Ike (SSB4): Difference between revisions
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==Attributes== | ==Attributes== | ||
Ike is no longer one of the slowest characters in the game, although much of his playstyle remains unchanged: a heavyweight with slow, but incredibly powerful attacks. He has | Ike is no longer one of the slowest characters in the game, although much of his playstyle remains unchanged: a heavyweight with slow, but incredibly powerful attacks. Ike possesses average mobility. He has a slow [[walking]] speed, average [[dashing speed]], above average [[air speed]], low [[air acceleration]], above average [[falling speed]] and [[gravity]], and relatively high [[jump]]s. He is also tied for the 8th [[weight|heaviest]] character in the game. | ||
For a heavyweight, Ike has a good [[approach]]. His sword, Ragnell, grants him a very long, disjointed reach, being surpassed only by {{SSB4|Shulk}}'s Monado blade. Ike's neutral, forward, and back aerials are good approach tools, as the former has low landing lag, and the latter two deal high shield-stun due to their damage and [[auto-cancel]] in a [[short hop]], making them safe on block. His forward aerial stands out the most, for it has decently fast start-up, moderate landing lag if not auto-cancelled, and covers a huge area in front of Ike. It is his most reliable approach option thanks to these attributes, and when spaced properly, it can make him a surprisingly difficult character to [[punish]]. His aerials' speed and range grant him the ability to [[pressure]] his foes, something that other heavyweights lack. | |||
Ike | 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 aerials 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 is | 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. | ||
Ike's recovery also poses an issue. Though long-distanced, it is highly predictable. [[Quick Draw]] must be charged to travel farther, making it highly telegraphed, as it is completely linear. [[Aether]] covers good vertical height, but very little horizontal distance, and because it is invariable suicide if Ike performs it too far from the ledge, it is also telegraphed. Unless Quick Draw hits an opponent, it leaves him [[helpless]], and so by default, Ike cannot use his two recovery options in tandem. Since Ike completely lacks a diagonal recovery method, he is vulnerable to [[semi-spike]]s. | |||
With [[Character customization|custom moves]] on, Ike does gain some benefits. Furious Eruption and Tempest improve his already good edge-guarding ability. Furious Eruption is stronger, has more vertical distance and launches foes upwards, making it very good on stages with low ceilings. Tempest charges faster and generates a windbox that pushes opponents far and is able to [[gimp]] recoveries. Tempest also stalls Ike in the air which can aid Ike's recovery if used correctly. Close Combat has [[Priority]] allowing it to ignore projectiles and shields which helps Ike when recovering. Aether Drive grants him a diagonal recovery that he previously lacked at the the cost of losing his only means of vertical recovery. Paralyzing Counter allows Ike to stun the opponent allowing for a follow-up attack, at the cost of his counter being significantly weaker. | With [[Character customization|custom moves]] on, Ike does gain some benefits. Furious Eruption and Tempest improve his already good edge-guarding ability. Furious Eruption is stronger, has more vertical distance and launches foes upwards, making it very good on stages with low ceilings. Tempest charges faster and generates a windbox that pushes opponents far and is able to [[gimp]] recoveries. Tempest also stalls Ike in the air which can aid Ike's recovery if used correctly. Close Combat has [[Priority]] allowing it to ignore projectiles and shields which helps Ike when recovering. Aether Drive grants him a diagonal recovery that he previously lacked at the the cost of losing his only means of vertical recovery. Paralyzing Counter allows Ike to stun the opponent allowing for a follow-up attack, at the cost of his counter being significantly weaker. | ||
Overall, Ike's strengths allow him to overcome his weaknesses. With range, power, and effective combos, Ike is a viable character, and while his predictable recovery and susceptibility to combos, juggles, and camping are noticeable, these can be worked around with careful play, as shown by players such as {{Sm|Ryo}}. | |||
==Changes from ''Brawl''== | ==Changes from ''Brawl''== |