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Buffering: You can input certain actions slightly before you're done with another one, around 1/6 of a second before an action ends. So buffering a fair means jump + forward + attack really fast since the game handles doing it quickly for you.And what are Short hops and long hops? And what does it mean to "buffer" the F-air.
for everyone? or just ikeSame weight.
DI is much weaker though.
Not really... there's still other differences such as the time spread from beginning to end. The jab combo is more spread out temporally, so it's easier at catching someone with at least one blow, even if it's only the final blow. Jabs are more about managing the other person's movement than dealing raw damage. Sort of like in real boxing.A jab combo's purpose isn't to always 100% connect all of their hits without fail. Otherwise it would be 1 hit that totals the same amount of damage. /quote]
how?I hate ikes new forward air.
It was a little weird to get used to, but it's so much more helpful now...I hate ikes new forward air.
is this any different from 3DS 1.0.4 update Ike?SSBU Ike is surprisingly mobile, both in air and ground. ^-^
The improved double jump made ledge-hopping F-airs and N-airs much easier for me to do. I found this especially helpful on stages, like Delfino Plaza, where characters moved through the main platform. I also like how I could now do run-off F-airs, N-airs, and D-airs without suiciding.
The changes in the game's mechanics along with the new buffs have given rise to a wider array of options for Ike.
I'm curious about this myself as I've never played the 3DS version of the game. There probably would be just subtle differences as I heard Bowser's Flying Slam does not result in Bowser losing his stock first in the Wii U version.is this any different from 3DS 1.0.4 update Ike?
The Sm4sh Wii U doesn't come preinstalled with patch 1.0.4, you'll hve to have wifi and then start the game. The game will then notify you and whether you would like to update or not. Thats how it was for me, I started the game with my wifi OFF and ike was not he same as patch 1.0.4 for 3ds. But after the patch, WiiU Ike played like the 1.0.4 3ds ike.quick question, and it may just be that this is due to somehow not updating or something.
For smash wii u im noticing that a lot of the 1.0.4 changes are in effect such as greninjas side b canceling his aerial lag, as well as some other things, but ikes fair doesnt autocancel and his nair seems to be slow still. was there a patch that came out we needed to download via wifi or something? I havent been able to get my wiiu to connect to wifi so when i bought the wiiu version it came with a preinstalled update that ran off the disc i think. Its just weird, it seems like some things are patched but others arent, like ikes fair not autocanceling. is anyone else having this situation or does anyone know why its happening to me?
Ditto! Just started getting heaving into For Glory play on my 3DS w/ Ike main. I'm extremely new to SSB, and most of things I read here are all greek to me. Trying to learn to get better. Montages really do help, as I'm more of a visual learner. Hope some get posted soonJust wanted to ask if anyone here plans on posting an Ike montage, or knows of any that exist? I'm still trying to find ways to better myself, and I'd love to watch other players techniques and skills.
Dtilt spam is the easiest. Jab1 if they're really close. Outside of dtilt reach, ftilt is good if they're slow on the ground surprisingly, but retreating nair/fair/bair is good against fast opponents to reset your spacing. Against fast characters, I really don't like that "just outside of dtilt" position very much.I just miss my old fair, It's hard to attack opponents on the ground now. You gotta be way too close to them to attack them with fair. So what are his safe options when opponents are shielding? 1st jab, spaced nair, dtilt.
I'll be making montages and other Smash related videos when I get my Wii U for sure.Just wanted to ask if anyone here plans on posting an Ike montage, or knows of any that exist? I'm still trying to find ways to better myself, and I'd love to watch other players techniques and skills.
The WiiU version DOES NOT come with the latest update. You need to download the patch as soon as you get the game... or Ike is gonna feel weird. Very weird.All the Wii U versions I played on had 1.0.4 Ike. Nair was never changed.
They're just terms for different jump heights.And what are Short hops and long hops? And what does it mean to "buffer" the F-air.
Auto canceling refers to using an attack under certain conditions that cause it to cancel its landing lag.Ike's jab is still not a lock-on like it was in Brawl. I faced a Toon Link who got out of it at around 60%.
Also, what is auto-canceling? Like, landing lag?
His only auto-canceling move, and it has to be at the end of Fair. When is it good to use the auto-cancel short-hop Fair and what are the best followups?They're just terms for different jump heights.
Pressing the button quickly results in a short hop while holding it in results in a full hop.
Auto canceling refers to using an attack under certain conditions that cause it to cancel its landing lag.
In this case, Ike's forward air is faster than it used to be, and can now be auto canceled during a short hop if you input the forward air at practically the same time that you input the jump.
This will cause Ike to perform his forward air while he is still gaining jump height and he'll finish the animation before landing, thus canceling the landing lag automatically.
I find auto-cancelled F-airs especially useful against large, tall characters, like DK. There are several offensive options available to follow-up with; my personal favorites are D-tilt, F-tilt, and Jab. Auto-cancelled F-air to Jab registers as a combo in the SSB4 training mode. At early percents, you can make use of this property to string together many different attacks on some characters and inflict considerably heavy damage, even if they are not true combos. I was able to get an easy 43% on training mode Link from 0% using the following, for instance:His only auto-canceling move, and it has to be at the end of Fair. When is it good to use the auto-cancel short-hop Fair and what are the best followups?
He can short hop bAir and nAir without any lag as well, and can do the same using a full hop for both uAir and dAir if the attack is input at the same time as the jump is.His only auto-canceling move, and it has to be at the end of Fair. When is it good to use the auto-cancel short-hop Fair and what are the best followups?
Ike can Quick Draw cancel from Short Hop and Full Hop.Quick Draw is known to auto-cancel as well at a certain height (full hop height?), though it is less viable. It is, however, not really a bad option at times. For example, suppose Ike was sent off-stage at a high enough altitude; at the right height, he can recover via QD above and behind the opponent and take advantage of the auto-cancel property upon landing to immediately use B-air.
Is fastfalling from Fair/Bair the reason why I'm having landing lag issues?He can short hop bAir and nAir without any lag as well, and can do the same using a full hop for both uAir and dAir if the attack is input at the same time as the jump is.
Well, the increased speed affects the entire hitbox, so its now possible to strike with the bottom forward part of the swing without running into lag. Its a great move to use against Sheik and other characters with abusable fAirs, and it also eats most projectiles for breakfast.
Ike can Quick Draw cancel from Short Hop and Full Hop.
Basically, so long as he hasn't gone into his freefall animation yet he will land ready for action.
Its good for zooming over projectiles and for spacing if you've practiced it. Of course you can also B Reverse it, or continue holding it upon landing, there's a lot you can do with it.
It can be, but in all likelihood you are just not executing the attack fast enough.Is fastfalling from Fair/Bair the reason why I'm having landing lag issues?