I agree with both of those. Also the DK vs Ike match-uop is neutral.
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I agree with both of those. Also the DK vs Ike match-uop is neutral.
The Fox Boards said:Ike-Ike is another slow, but deadly type. The name of the game here is “Dodge and combo” Ike is horrifically strong, and can kill you amazingly early. But you’re the 3rd fastest character, so you can usually get out of the monster's way. His ending lag is bad(besides his bair, ill get to that in a sec), so use the openings to get in and attack. His neutral A combo is a big pain, and his utilt can be if timed right, If you can't get out of the way of neutral A, shield the WHOLE thing. Ikes usually edgeguard with either fair or charging B on the edge. This shouldnt be too much of an issure for you since fox has shine stall, and a fast side B. Ikes B air is deceptive. Its crazy fast, and its coming from a slow character. Be ready for it. If he jumping backwards at you, its pretty obvious its coming. His Side B is super easy to dodge and edgeguard, but aether isnt. Many ikes stay on the ledge, wait for you to come over, then drop and up b, giving them a free aether on you. Recognize this and watch for it.
The Ness Boards said:Ike: he's an easy matchup. His only "fast" moves are his jab combo, utilt, and back air.
His Neutral air autocancels, so Nair > jab combo works.
His smashes all leave an impact if they hit, so don't let them.
His side b is useless because of PK thunder.
Bthrow kills at 145% or so (w/DI)
By playing smart and not leaving himself open, Ness should win by a stock or so. Instead of Normal WoP, attack whenever the Ike is in wind-down lag after he misses, and punish spot-dodges with grabs.
I'd say moderate advantage for Ness (7-3)
Ness Boards said:PK Flash his up-b, just watch out for his jab and his jab cancel
10foxesandnessesNess Boards said:I prefer larger stages when fighting Ike that way I have some buffer of not getting Ko'd to early. Although, I guess veiwpoints differ depends on if you gimp his recovery or not. If he's charging his side B to get back jump in front of him and have him hit you. Once this happens he can no longer do anything except fall to his death. If he waits and recovers with UpB merely edgehog him before he jumps just watch out for his massive sword that goes through the stage and could get in your way.
As for in general his jabs and other things that build up damage are things you should watch out for. Nothing is more dangerous than facing Ike than high %. Most of his KO moves can be seen a mile a way so they should be easy to dodge. He is heavier than most characters so a bthrow will won't kill at 120 but instead at 140 depending on how he DI's.
Keep your spacing and only attack to punish his lag as Ike can and will try to outspace your attacks. On platform stages watch out if you're on the platform above him as his sword will reach you their. His Utilt has more horizontal range than you might think to me it seems the hitbox extends somewhat past the tip of his sword.
Don't fight him on the ground as its death waiting to happen so instead juggle him in the air if possible. Most of his aerials have some start up lag (except for his bair) so its easy to punish.
Pillar spiking him is also I another methods Ness could use to gimp him, as if you miss you can normally catch him with your PKT2 right afterwards. Just aim yourself for the ledge and 9 times out of 10 you'll get there before he does or hit him out of his upB. Chances are he'll be trying to get back to ledge as well.
Ike does not have any longrange or projectile attacks so spam your PKTs and PKFs. Annoy him so much that he approaches you and when he tries to get you with dash attack sidestep, punish with a grab or whatever seems plausible.
Its rather easy to punish Ike as alot of his moves have lag afterwards that you can take advantage of. Thats pretty much it, Ike is rather disadvantaged here so you shouldn't face many problems here.
any proof?ike has a definite advantage vs meta knight
"Except if he grabs you out of your shield, or resets the jab combo, or starts it again immediately."His neutral A combo is a big pain, and his utilt can be if timed right, If you can't get out of the way of neutral A, shield the WHOLE thing
If your on the stage I can understand but once both of you are off the stage, MK has the advantage.ike has a definite advantage vs meta knight
Yeah, Ike' raw speed and ability to punish MK's laggy moves is too good.ike has a definite advantage vs meta knight
And there was so little substance to it, seriously, who cares if MK dies at a lower percents than Ike, that's like saying Bowser beats Kirby, it's just not true.i made a post about it
thats why they hate us 08ers ehh. Wyvern-x is like the smartest person to sign up this month. I don't think any of his posts have been a waste. You should add a link to the match up chart http://smashboards.com/showthread.php?t=186338 and maybe the other topics used in it so lazy people will be more encouraged to argue for Ike.By that logic DDD > everyone, since his weight + recovery make him the hardest to beat...
