Ike (SSBU): Difference between revisions

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(→‎Moveset: Info on autocanceling)
Tag: Mobile edit
(→‎Changes from Super Smash Bros. 4: More specific description of his changes.)
Tag: Mobile edit
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Ike has received a mix of buffs and nerfs, but was noticeably buffed in the transition from ''SSB4'' to ''Ultimate''. His 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 become an even better combo starter and approach option thanks to its faster startup, lower landing lag and reduced damage, and he has also received a new [[up aerial]] with greatly increased range, improving his powerful juggling capabilities, while [[Eruption]] can now generate a maximum of three flame pillars if fully charged, improving its already powerful ledge-trapping potential. Finally, Ike is able to combo with his down throw at low percents more reliably.
Ike has received a mix of buffs and nerfs, but was noticeably buffed in the transition from ''SSB4'' to ''Ultimate''. His 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 become an even better combo starter and approach option thanks to its faster startup, lower landing lag and reduced damage, and he has also received a new [[up aerial]] with greatly increased range, improving his powerful juggling capabilities, while [[Eruption]] can now generate a maximum of three flame pillars if fully charged, improving its already powerful ledge-trapping potential. Finally, Ike is able to combo with his down throw at low percents more reliably.


However, Ike still struggles in some areas. His running speed was almost unchanged, making it much worse relative to the cast, now being the 12th slowest in the game and his recovery remains very exploitable due to [[Aether]]'s short horizontal recovery distance, and [[Quick Draw]] not getting changes to help its recovery potential, which was made worse to the reduction in the size of most stage's ledges. The changes to [[rage]] have indirectly nerfed Ike as well, due to it being less effective for comebacks when he is at higher percents. Furthermore, Ike's [[forward aerial]], a staple of his [[neutral game]] in ''Brawl'' and ''SSB4'', has been nerfed as well, with it dealing less damage, having increased ending lag, no longer [[autocancel]]ing in a short hop, and having decreased knockback, making it less useful as an approach option, an edgeguarding tool, and a KOing tool. His Aether is also worse against edgeguards because Ragnell does not pass through the stage anymore making Ike's recovery more vulnerable.  
However, Ike still struggles in some areas and his nerfs were noticeable. His running speed was almost unchanged, making it much worse relative to the cast, now being the 12th slowest runner in the game and his recovery remains very exploitable due to [[Aether]]'s short horizontal recovery distance, and [[Quick Draw]] not getting changes to help its recovery potential, which was made worse to the reduction in the size of most stage's ledges. The changes to [[rage]] have indirectly nerfed Ike as well, due to it being less effective for comebacks when he is at higher percents. Furthermore, his's [[forward aerial]], a staple of his [[neutral game]] in ''Brawl'' and ''SSB4'', has been nerfed as well, with it dealing less damage, having increased ending lag, no longer [[autocancel]]ing in a short hop, and having decreased knockback, making it less useful as an edgeguarding tool, and a KOing tool. Combined with his much slower grounded mobility relative to the cast, this hinders Ike's approach and. His Aether is also worse against edgeguards because Ragnell does not pass through the stage anymore making Ike's recovery more vulnerable.  


Thanks to these changes and improvements to his moveset, many players consider this to be Ike's best iteration in the series, with him getting great results in the early metagame thanks to players such as {{Sm|MkLeo}}, {{Sm|Marss}} and {{Sm|Ryuga}}. However, in recent times, Ike's popularity has somewhat diminished as he hasn't achieved nearly as many results as before while other characters have started to become more popular than him. As such, {{Sm|MkLeo}} mostly uses Lucina and Joker while {{Sm|Marss}} only uses him as a counterpick character. Due to these turn of events, Ike's tier placement is debatable as some smashers are starting to believe that Ike might not be nearly as effective as originally imagined. Regardless, Ike is still viewed to be significantly improved from ''SSB4'' and is widely considered to be viable in tournaments.
Thanks to these changes and improvements to his moveset, many players consider this to be Ike's best iteration in the series, with him getting great results in the early metagame thanks to players such as {{Sm|MkLeo}}, {{Sm|Marss}} and {{Sm|Ryuga}}. However, in recent times, Ike's popularity has somewhat diminished as he hasn't achieved nearly as many results as before while other characters have started to become more popular than him. As such, {{Sm|MkLeo}} mostly uses Lucina and Joker while {{Sm|Marss}} only uses him as a counterpick character. Due to these turn of events, Ike's tier placement is debatable as some smashers are starting to believe that he might not be nearly as effective as originally imagined. Regardless, he is still viewed to be significantly improved from ''SSB4'' and is widely considered to be viable in tournaments.


