/~Dogma~\
Smash Lord
- Joined
- Oct 23, 2007
- Messages
- 1,202
THIS THREAD WAS GREATLY INSPIRED BY DARK Dragoon's DATABASE ON LUCARIO
thank you dark dragoon
I'm a member of B4BC if you would like to check out our guild please visit here http://smashboards.com/showthread.php?t=142483
Hi, I'm roith or johnny or john I don't care what what you call me by, I have been researching the SSBB character Ike for awhile now and I have collected a lot of basic things to combos, to Elliot's grand viper approach. This will be updated A LOT, theres is much I have to say. This threads purpose is to introduce new SWF members to Ike. Also strategies, AT uses, Ike's OWNAGE will be discussed here, along with, veteran SWF members and veteran ssbm players, this is a learning thread to help all Ike Mainers improve their game when released in the U.S. HAVE FUN
If your would like to see another guide by combo king he also has some good stuff http://smashboards.com/showthread.php?t=143163
Table Of Contents
Profile
teh sward
SSBB
Costume colors
The Final Smash
Terms or Vocab
Pros
Cons
Neutral
Normal Move set
Grab Moves
Special Moves
Approaching With Ike
Edgeguarding
Advanced Technique Applications
Factors To Learn To Main Ike
Ike Strats
COMBOS
People Who Contributed And Clarified
Complete Move set (close-up view)
Movement Demonstration
Tricks/Techniques
Move set DMG percentages/Ranges
Move set Kill Percents
Ike Videos
Stuff To Be Added
Ending Note
- Profile:
Ike is the lord of FE 9(path of radiance) & 10 (radiant dawn). Ike is a caring boy who is brave, courageous, steel willed, and fair. He is the leader of the griel mercenaries who liberated Crimea, Ike is now considered their Savior, his father Griel was one of Daien's four riders. Griel was killed by the Black Knight (also one of the four riders) in a duel. Ike witnessed the killing, and vowed to avenge his father. With the help of a blessed sword and his sister Mist, Ike defeated the Black Knight in a epic clash.
In radiant dawn Ike saves the world from destruction, from the goddess of Dawn convinced that she made a mistake creating humes.
- teh sward:
Ragnell is the heirloom of the empire Begnion, who's first apostle Altina, wielded along with Alondite, to defeat the dark god with the help of the Black Dragon King and Soan. Ragnell was created by the goddess Ashera and also blessed by her for the purpose of defeating the dark god, after the god was defeated and the passing of Altina the apostle, somewhere along the line the Black Knight wield both Ragnell and Alondite. After the Black Knight tossed the Ragnell to griel, who refused to take it, left it in the forest were the duel took place. Ike then came back to take Ragnell, for it and Alondite was the only way to fight the Black Knight in his blessed Armour.
Ragnell is a black hilted, gold sword with the ability to attack long range foes.
After Ike saved the world from destruction he left tellius and explored unknown lands and experienced new adventures......thats were he found himself engulfed in a torn world....
================================================================
- SSBB:
Ike plays the role of a heavy swordsmen in SSBB, he brought Ragnell along, and his costume is from PoR but he was altered a little for SSBB.
================================================================
- like every character Ike has different costume color's here is Ike's
=================================================================
- The Final Smash
Every character also has a final smash, and Ike's great aether is one of the coolest and hardest hitting out there.
http://www.youtube.com/watch?v=-9bqdOH3js0
you can see his final smash at 2:33
=================================================================
-TERMS OR VOCAB
jab= standard A move
ftilt= forward tilt or strong side A move
utilt=up tilt or upward strong A move
dtilt=down tilt or downward strong A move
fsmash=forward smash or side smash
usmash=up smash
dsmash=down smash
nair=neutral A aerial
uair=up arial A
fair=forward aerial A
Bari=back wards aerial A
dair=downward aerial A
upb=up special
b=neutral special
sideb=side special
downb=down special
fs=final smash
====================================================================
- PROS
Ike has many things going for him here is my list I have collected.
- Ike is the 8th heaviest character in SSBB, which helps him from being KO'd easily.
- Ike is an absolute MONSTER, i have seen him KO with ALL 16 moves.
- Ike's moves have a lot knock back.
- Ike's moves have a lot damage.
- Ike has SAF on a few key moves that help him put pressure on your opponent.
- Ike is a great juggler with great lifting moves.
- Ike's "half hop" is very short, allowing ground level aerials.
- A dis-in jointed hotbox allowing him to attack while keeping a safe distance.
- MASSIVE range on most attacks.
- decent priority on many attacks.
- Ike's side special is a key move to Ike's game play but a GREAT approaching move.
- Ike has 3 GOOD vertical KOing moves.
- Ike's has 1 meteor and is very powerful, Ike's dair.
- Ike has 1 spike, his dtilt.
- when a character, lets say falco does an f smash to a shielding opponent they get pushed away, now with Ike if you shield against his f smash, u smash, d smash, f tilt, fair, and bair they get pushed very far keeping Ike safe.
=================================================================
- CONS
Ike isn't perfect you know...>.>
- Ike is among the slower of the cast.
- low jump height.
- Ike has more pre & post lag on his attacks then the rest of the cast.
