View Full Version : ledge Game
doom dragon 105
08-10-2008, 04:31 PM
i have bad ledge Game. if its on or off the ledge im not good at it. biggest problem is edge guarding. what can i do to edge guard with ike?
bair those hanging on the ledge.
Run off fair.
Aether spike.
Edge hog.
Ground stalk
Those are the basics. You have to read the opponent on how he will recover. Everything has a counter.
Tenki
08-10-2008, 04:47 PM
Things that work on newbs (easily escapable with smart play, but horribly effective):
- (optional Jump) space yourself between their ledge-roll distance and the edge (so if they rolled, they'd roll right behind you) and charge Eruption. If they do ledge attack, super armor the LA. If they roll, wait for the roll's vulnerability frames. Prediction and familiarity with opponent's ledge movements required.
Escape: ledge jump+doublejump, projectile
- Stand near edge: retreating F-air. Hits most people trying to do ledge jumps, and hits people out of ledge attacks. Once in a while also hits people out of rolls.
Escape: drop from ledge+double jump airdodge.
- Stand outside of their ledge-roll range and charge Quickdraw (120%+). Release if they roll, use ledge attack, or jump and are landing in front of you.
Escape: ledge jump+doublejump behind you, projectile
If you wanna practice, try standing near their ledge-roll distance, but out of their ledge attack distance, and try to adapt your attacks to what they do from the ledge.
Ike's edge guard game is sick, especially against certain characters.
If you stand just a little bit away from the edge, try to just short hop and wait and see what they do.
If they roll, hopefully you can land a fair or nair where they'll be, or turn around jab if you're landing already.
If they jump, fair or wait for their air dodge and fair.
If they stand up, fair or nair, they'll probably shield and be knocked back on the ledge,.
If they ledge hop up, time nair/fair based on what they do (attack/air dodge).
If they ledge camp, wait for them to drop/jump and then quickly spike them with down air.
And you have to switch it up based on how they react.
Basically, if they love to ledge hop air dodge, charge an up smash and wait for the air dodge, free hit.
That kind of thing.
Oh, and I almost forgot about what to do against metaknight, one of the tougher matchups.
Stand just out of range of his upb from ledge and charge eruption. Most of the time they shuttle loop right into it for a nice kill at 40-60%. Eventually they'll start just camping the ledge, and I'm not sure what the best thing is to do from there. Eruption breaks all of mk's b moves, can usually get his ledge jump too. If they start attacking up, just go back to fair'ing. If they fly over you, let go of eruption and go chase.
metroid1117
08-15-2008, 01:03 AM
Don't forget run-off UAir, that is a move NOBODY expects and is a guaranteed kill at 110%+ on average-weight characters when it's fresh. It basically kills at the % that a fresh USmash would kill.
Terywj
08-15-2008, 09:23 AM
Aether-spike.
Ledge-hopped Nair.
-Ter
XACE-K
08-15-2008, 09:37 AM
-The run-off f-air and u-air
-Aether spike those who are coming and move back with Aether so you don't SD yourself
-Use d-tilt on characters whose recoveries don't auto sweetspot
-Use d-air if they're coming from below you when you're edge hogging
-RAR when they're coming back
-If they ledge roll, dodge the ledge attack and punish them
That's all I can think of for now.
Sgt. Baker
08-15-2008, 10:09 AM
Wow, I didn't know about all that. I usually just Aether Spike ;)
i was told that f smash is great for those who hang on the edge for too long... is this true?
metroid1117
08-15-2008, 11:05 PM
i was told that f smash is great for those who hang on the edge for too long... is this true?
FSmash can hit people at the edge, but it's so slow that people can either easily drop down and re-grab the edge or just roll back onto the stage behind you.
MysticKenji
08-15-2008, 11:26 PM
i was told that f smash is great for those who hang on the edge for too long... is this true?
I've only made this work once...on Wi-Fi.
You have better options.
doom dragon 105
08-16-2008, 01:24 AM
ok thanks guys and what about eruption?
Tenki
08-16-2008, 01:30 AM
Just know that at a certain point (If you're a serious Ike player, test out %'s training mode for yourself), an un-stale uncharged Eruption will be a kill.
You can punish predictable/hasty ledge patterns (like if they use roll right away after grabbing the ledge), with charged Eruption or 'counterkill' ledge attacks / ledgehopped attacks with Eruption's super armor.
That's about it.
Oh, and if you full hop/double jump Eruption and use it as you're rising, hitting with the bottom of the sword (it glows and normally sticks under the ground) meteors people. I tried hitting grounded CPU dummies with it, and it seems alot weaker than D-air `.`; just to throw that out there.
Lex Crunch
08-16-2008, 02:05 AM
I tend to throw Eruption into the edgeguarding mix. I use it at the peak of either my initial or double jump (depending on how high they are while recovering) and charge it if necessary. They can dodge it and/or hit you, you can miss, or hit them/super armor them. It can kill sometimes, especially if you have to make that double jump to get them. Just make sure you use the full potential of both of the jumps and not use Eruption too low, otherwise, not even Aether can save you. Of course, it's not the greatest edgeguard tactic, so just throw it in there to keep them guessing or catch them off guard. More of the time, you're better off using pretty much any of your aerial attacks as long as you don't become too predictable.
Also, Eruption works well for people who are already hanging from the ledge. The millisecond you see thir get-up frame, release your hold on B, because it will hit them at least 80% of the time, and super armor them more often than not if they attack you from the ledge.
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