Umbreon, are you trying to have a tier list discussion in this topic? If you are, then Leffen's probably going to show up any minute now telling you that you're stupid and Ike is great at parrying.
godlike post lol
Personally, I have a hard time imagining Ike being bad, simply because of his results. He has some weaknesses, like the ones Umbreon mentioned, but he seems to be able to cover them up. I haven't quite worked out how he does it, but I don't think he's as bad a character as Umbreon says. Maybe once the metagame develops his results won't be anywhere near as good, but I still don't think he'll be a bad character.
Ike isn't the worst character ever in any smash game or anything, but how much worse than the next character would ike have to be before he's not a viable choice? So far I think the PM team has done an excellent transformation to the cast to keep them viable, but simply because of the way the characters were designed initially they're going to have issues of some kind.
-How do you make Sonic a character that isn't totally obnoxious?
-How do you address fundamentally broken things like shines?
-How do you make a character with multiple fatal design flaws (like Ness) playable?
-Where do you even start with horribly designed characters like DDD?
I respect the PM team for having solved a lot of these problems in a subtle way that isn't even really addressed in this thread much. At this point, I'm mostly pointing out that Ike is the most exploitable by the largest portion of the cast. Ike's air to ground issue is the same as Roy's "lol crouching" or Ness's "lol recovery" or Game and Watch's "lol shield" and he just folds to it if you have any experience with proper ground control. With any of the higher level melee veterans transferring to this game, it's very obvious
immediately.
That said, unlike vBrawl or some characters in melee, Ike has some tools to play around this weakness, but only to a point. In vBrawl, if your character loses to something...you just lose to that one thing and that's the end of the story, which is why so many players have issues with MK's tornado for example. PM has mechanics that let you circumvent the things that your opponent does somewhat (thus, offers players of different skill levels to distinguish themselves) with intelligence and options- until your opponent learns how to cover all of those options, which can be done to Ike with a little experience. Once your opponent knows how get you no matter what, you have no realistic options to deal with it. You can then:
1. Not jump.
2. Not play Ike.
This is not what a viable character profile looks like.
I think, like what DrinkingFood said a page or so back, it's because people don't know how to exploit Ike's weaknesses well enough and he can punish mistakes very hard. Also, keep in mind that Umbreon uses the word "bad" in terms of relative strengths/weaknesses; he said that Ike has some great strengths, but compared to the rest of the P:M cast, he isn't as good. Hence, he is "bad." If I'm interpreting Umbreon correctly, then it's like when compared to the entire Melee tier list, Falcon is pretty good but he is a "bad" character at top levels of play because he has a very hard time against Fox, Falco, and Sheik. I can see Ike's tournament results becoming worse over time, but I think in the long run, Ike will as viable in the Project M metagame as Falcon is in the Melee metagame.
You interpreted me correctly up until the character comparison. Because I consider Ike's glaring weakness a fatal one that he cannot play around, I would consider him akin to melee Bowser.
For the record, the MBR is working on a new tier list, where I'm voting Bowser to be the worst in the game because he has this exact same flaw.