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Nightgengale (talk | contribs) (Like Pikachu, I would strongly argue that Ike's overall changes are too debatable at this time to say that he was buffed or nerfed. Ike's tier placement supports this, being nearly identical to his placement in Brawl.) |
Nightgengale (talk | contribs) (Why was this changed? Ike's dash speed is below average. 37/58 is below average. http://kuroganehammer.com/Smash4/DashSpeed) |
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Ike is currently ranked 35th out of 58 on the [[tier list]], placing him in the E tier. This is very similar to his placement in ''Brawl'', where he was ranked 23rd out of 38. Ike largely retains his high power and impressive range, but now boasts improved speed in regard to overall mobility and frame data. He has also gained an effective combo game, which aids his ability to [[space]] out his opponents. | Ike is currently ranked 35th out of 58 on the [[tier list]], placing him in the E tier. This is very similar to his placement in ''Brawl'', where he was ranked 23rd out of 38. Ike largely retains his high power and impressive range, but now boasts improved speed in regard to overall mobility and frame data. He has also gained an effective combo game, which aids his ability to [[space]] out his opponents. | ||
However, Ike retains his flaws from ''Brawl'': his heavy [[weight]] renders his overall mobility as | However, Ike retains his flaws from ''Brawl'': his heavy [[weight]] renders his overall mobility as below average at best despite its improvements, his very minimal amount of fast grounded attacks often leaves him vulnerable against rushdowns, combos, and [[projectile]] [[camping]], while his [[recovery]] is still linear and easily predictable despite being long-distanced and benefiting from the new edge mechanic. He has also gained new weaknesses: his already large hurtbox is slightly larger, several of his attacks have decreased ranges and knockback, and his very useful [[jab cancel]] is extremely situational at best due to being significantly more difficult to perform into itself. | ||
Overall, Ike's buffs have helped him remain viable despite his nerfs, as evident by him achieving a decent level of success at all levels of play, thanks to {{Sm|Rango}}, {{Sm|Ryo}}, {{Sm|San}} and {{Sm|Waldo}}. | Overall, Ike's buffs have helped him remain viable despite his nerfs, as evident by him achieving a decent level of success at all levels of play, thanks to {{Sm|Rango}}, {{Sm|Ryo}}, {{Sm|San}} and {{Sm|Waldo}}. | ||
==Attributes== | ==Attributes== | ||
Ike is a [[Weight|heavyweight]], being tied with {{SSB4|Wario}} as the eighth heaviest character in ''SSB4''. As such, he possesses slow yet powerful attacks, slow [[walking]] speed and [[air acceleration]], above average [[falling speed]], [[air speed]] and [[gravity]], and low [[jump]]s. | Ike is a [[Weight|heavyweight]], being tied with {{SSB4|Wario}} as the eighth heaviest character in ''SSB4''. As such, he possesses slow yet powerful attacks, slow [[walking]] speed and [[air acceleration]], above average [[falling speed]], [[air speed]] and [[gravity]], and low [[jump]]s. His [[dash]]ing speed is below average. | ||
Ike's good [[approach]] is a noticeable divergence from the heavyweight archetype, though it is a trait shared with his fellow heavyweight swordsmen {{SSB4|Shulk}} and {{SSB4|Cloud}}. His sword, {{s|fireemblemwiki|Ragnell}}, grants him a very long and disjointed range that is surpassed only by Shulk's Monado and Cloud's Buster Sword. Ike's neutral, forward, and back aerials are good approach options, as the former has low landing lag, while the latter two deal high shieldstun due to their damage outputs and ability to [[auto-cancel]] from a [[short hop]], making them safe on shield. His forward aerial stands out the most, however, due to its good damage output, high knockback growth and large range in front of Ike. Aside from being his most reliable approach option thanks to these traits, it also makes him a surprisingly difficult character to [[punish]] when it is spaced properly. In addition, his aerials' speed and ranges make him capable at [[Pressure|pressuring]] opponents. | Ike's good [[approach]] is a noticeable divergence from the heavyweight archetype, though it is a trait shared with his fellow heavyweight swordsmen {{SSB4|Shulk}} and {{SSB4|Cloud}}. His sword, {{s|fireemblemwiki|Ragnell}}, grants him a very long and disjointed range that is surpassed only by Shulk's Monado and Cloud's Buster Sword. Ike's neutral, forward, and back aerials are good approach options, as the former has low landing lag, while the latter two deal high shieldstun due to their damage outputs and ability to [[auto-cancel]] from a [[short hop]], making them safe on shield. His forward aerial stands out the most, however, due to its good damage output, high knockback growth and large range in front of Ike. Aside from being his most reliable approach option thanks to these traits, it also makes him a surprisingly difficult character to [[punish]] when it is spaced properly. In addition, his aerials' speed and ranges make him capable at [[Pressure|pressuring]] opponents. |
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