Mopher...ike's first parts of the jab are the punch, kick....it's easy to grab him out of it ^_^
Ya but the thing is it cycles through the three attacks quite quickly. Right when your opponent comes in range of your long sword, Ike will begin to cycle through his combo until he uses his sword. Consider he only has to do a max of two attack move to get to the sword and also taking into consideration that he gets to hit "air" (which we all know makes the attack go much faster than if he has to hit through a body first) for his second hit of the combo makes his sword come out practily as soon as the enemy is in range. I haven't been sheild grabbed while doing this yet and I highly doubt I'll be shelid grabbed alot.
I'll give some examples for its use relating to previous posts on sheild grabbing it or jumping over it.
Frist lets say your opponent decides to jump over your head (just a little over your head) and use their dair. Well Ike will start swinging his sword when they come close to his head.
Second say your opponent just jumps over your head compeltely to get behind you. Well I'm prett sure most off us would just turn around to face our opponent or do a bair short hop to hit them or something.
Third say your opponent is trying to get up close to you with rolls while your doing the combat walk. You don't have to keep doing it. Same goes with if they are sheild grabbing. You don't have to keep combat walking. It isn't that hard to then fight your opponent like you would have before you found/knew of this tech. But I promise you your opponent will have a difficult time sheild grabbing you, but even if they don't you should still be able to use your old style. This tech is good, but no person will competley depend on it.
Now for ledge camping. This kinda reminds me of Falco's delfector ledge camp strat. It my not do enough damage but it cancels an opponents jump or two. With squirtle this is very effictive as he will actually hang right over the ledge. If your doing squirltes netural a combo right on an edge he will actually put himself in thin air while still preforming his attacks. Now the use of the combat walk here seems useless but it could do two things. Bring you into your 3rd attack of the combo when if you just held a you'd probably only get into the second attack before your enemy fell back down. Also it could effect your opponent pyshicology. (sorry bout that spelling) If you see squirtle hanging over the ledge holing his first hit of the combo you may think that you can go through it or that it won't have enough range to hit you when you attempt to recover. When you combat walk squirltle throws his whole body over the ledge. This may make your opponent think that he must go over or under you, as you will just hit him if he even gets close to you. If he choses over then just walk him with a smash. I also think this may be able to (w/e you guys call it when two peoples attacks collide) cancel recovries such as falco and fox's b sides.
So ya try to combat walk. It has effictive uses. Don't just sit there going it could be stopped easily or when do you use this without even trying it. I think I've given reason enough for an Ike or squirtle player to use it.