- Ike does not have the comboing potential as most characters in SSBB have.
- is at a disadvantage to characters that are QUICK and have a SPAMMABLE PROJECTILE.
- NEUTRAL
- Ike's recovery is bad, but if hes not sent off the stage diagonally downward, then u can't stop him from coming back. aether can also be used as a form of a stall b/c of his SAF.
Ike is a pretty balanced character, there may not be many cons but there heavy.
================================================================
- MY OPINION AND RATING FOR EVERY MOVE
NORMAL MOVES
A - a jab, this attack only stuns opponent no knock back, this move is a must against quick characters, combined with jab- cancel this move is very versatile.
10/20
4%
AA - jab and roundhouse kick, same as A but 2nd hit adds a set knock back, again with jab-cancel this is very versatile.
12/20
4% + 5%
AAA - jab, kick, vertical downward slash, GREAT move against quick characters, used for spacing and can kill lightweights around 120%.
13/20
4% + 5% + 7%
dash atk - a running half vertical strike.
11/20
8%
f tilt - pre lag is smaller then that of f smash, hit range is horizontal, stronger then some characters f smash.
12/20
15%
d tilt - a low horizontal slash towards legs, has pre-lag on attack, can spike at 7%!!!!!, overall one of Ike's best KOing move, has SAF's.
15/20
14%
u tilt - Ike holds Ragnell above his head horizontally, very fast move, combo potential.
16/20
9 - 12%
f smash - a HUGE vertical slash, has significant pre & post lag, can kill opponents above you, kills at CRAZY low %'s like safely 70% for every character.
17/20
22% - 30%
17% - 23% at the tip
d smash - a quick low blunt slash towards the knees the turns around and slashes other side, the more quicker of Ike's smashes could be a decent shield stabbing move.
16/20
13% - 18% first slash
16% - 22% second slash
u smash - a HUGE vertical slash from one side of Ike over his head to the other side, has a little pre & post lag on the attack, can be used out of shield, JC cancel u smash works great, abuses platforms, if you want you could replace this smash for your other 2 b/c the range is huge.
17/20
17% - 23%
Nair - a 270º degree attack below Ike, small range compared to other moves, very little pre lag no post lag, a good combo move, can be used to stop most incoming projectiles, great spacing move.
18/20
9%
fair - a vertical slash, has significant pre lag and little post lag, HUGE range, very powerful.
17/20
13%
bair - a horizontal slash behind Ike, no pre or post lag, VERY powerful, combined with RAR you opponent is gonna be like "WTF just happened" as he turns into a star.
19/20
14%
uair - a rotating horizontal slash above Ike's head, VERY powerful, considering and assuming your opponent is above you its unbelievably good, little pre lag and little post lag.
17/20
14%
dair - a downward vertical stab, can meteor therefore can be meteor canceled, can only meteor right when Ike thrust Ragnell down, can be land canceled on the ground.
16/20
16% sweet spotted
12% unsweetspotted
=================================================================
GRAB MOVES
grab - Ike sets Ragnell beside him and grabs them by there collar and shoulder.
grab A attack - Ike graces his opponent with his bada** headband by head butting them good for racking extra damage, you might as well just push A.
20/20
3%
u throw - a mighty uppercut sends opponent skyward, weak compared to other characters, not much u can do except aether from here if u want to followup.
9/20
6%
b throw - Ike kicks them in the gut sending them back, again not that good, weak, not much to do afterward.
7/20
6%
f throw - Ike toe kicks them in their midsection, same not much to do, weak.
9/20
6%
d throw - Ike like the beast he his slams opponent down the brutally jumps on them sending them skyward, can combo from and low %s, in my opinion Ike's best throw.
11/20
6%
================================================================
SPECIAL MOVES
B - Ike hold Radnell in a downward stabbing position over head with black smoke and fire around the tip then jams Ragnell into the ground exploding fire from it sending opponent upward, can be charged for a 0% 1 HKO, can hit opponents above you, has SAF after u release b, can be used to edge guard.
17/20
10% uncharged
37% fully charged
down b - Ike holds the tip of Ragnell a little more downward, and strikes a pose, any incoming attack is reflected with a horizontal slash, deals 1.2 intended dmg and knock back, VERY versatile move, can KO, and helps u deal with projectiles, and switching on and off with counter allows you to keep your game fresh and unpredictable.
16/20
always at least 10%
up b - aether ok...ummmm Ike tosses ragnell up, leaps up to it, performs a front flip vertical slash and careens downward in a vertical slash, can KO but not at low %s, has SAF from when he throws Ragnell till he lands, GREAT damage if u hit with all steps of the attack, very high vertical and little horizontal movement, can be used to stall.
16/20
15% - 25%
side b - Ike holds Ragnell across his chest with the blade sparkling and changing colors, when release Ike vanishes forward and stops upon impact or until the charged range has been accumulated, decent dmg, VERY GOOD recovery especially when charged, also while grounded this move can be charged for as long as u hold down b, can set up or end combos, very very little pre lag depending on how long you charge, no post lag if you don't make contact, little post lag if you make contact, GREAT APPROACHING MOVE.
