Rango the Mercenary
The Mercenary
So I played at TFC and placed 5th, losing first to Kai's Sonic and then Stinger's Diddy. While I made the mistake of going to FD on Sonic and allowing LC on Diddy, that wasn't the reason I lost. I got outplayed, plain and simple. My matches with Kai's Sonic were much closer, but it was still 3-1.
My ground game wasn't on point, and I got pressured to use Nair while landing to keep them off of me. This just turned into an autocancel bait into shieldgrab every time. I lost to Stingers' Diddy on Delfino, which is supposed to be OUR counterpick stage. I'll have some videos up soon on the Video Critique Thread, but I feel like as Ike players, and myself included, we still have a ways to go.
If you watch the TFC matches, just watch what Fatality does to Kai. 6-0, and on the first round of Grand Finals, ended it extremely quickly. Kai's #1 in NC, but Fatality just decimated. But how? Was it the Dair spikes? The setups? The ground games or just the reads? Is it the character choice?
As Ike mains, do we need to re-establish our battle plan? Once again taking cues from my opponents, notice that Sonic and Diddy are not meant to be quick-killers. Diddy is insanely good at pressure and keeping a player from getting back on stage. His stage control is second to none. Sonic is great at Nair reads, airdodge read Nair juggles, abusing active frames on Nair and Bair, etc. Captain Falcon is great at combos, dash grabs, Dair spikes, edgeguarding, mixups, jabs, and survivability. All three have multiple autocancels and attacks that keep them from being hit by endlag.
Ike is good at keeping spacing with ranged disjoint, killing with Bair, spacing and punishing with Nair, grab combos, DTilt, and killing early with edgeguarding. What are we missing that top players have? Is Ike meant for the early kill or the beatdown setups? Or do we simply play the neutral on our enemies to 100% and then go in for the kill? Edgeguarding is extremely risky with Ike since he does not have the most stellar recovery and leaves himself exposed to a counter-gimp if an edgeguarding attempt is botched.
Bair kills wonderfully until your opponent sees what you're doing. That leaves you with UTilt or a very risky USmash. After a certain point, your opponent will read UThrow -> airdodge read -> Uair and simply jump over it, leaving you no way to followup after UThrow.
What tools are we missing in general and what ways can we improve? Note that I'm not looking for matchup data or anything in this topic. I'm simply using TFC as an example. I'm hoping that we can observe top players' performances, patterns, and how Ike mains can ascend to that level.
My ground game wasn't on point, and I got pressured to use Nair while landing to keep them off of me. This just turned into an autocancel bait into shieldgrab every time. I lost to Stingers' Diddy on Delfino, which is supposed to be OUR counterpick stage. I'll have some videos up soon on the Video Critique Thread, but I feel like as Ike players, and myself included, we still have a ways to go.
If you watch the TFC matches, just watch what Fatality does to Kai. 6-0, and on the first round of Grand Finals, ended it extremely quickly. Kai's #1 in NC, but Fatality just decimated. But how? Was it the Dair spikes? The setups? The ground games or just the reads? Is it the character choice?
As Ike mains, do we need to re-establish our battle plan? Once again taking cues from my opponents, notice that Sonic and Diddy are not meant to be quick-killers. Diddy is insanely good at pressure and keeping a player from getting back on stage. His stage control is second to none. Sonic is great at Nair reads, airdodge read Nair juggles, abusing active frames on Nair and Bair, etc. Captain Falcon is great at combos, dash grabs, Dair spikes, edgeguarding, mixups, jabs, and survivability. All three have multiple autocancels and attacks that keep them from being hit by endlag.
Ike is good at keeping spacing with ranged disjoint, killing with Bair, spacing and punishing with Nair, grab combos, DTilt, and killing early with edgeguarding. What are we missing that top players have? Is Ike meant for the early kill or the beatdown setups? Or do we simply play the neutral on our enemies to 100% and then go in for the kill? Edgeguarding is extremely risky with Ike since he does not have the most stellar recovery and leaves himself exposed to a counter-gimp if an edgeguarding attempt is botched.
Bair kills wonderfully until your opponent sees what you're doing. That leaves you with UTilt or a very risky USmash. After a certain point, your opponent will read UThrow -> airdodge read -> Uair and simply jump over it, leaving you no way to followup after UThrow.
What tools are we missing in general and what ways can we improve? Note that I'm not looking for matchup data or anything in this topic. I'm simply using TFC as an example. I'm hoping that we can observe top players' performances, patterns, and how Ike mains can ascend to that level.
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