Ike (SSBU): Difference between revisions

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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Ike has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate'', but he was buffed overall. Ike's mobility has been improved to help with the new faster pace of ''Ultimate'', and he shares the universal buffs of a 3-frame [[jumpsquat]] (reduced from 7 frames) and significant landing lag decreases for his aerials. Ike's [[neutral aerial]] has faster startup, lower landing lag, reduced damage, and a more reliable disjoint, making it an even better approach option and combo starter, to the point it now has semi-reliable KO confirms on his [[back aerial|back]] and [[up aerial]]s.
Ike has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate'', having been buffed overall, though not enough to improve his tier standing.


Ike also received a new up aerial with greatly increased horizontal and vertical range, improving his powerful juggling capabilities. Thanks to his faster jumpsquat, Ike is able to combo with his down throw at low percentages more reliably. [[Eruption]] can now generate a maximum of three flame pillars if fully charged, improving its already powerful ledge-trapping potential. Finally, the already high power on a few of his moves has been further increased, such as with [[forward tilt]], [[forward smash]], [[down smash]], and the landing hit of [[Aether]].
Ike benefits from some of the universal gameplay changes. The changes to [[air dodge]] mechanics significantly benefit Ike's [[edgeguarding]] and juggling game. His mobility has been improved to help with the new faster pace of ''Ultimate'', sharing the universal buffs of a 3-frame [[jumpsquat]]. His aerials also have significantly reduced landing lag, making them much more reliable for landing and comboing. When it comes to direct changes to his aerial game, Ike's [[neutral aerial]] has faster startup, lower landing lag and a more reliable disjoint, making it an even better approach option and combo starter, to the point it now has semi-reliable KO confirms on his [[back aerial|back]] and [[up aerial]]s. Ike has also received a new up aerial with greatly increased horizontal and vertical range, improving his powerful juggling capabilities.


However, Ike's nerfs were also noticeable and he still struggles in a few areas. His [[dashing speed]] was almost unchanged, making it much worse relative to the cast, now being the 15th-slowest runner in the game. His [[forward aerial]], a staple of his [[neutral game]] in ''Brawl'' and ''SSB4'', has been nerfed as well, no longer [[autocancel]]ing in a short hop, the hitboxes being repositioned to create new blind spots, and having significantly decreased knockback, removing a lot of its previously great KO potential. Combined with his much slower grounded mobility relative to the cast, this hinders Ike's approach. While several of his attacks now have increased power, it has been reduced on some of his other moves, most notably with [[up tilt]].
Thanks to his faster jumpsquat, Ike is able to combo with his [[down tilt]] and [[down throw]] at low percentages more reliably; the former also has less knockback, giving Ike KO setups at high percentages against some characters. [[Eruption]] can now generate a maximum of three flame pillars if fully charged, improving its already powerful ledge-trapping potential. Finally, the already high power on a few of his moves has been further increased, such as [[neutral attack]], [[forward tilt]], [[forward smash|forward]] and [[down smash]], and the landing hit of [[Aether]]; most notably, neutral attack has had its lost KO power from ''Brawl'' completely restored.


Additionally, the changes to [[rage]] have indirectly nerfed Ike since it is now less effective for comebacks at higher percentages. Also, he is now more vulnerable to [[edge-guarding]] offstage during Aether, since [[Ragnell]] no longer passes through the stage (instead moving along the perimeters). Combined with the size reduction of most stage's ledges, Ike's recovery remains highly exploitable due to Aether's short horizontal recovery distance, and [[Quick Draw]] not receiving changes to help its recovery potential. Lastly, Ike's grabs have been nerfed; while the increased ending lag is a universal nerf for the cast, Ike's grabs also have shorter range, 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.


In the end, Ike's changes and improvements have given him new ways to gain the advantage and also grant him a deadlier [[punish]] game. As such, he has less overall difficulty in KOing due to his enhanced overall moveset and combo ability, but because his mobility has not improved significantly (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.
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.


In regard to tournament representation, Ike achieved impressive results in the early competitive metagame of ''Ultimate'', thanks to players such as {{Sm|MkLeo}}, {{Sm|Marss}}, and {{Sm|Ryuga}}. Unfortunately, Ike's popularity has noticeably diminished as the metagame advanced, and he hasn't achieved nearly as many results as before (with {{Sm|MkLeo}} completely dropping the character, and {{Sm|Marss}} only using him as a rare counterpick character). Furthermore, other characters such as {{SSBU|Cloud}} and {{SSBU|Lucina}} have started to become more popular than him.
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, Ike's initial perception at the game's release has dwindled, and while it's generally agreed that he is more potent than he was in ''SSB4'', Ike has not significantly improved from the previous game, instead performing slightly worse relative to the rest of the cast.
 
Fortunately, Ike did receive more buffs in 8.0.0, with his already excellent KO power becoming even stronger, thanks to changes to his [[dash attack]], forward aerial, and Aether. Although his most efficient combo tool, his neutral aerial, was vastly weakened, his combo game has remained strong thanks to improvements to [[down tilt]], and neutral aerial itself has nonetheless retained some viability as a combo tool. However, despite these buffs, Ike's overall perception would continue to stay lukewarm and remain largely the same, as both Ike's mediocre results and sparse playerbase would see little to no improvement.
 
This lead to many top players considering Ike to be a mid tier character, or even a lower end mid tier character. Due to his small playerbase, it is unknown if he will ever become more popular or achieve his previous success from early metagame that other characters that became preferred over him before 8.0.0 have seen, such as {{SSBU|Roy}} and Cloud. While it's generally agreed that Ike is more potent than he was in ''SSB4'', his current viability remains a topic for debate.


{{SSB4 to SSBU changelist|char=Ike}}
{{SSB4 to SSBU changelist|char=Ike}}
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