Vavv
Smash Rookie
These are techniques have been new and seemingly undiscovered by the community since 3.5. All techniques require an advanced knowledge of PM fundamentals (some more advanced than others) in order to execute perfectly, and all techniques have qualifications that I explain to significantly improve your Ike game.
HOW TO DO:
-Ledge release (9th frame being first possible frame to execute after grabbing ledge)
-Airjump (1st frame being first possible frame to execute after ledge release)
-Quickdraw (1st frame being first possible frame to execute after airjump)
*This is one of Ike's best options from ledge. This will allow you to approach your opponent with an invincible Quickdraw. If you press side B (Quickdraw) within 1-5 frames of airjumping (assuming you airjump the next frame after ledge release, Ike will approach with an invincible GROUNDED Quickdraw, meaning that, yes, you CAN jump cancel out of it into anything. If done frame perfect, Ike will be invincible until frame 19 of Quickdraw's going forward animation (3-17 being the frames you can jump cancel out of Quickdraw). This means there are 2 frames of leniency if you do not perform this frame perfect.
*It is not necessary to airjump RIGHT after ledge release or to Quickdraw RIGHT after airjump in order to perform this technique, but doing-so does give Ike the maximum amount of invincibility frames when approaching your opponent with Quickdraw.
Best Options:
-Grounded Invincible QD from ledge INTO JC Grab (if performed frame-perfect, Ike should have invincibility after 6 frames of his last active grab hitbox)
-Grounded Invincible QD from ledge INTO RAR Back Air (if performed frame-perfect, Ike should have invincibility during the first 2 frames, out of 3 in total, of his active Back Air hitboxes)
HOW TO DO:
-Ledge release by pressing BACKWARDS (away from the stage), not downwards, and hold it on your Control Stick (9th frame AFTER GRABBING LEDGE being first possible frame to execute)
-Holding backwards still, press B to perform Quickdraw facing away from the stage (1st frame AFTER LEDGE RELEASING being first possible frame to execute)
-Shift the backwards input into forwards (towards the stage) and hold it on your Control Stick (1-4 frames AFTER QUICKDRAW being only possible frames to execute. You can execute on any of the frames as long as you hold it until the 4th)
-Walljump out of Quickdraw (10th frame AFTER QUICKDRAW being first possible frame to execute)
-Airjump (4th frame AFTER WALLJUMPING being first possible frame to execute)
-Bair/Nair (1st frame AFTER AIRJUMPING being first possible frame to execute. Bair should be performed a couple of frames after airjumping, not the 1st.)
*This technique does not work on the following stages:
*Battlefield
*Lylat Cruise
*Skyworld
*Smashville
*Pokemon Stadium 2
*Unlike Fair from ledge, this technique can allow you to either Nair your opponent into a follow-up if your opponent DIs upward, since Nair carries the opponent, or Bair your opponent completely away from you if your opponent DIs sideways, making this technique a mixup and condition in itself. Of course, Fair from ledge has its own benefits. Opt wisely.
*This should be easy to execute. Most of the following stages can be ledge canceled from platform to platform. (Distant Planet, Lylat Cruise, PS1, and PS2, can sometimes ledge cancel from platform to stage-ledge, depending on Ike's positioning and charge length of Quickdraw.)
HOW TO DO:
-Most of these should be performed from standing at the far end of a platform.
-From there, charge up Quickdraw until you hear the little *ding* sound indicating that Ike's Quickdraw is fully charged, release it, and boom, ledge cancel.
-For some of these, and depending on how far away you are from the far end of the platform you are charging Quickdraw on, you may want to release Quickdraw right BEFORE the *ding* noise.
Stages this technique can be performed on:
*Warioware (From either end platform to other horizontally-corresponding end platform. Best stage for this technique.)
*Lylat Cruise (From end platform to other end platform)
*Yoshi's Story (From end platform to other end platform)
*Pokemon Stadium 2 (From end platform to other end platform)
*Pokemon Stadium 1 (From end platform to other end platform)
*Battlefield (From end platform to other end platform)
*Dreamland (From end platform to other end platform)
*Distant Planet (From middle platform to other middle platform, this one's tricky)
*Fountain of Dreams (not suggested unless the two ending platforms are horizontally aligned)
*Norfair ((not suggested unless the two ending platforms are horizontally aligned)
*This technique should be mainly used as an edgeguard if you are too far away from the edge that your opponent is trying to recover on AND if you find your Ike on a platform after you knockback your opponent (do not jump from the ground onto the platform and then perform the technique, that's just a slower method of edgeguarding).
*An advisable edgeguard after ledge-canceling would be Ike's late Dair hitboxes.
HOW TO DO:
-Make sure you are on a platform (platform #1)
-Quickdraw from platform #1 to platform #2
-Jump cancel out of Quickdraw while over or below platform #2
-Waveland onto platform #2 during next frame of jump canceling out of Quickdraw
*If you start Quickdraw on platform #1, travel with it onto platform #2, and then jump cancel out of Quickdraw, Ike airjumps, meaning that he does not jumpsquat, meaning that you can waveland onto to platform #2 after the first frame after jump canceling Quickdraw without waiting for Ike's 5 jumpsquat frames. This creates Ike's fastest method of moving from one side of the stage to another IF and ONLY IF you find your Ike already positioned on a platform during the moment you wish to execute this technique (do not jump from the ground onto the platform and then perform the technique, that's just a slow approach).
*Generally, this technique can be used on the same stages as the previous technique (Fully Charged/Almost Fully Charged Ledge Cancels).
