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You can gain meter by beating up on your teammate's shield.I'd actually really like to see how a team of 2 lucarios would work out. Perhaps some silly team combos could happen?
can you gain meter by beating up on shyguys or popping the smashville balloon?You can gain meter by beating up on your teammate's shield.![]()
What I think could be very helpful for Ike without a doubt is something reliable I can do out of shield, whether that be a sex kick or a bair with a bigger Hitbox than what he has now. Just something.You know how Ike could be improved?
There was a hilariously old build where Ike was just getting started on- Shffl Fair and Nair beat practically everything.
Just go back to them beating everything again =p
Mind Elaborating on this?Instead of absorbing energy attacks , Lucas's magnet should absorb shield durability![]()
I haven't played him in PM, but it looks like the problem with his BAir is that it hits too low so it can't hit grounded opponents OOS. Considering that it's disjointed, fast, and powerful it is, I think it'd be more proper to have it hit lower than to make the hitbox bigger.What I think could be very helpful for Ike without a doubt is something reliable I can do out of shield, whether that be a sex kick or a bair with a bigger Hitbox than what he has now. Just something.
Ike had a beastly dair way back when I first played him. I'm not sure of the properties but it wrecked ****. It would be great to have that back.
Another thing that would be great is the ability to jump out of an aerial quick draw and aerial qd attack but not necessarily be able to B out of it to balance this. This will open up a lot more options for approach and combos.
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This is precisely what I mean. On both aspects, in fact. A bigger hitbox whereas it hits near his feet as well. Everytime I try this OoS, I pretty much swing over the opponent's head majority of the time, especially if they see this coming.I haven't played him in PM, but it looks like the problem with his BAir is that it hits too low so it can't hit grounded opponents OOS. Considering that it's disjointed, fast, and powerful it is, I think it'd be more proper to have it hit lower than to make the hitbox bigger.
Yeah that's what I'm saying.Jumping out of aerial QD and aerial QD attack sounds awesome. I'm assuming you meant being limited to doing it once before touching the ground though, otherwise that would be like Brawl-.
I have yet to see anyone DI out of it so I wouldn't know and the last hit knockback is fine enough since I never get punished on a successful hit with aether when trying to come back on the ledge. What's wrong with aether is it getting wrecked by disjointed hitboxes. This is a problem, yes. But I don't feel it's something that needs to be changed. I get gimped sometimes, but not so much that it's a serious issue since I know ways around recovering with Ike.By the way, how easy/hard is it to DI out of the spinning hitboxes on Aether? A very slight buff would be to make it harder to DI out of and to make the landing hit on Aether more knockback so it can be used without being easily punished at mid percents; this way, Ike may have a way to end upward hits (Aether'ing them back to the ground) and set them up for possible follow-ups by putting them above (and away, with DI) him. It doesn't directly fix the problems that Umbreon pointed out, but it would, at the very least, expand his options on upward hits like UTilt or falling UAir
Ike doesn't need any buffs, he already seems like a beast
heres the animated version of my ideahow bout making Ike's counter (down b) have a hit box on start up, like he hits you with the butt of his sword or somthing and it has a set KB. this would also be Ikes fastest but shortest rangened move. This gives him a small OoS GTFO option and still lets him use the counter if he gets hit during the move. That would be all the OoS he needs.
That wouldn't be his fastest move then. Jab is frame 2.frame 3-5 are the attack frames.
You never played with Ike before, have you?Lol @ all these Ike complaints.
By default, he seems a lot like Melee Ganon, and in that respect, he could play a lot like him.
We all know that Ganon is primarily raw KB and damage; he sees those benefits through both combos or simply trading hits. We also already know what composes Ganon is viable and works, so we can modify it and apply it to Ike.
What we know about Ike is he has the natural benefit of disjointed range. Thus, if a Ganon playstyle were to be applied to Ike, he should have a lower KB and damage than Ganon since we'd want Ike players to get the most benefit from their raw strength by spacing instead of trading.
