Friday 27 December 2013

Smash Advent Calendar - Day 27 - Ike

Day 27 is Ike from the "Fire Emblem" series of games. Debuting in Brawl, many believe Ike to have replaced Roy from Smash Bros. Melee as the second "Fire Emblem" representative but was very warmly received.

Though Roy didn't make the cut in Brawl and Ike instead represented a more powerful type of "Fire Emblem" character, it is impossible to call him a clone. In fact, only his Down+B counterattack is the same as one of Roy's moves and this stems from a universal counter feature in the game of origin; its general effectiveness and aid in giving Ike options meant that a counter Down+B was the only logical choice.

Ike possesses some of the greatest power in the game. In fact, many thought Ike to be a broken character during Brawl's early days as a tick reaction to just how easy it was to KO opponents at much lower health than the average of the rest of the cast. Of course, this was quickly laid to rest once Ike's disadvantage began to surface, and that disadvantage was his overwhelming sluggishness.

Ike has no time for weak swordsmen.
Despite being a ruthless brawler, Ike requires a great deal of strategy to play - his sluggishness means that smash attacks have to be carefully planned and considered to ensure contact either destroys opponents or creates an acceptable gap on block. On one hand, an opponents as low as 70% can be knocked straight from the arena on a clean hit bu the other hand has to deal with extraordinary risk on an easily predictable move. What I would suggest is a slight increase in speed and a slight decrease in power so that one factor doesn't weigh the other down too much.

Ike does have some reliable features without too much negative impact. Many aerial attacks are solid, offering good juggling options and potential to secure KOs on wounded opponents. His Up+A lingers for some time, giving it a longer active hitbox but increasing predictability; his Down+A is a very powerful albeit sluggish attack that has spike potential at its pinnacle; forward and neutral attacks in mid-air are finely balanced between speed and power and are great for chasing opponents with.

I find Ike's specials to be particularly good and sets him apart from Roy, and therefore Marth, considerably. Neutral+B has Ike charge a terrific attack which results in him being surrounded in a burst of flame that can destroy opponents with a good charge. Side+B is again chargeable but sees Ike charge across stages ending with a mighty slash. The attack deals solid damage and surprising knockback, so can be good to catch unaware opponents with. Up+B is very unique; Ike throws his spinning sword to a great vertical height which can hurt opponents above him before he jumps upwards to catch it, ending by slamming down with great speed and force. It's a damaging move that can stop clueless opponents from edgeguarding and has general offensive uses too, but comes with a risk if used as a recovery if the attack misses.

Overall, I think with some minor tweaks, Ike could be a really good contender in Smash 4. He needs to be just a little faster to be viable, as currently his predictability is not a good balance for the raw strength he possesses. His standard three hit A combo is godlike, but when a player has to rely on this to build damage and score KOs in q uick way, it becomes both stale and easy to see coming. But, I must say I appreciate the way Ike moves and plays, being a great opposite side of the swordplay spectrum when compared to Marth.

What do you think of Ike? Juicy to play as? Or a poor replacement for Roy? Let me know below or over on the facebook page.

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