T-block
B2B TST
The thing is, if the b-throw always puts you on the ground before the DA hits, you're not going to be able to SDI down.
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I don't even know this matchup very well and I'm agreeing with this....You're all crazy.
Frame data, start comparing it.
You can find out what moves Ike can punish based on how safe it is on block. You can also find out which of Ike's moves you can punish OoS.
Of course, since you guys have to do this for 3 characters I feel sorry for you all.
You can find out what moves Ike can punish based on how safe it is on block. You can also find out which of Ike's moves you can punish OoS.
You were also the one who, again, mentioned 14 frames with no reference to anything else. What on earth can Squirtle do in 14 frames against say a properly spaced Fair, while accounting for travel time and reaction time to a PS?
This makes it sound like Squirtle has nothing on Ike from a spaced Fair. I am a bit confused on that.I have. In that topic, you are talking in highly general terms. Here you are stating as a fact that PT should be punishing most of Ike's moves when that simply does not happen. You haven't even considered shield push in conjunction with the lag of the move/shield stun (as if this game has much of that), or how far back you'll be when the move hits your shield. Ike does have huge range after all, much more in particularly than Squirtle.
Once you put a number to it (14 frames), you were headed in the wrong direction.
He has very little just from standing there, watching Fair just miss him. Add in shield drop time from shielding it, and I'm fairly sure it's next to nothing, if not nothing. : \This makes it sound like Squirtle has nothing on Ike from a spaced Fair. I am a bit confused on that.
Melee had next to none. Most Melee videos I remember watching had people trying to space and not have to shield in the first place. Doesn't take much to have "stupidly high" more. Doesn't change the fact it's still very infrequent compared to normal shielding, outside of the occasional odd moment/match. Heck, I've seen a Bowser PS his way through a Toon Link projectile wall. I'm not saying that it can't happen; I'm saying it's the exception, not the rule.Do I need to go find videos to show you the amount of power shielding that takes place in this game? It's a stupidly high amount compared to Melee. Stupidly high.
Firstly, I've heard that human reaction time is like, 10 frames, which is what I was working with.You're also negating to think about the very things you mentioned. Prediction and reading opponents. A human factor. Do you think people can honestly "react" to MK's dsmash (IIRC, first hitbox is under 10 frames, average human reaction speed is 12 frames)? Or do you think they predict the dsmash and shield? If you know you're going to be shielding - and likely powershielding - why not get ready to continue that beyond just powershielding and incorporate your moves to counter said attack?
I'm working from memory on a character I haven't looked at for quite a long time here, but isn't Snake's grenade pull 1 frame? Wouldn't there be at least 1 frame somewhere in between the Ftilt combo, in which you can pull out a grenade, hit both Snake and MK, and then drop to the ground sooner and thus get away? Honestly, I've always wondered why Snakes don't keep one grenade handy to pull out at the ready, and use it to punish MK as much as possible every time he goes for a hit. If you shield in time as well yays, you take no damage. If you can't and both get hit, well, Snake can take more damage safely than MK. The only moves I've notice that MK can use to hit Snake and not activate a grenade in his hand are Dtilt, Dsmash, and Grab.We have nothing on this broken *** move (it's broken due to how it can be seperated and called upon, and it's practically impossible to tell when these windows "close" and the move cannot be continued) so your best option is to attempt to retreat or do anything in your power that you think will work.
Powershielding is very uncommon in Melee due to how difficult it is to do yeah, and in most matchups besides Falco, there isn't any point in powershielding. But shielding is actually very powerful in Melee. Arguably more powerful than it is in Brawl due to options for avoiding shield pokes being better and due to wavedashing out of shield. People don't seem to realize how defensive Melee actually is. But that's off topic.Melee had next to none. Most Melee videos I remember watching had people trying to space and not have to shield in the first place. Doesn't take much to have "stupidly high" more. Doesn't change the fact it's still very infrequent compared to normal shielding, outside of the occasional odd moment/match. Heck, I've seen a Bowser PS his way through a Toon Link projectile wall. I'm not saying that it can't happen; I'm saying it's the exception, not the rule.
Non-bufferable but reaction/tech-skill based 3 frame windows are very easy to hit in high level play, as long as you practice. It doesn't take a skilled player to figure out how easy it is to time a 3 frame window initially, and even 2 frame windows aren't unbearably hard to hit consistently (everyone who plays Street Fighter competitively hits a lot of 2 frame windows CONSISTENTLY. Look up one frame links and priority linking if you're curious). And Ike in specific has a lot of tells when he does most of his moves aside from the fact that none of his aerials besides B-air starts up faster than 15 frames (something about Ryko complaining the only aerial Ike has that isn't complete AYUSS is B-air). And I forget his jump startup is like 7-8 frames? Recognizing that Ike is doing something in the air isn't hard at all. The only moves Ike have that can be viably varied in time without any tells are his Jab and Grab basically, and he has little else if you're outside of that range.Firstly, I've heard that human reaction time is like, 10 frames, which is what I was working with.And yes, you can predict. Problem is you only have a 3 frame window to PS. You can't rely on that. If you're opponent was just slightly slower than expected using a move (say 5 frames, or 1/12 of a second so we can really imagine how slightly slower I'm talking about), you're going to be just normal shielding and buffering a move out of that which won't work the way you want it to, and risking punishment in return if you choose the wrong move to use. Either that, or you have to pause slightly to make sure you get a PS, which in turn cuts down on your punishment window.Yays, I have more stuff to throw at A2 next time he attempts to use "shield everything" as an argument against Ike.
If the Ike is full hopping an Fair, he's doing it wrong. Besides that fact and assuming you meant SH, he can also Nair. Or just leave it empty to see what you do. You're also assuming that we are in fact aiming to hit your shield, and not simply hit the air right in front of you to discourage approaches. For example: I often aim to not hit their shield. I probably aim to miss more than hit, as long as I'm actually thinking while I'm playing. And frankly, I don't think Dash Attack has enough range to hit Ike in time before he can shield; seeing how very safe the move is, but I'd need to see the hitbox size on it to tell.I think you people rely too much on the 12 frame average reaction time. With proper training, that reaction time can be reduced to well below that amount of time. If you shield and get hit by an aerial enough times, you will eventually start doing it on reaction which is much faster than "12 frames of realizing I just got hit on my shield, I should grab now."
Besides, if Ike FH, how can you not see it coming? That is a dead give away that he is going to do something like Fair. You could even see the start-up animation and shield before that. After you get hit, there is enough lag on Fair from hitlag, landing lag, and cool down that you can drop shield and dash attack ike. C-stick down cancels the start-up frames of "dashing", so you can go straight from 7 frames drop time to a 4-6 frame dash attack. That is only 13 frames tops and Ike has way more than 13 frames of lag if Fair hits shield.
Because that idea doesn't work consistently, otherwise everyone would be using it. >_> There is also the fact that if we Nair instead of Fair, you come to a sliding stop right in front of us, stuck in your shield with now limited options, and Ikes tend to use Nair more nowadays. Or at least we're trying to.Drop shield into dash attack pretty much beats Fair. That is why I do not understand why people say Fair is good on shield.