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Despite his strengths, Ike is not without his fair share of flaws. As mentioned earlier, he possesses slow movement speed, which causes him to struggle against quick, agile characters like [[Zero Suit Samus]] and [[Pikachu]]. His frame data is among the worst in the game, with generally high ending lag in his attacks and only his three-hit [[neutral attack]] (frame 4, 3 and 5 for each respective hit), [[down tilt]], and [[back aerial]] (both frame 7) coming out faster than frame 10. [[Back aerial]] is also his only aerial attack that can autocancel in a short hop. His [[counter]] is one of his most punishable and unreliable options in general due to being one of, if not the slowest in the game, with a slow startup of 9 frames and high ending lag. Consequently, characters with superior attack speed like [[Mario]] and [[Fox]] can easily overwhelm and punish him, especially if his attacks are whiffed. Ike’s out-of-shield options are generally slow and committal, granting him a mediocre out-of-shield game. Additionally, Ike's disadvantage state is extremely poor due to lacking effective options to land or protect him from pressure and juggling. Furthermore, his high weight, while granting him long survivability, also makes him easy to combo and juggle. Additionally, Ike possesses two linear and predictable recovery moves, [[Quick Draw]] and [[Aether]], ultimately making him easy to gimp offstage. [[Quick Draw]] travels a strictly horizontal distance and [[Aether]] leaves him vulnerable to many attacks when ascending, especially [[counter]]s and [[projectile]]s. These weaknesses grant him a poor approach against many characters, which is further worsened by his lack of [[projectiles]] not allowing him to force approaches from opponents. | Despite his strengths, Ike is not without his fair share of flaws. As mentioned earlier, he possesses slow movement speed, which causes him to struggle against quick, agile characters like [[Zero Suit Samus]] and [[Pikachu]]. His frame data is among the worst in the game, with generally high ending lag in his attacks and only his three-hit [[neutral attack]] (frame 4, 3 and 5 for each respective hit), [[down tilt]], and [[back aerial]] (both frame 7) coming out faster than frame 10. [[Back aerial]] is also his only aerial attack that can autocancel in a short hop. His [[counter]] is one of his most punishable and unreliable options in general due to being one of, if not the slowest in the game, with a slow startup of 9 frames and high ending lag. Consequently, characters with superior attack speed like [[Mario]] and [[Fox]] can easily overwhelm and punish him, especially if his attacks are whiffed. Ike’s out-of-shield options are generally slow and committal, granting him a mediocre out-of-shield game. Additionally, Ike's disadvantage state is extremely poor due to lacking effective options to land or protect him from pressure and juggling. Furthermore, his high weight, while granting him long survivability, also makes him easy to combo and juggle. Additionally, Ike possesses two linear and predictable recovery moves, [[Quick Draw]] and [[Aether]], ultimately making him easy to gimp offstage. [[Quick Draw]] travels a strictly horizontal distance and [[Aether]] leaves him vulnerable to many attacks when ascending, especially [[counter]]s and [[projectile]]s. These weaknesses grant him a poor approach against many characters, which is further worsened by his lack of [[projectiles]] not allowing him to force approaches from opponents. | ||
Overall, Ike is a character that possesses many strengths, but players must be cautious when playing him. As such, his outstanding range and power grant him a strong punish game, but players must bear his exploitable recovery, slow mobility, and especially poor frame data. These attributes have helped Ike in achieving strong tournament results in the early competitive metagame, but his playstyle has also become highly predictable as the metagame progressed, causing his tournament results to collapse. Regardless, Ike is still considered a viable character in competitive play, and active players like [[Ryuga]] have achieved | Overall, Ike is a character that possesses many strengths, but players must be cautious when playing him. As such, his outstanding range and power grant him a strong punish game, but players must bear his exploitable recovery, slow mobility, and especially poor frame data. These attributes have helped Ike in achieving strong tournament results in the early competitive metagame, but his playstyle has also become highly predictable as the metagame progressed, causing his tournament results to collapse. Regardless, Ike is still considered a viable character in competitive play, and active players like [[Ryuga]] have achieved competent results. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== |
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