Ike (SSB4): Difference between revisions

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Also unusual for a character of his class, Ike has a strong [[combo]] game. His neutral aerial, down tilt, up throw, and down throw all send opponents into the air, leaving them vulnerable to his strong aerials, allowing him to perform short but damaging combos. Due to up throw's low knockback scaling, it can lead into his forward or up aerials even at high percentages, providing him with a few invaluable KO set-ups. Forward aerial is also a good combo tool; if auto-cancelled properly, it can chain into itself up to three times at mid-percents, racking up roughly 35% damage.  
Also unusual for a character of his class, Ike has a strong [[combo]] game. His neutral aerial, down tilt, up throw, and down throw all send opponents into the air, leaving them vulnerable to his strong aerials, allowing him to perform short but damaging combos. Due to up throw's low knockback scaling, it can lead into his forward or up aerials even at high percentages, providing him with a few invaluable KO set-ups. Forward aerial is also a good combo tool; if auto-cancelled properly, it can chain into itself up to three times at mid-percents, racking up roughly 35% damage.  


Ike's KO power is fearsome. His smash attacks are among the strongest of their kinds, and he boasts the fifth strongest forward smash in the game. Both forward and up smashes have long reach, having utility against both grounded and aerial opponents. Up smash covers a wide arc around Ike and has a large amount of active frames, making it a deadly option at the ledge and a good option for punishing [[roll]]s. While these moves suffer from large amounts of start-up and ending lag, Ike is not reliant on them to KO. His forward and back aerials are quick and strong, giving him safe KOing options in [[neutral]], unlike other heavyweights, and he also has his aforementioned KO set-ups off of his up throw. Ike has an effective edge-guarding game, both due to his powerful forward and back aerials with their range and power, an powerful spike in down air, and his neutral special, [[Eruption]], which is chargeable, powerful, and has a huge hitbox, making it terrifying against opponents aiming their recoveries to the ledge. Furthermore, with his excellent endurance, he can make great use of the [[rage]] mechanic, boosting his already strong power.
Ike's KO power is fearsome. His smash attacks are among the strongest of their kinds, and he boasts the fifth strongest forward smash in the game. Both forward and up smashes have long reach, having utility against both grounded and aerial opponents. Up smash covers a wide arc around Ike and has a large amount of active frames, making it a deadly option at the ledge and a good option for punishing [[roll]]s. While these moves suffer from large amounts of start-up and ending lag, Ike is not reliant on them to KO. His forward and back aerials are quick and strong, giving him safe KOing options in [[neutral]], unlike other heavyweights, and he also has his aforementioned KO set-ups off of his up throw. Ike has an effective edge-guarding game, both due to his powerful forward and back aerials with their range and power, a powerful spike in down air, and his neutral special, [[Eruption]], which is chargeable, powerful, and has a huge hitbox, making it terrifying against opponents aiming their recoveries to the ledge. Furthermore, with his excellent endurance, he can make great use of the [[rage]] mechanic, boosting his already strong power.


However, Ike is not without flaws. Though not particularly slow, Ike is still susceptible to rush-down characters, notably {{SSB4|Sheik}} and {{SSB4|Sonic}}. His size, weight, and falling speed leave him vulnerable to combos, and he lacks any moves that can reliably break them. As he is a melee-fighter, Ike has no projectile, putting him at a disadvantage against camping tactics. Aside from shield-grabbing, Ike has no effective [[out of shield]] options due to the start-up of his moves, and so he has difficulty relieving pressure at times. While Ike's aerials give him a decent approach in the air, his grounded approach is comparatively poor, as none of his grounded attacks are particularly fast, making his approach overall predictable. His aerials also require proper spacing and timing to be effective, as they can be punished if misused since they have noticeable ending lag.   
However, Ike is not without flaws. Though not particularly slow, Ike is still susceptible to rush-down characters, notably {{SSB4|Sheik}} and {{SSB4|Sonic}}. His size, weight, and falling speed leave him vulnerable to combos, and he lacks any moves that can reliably break them. As he is a melee-fighter, Ike has no projectile, putting him at a disadvantage against camping tactics. Aside from shield-grabbing, Ike has no effective [[out of shield]] options due to the start-up of his moves, and so he has difficulty relieving pressure at times. While Ike's aerials give him a decent approach in the air, his grounded approach is comparatively poor, as none of his grounded attacks are particularly fast, making his approach overall predictable. His aerials also require proper spacing and timing to be effective, as they can be punished if misused since they have noticeable ending lag.