyone else appreciate the new hitbox behind Ike on nair. You can pull off so many combos with it, and suprise people lol. I also wanted to ask, what is the best way to use ftilt, i find it very hard to kill with and the range seems shorter than brawl ftilt.
Yeah Aether is difficult to interrupt because the opponent is forced to shield or get out most of the time. If not they will either eat some damage and are forced to let Ike get back or worst case scenario for them they will get Aether spiked. However if your opponent has a very good Dair spike there is a chance that they can hit you with it if your body hits above the stage. So we will have to choose carefully where and at what distance we can recover.Personally, while counter is a monster of an edgeguard tool against aether, I think aether has become one of the best recoveries since you can't be edge hogged anymore and trumping it is not easy at all due to the active hitbox. It can also punish a regrab on the ledge with a spike and punishes air dodging off the stage. It is like you say though, time it differently and try to use it backwards, or you can just sweetspot it a lot lower.
D-throw to B-air is fun to use, but it is one of the slowest of all his throw combos to pull off (it may be tied for use with u-air after a throw) as well as one of the easier to move out of the way from. I use it quite a bit, and have noticed I have a harder time connecting with it against good players due to good DI and/or a good second jump. I still try to use it as a MU for people trying to Air-dodge, but I don't recommend relying on it. Short-hop f-air covers people trying to DI away from the follow-up, while n-air will cover those who try to DI towards the follow-up.Also I find D-throw->Bair more useful than Fair at lower percent against opponents who either don't have any fast aerials or are big targets like Bowser. It puts us in a good position to either get another grab, turnaround U-tilt, or simply Jab. That's like 30-40% already. With Fair, they actually have a way to escape your juggle though it still puts them in a bad position. That's from my experience anyway. Correct me if I am wrong
Yeah I noticed that I have trouble landing it against opponents who DI up or away as well as medium-short kinda targets. However against the big ones it can lead to huge juggling. I always managed to connect D-trow turnaround Bair against heavies and missed only a few times against medium to large targets like Yoshi.D-throw to B-air is fun to use, but it is one of the slowest of all his throw combos to pull off (it may be tied for use with u-air after a throw) as well as one of the easier to move out of the way from. I use it quite a bit, and have noticed I have a harder time connecting with it against good players due to good DI and/or a good second jump. I still try to use it as a MU for people trying to Air-dodge, but I don't recommend relying on it. Short-hop f-air covers people trying to DI away from the follow-up, while n-air will cover those who try to DI towards the follow-up.
Now if you happen to be playing a friendly or tournament with items, then combining this combo with the screw attack item is fantastic! And I mean it. Got a opponent from 0-60% on just one d-throw to b-air with it. You feel like you just cheated the system, it is that satisfying.
Aether is not that good. Fight players who have MU experience on Ike. They will knock you out of Aether's high point and right into an early death. Even if you skew the timing, it's punishable. That's why I prefer Aether Wave.Yeah Aether is difficult to interrupt because the opponent is forced to shield or get out most of the time. If not they will either eat some damage and are forced to let Ike get back or worst case scenario for them they will get Aether spiked. However if your opponent has a very good Dair spike there is a chance that they can hit you with it if your body hits above the stage. So we will have to choose carefully where and at what distance we can recover.
Also I find D-throw->Bair more useful than Fair at lower percent against opponents who either don't have any fast aerials or are big targets like Bowser. It puts us in a good position to either get another grab, turnaround U-tilt, or simply Jab. That's like 30-40% already. With Fair, they actually have a way to escape your juggle though it still puts them in a bad position. That's from my experience anyway. Correct me if I am wrong
Eh, it is the best one for just recovering defensively, I find that the normal aether has very strong aggressive ledge uses.Aether is not that good. Fight players who have MU experience on Ike. They will knock you out of Aether's high point and right into an early death. Even if you skew the timing, it's punishable. That's why I prefer Aether Wave.