- Invincible Grounded Quickdraw From Ledge
HOW TO DO:
-Ledge release (9th frame being first possible frame to execute after grabbing ledge)
-Airjump (1st frame being first possible frame to execute after ledge release)
-Quickdraw (1st frame being first possible frame to execute after airjump)
*This is one of Ike's best options from ledge. This will allow you to approach your opponent with an invincible Quickdraw. If you press side B (Quickdraw) within 1-5 frames of airjumping (assuming you airjump the next frame after ledge release, Ike will approach with an invincible GROUNDED Quickdraw, meaning that, yes, you CAN jump cancel out of it into anything. If done frame perfect, Ike will be invincible until frame 19 of Quickdraw's going forward animation (3-17 being the frames you can jump cancel out of Quickdraw). This means there are 2 frames of leniency if you do not perform this frame perfect.
*It is not necessary to airjump RIGHT after ledge release or to Quickdraw RIGHT after airjump in order to perform this technique, but doing-so does give Ike the maximum amount of invincibility frames when approaching your opponent with Quickdraw.
Best Options:
-Grounded Invincible QD from ledge INTO JC Grab (if performed frame-perfect, Ike should have invincibility after 6 frames of his last active grab hitbox)
-Grounded Invincible QD from ledge INTO RAR Back Air (if performed frame-perfect, Ike should have invincibility during the first 2 frames, out of 3 in total, of his active Back Air hitboxes)
- Invincible Ledge Release, Reverse Momentum Quickdraw, Walljump, Airjump, Bair/Nair
HOW TO DO:
-Ledge release by pressing BACKWARDS (away from the stage), not downwards, and hold it on your Control Stick (9th frame AFTER GRABBING LEDGE being first possible frame to execute)
-Holding backwards still, press B to perform Quickdraw facing away from the stage (1st frame AFTER LEDGE RELEASING being first possible frame to execute)
-Shift the backwards input into forwards (towards the stage) and hold it on your Control Stick (1-4 frames AFTER QUICKDRAW being only possible frames to execute. You can execute on any of the frames as long as you hold it until the 4th)
-Walljump out of Quickdraw (10th frame AFTER QUICKDRAW being first possible frame to execute)
-Airjump (4th frame AFTER WALLJUMPING being first possible frame to execute)
-Bair/Nair (1st frame AFTER AIRJUMPING being first possible frame to execute. Bair should be performed a couple of frames after airjumping, not the 1st.)
*This technique does not work on the following stages:
*Battlefield
*Lylat Cruise
*Skyworld
*Smashville
*Pokemon Stadium 2
*Unlike Fair from ledge, this technique can allow you to either Nair your opponent into a follow-up if your opponent DIs upward, since Nair carries the opponent, or Bair your opponent completely away from you if your opponent DIs sideways, making this technique a mixup and condition in itself. Of course, Fair from ledge has its own benefits. Opt wisely.
- Fully Charged/Almost Fully Charged Quickdraw Ledge Cancels
*This should be easy to execute. Most of the following stages can be ledge canceled from platform to platform. (Distant Planet, Lylat Cruise, PS1, and PS2, can sometimes ledge cancel from platform to stage-ledge, depending on Ike's positioning and charge length of Quickdraw.)
HOW TO DO:
-Most of these should be performed from standing at the far end of a platform.
-From there, charge up Quickdraw until you hear the little *ding* sound indicating that Ike's Quickdraw is fully charged, release it, and boom, ledge cancel.
-For some of these, and depending on how far away you are from the far end of the platform you are charging Quickdraw on, you may want to release Quickdraw right BEFORE the *ding* noise.
Stages this technique can be performed on:
*Warioware (From either end platform to other horizontally-corresponding end platform. Best stage for this technique.)
*Lylat Cruise (From end platform to other end platform)
*Yoshi's Story (From end platform to other end platform)
*Pokemon Stadium 2 (From end platform to other end platform)
*Pokemon Stadium 1 (From end platform to other end platform)
*Battlefield (From end platform to other end platform)
*Dreamland (From end platform to other end platform)
*Distant Planet (From middle platform to other middle platform, this one's tricky)
*Fountain of Dreams (not suggested unless the two ending platforms are horizontally aligned)
*Norfair ((not suggested unless the two ending platforms are horizontally aligned)
*This technique should be mainly used as an edgeguard if you are too far away from the edge that your opponent is trying to recover on AND if you find your Ike on a platform after you knockback your opponent (do not jump from the ground onto the platform and then perform the technique, that's just a slower method of edgeguarding).
*An advisable edgeguard after ledge-canceling would be Ike's late Dair hitboxes.
- Platform-to-Platform Jumpsquat-Lagless Waveland
HOW TO DO:
-Make sure you are on a platform (platform #1)
-Quickdraw from platform #1 to platform #2
-Jump cancel out of Quickdraw while over or below platform #2
-Waveland onto platform #2 during next frame of jump canceling out of Quickdraw
*If you start Quickdraw on platform #1, travel with it onto platform #2, and then jump cancel out of Quickdraw, Ike airjumps, meaning that he does not jumpsquat, meaning that you can waveland onto to platform #2 after the first frame after jump canceling Quickdraw without waiting for Ike's 5 jumpsquat frames. This creates Ike's fastest method of moving from one side of the stage to another IF and ONLY IF you find your Ike already positioned on a platform during the moment you wish to execute this technique (do not jump from the ground onto the platform and then perform the technique, that's just a slow approach).
*Generally, this technique can be used on the same stages as the previous technique (Fully Charged/Almost Fully Charged Ledge Cancels).
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