Alright Sultan, you're set on making this or whatever so I'm doing this for YOu
, but you have to read all of it you mofo and get knowledgimatized (ask any questions you have) and maybe even research past posts and stuff on how his hitlag reducer and stuff worked (go on the Ike boards for
http://wwww.smashmods.com ).
If there's anyway to make this more readable like changing my text color or something say it.
I made a post mentioning some stuff here
http://smashboards.com/threads/picking-a-main.335999/#post-15525900
and besides the "development spotlight" they got a general briefing of his changes here
http://www.smashmods.com/forum/showthread.php?tid=6266
DrinkingFood would probably have some stuff to say, or quote some of the past stuff he said; be he's been a little inactive
I can go over the stuff that I actually liked/wanted changed which they did (although too much for a lot of them, because there's still a plethora of stupid strong crap out there like Pit's and Bowser's stuff):
F-smash was stupid strong
F-tilt/U-tilt was the best in the game
Up-b had a little bit too much armor
D-tilt was a simple but crazy killer (best in the game)
D-smash was sligthly too good (CrouchCancel to D-smash was really good)
Neutral B in certain ways was too good
Stuff I'm not sure about:
His uncharged QD distanced was nerfed, as well as a 2 frame non-JC restriction making you not use it for close opponents. It's intended to make Ike not just spam it like Sonic would with his spins, and instead have to apparently decide if he was going to perform his aerial like a normal character would or Ike it up on them.
The distance nerf I'm more so okay with although barely, but the 2 frame non-JC restriction gets me: because like DrinkingFood would say the start-up on a non-charged QD is still 9 frames of commitment or so, and that's before you jump (4 or 5 frames) and do an aerial. So it's 9 frames of extra commitment for the QD's momentum you are gaining. Even if that amount of frames is "not that much commitment" and leads to "somewhat QD orientated play" it was amazing play, and gave him great control over exactly WHERE he would release his aerials and stuff but the 2 frame restriction makes it so he's basically got like barely any span of control for his RAR Bairs other than at say 10-15 feet away, where it use to be 5-15. It's just ANOTHER restriction put on him just like all his other moves with their sweet spots you either hit with and hope it's enough or you don't and now you hit with a slow move and you gonna get punished and killed cus you're a combo sack with a reduced hitbox up-air which was his best and unique combo breaker you would want to pull off and try to fast fall over the attempting to juggle you opponent [and if you had more time you could pull off Neutral-b as a different mix-up with its armor] (it does look SLIGHTLY more realistic if you saw the picture comparison where he doesn't have hitboxes covering his backside much or torso but they did absolutely nothing to buff any other aspect other than reducing the damage and taking out the hitlag multiplier to make it even worse).
His run was slowed but his dash was made better, so he can't MoonWalk now but he can instead lead to a dash aerial and grab better: so he would once again have more reason to just dash his stuff rather than QD his stuff for the same reasons he had his QD nerfed. Also his normal grab was reduced in range, making you supposedly want to use dash attack cancel pivot grab more.
http://www.youtube.com/watch?v=T448wVBfnG0&list=PLovBMkMLex7xhb2XjvWL1l40KnxhgwIrN (Watch this whole play list too)
Stuff I didn't like (especially when it's all combined together to create crap):
-His new hitbox system, Roy was the only person to have to enjoy this crap, and it's supposedly the greatest system ever now since he has slightly stronger attacks than him. Ike had if I'm guessing right: a pretty much similar system to Marth's back in 2.1, and his Aerials WERE punishable and DID need spacing. They might have just needed damage nerfs for the characters here were bad at punishing to be able to deal with it.
-Reduced Hitlag system removed: In 2.1 when Ike hit with a sword attack like Fair, both him and the opponenet experienced like 2/3 of the hitlag they would normally experience for the amount of damage or knockback or whatever the attack would normally have. This made his attacks slightly harder to DI and overall look faster (cooler). When he hit a shield though only HE would experience the reduction and go through 2/3 hitlag (for hitting a shield) while the shielding person still received the normal amount of shieldhitlag they would receive from the attack (3/3). This meant his aerials were safer on shield.
