In 4.0BC, uair is worth using for recovery, but only barely. Ike gains a little extra height, but by the time the endlag is over, he's barely any higher than he would have been if he'd just jumped.
I understand why this is, of course. Being able to chase enemies off the top of the screen is powerful, even with a weaker move. Ike's uair hits
hard! It's way stronger than Luigi and Waluigi's up specials, with the added benefit that Ike doesn't become helpless afterwards. The 2.X.6 version just wasn't balanced.
Broadly speaking, the dev team had two options for nerfing the move:
- Nerf how high the move goes.
- Nerf the move's power.
The dev team chose option 1, and I strongly disagree with that choice. The move was fun because of how high it went, and how fast. It was fun to have that extra movement option, even though (or perhaps because) it was a fairly big commitment. On the other hand, the move's power didn't make it especially fun. And yet they removed the fun part of the move in order to keep the boring part.
That's why I'd like to propose a few ways to make the move fun again, that I think would improve Ike's recovery and make him more fun to play, without giving him super-easy off-the-top kills.