Okay, sense you post I won't edit and just post again. >_>
No prob
Ike's dthrow is the second or third strongest Dthrow in the game. Obviously it's stage dependent and character dependent, but I believe 150% is about average. Which is sad compared to the rest of Ike's moves, but hey it's there.
Is it with or without DI?
And nailing the final blow isn't hard. Heck, for me all I have to do is actually finish the jab combo for a change if I really need to. It'll be fresh.
Wih DI Ike's jab doesn't kill until over 150%. Even when fresh. Center stage.
Ftilts and Utilts aren't that hard to land unless it's against someone who is nearly lagless like MK: about as hard as landing's Sonic's fsmash, maybe a bit easier I'd have to check out the frame data again.
Utilt is actually faster. ut again, what setups do you have other than through your jabs?
Might I add that Ike's Ftilt KOs a few % before Snake's, and his Utilt kills 1% later then an uncharged Usmash?
I dont care aout killing power. We already know Ike can kill really friggin early. I am asking his setups, his ability to land the kill move.
Uair is also great for KOs, it outlasts AD's, and uthrow is weak enough to toss people up onto platforms, which really sets them up well for a Uair KO.
The range on it is a bit lacking though and rather difficult to land that grab as well.
And of course, Jab -> Bair kills quickly, and is rarely seen coming.
Whether or not it is predicted is unimportant. What matters is if it is unavoidable and what is required.
Or I could do Bthrow->Dash Attack on stages with smaller blastzones within the true combo range. Just jab a few times -> grab -> pummel -> bthrow, and the dash attack will be fairly fresh even if you had used it just right before you went for the KO with it.
This doesn't kill anyone except for characters with BAD recoveries.
Link will di at ridiculously low percentages as will Ganondorf, anyone else though, not erally.
Jab combo. Doesn't send them far vertically compared to horizontally.
in comparison to Snake's jab which is stronge with more horizontal trajectory, you can DI Ike's jab to live until higher percents even when fresh. (kinda stupid erally).
I could always follow with a walk off fair if I felt the need in order to keep them from getting back onto the ship.
Why would they instead not go in the water, the hop out and grab the ledge?
I know from experience that a jab combo will quickly knock DK, Lucas, Falco, Falcon, Diddy, Luigi, and Mario off the ship and into the water. Those are just the characters I can remember off the top of my head.
Wait what?
How in the heck is Lucas, Falco, Falcon, Diddy, Luigi and mario landing in the water unless the jab cmoo has slapped them far away at higher percents and at a more horizontal trajectory?
And it doesn't matter to Ike if his attempts to water spike are broadcasted. They are screwed.
Ike's Dair comes out in over 10 frames. They are FAR from screwed. your opponent can make sure that they never are placed in a situation where the Dair is unavoidable, which, it is.
Aether both protects from spikes, and prevents people from just jump over him to get away, and then it sets up the dair spike
how does it set up for a Dair spike?
You mean when yo reverse aether and grab the ledge? Thats really all I can see you doing with it, since any other time the opponent would smack into the stage. Since if you go for the aether spike and hit the water, well you wot land the Dair.
I put that up there to explain that it's how all spikes go, because you can't guaranteed any of them. You can even tech Falco's CG -> Dair. Worse case scenario is that Ike is getting just as many spikes as anyone else with a good aerial spike, which is still a source of KOs.
Difference between Falco's spike and Ike's?
he can land his at lower percents and even if the opponent techs it, he is perfectly safe. he can actually land the spike at a given percentage.
Ike. no setups period.
When Falco spikes someone it is usually from his Cg because it is a seup and unavoidable, otherwise, he doesn't land a spike .
Nor do we factor things like, unpredictable, unexpected, because that is player dependant not a result of the characters abilities.
I stand corrected. What is Sonic's FTFO move? I don't remember how quickly his Usmash and Dsmash start up, and when he has his invincibility frames on Usmash.
Usmash and Dsmash are not GTFO moves. I cannot see as to why you would think so because eof how slow they are.
His best GTFO move is either his OOS Uair (can break bombs on green greens without him being harmed) and possibly side B (due to invincible frames.)
Sonic's Bair isn't exactly the strongest KO move out there. >_> When does it KO?
Around 130 or so.
Its an average kill move.
No, Ike doesn't have the edgeguarding as well as Sonic does, but he isn't as reliant on it as Sonic is. After about 50%, Ike's opponents should be starting to be forced to recover. And when they are forced to recover, they aren't attacking Ike.
Yeah Sonic doesn'thave Ike's kill power.
But he isn't dependent on ONLY landing a kill move.
Sonic can go to edge guard, Ike can't do it at the same degree.
He either lands a kill move or he just keeps tacking on damage.
Eve if you have the opponent at 100% and force them to recover, it means little if they arent KO'd
And Ike can get in grabs nearly as easily as Sonic with Jab->Grab.
um no he can't. Who are you kidding?
For one, Sonic doesnt need to jab anyone to get a grab in. So he isn't as limited as Ike.
In fact, he can cause his speed eve further by using dash shield grabs.
In short, Sonic can dash shield grab through a falcon punch due to his insane speed.
It's almost like having a 3 frame grab. >_>
Where the situation is basically, the opponent being in jab range. And Ike cant force people close unless he is at a lower percent than them.
Even then there are ways around the jab.
And his jabs rack up damage quickly, again not as quickly as Sonic, but he doesn't need to rack up damage as quickly as Sonic.
Course not, he has kill power, but he has no kill setups.
Thats not very good .
If you have no kill setups, you are stuck racking up damage, at which point, racking up damage more quickly can make up for this.
Why is that?
its the best way to kill Wario.
Anyways, about Ike and killing: Ike has 6 frames of hitstun from his jab AT LEAST otherwise its 13 frames if you don't get out at 6 frames. the only way to get out at 6 frames is to jump.. so if you aren't jumping, you'll eat utilt since utilt takes 13 frames to come out. If you jump AD, Ike can uair that easily. There is Ike's semi-guaranteed kill move.
Isn't his Uair around 15 frames? I cant see it landing very easily .
Meh i'll take it though.
Ike can force people to come into the water in PS when he has the % lead and the other person lacks a projectile to aim at him.
Everyone can do that though, and even then the opponent would be above him and Ike cant exactly stay in the water forever.
And another thing, I believe Bowser has 30 frames of lag from a GR too, only when he's releasing his grab he has 20 frames. (i think)
I thought it was for both while for DK, he gets 20 frames when released from a grab.