~ it was a COOL system, and not broken if they just reduced the damage of his attacks a little like they did now: but instead they still took this out. They said he just didn't need it, and why should he have this unique thing when other people don't. And again, he still had to space himself like Marth would to not get punished: unless he was facing characters who couldn't punish easily/quickly (which is why he just needed the damage nerf on his aerials or w/e). I think he still has it on his tipper attacks though.
-Fair (along with his other aerials like Up-air I mentioned) had it's hitboxes reduced both on the highest and lowest part, making it unable to hit through platforms (which was a cool thing it could do). Overall with all the other changes and stuff it's just a really dumb looking move like you mentioned, it's slow and hits like paper (like most of his attacks).
-His QDWJ was limited to 2, I would have limited it to 3 especially since they nerfed his Up-b a lot.
Some general things I'd change in Mad's perfect P:M mostly concerning Ike.
- First off we would have the option in our controller custom configuration selection to chose between light press and hard press air dodge. That's more essential than having a viable Ike.
- The whole concept they implemented for "Aid assist" concerning buffer is messed up, the justification though is that "Crew mode" over-took the handicap place that Buffer normally would. Right now it's fine though since you can still play the Wifi version if an opponent wants to use a specific frame of buffer (2 frames is better for Brawl switching than 3, but the option of having them able to chose is what makes it better than just 3 frame Aid Assist), also buffer is super needed for bad connections on Wifi and removing it for the Wifi version would be really dumb (people are dumb though and they don't want to use it and enjoy laggy F-smash spam-offs).
-DACUS for all characters would be made slightly easier relative to how hard their own DACUS is (you can possibly do this without changing much anything else by using just adding an extra actual frame to the animation and using a frame speed modifier to make it still take the same amount of time and appear the same for their dash attack I think which effects their DACUS timing) [People change their controls to be able to DACUS correctly, just like they remove their springs to Wavedash correctly: but reducing the hardness of DACUS and using the awesome light press air dodge fixes both of these]
Okay wait oh yeah let's get the general stuff I might change in short for Ike would maybe be (besides obvious re-workings on adding the hitlag:
-His Neutral-b would be back to fire or something, right now it looks really small and blue and lame.
-That 2 frame non-JC restriction would be taken away, it took skill to jump out early as possible and time our attacks the way we wanted: noobs probably don't even notice this stuff cus they be jumpin out on frame 3 anyways. I realize having QD be useful to use in a lot of scenarios could make him like Sonic where everyone hates to see him using spin all the time, but he's not in a spin he's just flying with style like a CF who just needs 14 frames of start-up before he can start his air mascaraed of an aerial (9 for QD and 4 for Jump start).
-Now with Up-air: again would hit more along his torso and backside again, you could try to say Bair covers those areas he had reduced for combo breaking: but it already did in 2.1 and came out even sooner (the bad side of Bair is that it doesn't last long which Up-air does).
-Fair IF unchanged in terms of everything else, would just end sooner: maybe that would make it look less stupid when you hit someone in the air with it for it to do nothing and you do nothing after it but land. It already auto-cancels in a SH by the way though (like all his aerials besides dair and nair).
-His weight would be back to 2.1 or close to it, right now he's a combo sack for all the stuff I mentioned about weakened and reduced sized hitboxed aerials which already came out slow. Having reduced weight technically also makes you experience more hitstun (since you get sent farther and the farther you get sent makes the hitstun formula increase your hitstin, which is what makes Spacies able to be true combo'd off of crazy stuff like Dair to Falcon punch since they weight light but fall fast which masks it so essentially they just get extra hitstun for stuff that others who travel the same distance who fall less fast but weight more wouldn't)
-I would also obviously change/revert his sweet-spot system and hitlag multiplier but getting into exactly how I would implement it other than exactly like 2.1 would take too long and I'm not fully sure.
For the record though I hope this fake Ike gets even more nerfs, because I know up there in the sky The Real Ike looks down and laughs at this unviable character and I laugh with him.
http://www.youtube.com/watch?v=5GxvQVNA39A