His QD gives him a lot of quick movement options since he can WD, usmash, fair, bair, and grab out of it, so I guess that gives him a lot of unique approach and movement options. As long as he abuses his enormous range, power, and this decent movement tech, he can hopefully avoid situations that put him in shield; and in that scenario, he should have poor OoS options which will suffice as a weakness. Ganon, C. Falcon, and Yoshi all already have to deal with the problem and they don't even have a sword, so Ike will live if he has it too. Don't complain about it.
His recovery is persistent and effective in close proximity (also making his close offstage pretty decent). However, if the opponent has adequate time to prepare, than can combat a seemingly safe recovery.
If it were up to me, the secret to beating his recovery should be behind it when Ike is separated from his sword. I'm not sure if there is, but there should be no armor on Ike between the time he releases his sword until about 12 frames after he has regrabbed it. Also, the first time Ike spins once he grabs his sword should have no hitboxes behind and his shouldn't have any hitboxes directly above him and diagonally up and behind him. But Like I said, this should only be on the first spin.
What the above information should do is leave Ike's recovery intact, but make it inturruptable, and through careful timing, a player could jump in behind Ike and hit him out of this first spin, trade hits by the second spin, or just hit him before he even reaches the sword.
Hopefully that will be a sufficient enough nerf to make his recovery beatable as long as the opponent had time to prepare; but that should be the case for every recovery.
This doesn't solve Ike's OoS problem that much though. If someone's pressuring my shield somewhere other than directly in front of me ( Which even when directly in front of me I feel crippled), there's hardly anything I can do about it. This is why I'm forced to powershield ---> jab any sort of pressure attempts that my fair/nair is too slow to stop.well his fastest move out of sheild then. for the record i dont play oke im just throwing out ideas.
you can't cover every single option or else it would be too good. its not a shine but it would still have its utility an OoS. The set KB wouldn't be a week hit it would allow you time to recover from your cool down. isn't there like 8 frames (with stun) between a perfect shine sheild pressue game in which you can do somthing? thats enough time, as small as it is, to get ike's OoS down b. (he's air born in like frame 5 of his jump so i think it may work) plus its a trancendent hit box so it will trade a shine i believe.But then it'd be like a move that had an obnoxious amount of cooldown because right after it comes counter and then a grabbed Ike which is bad.
I would just much rather have my regular counter since I make great use of it and a good aerial OoS option.you can't cover every single option or else it would be too good. its not a shine but it would still have its utility an OoS. The set KB wouldn't be a week hit it would allow you time to recover from your cool down. isn't there like 8 frames (with stun) between a perfect shine sheild pressue game in which you can do somthing? thats enough time, as small as it is, to get ike's OoS down b. (he's air born in like frame 5 of his jump so i think it may work) plus its a trancendent hit box so it will trade a shine i believe.
edit: nope shine makes them invincable. But this is assuming TaS frame perfect playing.
That'd make it frame 8 so grab is still 1 frame better and much easier to do than a frame perfect Down-b OoS...you can't cover every single option or else it would be too good. its not a shine but it would still have its utility an OoS. The set KB wouldn't be a week hit it would allow you time to recover from your cool down. isn't there like 8 frames (with stun) between a perfect shine sheild pressue game in which you can do somthing? thats enough time, as small as it is, to get ike's OoS down b. (he's air born in like frame 5 of his jump so i think it may work) plus its a trancendent hit box so it will trade a shine i believe.
edit: nope shine makes them invincable. But this is assuming TaS frame perfect playing.
QD attack is more than likely faster than Frame 4 for sure....and there is no way someone with Ike's range is getting an aerial earlier than frame 4
I'm here to, once again, interject my opinion that making ground based specials significantly worse than their aerial version (outside of being grandfathered in such as falco's laser) is maddening to me.edit: I would also love to have the ability to jump out of an aerial QD -- opens up so much room for creativity with this character.
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Maybe it hits on frame 3 after charge release but it still has to go through those frames.QD attack is more than likely faster than Frame 4 for sure.