Jasudin
Smash Apprentice
- Joined
- Jan 5, 2015
- Messages
- 94
- NNID
- sushiramen8811
- 3DS FC
- 4768-7740-0434
I haven't seen many people use Ike, and I have not seen anyone discuss him yet in this thread, so here are my thoughts:
Some things to note about Ike (haven't actually played any, but use Ike sometimes myself):
1. Outranges us in general up close, mainly in ground game.
2. Like in Brawl, don't underestimate the distance of his dash attack.
3. Also like in Brawl, you can "meatshield" his side b; however, it should be noted that when he (applies only for if the attack animation comes out) hits you, he no longer goes into special fall.
4. Arrows onto a side b recovery can really mess up an Ike's recovery and timing for the next input.
5. Kills earlier than you with the likes of ftilt, uptilt, bair, uair as main kill options. His smashes are bait or roll punish kills. However, you have more reliable bomb setups/return boomerang trip setups.
6. TL's options from above are bad without a bomb in general(only really have dair which can be really punishable and should ONLY be used as a mix up. Ike dishes pain and has an upsmash that outranges dair I think, making it riskier to dair.)
7. Ike's jab combo, dtilt (super fast and great range like many other dtilts in this game), and nair are used ALOT.
8. Ike can no longer really jab cancel jab 2 but jab 1 is still a usable option into something.
9. Aerials have bad end lag making them punishable when whiffed high above ground without a fast fall.
10. His fair auto cancels when short hopped, making it possible to grab or jab or something else out of it. A string utilizing his fair is SHFF Nair--> dtilt--> SH Fair--> jab 1--> grab
11. SHFF Zair is good for limiting his approaches, which consist mainly of powershield --> grab, jab, or dash attack and SH Nair. Good Ike's will almost never go for an FH approach, which is pretty punishable when done by almost every character in the game.
12. JCT bomb works really well when shielded or connected. (Ike doesn't really have a response to this on shield) When shielded, you create great shield pressure and have options like re catching, grabbing, or baiting. When connected, you can get a fair to combo into the explosion or frame trap/bait using an empty jump or uairing because its length covers the air dodge even if the initial hotbox is missed.
13. When Ike gets close, take advantage of your fast moves and try to get him offstage to fair gimp side b or a mid-air jump.
14. CAMP (up thrown or C4ed bombs can mess up or instill a fear for approaching.)
15. Gimping Ike when he's below can be difficult due to super armor beating out nearly everything if the Ike times it well, so you should try to cover ledge options instead.
Stage: Any big stage to make approaching harder and to give you more breathing space if needed.
My Thoughts on Ratio: I would say 60:40 to 70:30
Some things to note about Ike (haven't actually played any, but use Ike sometimes myself):
1. Outranges us in general up close, mainly in ground game.
2. Like in Brawl, don't underestimate the distance of his dash attack.
3. Also like in Brawl, you can "meatshield" his side b; however, it should be noted that when he (applies only for if the attack animation comes out) hits you, he no longer goes into special fall.
4. Arrows onto a side b recovery can really mess up an Ike's recovery and timing for the next input.
5. Kills earlier than you with the likes of ftilt, uptilt, bair, uair as main kill options. His smashes are bait or roll punish kills. However, you have more reliable bomb setups/return boomerang trip setups.
6. TL's options from above are bad without a bomb in general(only really have dair which can be really punishable and should ONLY be used as a mix up. Ike dishes pain and has an upsmash that outranges dair I think, making it riskier to dair.)
7. Ike's jab combo, dtilt (super fast and great range like many other dtilts in this game), and nair are used ALOT.
8. Ike can no longer really jab cancel jab 2 but jab 1 is still a usable option into something.
9. Aerials have bad end lag making them punishable when whiffed high above ground without a fast fall.
10. His fair auto cancels when short hopped, making it possible to grab or jab or something else out of it. A string utilizing his fair is SHFF Nair--> dtilt--> SH Fair--> jab 1--> grab
11. SHFF Zair is good for limiting his approaches, which consist mainly of powershield --> grab, jab, or dash attack and SH Nair. Good Ike's will almost never go for an FH approach, which is pretty punishable when done by almost every character in the game.
12. JCT bomb works really well when shielded or connected. (Ike doesn't really have a response to this on shield) When shielded, you create great shield pressure and have options like re catching, grabbing, or baiting. When connected, you can get a fair to combo into the explosion or frame trap/bait using an empty jump or uairing because its length covers the air dodge even if the initial hotbox is missed.
13. When Ike gets close, take advantage of your fast moves and try to get him offstage to fair gimp side b or a mid-air jump.
14. CAMP (up thrown or C4ed bombs can mess up or instill a fear for approaching.)
15. Gimping Ike when he's below can be difficult due to super armor beating out nearly everything if the Ike times it well, so you should try to cover ledge options instead.
Stage: Any big stage to make approaching harder and to give you more breathing space if needed.
My Thoughts on Ratio: I would say 60:40 to 70:30
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