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No, I'm pretty sure he's broken this week.Is Ike still awful?
No, it isn't. I've never heard of that anime before.LOL at the stabbing your ears, btw...is that a reference from To Aru Majutsu no Index at all?
is his air to ground game still atrocious?Is Ike still awful?
From Melee: Middle-Low tier character buffs and revamps, footstooling possible through a taunt (which can be mapped to your unused jump/shield button if needed), dashturn grabs, "1 frame slow physics" that mostly effect SHs and air dodges marginally, everyone can sweetspot the ledge backwards like Fox can. Some other character tweaks, such as Sheik's PAL d-throw and B-throw being sped up.Hey I'm new and I'm thinking about buying an SD card to install this but I have some questions.
What's the difference between this and brawl/melee?
In my matches with Fly, I felt that the air to ground game was bad, but nowhere near "atrocious." Considering his wealth of Melee experience and general intelligence over mine, I think I would've done considerably worse than 4-6 if Ike is as bad as you say he is.is his air to ground game still atrocious?
it's the same question really.
I'd say even if you enjoyed them in Brawl you'd love them in P:M. Playing Ness in P:M after having played Ness in Brawl felt absolutely amazing.Reiki, if you even vaguely enjoyed a nontop tier character in melee, you're sure to love them in pm.
that's good for you, did you save any videos? if i can see that ike's holes can be covered instead of openly exploited, i might change my opinion of him.In my matches with Fly, I felt that the air to ground game was bad, but nowhere near "atrocious." Considering his wealth of Melee experience and general intelligence over mine, I think I would've done considerably worse than 4-6 if Ike is as bad as you say he is.
How was Old Bowser Fast? The Fastest I ever seen him played was on Yoshi's if you spin to the ledge and getup attack lol.Old Bowser was fast. New Bowser is not so much.
Seems like you tested Ike the same way I did initially. Not saying I disagree with any of your points but Ike...for some unknown reason seems to suck whenever you first play him(especially if it's against a decent-good player). Then he just gets better and better.....it's Bizarre as hell....that's good for you, did you save any videos? if i can see that ike's holes can be covered instead of openly exploited, i might change my opinion of him.
i guess i'll go into some depth as to why i think ike is bad. i think ike has several holes revolving around his ability to go to the ground from the air, or vice versa to a lesser extent.
1. landing- in my testing of the character, i would stand outside of his attacking range right before he landed, the attack would miss, and then i would punish his landing or l cancel lag. you can do this to marth in melee, so i'm familiar with how to exploit this. overall, i had no problem catching him every time with the characters i played (mostly shek/marth, but also zelda, kirby, falco, falcon, others). my test punishment was GRAB, as that's most likely the punish of choice. to be clear, this is a really damaging fatal flaw, it's the worst universal flaw to lose to as an excellent dashgrab is almost a fundamental requirement of a good character- the ones you'll be most likely to face in competition. in melee, and in PM, marth can cover this hole by dashing immediately because he has an excellent dash, ike does not have this. i could find no tools on the character to circumvent this hole. instead, i played him like i play melee zelda, and i spent the majority of my matches not jumping. this is not a good place to be in this game. for obvious reasons, characters with low traction or slow dashes/grabs aren't as good as exploiting this hole, so maybe ike can do better in these matches where his fatal flaw is less exploitable. in a blind and varied bracket, ike will lose to it.
2. jumping- this is less obvious even for good players, but ike has no fast moves out of a jump. it's very easy to space a low lag attack on his shield, wait for him to jump, and hit him after the jump but before his attack can threaten you. this window is not particularly small in a relative sense. i don't think i have to go into it with much more depth than that so i'll just provide an example:
http://www.youtube.com/watch?v=ynjeIlBAIGM&t=2m20s
3. less related, but for the majority of ike's tip sword attacks, you can easily DI them away and only get hit once. this is pretty crippling to his offense, but it's not a major flaw so much as it just makes him kinda crappy.
edit: i found metroid ike vs fly amanita DDD from 3 days ago, are those the matches? DDD has a pretty bad dash so i bet that match is much more fun and interesting than any type of play that i'm suggesting. the spaced fairs here look considerably more useful.
