Ike (SSBB): Difference between revisions

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(Undid edit by The White Blur: while true, kinda obvious.)
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Should Ike have to deal with opponents close in, he can easily use his competent jab to either put the spacing back on or to transfer to a throw, with either the back or forward variants capable of putting the opponent in a vulnerable position should they be at the edge. Though more effective as a kill, Ike's back aerial is amazingly fast and can catch opponents off-guard, should the player be in a position to chase or attack in-close. If the close-in war is being waged at the edge, Ike can be an effective edge guarder, having his long-ranged forward aerial, his down tilt spike, his [[Aether]] special, and his deadly down aerial spike or back aerial as options to harass the opponent (as well as the aforementioned jab/throws). Ike is also one of the game's deadliest air-dodge/roll trappers, given his far-reaching forward smash and its tremendous power; it is a useful move so long as Ike is never predictable with it. Up-smash can be also be used in this fashion due to its similarly wide sweeping motion, and is preferable to Ike's down-smash for punishing excessive rolling and also giving him the ability to have a surprisingly long hyphen smash considering his dash speed.   
Should Ike have to deal with opponents close in, he can easily use his competent jab to either put the spacing back on or to transfer to a throw, with either the back or forward variants capable of putting the opponent in a vulnerable position should they be at the edge. Though more effective as a kill, Ike's back aerial is amazingly fast and can catch opponents off-guard, should the player be in a position to chase or attack in-close. If the close-in war is being waged at the edge, Ike can be an effective edge guarder, having his long-ranged forward aerial, his down tilt spike, his [[Aether]] special, and his deadly down aerial spike or back aerial as options to harass the opponent (as well as the aforementioned jab/throws). Ike is also one of the game's deadliest air-dodge/roll trappers, given his far-reaching forward smash and its tremendous power; it is a useful move so long as Ike is never predictable with it. Up-smash can be also be used in this fashion due to its similarly wide sweeping motion, and is preferable to Ike's down-smash for punishing excessive rolling and also giving him the ability to have a surprisingly long hyphen smash considering his dash speed.   


However, Ike definitely has his drawbacks. His dash speed is very slow, and he is a large target (though, most heavyweights have this problem). His Counter is quite slow, requiring some prediction to use effectively (it takes approximately six frames longer than [[Marth (SSBB)|Marth]]'s counter compared to Marth's which takes only four frames for the counter frames to start). On the other hand, Ike's counter frames end six frames later than Marth's (both of their counters last for about 59 frames, 23 of them being counter frames), making him less vulnerable afterwards. His throws do low damage. Ike's recovery is also somewhat predictable, because he has a short double jump and only two main recovery moves (Quick Draw and Aether) which have limited trajectories and cannot both be used in the same recovery. Quick Draw needs to be charged to get far, and is easily blocked by anyone willing to get hit by it before Ike can reach the ledge, making him extremely vulnerable to low-angle attacks and edge guarding. Aether is very predictable but also difficult to guard against by any character with short ranged attack, due to the knockback resistance the move grants and the fact that Ike's sword reaches the ledge long before he does. Still, he is vulnerable to edgehogging as it does not grab the ledge until he is descending with the attack and most characters have at least one attack that can knock Ike out of aether. It is also vulnerable to [[Gimp kill|gimps]] from moves that push others away (e.g. [[Mario (SSBB)|Mario]]'s [[FLUDD]] or [[Squirtle (SSBB)|Squirtle]]'s [[Water Gun]]). Also, Ike lacks a projectile, and is himself extremely vulnerable to projectile camping. His attacks can generally be avoided/dodged easily because of the massive starting lag on all of his attacks. Additionally, he is arguably the easiest character in the game to punish a missed move due to the extreme ending lag on his attacks and extreme unsafeness on his moves when shielded. Because he is a large heavyweight with fast falling speed, he is susceptible to [[Chain grab]]s and [[Wall of Pain|Walls of Pain]].
However, Ike definitely has his drawbacks. His dash speed is very slow, and he is a large target (though, most heavyweights have this problem). His Counter is quite slow, requiring some prediction to use effectively (it takes approximately six frames longer than [[Marth (SSBB)|Marth]]'s counter compared to Marth's which takes only four frames for the counter frames to start). On the other hand, Ike's counter frames end six frames later than Marth's (both of their counters last for about 59 frames, 23 of them being counter frames), making him less vulnerable afterwards. His throws do low damage. Ike's recovery is also somewhat predictable, because he has a short double jump and only two main recovery moves (Quick Draw and Aether) which have limited trajectories and cannot both be used in the same recovery. Quick Draw needs to be charged to get far, and is easily blocked by anyone willing to get hit by it before Ike can reach the ledge, making him extremely vulnerable to low-angle attacks and edge guarding. Aether is very predictable but also difficult to guard against by any character with short ranged attack, due to the knockback resistance the move grants and the fact that Ike's sword reaches the ledge long before he does. Still, he is vulnerable to edgehogging as it does not grab the ledge until he is descending with the attack and most characters have at least one attack that can knock Ike out of aether. It is also vulnerable to [[Gimp kill|gimps]] from moves that push others away (e.g. [[Mario (SSBB)|Mario]]'s [[FLUDD]] or [[Squirtle (SSBB)|Squirtle]]'s [[Water Gun]]). However, Ike still has an incredible recovery, especially for a heavyweight. Also, Ike lacks a projectile, and is himself extremely vulnerable to projectile camping. His attacks can generally be avoided/dodged easily because of the massive starting lag on all of his attacks. Additionally, he is arguably the easiest character in the game to punish a missed move due to the extreme ending lag on his attacks and extreme unsafeness on his moves when shielded. Because he is a large heavyweight with fast falling speed, he is susceptible to [[Chain grab]]s and [[Wall of Pain|Walls of Pain]].


In the end, Ike must rely on careful prediction and spacing of the opponent to even land a single attack, much less win the match, but when effectively doing so, smart Ike players can end or mostly obliterate a stock within a matter of seconds.  Still, Ike cannot handle many high-level match-ups, due to his lack of speedy aerials and too slow speed overall that forces over-reliance on the opponent's mistakes.
In the end, Ike must rely on careful prediction and spacing of the opponent to even land a single attack, much less win the match, but when effectively doing so, smart Ike players can end or mostly obliterate a stock within a matter of seconds.  Still, Ike cannot handle many high-level match-ups, due to his lack of speedy aerials and too slow speed overall that forces over-reliance on the opponent's mistakes.