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Pavani reddy instagram
Pavani reddy instagram











Should Ike be forced to attack, players must be precise with his strikes so that they connect, and use his aerials safely to pressure opponents. Overall, players should be capable of shifting between being aggressive and defensive as Ike, relying on his long range and heavyweight status to outlast the other fighters. Most notably, Ike's recovery is extremely limited due to his subpar mobility with Quick Draw giving only horizontal distance, and Aether giving vertical distance, should the move miss, Ike will inevitably KO himself, as Quick Draw ends in helplessness and Aether cannot be cancelled. In addition, Ike, like most swordsmen, lacks a projectile, and can't effectively pressure them as well as other fighters. Ike compensates his high attack power with high ending lag, making him extremely susceptible to punishment if his attacks miss. Counter is an effective move for retaliating against enemy attacks while Ike's counter comes out later than Marth's, it deals more knockback and damage. Aether allows Ike to ground airborne opponents and deal high damage to others, and also serves as protection as the move has Super Armor. Quick Draw can be used to inflict high damage while covering ground, making it useful for disrupting approaches. Eruption provides massive vertical knockback and covers a good range, making it another reliable finisher. Ike's Special Moves are also powerful moves that reflect his strengths.

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Ike's tilts and directional aerials are also highly useful for knocking opponents beyond the blast lines, and Eruption can be a powerful combo finisher. His forward smash in particular is one of the strongest in the game, and his up smash and down smash grant considerable power and have decent range. Ike possesses a wide variety of KO options that enable him to KO opponents at low percentages. All these traits give Ike a strong ground game for defense and good aerials for approaching. In addition, Ike possesses high power in his attacks, which allows him to launch opponents back with considerable knockback and KO at low percentages.

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Ike possesses a very high disjointed range with his attacks, allowing him to easily disrupt approaches from a safe distance as well as space opponents out. Additionally, this allows him to have a very strong defensive game for punishing approaches. Ike's heavyweight status, though it hurts his overall mobility, allows him to survive at high percentages, making him difficult to KO. Ike is a Footsies and Half-Grappler type of character, having solid options for both defensive play and scoring KO's with powerful moves. Aether has good vertical recovery but very little horizontal recovery.

  • Somewhat poor recovery Quick Draw gives Ike quick horizontal recovery, but he will be helpless if the move doesn't connect or Ike does not land or grab the edge of a platform.
  • Up Smash and Forward Smash have high ending lag.
  • Overcharging Eruption can deal recoil damage to Ike.
  • Aether can spike opponents if they are caught in its radius at the second half of its move.
  • Up and Side Smash have large, disjointed hitboxes.
  • His Forward Smash is notable for causing some of the highest knockback in the game.
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    Heavy weight making him resistant to launch.













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