Ike (SSBU): Difference between revisions

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(→‎Changes from Super Smash Bros. 4: More specific description of his changes.)
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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 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.  
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 . 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 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.
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.
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