20/20
9% uncharged
16% fully charged
=================================================================
APPROACHING WITH IKE
There are four main ways to take an offensive approach with Ike.
the Fair - This is the most mindless way to approach an enemy, it is very easy to see this attack coming, due to the large pre-lag on this aerial. The fair does some good dmg and knock back. But with all the other ways to approach this is by far the least effective.
Just simply run, short hop fair into your opponent.
The Nair - The Nair has little pre and post lag, this move is also a great combo starter, this move covers a 270 degree radius around Ike. Overall this is a good approach, its a great spacing move and you cant be punished if you DI away from your opponent.
Run towards your opponent, short hop Nair.
The Bair - using RAR with the bair is a great violent approach, it is the fastest of all of Ike aerials, it has crazy dmg and knock back. the only downside to this approach is that the hit-box for this attack is extremely horizontal, meaning you have actually aim this attack.
Run to your opponent, RAR, short hop bair.
Quick Draw aka the Grand Viper - This is a good approach simply b/c it is different then all the other approaches. using quick draw and purposely coming up short, followed by another move, enables a very quick and very deceiving approach. Here are moves that are recommended to use after the Grand Viper.
AA
AAA
utilt
Nair
All this moves are fast and a combo starter.
The best approaches are the RAR+BAir combo and the Grand Viper. But you must use all of them to keep your game fresh and unpredictable.
================================================================
Edge Guarding
Edge guarding this time around is alot harder then it was in melee, but it is still possible.
dtilt - This move is a great spiking move, it is very powerful, if you see your opponent trying to get back to the edge by jumping then definitely go for the dtilt spike.
dair - If you every weakly hit your opponent off the stage follow up and read them with a dair it is a meteor which means it can be meteor canceled but that never stopped Gannon. when you go for this move make sure you do NOT fast fall this move YOU WILL DIE, use the c stick for aerials if your cant use dair without fast falling.
aether - When your opponent is trying to recover from under the edge go down and meet them with an aether, member in brawl you can face away from the edge and still be able to grab it.
There's also the Edge Hog but that's pretty tricky to do with Ike. Id rather reverse back flip fast fall (RAR without attacking) onto the ledge. It's more reliable. You can also Aether past the edge and he'll snap to it, but I haven't tried to do with with somebody also trying to get the edge (something tells me you'll suicide).
bair - while edge hogging and your opponent is try to recover horizontally hit away from the edge to let go and not fast fall hit them with a bair DI back below the stage and use aether to recover this move is very powerful of course and if you use it as an edge guard they'll be dead in no time.
=================================================================
- ADVANCE TECHNIQUE APPLICATIONS
Super
Armour
Frames
This is where in certain time frames of moves Ike will take dmg but wont flinch and can't be interrupted.
jab cancel - This is were you cancel all lag from a jab and flow into other moves
this is done by pressing shield in the last few frames of A atk or AA atk.
hyphen smash -Is a JC u smash, this is done by doing a u smash while in dash animation, this also allows you to slide while you perform it.
land canceling - Canceling Ike's dair post lag while in the first few frames of the attack.
shield dashing - Simply you run and shield, which results in a sliding shield.
dashing shield grab - ...>.> take wild guess....you will never guess it
reverse aerial rushing (RAR) - This is where you jump with forward momentum BUT your back wards, allowing for a destructive bair, this is done by dashing.
>
then when you decide to attack slam the stick back then immediately jumping.
><jump
Then your bair.
><jump>A
turn around grab - This is where u run one way and then grab behind you or turn around and grab so u dash right the slam the joystick to the left the grab.
>----<z
All these AT's were not discovered by me, you can thank montage for most of them. they are all credited, with original posts in ADi stickied compilation thread. http://smashboards.com/showthread.php?t=142139
=================================================================
- STUFF TO LEARN
There are many things to learn about Ike and YET to discover here are some things i believe are important to wielding Ike.
§ Flow - Learn how Ike flows his fast fall, his DI, his dash speed, always keep moving, get use to his lag.
§ Spacing - Very critical with Ike, knowing the exact distance of his moves allows to keep safe and attack without punishment.
§ Control - You have to always make smart decision and no wasted or careless movements like wasting your 2nd jump.
§ DA MINDGRAIMS - They are still developing now, but one thing I can tell you is, with Ike you have to have better mind games with Ike and slow characters over quicker ones, you have to intimidate your opponent, you have to lure your opponent, you have to DRIVE THEM CRAZY, deceive your opponent, be fresh and unpredictable.
§ knowing the exact distance of an uncharged quick draw - Ths is definitely a must, I think this move will be heavily relied upon in his future meta game, knowing the difference from aerial quick draw to a grounded quick draw distance, this is VITAL to the grand viper approach, using quick draw to very quickly decrease or increase the distance between Ike and his opponent.
§ SAFs - Finding exactly were they are and when they start and end then abusing them.
=================================================================
- IKE STRATS
THE INFAMOUS GRAND VIPER
the grand viper was made by Elliot (bearsarescarey)
this move is an approach followed by a utilt, there are many variations of what the second move can be but utilt is mainly the key pick, b/c it lifts up the opponent. The key to doing the grand viper is knowing the exact distance of an uncharged quick draw to purposely miss the opponent by inches, with no lag after a "miss" you can follow up with utilt to pop em up. This is great for mind games if opponent sees this coming and shields you "miss" you could grab or upon "missing" they lower their shield, you u utilt follow up with an aerial.
