In the Brawl Minus MAX 3.3 update, Ike's No Sympathy Mode has been made entirely inferior to his MAX 1.01 setup. No Sympathy Mode charges up on its own now, but it takes a long time to activate -- in a 1v1, Ike should have taken 1.5 to 2 stocks from an average opponent by the time he reaches 150% sword damage. That means he'll only get to use No Sympathy Mode once, maybe twice, per standard match. And even then, it's too easy for Ike's foe to bait out his Super Counter, making him waste it. It should at least be required that you press the B button after landing a No Sympathy Counter in order to execute the Super Counter, or Flourish. Having it so that a successful N.S.M. Counter goes straight into the Super Counter creates this unfortunate scenario: Ike is finally in N.S.M., and his opponent knows not to get close until Ike wastes his Super Counter. The foe will stay at range and spam projectiles, because what's Ike going to do about it? He and Marth are weak to projectile spam, having only Counter to deflect them -- but if Ike Counters a projectile in N.S.M., he'll just waste his charge. So, Ike is forced to enter N.S.M. even if his player doesn't want to, and this makes him even more weak against ranged attacks. His healing Aether and the heat wave added to F-Air aren't enough to compensate for Ike damaging himself with every outranged attack, so he will likely waste N.S.M. on purpose (or cancel it via Down Taunt) just to stop hurting himself and get his standard Counter back. There were multiple benefits to charging N.S.M. via holding Eruption: - Ike had ample time to charge up fully after most K.O.s. - The timing was just close enough to bait foes into coming after Ike, something he needed against evasive opponents. Now Ike must always play aggressively. - If Ike whiffed the initial hit of N.S.M. Counter, he didn't have to waste his charge; Ike would only use up his N.S.M. power when his player wanted to, and pressed B to trigger Eruption. - It was great being able to carry around a fully-charged Eruption, ready for use any moment. - The Ike player did not have to ever use N.S.M. if he or she didn't want to. I know that people were complaining that Ike's old N.S.M. was too powerful, but now it's been nerfed far too much. It should be optional to activate, and it should never make Ike's overall options worse in any scenario. N.S.M. is supposed to be a reward for Ike, not a hindrance. If it had to be nerfed, you should have just weakened N.S.M. Eruption, and/or made it so Ike's charge is lost when he is K.O.ed. Ike is now too easy to read and punish with these changes. He can't effectively bait anymore without the ability to punish afterward. Who else wants to see Ike restored to his previous Minus MAX 1.01 self? Please vote and post your thoughts in this topic. If you're unfamiliar with MAX 1.01 Ike, and would like to compare him to his MAX 3.3 self, here is his MAX 1.01 .pac file. Simply navigate to SD / Private / Wii / App / RSBE / pf / fighter / Ike, rename the MAX 3.3 FitIke.pac file, and place this file in that folder. Remember to undo this change if you want to play online, or you will desync from players with the unmodified MAX 3.3 pack.