===Aesthetics===
===Aesthetics===
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*{{buff|Like all characters, Ike's [[jumpsquat]] animation now takes 3 frames to complete (down from 7).}}
*{{buff|Like all characters, Ike's [[jumpsquat]] animation now takes 3 frames to complete (down from 7).}}
*{{buff|Ike [[run]]s slightly faster (1.5 → 1.507).}}
*{{buff|Ike [[run]]s slightly faster (1.5 → 1.507).}}
**{{buff|Ike's initial [[dash]] is significantly faster (1.5 → 1.815).}}
**{{buff|Ike's initial [[dash]] is faster (1.5 → 1.815).}}
*{{buff|Ike [[walk]]s slightly faster (0.869 → 0.912).}}
*{{buff|Ike [[walk]]s slightly faster (0.869 → 0.912).}}
*{{buff|Ike's [[air speed]] is slightly higher (1.08 → 1.134).}}
*{{buff|Ike's [[air speed]] is slightly higher (1.08 → 1.134).}}
*{{buff|Ike's [[traction]] is much higher (0.044 → 0.112).}}
*{{buff|Ike's [[traction]] is much higher (0.044 → 0.112), improving his punish game out of shield. }}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 33 → 31).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 33 → 31).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-18 → 4-15).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-18 → 4-15).}}
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**{{change|The swing has been slightly sped up, reducing the duration of its hitboxes (frames 12-27 → 10-22), but allowing it to hit around Ike faster.}}
**{{change|The swing has been slightly sped up, reducing the duration of its hitboxes (frames 12-27 → 10-22), but allowing it to hit around Ike faster.}}
***{{nerf|The clean hit lasts shorter compared to the late hit (frames 12-21/22-27 (clean/late) → 10-14/15-22).}}
***{{nerf|The clean hit lasts shorter compared to the late hit (frames 12-21/22-27 (clean/late) → 10-14/15-22).}}
**{{buff|It [[auto-cancel]]s earlier (frame 64 → 50).}}
**{{buff|It [[auto-cancel]]s earlier (frame 64 → 50) now doing so in a full hop. }}
**{{nerf|Its initial auto-cancel window has been shortened (frames 1-5 → 1-2).}}
**{{nerf|Its initial auto-cancel window has been shortened (frames 1-5 → 1-2).}}
**{{change|It has a different animation, with Ike facing more toward the screen and no longer tucking his legs in. His entire body now moves with the sword.}}
**{{change|It has a different animation, with Ike facing more toward the screen and no longer tucking his legs in. His entire body now moves with the sword.}}
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**{{nerf|It has increased ending lag (FAF 55 → 60).}}
**{{nerf|It has increased ending lag (FAF 55 → 60).}}
**{{nerf|It deals less damage (13% → 11.5%), and has increased base knockback (30 → 55), but noticeably reduced knockback scaling (100 → 65), no longer KOing middleweights until around 175% from the center of {{SSBU|Final Destination}}. This drastically hinders its KO potential.}}
**{{nerf|It deals less damage (13% → 11.5%), and has increased base knockback (30 → 55), but noticeably reduced knockback scaling (100 → 65), no longer KOing middleweights until around 175% from the center of {{SSBU|Final Destination}}. This drastically hinders its KO potential.}}
**{{nerf|It autocancels later (frame 36 → 42), thus no longer doing so in a [[short hop]].}}
**{{nerf|It autocancels later (frame 36 → 42), thus no longer doing so in a [[short hop]]. This hinders Ike's  already poor approach. }}
**{{nerf|It no longer has an initial auto-cancel window.}}
**{{nerf|It no longer has an initial auto-cancel window.}}
*[[Back aerial]]:
*[[Back aerial]]: