Alrighty y'all. Ike. He won't give PT any simpathy and we aren't his friend so we'll see how we do.
my three cents:
ivysaur does very, very well. razor leaf forces a difficult approach on ike's part, and aids ivysaur in approaching ike, if ivy wants to go on the offensive. and honestly, that's the way ivy should go, because a good ivy will be very safe and be able to see ike's counterattacks coming ahead of time, and then take the appropriate action. bair is very safe and ike will have a tough time dealing with it. it links well with ftilt, as does razor leaf. and ivy punishes ike's slow moves very well with bullet seed. ivysaur just has similar range with a lot more quickness. 7:3 ivy?
charizard will space very well with ike. zard's ground attacks, particularly ftilt and jabs, have similar range to ike's attacks. in the air, ike's fair outprioritizes everything except perhaps a well spaced rock smash...but the fair is fairly laggy. zard cannot consistently counter a fair in the air without simply attacking first and hitting during or before fair's startup lag...however, on the ground, zard can easily shield it into a grab if ike didn't space it enough, or rock smash/flamethrower out of shield. flamethrower and rock smash are your go-to moves, particularly flamethrower. really outspace and rack up damage on ike. your grab game can set up some gimps offstage and put ike in a bad position. if the ike likes to approach with spaced fairs, shield dash into him and then grab him during his landing lag. quick draws are shieldgrabbed or flamethrowered. dash attack can be shielded and then dsmashed or backward ftilt'd, since ike's dash has a habit of going through your shield and finishing behind your character.
zard does very well edgeguarding. offstage, a fair or bair means instant death for ike. a more conservative player can just stay on stage and then flamethrower ike for huge damage as he recovers with aether. i'm not completely sure on when ike's super armor frames end, but i'm fairly certain that flamethrower will put him into hitstun when he reaches the apex. i think zard has an advantage, 6/4.
squirtle is kind of tricky. both ike and squirtle are offensive characters that hate being on the defensive. squirtle is much much quicker than ike and mobile enough to get into ike's zone and pressure him...ike has to just focus on hitting squirtle as many times as he can. he has a huge swing radius on some of his attacks, so squirtle has to be careful. at high level play, i think a good squirtle will just be too confusing and too much to handle for ike. he's too slow to effectively counterattack squirtle's lagless hits. shellshifted shieldgrabs get right inside ike's range and protect squirtle from ike's attacks...and squirtle's grabs do a great job of either killing (dthrow 130%ish) or putting ike into a position where squirtle can follow up with a string of attacks. at this point, it'll be hard to test because online lag affects this matchup muuuuuuch more than ivyzard...i want to say squirtle has close to an advantage at 55/45. It could go either way, imo.
my three cents:
ivysaur does very, very well. razor leaf forces a difficult approach on ike's part, and aids ivysaur in approaching ike, if ivy wants to go on the offensive. and honestly, that's the way ivy should go, because a good ivy will be very safe and be able to see ike's counterattacks coming ahead of time, and then take the appropriate action. bair is very safe and ike will have a tough time dealing with it. it links well with ftilt, as does razor leaf. and ivy punishes ike's slow moves very well with bullet seed. ivysaur just has similar range with a lot more quickness. 7:3 ivy?
charizard will space very well with ike. zard's ground attacks, particularly ftilt and jabs, have similar range to ike's attacks. in the air, ike's fair outprioritizes everything except perhaps a well spaced rock smash...but the fair is fairly laggy. zard cannot consistently counter a fair in the air without simply attacking first and hitting during or before fair's startup lag...however, on the ground, zard can easily shield it into a grab if ike didn't space it enough, or rock smash/flamethrower out of shield. flamethrower and rock smash are your go-to moves, particularly flamethrower. really outspace and rack up damage on ike. your grab game can set up some gimps offstage and put ike in a bad position. if the ike likes to approach with spaced fairs, shield dash into him and then grab him during his landing lag. quick draws are shieldgrabbed or flamethrowered. dash attack can be shielded and then dsmashed or backward ftilt'd, since ike's dash has a habit of going through your shield and finishing behind your character.
zard does very well edgeguarding. offstage, a fair or bair means instant death for ike. a more conservative player can just stay on stage and then flamethrower ike for huge damage as he recovers with aether. i'm not completely sure on when ike's super armor frames end, but i'm fairly certain that flamethrower will put him into hitstun when he reaches the apex. i think zard has an advantage, 6/4.
squirtle is kind of tricky. both ike and squirtle are offensive characters that hate being on the defensive. squirtle is much much quicker than ike and mobile enough to get into ike's zone and pressure him...ike has to just focus on hitting squirtle as many times as he can. he has a huge swing radius on some of his attacks, so squirtle has to be careful. at high level play, i think a good squirtle will just be too confusing and too much to handle for ike. he's too slow to effectively counterattack squirtle's lagless hits. shellshifted shieldgrabs get right inside ike's range and protect squirtle from ike's attacks...and squirtle's grabs do a great job of either killing (dthrow 130%ish) or putting ike into a position where squirtle can follow up with a string of attacks. at this point, it'll be hard to test because online lag affects this matchup muuuuuuch more than ivyzard...i want to say squirtle has close to an advantage at 55/45. It could go either way, imo.