Editing Ike (SSBU)

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However, Ike's nerfs were also noticeable. His [[dash]]ing speed was almost unchanged, making him much less mobile relative to the cast despite his improved air speed and streamlined jumpsquat. His [[forward aerial]], a staple of his [[neutral game]] in ''Brawl'' and ''SSB4'', had its hitboxes repositioned to create a small blind spot, no longer [[autocancel]]s in a short hop, and has significantly decreased knockback, removing a lot of its previously great KO potential. Combined with his much slower grounded mobility relative to the cast, Ike's approach is much more limited. Aether is also a much more polarized recovery option, as his sword now moves along the stage's perimeters instead of passing through the stage. While several of his attacks now have increased power, it has been reduced on some of his other moves, most notably with [[up tilt]]. His grabs' range was also nerfed, making them much less reliable for punishing.
However, Ike's nerfs were also noticeable. His [[dash]]ing speed was almost unchanged, making him much less mobile relative to the cast despite his improved air speed and streamlined jumpsquat. His [[forward aerial]], a staple of his [[neutral game]] in ''Brawl'' and ''SSB4'', had its hitboxes repositioned to create a small blind spot, no longer [[autocancel]]s in a short hop, and has significantly decreased knockback, removing a lot of its previously great KO potential. Combined with his much slower grounded mobility relative to the cast, Ike's approach is much more limited. Aether is also a much more polarized recovery option, as his sword now moves along the stage's perimeters instead of passing through the stage. While several of his attacks now have increased power, it has been reduced on some of his other moves, most notably with [[up tilt]]. His grabs' range was also nerfed, making them much less reliable for punishing.


A few of the engine's changes also hinder Ike. The universal increase to grabs' ending lag further hinders Ike's own grabs due to their shorter range. The changes to [[rage]] prove detrimental to Ike, since he can't take as much advantage of it at higher percentages due to his high weight. Lastly, the size reduction of most stage's ledges, combined with Aether's higher vulnerability and [[Quick Draw]] receiving no changes to its recovery potential, mean Ike's recovery is much more exploitable, increasing his vulnerability to edge-guarding just as much as the changes benefit his own.
A few of the engine's changes also hinder Ike. The universal increase to grabs' ending lag further hinders Ike's own grabs due to their shorter range. The changes to [[rage]] prove detrimental to Ike, since he can't take as much advantage of it at higher percentages due to his high weight. Lastly, the size reduction of most stage's ledges, combined with Aether's highr vulnerability and [[Quick Draw]] receiving no changes to its recovery potential, mean Ike's recovery is much more exploitable, increasing his vulnerability to edge-guarding just as much as the changes benefit his own.


Overall, Ike's changes and improvements have given him new ways to gain the advantage and also grant him a deadlier [[punish]] game, with less overall difficulty in KOing due to his enhanced overall moveset and combo ability. However, because his mobility remains slow (especially when compared to most other characters), he has a slightly harder time at keeping up with the rest of the cast. His worsened grabs also force him more to use his range to punish opponents. Ike has received various changes in game updates that have also toned down his most oppressive moves (most notably his neutral aerial's combo ability at high percentages) in exchange for increased power, though none of these changes have noticeably improved his viability. This is coupled with various returning veterans receiving buffs both on release and through game updates, as well as various metagame shifts and the introduction of DLC characters, some of which Ike struggles against. As a result, while it's generally agreed that Ike is more potent than he was in ''SSB4'', he has not significantly improved from the previous game, instead performing worse relative to the rest of the cast.
Overall, Ike's changes and improvements have given him new ways to gain the advantage and also grant him a deadlier [[punish]] game, with less overall difficulty in KOing due to his enhanced overall moveset and combo ability. However, because his mobility remains slow (especially when compared to most other characters), he has a slightly harder time at keeping up with the rest of the cast. His worsened grabs also force him more to use his range to punish opponents. Ike has received various changes in game updates that have also toned down his most oppressive moves (most notably his neutral aerial's combo ability at high percentages) in exchange for increased power, though none of these changes have noticeably improved his viability. This is coupled with various returning veterans receiving buffs both on release and through game updates, as well as various metagame shifts and the introduction of DLC characters, some of which Ike struggles against. As a result, while it's generally agreed that Ike is more potent than he was in ''SSB4'', he has not significantly improved from the previous game, instead performing worse relative to the rest of the cast.

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