Ike vs. Fox is 5-5? I would think it's 4-6 at the very least. Quoted from SCOTU from this thread:edit: Well Lets see, Ike vs fox should be a neutral match up. "Shielding the whole thing" isn't a smart thing to do as you can reset it go into a grab or if he has been shielding the whole thing every time you get a jab in you can cancel it into a D tilt and poke trough his shield.
Fox is pretty hard to edge guard because of his shine stall but when he is put in the position where he needs to use his Side be right away (when Ike needs QD) he can be edge guarded easily. You can jump out and Fair, use eruption if you can time it right, Dair, or what I still think could be used to edge guard is Nair. During his side b he looses all control so you just have to wait for your chance.
In my personal opinion, Ike vs. Fox is a definite advantage for Fox; as I had posted on the same thread, "Fox's recovery is much better than Ike's, he is much faster than Ike, and he has a much easier time at comboing/juggling. Although Ike has range with aerials such as FAir, a smart Fox can just run in under Ike, shield the FAir, then punish. Ike's jab attack can only get him so far in this match-up, whereas his limited combo ability, gimpable recovery, and speed heavily weigh him down."SCOTU said:... Ike has range and power, but since his attacks are slow (or otherwise easy to see coming from spacings), they're all easily avoidable on reaction. Ike has a difficult time zoning because his ranged moves take a while to come out and put away. His faster moves require a specific spacing (and don't cover him well) (i.e. bair).
[another post, same thread]
Fox's blaster ***** Ike. Ike is forced to approach, and cannot use any defensive stances, else, he'll eat ****assloads of damage from a laser. This means that the fox has a severe advantage. after forcing the ike to apporach, he has all the options in brawl to beat Ike, while Ike is limited to Brawl's ****ty-*** offensive options.
[in response to someone who suggested QD'ing to pressure a laser-spamming Fox]
yes it is. Ike's still approaching. He's still losing. The quick draw approach is pretty easy to beat: dash>shield>win. The point is that Ike doesn't have good approach options compared to fox's defensive options (due to the nature of brawl), and forcing ike to approach wrecks him.
Agreed.Also, I don't see how G&W is on the same level of difficulty to fight as MK; in my opinion, Ike vs. MK should be 3-7 MK's favor and G&W 4-6 G&W's favor. Both characters are light, but there's not nearly as much risk trying to go out and edgeguard a G&W compared to a MK. G&W may be able to kill much earlier than MK because of his ridiculous USmash and great FSmash/DSmash, but he has a harder time building up damage than MK; pretty much all he has for damage building is BAir, DAir -> DSmash, DThrow chasing (which you can tech, but leads to techchases), and BAir, all of which can be outspaced by FAir. While MK can be shut out by FAir, a smart MK will goad you into FAir'ing their shield then punish during the lag; G&W isn't fast enough to do this to a smart player.
I don't know much about it either but I would say it's 5-5.How is Ike vs. Peach 4.5-5.5? Admittedly, I don't have much experience against Peach, but you can fight her like Yoshi and just outrange her with FAirs. She's even easier to kill than Yoshi off the top if you save USmash, UAir, and maybe even Eruption; anyone care to clarify that rating?
