iclim4 said:
Riot Of The Blood said: I'm trying to learn Ike, but he only has like 2-3 good moves. |
Fair is great for spacing.Laggy as hell, easy to punish on a whiff, long landing lag. Relatively short lasting hitbox. Nair is great for approaches since it virtually has no lag once you reach the ground. Basic Aerial Spacer Learn to gauge the distance of the f+special so you can abuse the added speed without the laggy attack. Cancel into Jab A sweet spotted down tilt has more knockback than the Ftilt. Sweet Spotted D-tilt Spikes Up tilt is great for combos and comes out pretty fast, it also covers Ike's whole body. Slow start, Hitbox is open long however. Learn to time Ike's slow attacks. All the timing in the world will not get that F-smash to hit Learn to space with his long sword. Sword has no extended hitboxes beyond the character model. No worries there. Abuse the neutral attack. AKA: Jab
That's all the advice I can give.
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Never finish the jab if any hit is blocked. If any hit is blocked go right for a grab before they grab you. His jab is slow enough to be grabbed between every hit. 90% of his moves are hit or be hit. You can expect to be grabbed a lot on the ground. N-air is your safest spacing option. B-air is your most reliable kill move. Limit his smashes as they are extremely slow and very telegraphed. F-tilt should be saved to KO on the ground. D-tilt can spike floaty characters that don't sweet spot ledges automatically during jumps like Kirby, King Dedede, and Meta Knight.
Be very careful when recovering. Side-B can be intercepted, when intercepted you fall to your death. Up-B has almost no horizontal distance, so if below the stage against a decent edge guarder, say good bye. King Dedede and Kirby have instant KOes when on a ledge. Do not ever Quick Draw (Side-B) against a Kirby or King Dedede when they're on the ledge as they will put up Inhale and you'll rocket off into special fall.
Don't try to edge guard more then 5 feet away from the edge. If its turned on you... Ike fails off stage.
As for the above, Eruption Super Armor does not save you from being KOed off the ceiling. What stops you from being KOed off the ceiling is losing the launch effect. Some moves can cancel that effect. Any move that alters your tracectory will save you from being KOed off the top.