i thought about that too, but the 2nd point isn't as bad because you can simply not take the bait of the spaced attack on shield and WD back OOS. you forfeit a little stage position but it's better than getting wrecked. that said, it's still a weakness because ven good players are going to do it and they'll lose to it.Anyways...I do think one major hole in Ike is just bringing the fire to his ***.(pressure). He can't handle the pressure at all and he gets frozen in shield against pressure characters(which will worsen as shields become more like Melee shields). Ike on the other hand has massive range advantages and if you can play patiently and look to exploit opponents or sometimes create openings Ike isn't too bad at all. Some of his attack just do...too much damage and have too much knockback. I'd Honestly be for nerfing his fsmash in exchange for making his nair faster. Think that would be a fair trade.
Weird. I actually think Ike has better Match-up's overalli thought about that too, but the 2nd point isn't as bad because you can simply not take the bait of the spaced attack on shield and WD back OOS. you forfeit a little stage position but it's better than getting wrecked. that said, it's still a weakness because ven good players are going to do it and they'll lose to it.
don't get me wrong, i don't think ike is all bad, he has some very good stuff. but in a game where they're trying to make every character viable, you should have those fatal flaws cut out in some way or another, "bad" is a relative term and it fits ike well.
to be clear, i think marth is CLEARLY better than ike, and i consider marth to be super mediocre average in this game.
1 and 2 are very good points that I totally agree with. I found them to be especially apparent the first time I played Kels' Fox, I got destroyed really badly because I didn't know how to space against it. I still had the same problem the next time we played, but I think I only won that game because I was able to punish Kels more efficiently. The same was the case with my set against Lucien (except I won that set); again, I felt like the majority of the time, I was just getting baited and punished. I'm not entirely sure if that's my problem as a player (Kels and Lucien are definitely leagues above me in Melee) or Ike's glaring weaknesses as a character, but it's most likely a combination of both. I agree that those weaknesses are apparent, but I don't think they make Ike a "bad" character when compared to the rest of the cast.1. landing- in my testing of the character, i would stand outside of his attacking range right before he landed, the attack would miss, and then i would punish his landing or l cancel lag. you can do this to marth in melee, so i'm familiar with how to exploit this. overall, i had no problem catching him every time with the characters i played (mostly shek/marth, but also zelda, kirby, falco, falcon, others). my test punishment was GRAB, as that's most likely the punish of choice. to be clear, this is a really damaging fatal flaw, it's the worst universal flaw to lose to as an excellent dashgrab is almost a fundamental requirement of a good character- the ones you'll be most likely to face in competition. in melee, and in PM, marth can cover this hole by dashing immediately because he has an excellent dash, ike does not have this. i could find no tools on the character to circumvent this hole. instead, i played him like i play melee zelda, and i spent the majority of my matches not jumping. this is not a good place to be in this game. for obvious reasons, characters with low traction or slow dashes/grabs aren't as good as exploiting this hole, so maybe ike can do better in these matches where his fatal flaw is less exploitable. in a blind and varied bracket, ike will lose to it.
2. jumping- this is less obvious even for good players, but ike has no fast moves out of a jump. it's very easy to space a low lag attack on his shield, wait for him to jump, and hit him after the jump but before his attack can threaten you. this window is not particularly small in a relative sense. i don't think i have to go into it with much more depth than that so i'll just provide an example:
http://www.youtube.com/watch?v=ynjeIlBAIGM&t=2m20s
3. less related, but for the majority of ike's tip sword attacks, you can easily DI them away and only get hit once. this is pretty crippling to his offense, but it's not a major flaw so much as it just makes him kinda crappy.
edit: i found metroid ike vs fly amanita DDD from 3 days ago, are those the matches? DDD has a pretty bad dash so i bet that match is much more fun and interesting than any type of play that i'm suggesting. the spaced fairs here look considerably more useful.
That's great news, Shadic! (Just to avoid the Brawl hate, I'm not referring to Brawl being canceled.)Gameclucks has more entrants for P:M than Melee for Singles and Doubles, and Brawl was cancelled.
Hype.
Dragon tortoise!I'm still trying to figure out how a dragon/turtle hybrid that weighs more than two SUV's combined can be called "fast" in a game where Sonic "The fastes thing alive that isn't The Flash" is in it.