RAR+bair combo
or as black waltz would say "****** a bear"
with Ike's ground level aerials+a destructive bair+RAR=RANK SS OWNAGE.
This is great, bair is so powerful and intimidating, with very little pre & post lag it could become spammable and a great finisher with some accuracy added.
Reverse Jump Canceled Hyphen Smash - This move HAS to be Jump Canceled which means if you don't have jump mapped to Analog Stick up, this won't work. It's a trade off. Basically, dash, hit the other direction and do a Up Smash using the Analog Stick + A. Basically it's jump canceled. This is great for Ike because his Up Smash has more range behind him than in front. Run to the edge, reverse, and up+smash. The range of the sword will exceed the horizontal grabbing range for characters meaning, if they have to come from below.
This was discovered by short fuse.
Eruption approach - While tech chasing or an aerial approach charge eruption, the results will be worth it but the only thing is u must release eruption during ur SAF or ull be interrupted.
Shield stabbing - This is very useful but most players competitive or not don't do this.
When your opponent shields, there body is almost entirely covered by it. the areas that are not covered are still vulnerable to hit. when you place a hit to specifically attack an uncovered area this is called shield stabbing.
Ike's dtilt is his best lower shield stabbing move, dsmash can also be used. almost all of his aerials except uair can be used for high shield stabbing but these are difficult to place correctly, the best move for high shield stabbing is his dair.
Now to really punish your opponent get their shield just a little bit more down then pull out an upb to cause some serious dmg.
Playing smart with shield stabbing, your opponent will never be safe.
Shield Cancel Grab - If you run with Ike and let go of the analog stick (or press down, as long as you don't push left or right), Ike will skid on the floor for a bit. This is when you should a shield grab. You can do it in ONE frame. If you do not stop running before pressing shield, you'll have to wait about 5 frames after you put up your shield to grab, or you'll get the running grab.
playing out of your shield - there are some moves you can use right out of your shield to quickly switch from defense to offense.
using aether out of your shield.
Using aether out of you shield, combined with shield stabbing, your opponent will never be safe, this also racks up some good dmg from 15% to 25%.
usmash out of shield.
This is a more difficult technique but can be mastered within 10 mins, to perform this, you have to usmash exactly when your shield drops.
AETHER SPIKE - The second to last hit of the Aether is a spike. You rarely get it because the last hit will push the opponent somewhat horizontal, canceling the spike. But here's the kicker, the last hit doesn't land when done at an edge. In other words, for people edge guarded, if they try to escape it, you'll slam them down and before the last hit can land (canceling the spike effect), Ike grabs the ledge. Spike kill.
================================================================
Believe it or not Ike has some...
- COMBOS
Now to rack up some damage and hear the greatest sound known to man, Ike's sword destroying his opponent. Ike can only combo at low %'s, but since he kills at such insanely low %s it doesn't matter.
Remember these are performed at low %s.
These are basic combos, they take little skill to execute.
dthrow>uair>uair
uthrow>aether
dthrow>aether
nair>uair
nair>nair>aether
nair>usmash
utilt>bair
utilt>fair
utilt>uair
sideb>uair
sideb>fair
sideb>bair
Utilt,nair, and dthrow are all great combo starters be sure to use this at low %s.
%'s will be added along with descriptions.
================================================================
- PEOPLE WHO CONTRIBUTED AND CLARIFIED
Betaz
mystickenji
whiteoblv
kirk
milos
shortfuse
================================================================
EDUCATIONAL IKE VIDEOS
Complete Move set (Close-up)
Movement Demonstration
Tricks/Techniques
Move set Percentages/Ranges
Move set Kill Percents
These vidz by kirk has everything you need, to get familiar with Ike, and a video presentation of some current advanced techniques.
I can't stress enough how much these vidz will help.
THANK YOU KIRK
================================================================
IKE VIDEOS
Here are some good Ike vidz to watch.
http://www.youtube.com/watch?v=KRbtvzMsV38
http://www.youtube.com/watch?v=ZtSaG4m4sJ4
http://www.youtube.com/watch?v=ff2TEc03H2s
http://youtube.com/watch?v=A7cKiLSV3Ow
http://youtube.com/watch?v=PBT90vaS_3I
http://www.youtube.com/watch?v=ccicxIr9YTI
http://youtube.com/watch?v=ohZwOOJ5OsM
http://youtube.com/watch?v=dMbtSokvfsU
http://youtube.com/watch?v=dxTwcctomo0
http://youtube.com/watch?v=Rb-FF_4VtnE
================================================================
- STUFF TO BE ADDED
A character match up, trajectory section, combos, more AT usages, his ownage.
All this is subject to change. If someone would like to correct me on things, or add stuff, or anything, by all means go ahead I'd appreciate it.
PLEASE DO NOT RE-POST THIS WITHOUT MY PERMISSION, IF YOU DO REPOST WITH MY PERMISSION PLEASE GIVE ME CREDIT
Remember there is more then one Ike guide out there, this is just my guide, if you do not like it tell me why and i will fix it, and you can be on your way and read another SWF members guide.
