mistermoo33
Smash Rookie
- Joined
- Oct 9, 2014
- Messages
- 14
What are my options? I have been trying eruption, fair, dair, nair and occasionally counter, either on the recovery itself or on the ledge attack if I read it.
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I find that charging fsmash or usmash seems to do well enough, because people underestimate Ike's range and end up getting ragnell'd to oblivion. Sometimes you could even scare them into sd'ing.What are my options? I have been trying eruption, fair, dair, nair and occasionally counter, either on the recovery itself or on the ledge attack if I read it.
Bowser can mash his upB to get a lot more height and just go over it, but since Dtilt is so quick you could use it to cover low and then still hit Bowser off with something else if he tries to go over you. Also if DK is using his custom upB with the ridiculous windbox I don't think Dtilt will still work, but I could be wrong.DTilt is useful against DK. I hit him out of his UpB repeatedly. Might be good against other characters as well (Bowser probably? His UpB seems similar)
It actually launches enemies upwards now.Can Ike's dtilt spike like it did in brawl? Because if It can then one good option would be Perfect Pivoting into dtilt which is great for characters that like to recover low like shiek.
Doesn't work on guys like Little Mac who can Up B through the ledge before grabbing them.No one here mentioned ledge trumped bairs?
They're kind of amazing and force players afraid of them(as well they should be) to do some pretty risky things.
Who the hell cares about edgeguarding Little Mac? Most strings from Ike will send him too far offstage to recover anyway. You can Ftilt and smash him UpBing, and fair his sideB. He's not really an issue.Doesn't work on guys like Little Mac who can Up B through the ledge before grabbing them.
The most efficient way I've found to ledge-trump someone is to roll towards the edge of the stage and do the run-off method. However, this isn't always going to work because I constantly find myself falling off the stage and past the ledge.
Also, when it does work sometimes, players can roll up back onto the stage before they get trumped off the ledge.
Fight Renegade because your Little Mac opponents are too easy.Who the hell cares about edgeguarding Little Mac? Most strings from Ike will send him too far offstage to recover anyway. You can Ftilt and smash him UpBing, and fair his sideB. He's not really an issue.
As for trumping, the run off method works well. In order to avoid the trump with a getup option they have to input it immediately, meaning they're gambling with options a player can relate to easily. One's I might add that can all be covered with Usmash pretty efficiently.
They don't launch him far enough. Most of the time, Renegade recovered without needing the third jump. At high damage, he could use Up B when a Side B would have been the more common option.You can say that about literally any character. The question isn't "how do I edgeguard this player ?" it's "what options do I have against this character ?"
If a player is good, that's fantastic. It just doesn't change the fact that Little Mac's recovery is garbage and loses to plethora of subpar options.
If they're not launching as far as you like, you might want to look at some other options. I know you're partial to counter at the ledge against Little Mac even though I advised against it. Why not try Ftilt in that MU?They don't launch him far enough. Most of the time, Renegade recovered without needing the third jump. At high damage, he could use Up B when a Side B would have been the more common option.
It's fine to want to play conservatively in edgeguarding. Ike prefers it on stage if he can be and Eruption is a very powerful tool. Edgeguarding is always going to be high risk high reward and it's up to you whether or not it's worth it.Well, I've come to a point that I get scared to edgeguard someone. One reason is because players with certain characters are very good at turning that around on you quickly. Counter-gimping is very annoying because it makes you feel like you shouldn't have went for it or just charged Eruption instead.
If it's not a walk-off Fair, I usually don't edgeguard. Jumping out there for a Fair is risky, but sometimes I can nail it. Players tend to recover awkwardly low, so it's very hard to get to their level to take them out. Sometimes I can do a walk-off Bair if I angle it properly against their recovery. Then there's also walk-off Nair, but it never really nails them into the stage for a stage-spike. More often than not, I find them taking damage and getting sent upwards, making it even easier for them to recover back on stage.
Feel like I'm drastically running out of options. Eruption is my favorite method as it's the safest.
