I hate to bring up Ike again, but I was tossing this around in my brain, and I wanted more opinions on it; note this isn't a suggestion, more of a question. Someone was discussing earlier that Ike should have more appreciable differences in his sword sweetspot and sourspots than just small angle and smaller knockback differences. Say we gave him something like marth- Powerful at the tip and weak up close (but scaled both scaled up as Ike tends to be stronger than marth). Would this be a buff, nerf, or neither? Athough it would allow him to combo better, Ike doesn't really NEED to combo better- that's covered by his early killing and ability to carry the opponent across the stage easily. But what he would lose out in that is the ability to easily kill opponents early with the sourspot of his sword, something he can do now. But if he gained the ability to combo to higher percents more easily, something now less possible because high knockback on a lot of his moves, would he need to kill quite so early?
Again, I'm not asking for a change to Ike, although I do wish there was a little more depth to Ike (I main him, and it doesn't seem like there's very far to go with him...).
The difference would be being able to combo or kill without regard to spacing, or asking Ike to space somewhere specific on the sword to kill/combo the same. The end outcome would be the same, the difference being he's required to be a bit more precise. I don't wanna give him the Roy dilemma though. The difference for Roy's knockbacks was too huge: weak hits were pathetic and hitting with strong hits sent people too far away for combos. His Fsmash at low % though on fast fallers jesus the angle that would send you was nasty.
Ike's general kit gives him a lot of room for comboing. Look at his throws and options out of Side B. Changing the general knockback on his attacks wouldn't change those. (Not a complaint either that's just pointing out that he's got a lot of natural room for combos or strings)
Edit: it didn't edit my first post I'm salty.