Oh yeah i forgot.......IKE FOR GOD TIER XD
thank you dark dragoon
I'm a member of B4BC if you would like to check out our guild please visit here http://smashboards.com/showthread.php?t=142483
Hi, I'm roith or johnny or john I don't care what what you call me by, I have been researching the SSBB character Ike for awhile now and I have collected a lot of basic things to combos, to Elliot's grand viper approach. This will be updated A LOT, theres is much I have to say. This threads purpose is to introduce new SWF members to Ike. Also strategies, AT uses, Ike's OWNAGE will be discussed here, along with, veteran SWF members and veteran ssbm players, this is a learning thread to help all Ike Mainers improve their game when released in the U.S. HAVE FUN
If your would like to see another guide by combo king he also has some good stuff http://smashboards.com/showthread.php?t=143163
Table Of Contents
Profile
teh sward
SSBB
Costume colors
The Final Smash
Terms or Vocab
Pros
Cons
Neutral
Normal Move set
Grab Moves
Special Moves
Approaching With Ike
Edgeguarding
Advanced Technique Applications
Factors To Learn To Main Ike
Ike Strats
COMBOS
People Who Contributed And Clarified
Complete Move set (close-up view)
Movement Demonstration
Tricks/Techniques
Move set DMG percentages/Ranges
Move set Kill Percents
Ike Videos
Stuff To Be Added
Ending Note
- Profile:
Ike is the lord of FE 9(path of radiance) & 10 (radiant dawn). Ike is a caring boy who is brave, courageous, steel willed, and fair. He is the leader of the griel mercenaries who liberated Crimea, Ike is now considered their Savior, his father Griel was one of Daien's four riders. Griel was killed by the Black Knight (also one of the four riders) in a duel. Ike witnessed the killing, and vowed to avenge his father. With the help of a blessed sword and his sister Mist, Ike defeated the Black Knight in a epic clash.
In radiant dawn Ike saves the world from destruction, from the goddess of Dawn convinced that she made a mistake creating humes.
- teh sward:
Ragnell is the heirloom of the empire Begnion, who's first apostle Altina, wielded along with Alondite, to defeat the dark god with the help of the Black Dragon King and Soan. Ragnell was created by the goddess Ashera and also blessed by her for the purpose of defeating the dark god, after the god was defeated and the passing of Altina the apostle, somewhere along the line the Black Knight wield both Ragnell and Alondite. After the Black Knight tossed the Ragnell to griel, who refused to take it, left it in the forest were the duel took place. Ike then came back to take Ragnell, for it and Alondite was the only way to fight the Black Knight in his blessed Armour.
Ragnell is a black hilted, gold sword with the ability to attack long range foes.
After Ike saved the world from destruction he left tellius and explored unknown lands and experienced new adventures......thats were he found himself engulfed in a torn world....
================================================================
- SSBB:
Ike plays the role of a heavy swordsmen in SSBB, he brought Ragnell along, and his costume is from PoR but he was altered a little for SSBB.
================================================================
- like every character Ike has different costume color's here is Ike's
=================================================================
- The Final Smash
Every character also has a final smash, and Ike's great aether is one of the coolest and hardest hitting out there.
http://www.youtube.com/watch?v=-9bqdOH3js0
you can see his final smash at 2:33
=================================================================
-TERMS OR VOCAB
jab= standard A move
ftilt= forward tilt or strong side A move
utilt=up tilt or upward strong A move
dtilt=down tilt or downward strong A move
fsmash=forward smash or side smash
usmash=up smash
dsmash=down smash
nair=neutral A aerial
uair=up arial A
fair=forward aerial A
Bari=back wards aerial A
dair=downward aerial A
upb=up special
b=neutral special
sideb=side special
downb=down special
fs=final smash
====================================================================
- PROS
Ike has many things going for him here is my list I have collected.
- Ike is the 8th heaviest character in SSBB, which helps him from being KO'd easily.
- Ike is an absolute MONSTER, i have seen him KO with ALL 16 moves.
- Ike's moves have a lot knock back.
- Ike's moves have a lot damage.
- Ike has SAF on a few key moves that help him put pressure on your opponent.
- Ike is a great juggler with great lifting moves.
- Ike's "half hop" is very short, allowing ground level aerials.
- A dis-in jointed hotbox allowing him to attack while keeping a safe distance.
- MASSIVE range on most attacks.
- decent priority on many attacks.
- Ike's side special is a key move to Ike's game play but a GREAT approaching move.
- Ike has 3 GOOD vertical KOing moves.
- Ike's has 1 meteor and is very powerful, Ike's dair.
- Ike has 1 spike, his dtilt.
- when a character, lets say falco does an f smash to a shielding opponent they get pushed away, now with Ike if you shield against his f smash, u smash, d smash, f tilt, fair, and bair they get pushed very far keeping Ike safe.
=================================================================
- CONS
Ike isn't perfect you know...>.>
- Ike is among the slower of the cast.
- low jump height.
- Ike has more pre & post lag on his attacks then the rest of the cast.
- Ike does not have the comboing potential as most characters in SSBB have.