This isn't a bad strategy at all, but keep in mind the most important part here for you is [my opponent doesn't expect it]. This can be forced in a lot of situations with reads which become deadly in the hands of a character like Ike.I'm not very confident in my offstage game due to how gimpable Ike is himself - I only go for the offstage finisher when I think my opponent doesn't expect it. For example, I almost always go for the Eruption edgeguard instead, and when I do go offstage I tend to make predictable single jumps off with one attack at some point, then use my double jump back and Aether to get back when I miss. But the latter's purpose isn't really to edgeguard them, unless they're the sort to make very obvious recoveries like double jumping the instant they're Fthrow or Dthrown off the stage - it's so I can suddenly go for a more daring move when the time is right and hopefully it catches them off guard.
True. I started doing that in Training.The thing about using Eruption at the very edge though, is that Ragnell's hitbox is apparently out for a few frames more than the blast's is, so as long as your opponent's recovery doesn't have a rising hitbox attached to it like Dolphin Slash or Super Jump Punch, it doesn't really hurt to stand at the edge and get those few extra frames of leeway to catch the ledge snap, does it?
This is true, and is shaping up to be a very powerful option: https://www.youtube.com/watch?v=_wpax41DC_YThe thing about using Eruption at the very edge though, is that Ragnell's hitbox is apparently out for a few frames more than the blast's is, so as long as your opponent's recovery doesn't have a rising hitbox attached to it like Dolphin Slash or Super Jump Punch, it doesn't really hurt to stand at the edge and get those few extra frames of leeway to catch the ledge snap, does it?
You really helped me. The hitboxes and reading my opponent strategies are something I utilized heavily in Mortal Kombat. I was a Sub-Zero main and I knew to gauge every one of my opponent's attack angles and when I needed to block while also focusing my vision on him and not myself. It took a while to get to that level here, but I really appreciate you knocking it back into my skull.@Rango the Mercenary
Utilt, Ftilt, jab, grab, dash grab, and pivot grab as well. Ike gets a lot of mileage out of his grabs so don't be afraid to abuse them. Or rather, abuse them at any chance you get. Pivot Ftilt is also a really good spacing tool. Utilt is a fantastic kill move. Smashes should be known as well, but in general they're reserved for hard reads and punishes. You shouldn't be throwing them out in hopes that they'll hit or as "finishers".
The next thing to look for once you feel like you've got a good eye on your ranges is how long they take to start up and how long they last. If you haven't noticed it already the active time on these moves is important to recognize, because this is the corner stone of controlling space for Ike. The area where Ike can safely place a hitbox is [his space]. This doesn't always have to be directed at opponents either. While it's certainly good to know how far away you can hit your opponent(making it that much harder to punish you) it's also good just to know how much space it controls in the neutral.
Hitboxes can be placed between Ike and an opponent to discourage approaches, control the pace of the match, limit an opponent's options, or condition them into a punishable pattern of thinking. However, because Ike has so much range, this will often mean that opponents attempting to approach will get hit by these options while Ike remains safe if properly spaced.
This type of knowledge is what puts an end to [insert character here] being able to "punish your everything". It also lets you do something that's hardly talked about in smash bros, probably because it's assumed due to a lot of us being veterans as far back as 64: Watch your opponent. When you know your character, you don't have to look at them anymore. You already know what you're going to do so you can focus your attention on your opponent. This is a huge advantage for a player that's looking at their own character like newer players tend to do, because it will boost your reaction time and choice considerably.
This is true, and is shaping up to be a very powerful option: https://www.youtube.com/watch?v=_wpax41DC_Y
However, it is still a risk/reward option. Having it available as a choice is never a bad thing, but what if you don't think that risk is worth it? What if you're playing a fragile speedster like Fox or Little Mac and you'd rather retain your stage control over chancing a miss on those active frames and getting punished for it? This is where your distanced Eruption comes in. It's more than fine if a player wants to do that, but it should be an option weighed against other good ones he has so that he can always make the decision that feels best to him.