EmblemPrincess
Smash Apprentice
So, I've seen some threads in character boards that list the techniques for them, and I can't find one for Ike, so I guess I'll make one, seeing as I've done some of my own research. This is going in alphabetical order to make it easier to find what you're looking for. Some of these I named myself while others I obviously did not, so let's begin. xP
Aether: Ike's signature move and his upB. He brings it with him from his games, although there are some differences between it in Brawl and FE.
Aetherspike (AS): The process of spiking with Aether. This can be done in two ways.
- 1. While Ike is away from the stage, he can screw with his opponent's attempt to edge guard or spike him or whatever and end up meteoring the opponent with Aether.
- 2. More difficult to do than method one, here Ike stands at the edge of the stage and Aetherspikes anyone trying to recover.
Back Dash (BD): A combo using bthrow followed up by A dash.
Chaingrab (ChG): The process of grabbing and throwing infinitely together. Ike can only do this on Bowser, I believe.
Counter: Ike's downB. He also brings this from FE, although it's a lot weaker there lol.
Counter Guard (CG): Edge guarding with Counter, specifically while Ike is standing at the edge of the stage. Marth can also do this though, so be careful when facing him.
Counter Recovery (CR): The process of using Counter instead of a normal recovery move to mess up his opponent's attempt to edge guard/spike/whatever and let Ike freely recover to the stage. Again, Marth can also do this, so be careful.
Crouch Spike (CS): Having Ike crouch at the edge of the stage and use his dtilt to spike his opponent. Great against edge-cancelers. ;D
Double Jab Cancel Crouch (DJCC): Doing a DJC with a follow up of dtilt in the end.
Double Jab Cancel (DJC): A special variation of the jab cancel where Ike does A twice, then crouch instead of A once, then crouch, but without a follow up of dtilt.
Edge Cancel (EC): Grabbing the edge of the stage, attacking, then grabbing the edge of the stage again, and so on.
Eruption: Ike's neutral B. This move was...not in FE. XD
Hover Spike (HS): Using dair to spike away from the stage. Works great even on heavy characters.
Infinite Grab(IG): Infinite grabbing, but not throwing. Ike has this on Wario.
Jab Cancel Crouch (JCC): The process of doing A, crouch, A, crouch with a follow up of dtilt.
Jab Cancel (JC): The process of doing A, crouch, A, crouch and so on without a follow up of dtilt.
Max Eruption (ME): Erupiton fully charged. Has smaller range than a normal Eruption, but is extremely powerful. Most powerful move Ike's got in store, actually.
Quick Draw Cancel (QDC): The process of charging Quick Draw to the point where Ike will halt immediately in front of his opponent to instantly follow up with a neutral A combo. You can go into a JC if you want as well.
Quick Draw Cancel Counter (QDCC): The only technique here I consider to be an AT. It's a special variation of QDC in which Ike follows up with Counter after QD. It is difficult to do mainly because it requires timing both QD and Counter correctly.
Quick Draw (QD): Ike's side B. It's based off of his critical attack in FE9 while he is Ranger status.
Tilt Strike (TS): Process of doing dtilt then utilt. Works only during low damage percents.
That is all. What do you all think? If there's any changes/additions you want me to make, I'll do so.
~:Skills of the Crimean Hero:~
Aether: Ike's signature move and his upB. He brings it with him from his games, although there are some differences between it in Brawl and FE.
Aetherspike (AS): The process of spiking with Aether. This can be done in two ways.
- 1. While Ike is away from the stage, he can screw with his opponent's attempt to edge guard or spike him or whatever and end up meteoring the opponent with Aether.
- 2. More difficult to do than method one, here Ike stands at the edge of the stage and Aetherspikes anyone trying to recover.
Back Dash (BD): A combo using bthrow followed up by A dash.
Chaingrab (ChG): The process of grabbing and throwing infinitely together. Ike can only do this on Bowser, I believe.
Counter: Ike's downB. He also brings this from FE, although it's a lot weaker there lol.
Counter Guard (CG): Edge guarding with Counter, specifically while Ike is standing at the edge of the stage. Marth can also do this though, so be careful when facing him.
Counter Recovery (CR): The process of using Counter instead of a normal recovery move to mess up his opponent's attempt to edge guard/spike/whatever and let Ike freely recover to the stage. Again, Marth can also do this, so be careful.
Crouch Spike (CS): Having Ike crouch at the edge of the stage and use his dtilt to spike his opponent. Great against edge-cancelers. ;D
Double Jab Cancel Crouch (DJCC): Doing a DJC with a follow up of dtilt in the end.
Double Jab Cancel (DJC): A special variation of the jab cancel where Ike does A twice, then crouch instead of A once, then crouch, but without a follow up of dtilt.
Edge Cancel (EC): Grabbing the edge of the stage, attacking, then grabbing the edge of the stage again, and so on.
Eruption: Ike's neutral B. This move was...not in FE. XD
Hover Spike (HS): Using dair to spike away from the stage. Works great even on heavy characters.
Infinite Grab(IG): Infinite grabbing, but not throwing. Ike has this on Wario.
Jab Cancel Crouch (JCC): The process of doing A, crouch, A, crouch with a follow up of dtilt.
Jab Cancel (JC): The process of doing A, crouch, A, crouch and so on without a follow up of dtilt.
Max Eruption (ME): Erupiton fully charged. Has smaller range than a normal Eruption, but is extremely powerful. Most powerful move Ike's got in store, actually.
Quick Draw Cancel (QDC): The process of charging Quick Draw to the point where Ike will halt immediately in front of his opponent to instantly follow up with a neutral A combo. You can go into a JC if you want as well.
Quick Draw Cancel Counter (QDCC): The only technique here I consider to be an AT. It's a special variation of QDC in which Ike follows up with Counter after QD. It is difficult to do mainly because it requires timing both QD and Counter correctly.
Quick Draw (QD): Ike's side B. It's based off of his critical attack in FE9 while he is Ranger status.
Tilt Strike (TS): Process of doing dtilt then utilt. Works only during low damage percents.
That is all. What do you all think? If there's any changes/additions you want me to make, I'll do so.