- is at a disadvantage to characters that are QUICK and have a SPAMMABLE PROJECTILE.
- NEUTRAL
- Ike's recovery is bad, but if hes not sent off the stage diagonally downward, then u can't stop him from coming back. aether can also be used as a form of a stall b/c of his SAF.
Ike is a pretty balanced character, there may not be many cons but there heavy.
================================================================
- MY OPINION AND RATING FOR EVERY MOVE
NORMAL MOVES
A - a jab, this attack only stuns opponent no knock back, this move is a must against quick characters, combined with jab- cancel this move is very versatile.
10/20
4%
AA - jab and roundhouse kick, same as A but 2nd hit adds a set knock back, again with jab-cancel this is very versatile.
12/20
4% + 5%
AAA - jab, kick, vertical downward slash, GREAT move against quick characters, used for spacing and can kill lightweights around 120%.
13/20
4% + 5% + 7%
dash atk - a running half vertical strike.
11/20
8%
f tilt - pre lag is smaller then that of f smash, hit range is horizontal, stronger then some characters f smash.
12/20
15%
d tilt - a low horizontal slash towards legs, has pre-lag on attack, can spike at 7%!!!!!, overall one of Ike's best KOing move, has SAF's.
15/20
14%
u tilt - Ike holds Ragnell above his head horizontally, very fast move, combo potential.
16/20
9 - 12%
f smash - a HUGE vertical slash, has significant pre & post lag, can kill opponents above you, kills at CRAZY low %'s like safely 70% for every character.
17/20
22% - 30%
17% - 23% at the tip
d smash - a quick low blunt slash towards the knees the turns around and slashes other side, the more quicker of Ike's smashes could be a decent shield stabbing move.
16/20
13% - 18% first slash
16% - 22% second slash
u smash - a HUGE vertical slash from one side of Ike over his head to the other side, has a little pre & post lag on the attack, can be used out of shield, JC cancel u smash works great, abuses platforms, if you want you could replace this smash for your other 2 b/c the range is huge.
17/20
17% - 23%
Nair - a 270º degree attack below Ike, small range compared to other moves, very little pre lag no post lag, a good combo move, can be used to stop most incoming projectiles, great spacing move.
18/20
9%
fair - a vertical slash, has significant pre lag and little post lag, HUGE range, very powerful.
17/20
13%
bair - a horizontal slash behind Ike, no pre or post lag, VERY powerful, combined with RAR you opponent is gonna be like "WTF just happened" as he turns into a star.
19/20
14%
uair - a rotating horizontal slash above Ike's head, VERY powerful, considering and assuming your opponent is above you its unbelievably good, little pre lag and little post lag.
17/20
14%
dair - a downward vertical stab, can meteor therefore can be meteor canceled, can only meteor right when Ike thrust Ragnell down, can be land canceled on the ground.
16/20
16% sweet spotted
12% unsweetspotted
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GRAB MOVES
grab - Ike sets Ragnell beside him and grabs them by there collar and shoulder.
grab A attack - Ike graces his opponent with his bada** headband by head butting them good for racking extra damage, you might as well just push A.
20/20
3%
u throw - a mighty uppercut sends opponent skyward, weak compared to other characters, not much u can do except aether from here if u want to followup.
9/20
6%
b throw - Ike kicks them in the gut sending them back, again not that good, weak, not much to do afterward.
7/20
6%
f throw - Ike toe kicks them in their midsection, same not much to do, weak.
9/20
6%
d throw - Ike like the beast he his slams opponent down the brutally jumps on them sending them skyward, can combo from and low %s, in my opinion Ike's best throw.
11/20
6%
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SPECIAL MOVES
B - Ike hold Radnell in a downward stabbing position over head with black smoke and fire around the tip then jams Ragnell into the ground exploding fire from it sending opponent upward, can be charged for a 0% 1 HKO, can hit opponents above you, has SAF after u release b, can be used to edge guard.
17/20
10% uncharged
37% fully charged
down b - Ike holds the tip of Ragnell a little more downward, and strikes a pose, any incoming attack is reflected with a horizontal slash, deals 1.2 intended dmg and knock back, VERY versatile move, can KO, and helps u deal with projectiles, and switching on and off with counter allows you to keep your game fresh and unpredictable.
16/20
always at least 10%
up b - aether ok...ummmm Ike tosses ragnell up, leaps up to it, performs a front flip vertical slash and careens downward in a vertical slash, can KO but not at low %s, has SAF from when he throws Ragnell till he lands, GREAT damage if u hit with all steps of the attack, very high vertical and little horizontal movement, can be used to stall.
16/20
15% - 25%
side b - Ike holds Ragnell across his chest with the blade sparkling and changing colors, when release Ike vanishes forward and stops upon impact or until the charged range has been accumulated, decent dmg, VERY GOOD recovery especially when charged, also while grounded this move can be charged for as long as u hold down b, can set up or end combos, very very little pre lag depending on how long you charge, no post lag if you don't make contact, little post lag if you make contact, GREAT APPROACHING MOVE.
20/20
9% uncharged
16% fully charged
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APPROACHING WITH IKE
There are four main ways to take an offensive approach with Ike.
the Fair - This is the most mindless way to approach an enemy, it is very easy to see this attack coming, due to the large pre-lag on this aerial. The fair does some good dmg and knock back. But with all the other ways to approach this is by far the least effective.
