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Ike impression
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04/08/2011, 01:35 PM
(This post was last modified: 04/20/2011 06:36 PM by ShermantheTank.)
Post: #1
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Goofed around with 2.0 last night, and it seems way better across the board. Most of my time was spent playing Ike, and I have to say, he seems amazing. Some of what I noticed: Nair is godly. It cancels on landing, comes out quickly, and hits for quite a bit considering it's a combo starter. Over-B cancels in the air, including into another over-B or up-B or, more importantly, into Nair. That's right, you can over-B into nair into whatever you want once you hit the ground. Over-B also cancels on the ground: (04/19/2011 09:38 PM)TL? Wrote: With the current build, if you cancel the QD right as you let go of side b, you'll slide very far with attacks that dont stop you, like the tilts or up smash. dsmash and jab2 stop your slide. Eruption charge is still amazing, especially when you consider that you can cancel over-B and dash attack, or jab cancel, or whatever else you want to do to get that hit off. Ike's jab is SO FREAKING FAST. Easily his best move, and keep in mind that you can pull off jab cancels into whatever you want. Edge-guarding. That's right, edge-guarding. Ike can chase off stage with his over-b, and cancel that into other moves like nair or dair, then over-b into up-B to get back to the stage. If it's too risky to go off stage, Ike can stay on stage and pull mindgames with f-smash, d-tilt (which spikes), jab, and his aerials. Just read their recovery properly and send them right off stage again. Also, try doing a fully-charged QD into an f-smash while your opponent is trying to recover. Fair has been retooled to be more of a combo move at low percents, but it still has enough knockback that it's useful as a WOP if you get the enemy off stage with it. U-air works great as a kill move, and you can mash it to fly upwards. Specifically, if you ground jump, mash u-air, jump once the attack ends, and mash u-air again, you'll get a ton of distance. I feel like Ike in general has a lot more now. He has mobility and fast moves, for when the enemy gets up close, but also retains the same great spacing tools he's always had. Edge guarding is extremely rewarding with him, since you can keep on enemy pinned down off stage, and Ike has more than enough tools to kill early on if you can get a positioning advantage. However, he's not super powerful, because it's still extremely easy to gimp him, and his longer range move still have some start-up and ending lag. The difference is that Ike now has the speed he needs to play up close and dirty. Bravo, B- crew. |
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04/08/2011, 04:53 PM
Post: #2
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yeh i play ike somtimes hes really good, u kno if u jump and U air and u tap A its like.... huge recovers the copter pulls u straight up if u jump and do it. figured u might want to kno this if u play ike |
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04/18/2011, 05:43 AM
Post: #3
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I'm really starting to like how Ike is turning out. My only issue is that Aether healing can cause Ike to go below 0%. Use it 134 times, then get hit by a Ganon punch. You won't take any damage. Same sort of thing applies with DK's taunt IIRC.
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04/18/2011, 01:44 PM
Post: #4
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@ShermantheTank: I don't play Ike much so I don't have too much to add, but did you forget the part where he can cancel GROUNDED overB into any A move? Also... totally assumed that running A only canceled into A moves... canceling into eruption with that sounds pretty damn useful, I'll have to try that. @Raynotac: I think the negative percents thing is considered a non-issue simply because if anyone lets you get that far negative, you deserve to be a god (same with DK's taunt, if you keep the pressure on him, he shouldn't be able to get the taunt off often). |
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04/18/2011, 02:47 PM
Post: #5
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(04/18/2011 05:43 AM)Raynotac Wrote: Use it 134 times You might have trouble with that. |
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04/19/2011, 12:01 PM
Post: #6
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On one hand, it's strange that B- took Brawl's premier ultra-slow, ultra-strong character and turned him into a mobility-based character. On the other hand, it's weird that Sakurai made Ike the premier ultra-slow, ultra-strong character because in Ike's games, speed is his best stat and he gets two-hits on freaking everything but kills them in one hit anyway BECAUSE HE IS IKE. ...Of course, in the Gamecube version, my magic user could have faceraped him (and therefore every other thing in that game) any day of the week. Freaking Soren. If you ever play Path of Radiance, give Soren vantage. Then, win Path of Radiance. Two-step process, right there. On an unrelated note (a topic-related note?), I've been seriously wondering why Ike has only been given his max mobility powers in the air. It's a real killjoy to not be able to quickdraw->quickdraw on the ground, and I was wondering what the reasoning behind that was. |
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04/19/2011, 03:25 PM
Post: #7
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You know, thunda, that makes me wonder if making Ike's QD>QD>QD ground-only would be a good idea. Give him ground speed instead of Marth's air speed.That also removes the momentum properties, which slows him down, putting him more in the slow/strong style than he is right now. Thoughts?
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04/19/2011, 08:49 PM
Post: #8
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No way! Supersonic Ike is loads of fun. I'd never want to get rid of that! I just would like it to be even crazier. |
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04/19/2011, 09:38 PM
Post: #9
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I was the one that did most of the ike tweaks from 1.6 -> 2.0. Here's what I can remember that was tweaked since 1.6. Up tilt and upthrow used to be strictly kill moves. They now combo at low %s and kill at higher %s. Back throw got more kbg. Grounded side b was cleaned up and given ground attack interupt. Nair was sped up slightly. Counter frames start sooner(a bit slower than marth's still though) And now onto why certain changes werent added. Allowing ike to cancel QD into QD on the ground lets him destroy sheilds with repeats QDs and completely overshadows any other approach. With the current build, if you cancel the QD right as you let go of side b, you'll slide very far with attacks that dont stop you, like the tilts or up smash. dsmash and jab2 stop your slide. |
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04/20/2011, 05:35 AM
Post: #10
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Ah. Yeah, didn't really think about Shields. That makes sense.
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04/20/2011, 03:10 PM
Post: #11
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QD shield grab imo sliiiiide |
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04/20/2011, 06:31 PM
(This post was last modified: 04/20/2011 06:36 PM by ShermantheTank.)
Post: #12
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(04/18/2011 01:44 PM)BlackRainNFire Wrote: @ShermantheTank: I don't play Ike much so I don't have too much to add, but did you forget the part where he can cancel GROUNDED overB into any A move? I didn't notice this until after my initial post. Updating it now. |
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04/22/2011, 01:57 AM
Post: #13
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Just found out Aether heals when hitting anything, not just another person. That causes problems with Skyworld. All he has to do is just use Aether, and he heals by hitting the ground. As with the 134 thing I mention earlier, if you actually manage to use it enough times for it to matter, then your opponent must forever where a shirt that says, "I vow to never play Smash Bros ever again."
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06/01/2011, 10:08 PM
Post: #14
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Too much shield pressure.
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06/09/2011, 07:40 PM
Post: #15
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Uh. If Ike is successfully spamming Aether you should quit smash for probably a different reason then you were intending. When he hits the ground it's super-laggy and you can hit him with anything this side of Falcon Punch. No problem. I just found out that all of Ike's aerials are transcendent. Funny how I didn't notice that forever ago. I guess I just figured he was too busy out-ranging everything. Oh, and because transcendent aireals only really matter against, like, Olimar. But it's pretty funny how the developers thought the giant sword-club should pass through hitboxes just like Galaxia. |
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