It's weird, alot of that applies to Sonic - everything except for recovery vulnerability and blaster spam to refresh kill moves. Just replace D-air combo with Spindash combo, and off-stage shinespike with... spring lol. `.`;Ike vs. Fox is 5-5? I would think it's 4-6 at the very least. Quoted from SCOTU from this thread:
In my personal opinion, Ike vs. Fox is a definite advantage for Fox; as I had posted on the same thread, "Fox's recovery is much better than Ike's, he is much faster than Ike, and he has a much easier time at comboing/juggling. Although Ike has range with aerials such as FAir, a smart Fox can just run in under Ike, shield the FAir, then punish. Ike's jab attack can only get him so far in this match-up, whereas his limited combo ability, gimpable recovery, and speed heavily weigh him down."
As for Fox's side+B making him vulnerable, yes, he is definitely in the most vulnerable position then but it's very hard to interrupt his side+B; a good Fox player will be able to DI so that either he can come back by either side+B'ing onto the stage or onto the edge and a smart Fox player will mix up going for the stage or the edge. Fox also has a much easier time punishing Ike when he gets the chance; DAir -> multiple UTilts -> USmash make for an easy 30%+, and continued laser spamming can refresh his USmash for kills while adding on some damage. He is also fast enough to get you with a grab if you miss even a well-spaced FAir and can gimp you off-stage with shinespikes.
I'm not too sure either, but I'm assuming that they have the same annoyance level in terms of projectile spamming, so that evens out. While Link's recovery is absolutely horrible, he is pretty heavy compared to the rest of the cast, while T. Link is the opposite; with proper DI, T. Link is much easier to kill than Link. T. Link doesn't have the range and power that Link has, lacking an effective ZAir and kill moves. Link can chain attacks together moderately well with UTilt and has a longer grab range than T. Link, so I guess that explains for the difference.It is well known that TL>Link but there are rare matchups that Link just does better in.
Yosih boards said something similar when I talked to them
I'm curious as to what reason you believe Link is harder than TL. I'm not arguing I'm just wondering
The grab release links into the Up Tilt, and I think the forward tilt as well.why a grab at 110
grab release into any tilt isn't a true combo on any character, but I could see that being a good surprise.The grab release links into the Up Tilt, and I think the forward tilt as well.
Wario's only laggy kill move is Fsmash, and there's not enough lag on it for you to hit with anything devastating if he hits your shield or if you spotdodge IIRC (Maybe Dsmash, maybe not). His recovery and edgeguarding are obviously better and he can gimp Ike pretty bad, even at really low %'s.Wario is strong but his kill moves are laggy, his recovery is better than yours and just like what Gheb said, he moves around in the air like crazy.
That's an incredibly hard choice to make. Basically, you stack Ike's two gigantic things going for him on a scale in which MK has a pile of little things. The way that scale tips purely depends on how the Ike and MK play, and that is the definition of a neutral match-up, is it not?Anyone feel like making Mk 6-4 or 5-5? That one kind of got skipped since two other threads started talking about it.
I'm sorry, what? Ness's dair is his SLOWEST aerial, so if you find it quick, then all of his aerials are quick.
Ness: Nair should qualify as another of "his only fast moves" maybe even Dair since it comes out pretty quick just has a good bit of post lag.
Approaching with dair to get over PKF? One, Ness has so many techniques with PKF that are aerial that you'll want to actually try a fair or nair to hit him. Two, I don't see how Ike can reach Ness with a dair if Ness spaces out his PKF on the ground. Three, that lag time that you'll get from landing with dair or fair (I am assuming there is no way to cancel out this lag) is enough time for Ness to recover from throwing out PKF and getting out a quick grab (f-throw and b-throw are the main two you need to watch out for; f-throw because it has very, very high knockback at early %s and it can force Ike into an Aether recovery, and b-throw because it kills Ike at somewhere around 135% without DI, though I haven't actually tested this, so this number could be off).
For some reason I always find my self approaching with Dair, probably because Lucas does it, and it actually works well if you jump over one of his PKF you will hit him and end up behind him. Fairs are good if he is in the air and if you are coming down on him Nair's to jabs are the answer.