Just simply run, short hop fair into your opponent.
The Nair - The Nair has little pre and post lag, this move is also a great combo starter, this move covers a 270 degree radius around Ike. Overall this is a good approach, its a great spacing move and you cant be punished if you DI away from your opponent.
Run towards your opponent, short hop Nair.
The Bair - using RAR with the bair is a great violent approach, it is the fastest of all of Ike aerials, it has crazy dmg and knock back. the only downside to this approach is that the hit-box for this attack is extremely horizontal, meaning you have actually aim this attack.
Run to your opponent, RAR, short hop bair.
Quick Draw aka the Grand Viper - This is a good approach simply b/c it is different then all the other approaches. using quick draw and purposely coming up short, followed by another move, enables a very quick and very deceiving approach. Here are moves that are recommended to use after the Grand Viper.
AA
AAA
utilt
Nair
All this moves are fast and a combo starter.
The best approaches are the RAR+BAir combo and the Grand Viper. But you must use all of them to keep your game fresh and unpredictable.
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Edge Guarding
Edge guarding this time around is alot harder then it was in melee, but it is still possible.
dtilt - This move is a great spiking move, it is very powerful, if you see your opponent trying to get back to the edge by jumping then definitely go for the dtilt spike.
dair - If you every weakly hit your opponent off the stage follow up and read them with a dair it is a meteor which means it can be meteor canceled but that never stopped Gannon. when you go for this move make sure you do NOT fast fall this move YOU WILL DIE, use the c stick for aerials if your cant use dair without fast falling.
aether - When your opponent is trying to recover from under the edge go down and meet them with an aether, member in brawl you can face away from the edge and still be able to grab it.
There's also the Edge Hog but that's pretty tricky to do with Ike. Id rather reverse back flip fast fall (RAR without attacking) onto the ledge. It's more reliable. You can also Aether past the edge and he'll snap to it, but I haven't tried to do with with somebody also trying to get the edge (something tells me you'll suicide).
bair - while edge hogging and your opponent is try to recover horizontally hit away from the edge to let go and not fast fall hit them with a bair DI back below the stage and use aether to recover this move is very powerful of course and if you use it as an edge guard they'll be dead in no time.
=================================================================
- ADVANCE TECHNIQUE APPLICATIONS
Super
Armour
Frames
This is where in certain time frames of moves Ike will take dmg but wont flinch and can't be interrupted.
jab cancel - This is were you cancel all lag from a jab and flow into other moves
this is done by pressing shield in the last few frames of A atk or AA atk.
hyphen smash -Is a JC u smash, this is done by doing a u smash while in dash animation, this also allows you to slide while you perform it.
land canceling - Canceling Ike's dair post lag while in the first few frames of the attack.
shield dashing - Simply you run and shield, which results in a sliding shield.
dashing shield grab - ...>.> take wild guess....you will never guess it
reverse aerial rushing (RAR) - This is where you jump with forward momentum BUT your back wards, allowing for a destructive bair, this is done by dashing.
>
then when you decide to attack slam the stick back then immediately jumping.
><jump
Then your bair.
><jump>A
turn around grab - This is where u run one way and then grab behind you or turn around and grab so u dash right the slam the joystick to the left the grab.
>----<z
All these AT's were not discovered by me, you can thank montage for most of them. they are all credited, with original posts in ADi stickied compilation thread. http://smashboards.com/showthread.php?t=142139
=================================================================
- STUFF TO LEARN
There are many things to learn about Ike and YET to discover here are some things i believe are important to wielding Ike.
§ Flow - Learn how Ike flows his fast fall, his DI, his dash speed, always keep moving, get use to his lag.
§ Spacing - Very critical with Ike, knowing the exact distance of his moves allows to keep safe and attack without punishment.
§ Control - You have to always make smart decision and no wasted or careless movements like wasting your 2nd jump.
§ DA MINDGRAIMS - They are still developing now, but one thing I can tell you is, with Ike you have to have better mind games with Ike and slow characters over quicker ones, you have to intimidate your opponent, you have to lure your opponent, you have to DRIVE THEM CRAZY, deceive your opponent, be fresh and unpredictable.
§ knowing the exact distance of an uncharged quick draw - Ths is definitely a must, I think this move will be heavily relied upon in his future meta game, knowing the difference from aerial quick draw to a grounded quick draw distance, this is VITAL to the grand viper approach, using quick draw to very quickly decrease or increase the distance between Ike and his opponent.
§ SAFs - Finding exactly were they are and when they start and end then abusing them.
=================================================================
- IKE STRATS
THE INFAMOUS GRAND VIPER
the grand viper was made by Elliot (bearsarescarey)
this move is an approach followed by a utilt, there are many variations of what the second move can be but utilt is mainly the key pick, b/c it lifts up the opponent. The key to doing the grand viper is knowing the exact distance of an uncharged quick draw to purposely miss the opponent by inches, with no lag after a "miss" you can follow up with utilt to pop em up. This is great for mind games if opponent sees this coming and shields you "miss" you could grab or upon "missing" they lower their shield, you u utilt follow up with an aerial.
