Ike (SSB4): Difference between revisions

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Ike gains some benefits from his [[Character customization|custom moves]]. Both Tempest and Furious Eruption improve his already good edge-guarding ability, yet possess noticeable traits. Tempest charges faster and generates a windbox that pushes opponents far and/or [[gimp]] recoveries, as well as stall Ike's descent when used in the air similarly to {{SSB4|Mario}}'s [[Cape]]. Furious Eruption is noticeably stronger than Eruption, has more vertical distance and launches opponents upward, making it very good on stages with low ceilings. Close Combat grants transcendent priority during its dash, which allows it to ignore projectiles and shields, making it even better for recovering. Aether Drive functions as a diagonal recovery option that Ike lacks with Aether and Quick Draw, but at the cost of losing his only means of vertical recovery. Paralyzing Counter allows Ike to [[stun]] the opponent, but at the cost of his counterattack being significantly weaker. Smash Counter functions oppositely, as it boasts knockback strong enough to [[one-hit KO]] many strong moves, although its lag is significant enough that many moves with low lag will end fast enough for the opponent to block the counterattack.
Ike gains some benefits from his [[Character customization|custom moves]]. Both Tempest and Furious Eruption improve his already good edge-guarding ability, yet possess noticeable traits. Tempest charges faster and generates a windbox that pushes opponents far and/or [[gimp]] recoveries, as well as stall Ike's descent when used in the air similarly to {{SSB4|Mario}}'s [[Cape]]. Furious Eruption is noticeably stronger than Eruption, has more vertical distance and launches opponents upward, making it very good on stages with low ceilings. Close Combat grants transcendent priority during its dash, which allows it to ignore projectiles and shields, making it even better for recovering. Aether Drive functions as a diagonal recovery option that Ike lacks with Aether and Quick Draw, but at the cost of losing his only means of vertical recovery. Paralyzing Counter allows Ike to [[stun]] the opponent, but at the cost of his counterattack being significantly weaker. Smash Counter functions oppositely, as it boasts knockback strong enough to [[one-hit KO]] many strong moves, although its lag is significant enough that many moves with low lag will end fast enough for the opponent to block the counterattack.


Overall, Ike's strengths have resulted in him being considerably more viable than he was in ''Brawl''. While his predictable recovery and susceptibility to combos, juggles and camping are noticeable flaws, they can be worked around with careful play, as shown by players such as {{Sm|Ryo}}.
Overall, while Ike's weaknesses are exploitable, his strengths are also prevalent, if not moreso than his flaws. Ike's strengths have resulted in him being more viable than he was in ''Brawl''. While his predictable recovery and susceptibility to combos, juggles and camping are noticeable flaws, they can be worked around with careful play, as shown by players such as {{Sm|Ryo}}.


==Changes from ''Brawl''==
==Changes from ''Brawl''==
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