RAR+bair combo
or as black waltz would say "****** a bear"
with Ike's ground level aerials+a destructive bair+RAR=RANK SS OWNAGE.
This is great, bair is so powerful and intimidating, with very little pre & post lag it could become spammable and a great finisher with some accuracy added.
Reverse Jump Canceled Hyphen Smash - This move HAS to be Jump Canceled which means if you don't have jump mapped to Analog Stick up, this won't work. It's a trade off. Basically, dash, hit the other direction and do a Up Smash using the Analog Stick + A. Basically it's jump canceled. This is great for Ike because his Up Smash has more range behind him than in front. Run to the edge, reverse, and up+smash. The range of the sword will exceed the horizontal grabbing range for characters meaning, if they have to come from below.
This was discovered by short fuse.
Eruption approach - While tech chasing or an aerial approach charge eruption, the results will be worth it but the only thing is u must release eruption during ur SAF or ull be interrupted.
Shield stabbing - This is very useful but most players competitive or not don't do this.
When your opponent shields, there body is almost entirely covered by it. the areas that are not covered are still vulnerable to hit. when you place a hit to specifically attack an uncovered area this is called shield stabbing.
Ike's dtilt is his best lower shield stabbing move, dsmash can also be used. almost all of his aerials except uair can be used for high shield stabbing but these are difficult to place correctly, the best move for high shield stabbing is his dair.
Now to really punish your opponent get their shield just a little bit more down then pull out an upb to cause some serious dmg.
Playing smart with shield stabbing, your opponent will never be safe.
Shield Cancel Grab - If you run with Ike and let go of the analog stick (or press down, as long as you don't push left or right), Ike will skid on the floor for a bit. This is when you should a shield grab. You can do it in ONE frame. If you do not stop running before pressing shield, you'll have to wait about 5 frames after you put up your shield to grab, or you'll get the running grab.
playing out of your shield - there are some moves you can use right out of your shield to quickly switch from defense to offense.
using aether out of your shield.
Using aether out of you shield, combined with shield stabbing, your opponent will never be safe, this also racks up some good dmg from 15% to 25%.
usmash out of shield.
This is a more difficult technique but can be mastered within 10 mins, to perform this, you have to usmash exactly when your shield drops.
AETHER SPIKE - The second to last hit of the Aether is a spike. You rarely get it because the last hit will push the opponent somewhat horizontal, canceling the spike. But here's the kicker, the last hit doesn't land when done at an edge. In other words, for people edge guarded, if they try to escape it, you'll slam them down and before the last hit can land (canceling the spike effect), Ike grabs the ledge. Spike kill.
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Believe it or not Ike has some...
- COMBOS
Now to rack up some damage and hear the greatest sound known to man, Ike's sword destroying his opponent. Ike can only combo at low %'s, but since he kills at such insanely low %s it doesn't matter.
Remember these are performed at low %s.
These are basic combos, they take little skill to execute.
dthrow>uair>uair
uthrow>aether
dthrow>aether
nair>uair
nair>nair>aether
nair>usmash
utilt>bair
utilt>fair
utilt>uair
sideb>uair
sideb>fair
sideb>bair
Utilt,nair, and dthrow are all great combo starters be sure to use this at low %s.
%'s will be added along with descriptions.
================================================================
- PEOPLE WHO CONTRIBUTED AND CLARIFIED
Betaz
mystickenji
whiteoblv
kirk
milos
shortfuse
================================================================
EDUCATIONAL IKE VIDEOS
Complete Move set (Close-up)
Movement Demonstration
Tricks/Techniques
Move set Percentages/Ranges
Move set Kill Percents
These vidz by kirk has everything you need, to get familiar with Ike, and a video presentation of some current advanced techniques.
I can't stress enough how much these vidz will help.
THANK YOU KIRK
================================================================
IKE VIDEOS
Here are some good Ike vidz to watch.
http://www.youtube.com/watch?v=KRbtvzMsV38
http://www.youtube.com/watch?v=ZtSaG4m4sJ4
http://www.youtube.com/watch?v=ff2TEc03H2s
http://youtube.com/watch?v=A7cKiLSV3Ow
http://youtube.com/watch?v=PBT90vaS_3I
http://www.youtube.com/watch?v=ccicxIr9YTI
http://youtube.com/watch?v=ohZwOOJ5OsM
http://youtube.com/watch?v=dMbtSokvfsU
http://youtube.com/watch?v=dxTwcctomo0
http://youtube.com/watch?v=Rb-FF_4VtnE
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- STUFF TO BE ADDED
A character match up, trajectory section, combos, more AT usages, his ownage.
All this is subject to change. If someone would like to correct me on things, or add stuff, or anything, by all means go ahead I'd appreciate it.
PLEASE DO NOT RE-POST THIS WITHOUT MY PERMISSION, IF YOU DO REPOST WITH MY PERMISSION PLEASE GIVE ME CREDIT
Remember there is more then one Ike guide out there, this is just my guide, if you do not like it tell me why and i will fix it, and you can be on your way and read another SWF members guide.
Oh yeah i forgot.......IKE FOR GOD TIER XD