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Berserk

Berserk




BERSERK
A Guide to Nintendo's Guts

Introduction

Welcome to my (work-in-progress) guide to playing Ike in Project M. This guide is going to dive into the basics of playing Ike, provide a general gameplan to follow, go into advanced techniques, and provide matchup advice. If you play Ike and have some tips that aren't included in my guide, feel free to send me a private message and I'll add it in, and credit you for the information!

Here's a little background on me, my tag is Weeabro, and I live in the Eastern/Central Florida region. I've been playing Ike for almost two years, and I run events for my local scene, I would consider myself a top 5 player in my region, as well as one of the best Ike mains in my state.

**Disclaimer: This guide assumes you are competent with basic movement options and terminology such as wavedash, jump cancel, L-Cancel, etc.

Table of Contents

I. General Information/Description
II. Frame Data
III. Set Ups
IV. Advanced Techniques
V. Matchups
VI. Changelist

I. General Information/Description
Ike is one of the most unique characters in Project M currently. His uniqueness is what makes him pretty awkward to play, but at the same time, gives him a strength that no other character has. One of the first things that most will notice with Ike is his attributes, Ike has a combination of stats that set him apart from the cast. Ike is slow on the ground, floaty in the air (when not fastfalling, when he fastfalls, he drops at the same speed as Roy), and is medium weight, making him quite susceptible to combos, but covers those weakness by having an extremely large disjoint, and being able to jump out of his side special (side-B) quickdraw. Ike's stats make him a weird combination of Marth's range and disjoint, Ganon's power and sluggishness, and Falcon's free form combos and grab game (except better!). Ike's goal is to keep his enemy at mid range, just out of reach of their attacks, but well within Ike's range. Ike is also unique among the Fire Emblem characters because he has multiple hitboxes with varying move effects depending on the hitbox. He has hitboxes on his arms, the hilt of the blade, the center of the blade, and the tip of the blade. Arms have the least knockback, hilt has the most knockback, center has knockback between sword and tip and should be aimed for most of the time, and tip is used for combos mostly, and weird trajectories on moves like his forward air.

Pros to playing Ike:

  • Long reach
  • One of the best jabs in the game, if not the best
  • Burst movement
  • Excellent throw mixups
  • Excellent killing power
  • Excellent juggling power
  • Great recovery
  • Rewards fundamental play
  • Rewards experimenting with QD tech
  • Well rounded moveset
Cons to playing Ike
  • Susceptible to combos
  • Weak OoS (Out of shield) options
  • Slow on the ground
  • Recovery is telegraphed and punished easily
  • Very few quick options on the ground
  • Aerials are somewhat slow
  • Weak options against projectiles
II. Frame Data
This data can be found on http://smashboards.com/threads/ike-frame-data-3-02.350437/
Credit to KuroganeHammer for the awesome frame data thread!

Keep in mind when viewing frame data that Ike has multiple hitboxes on his sword swings: arms, hilt, blade, tip

NOTE: KILL PERCENTS ON DETERMINED BY MARIO ON BATTLEFIELD
Shield Stun on aerials is determined by subtracting landing lag with an L-cancel from shield stun. Example: 9 frame landing lag on nair, subtracted from 8 frames of shield stun is -1
Ground Attacks

Jab 1
  • Hitboxes Active: 3-4
  • FAF (First Actionable Frame): 17
  • Base Damage: 4
  • Shield Advantage: -10
  • BKB (Base Knockback): 20
  • KBG (Knockback Growth): 100
  • Trajectory: 65/65/70
  • Special Attributes: Fixed knockback
Move Description: Ike quickly punches his opponent, can be cancelled into grab, and works as a tool to extend chain grabs or juggles.

Jab 2
  • Hitboxes Active: 3-4
  • FAF (First Actionable Frame): 18
  • Base Damage: 3
  • Shield Advantage: -11
  • BKB (Base Knockback): 30
  • KBG (Knockback Growth): 100
  • Trajectory: 65
  • Special Attributes: Fixed knockback
Move Description: Ike kicks his opponent, can be cancelled into grab, and can cancel directly into jab one if timed properly.

Jab 3
  • Hitboxes Active: 8-12
  • FAF (First Actionable Frame): 36
  • Base Damage: 6/6/7/6/5
  • Shield Advantage: -22
  • BKB (Base Knockback): 45
  • KBG (Knockback Growth): 100
  • Trajectory: 361/361/361/361/35
Move Description: Ike slices directly in front of him. Jab 3 sets up very nicely for follow ups at combo percents and works as a "get off me" move at higher percents. When used near the ledge, it can knock opponents off and into a prime edgeguarding position. Don't overuse this though, it is very unsafe on shield.

Dash Attack
  • Hitboxes Active: 16-19, 20-22
  • FAF (First Actionable Frame): 45
  • Base Damage: 12/12/14/10/12, 9/9/10/7/9
  • Shield Advantage: -20
  • BKB (Base Knockback): 50
  • KBG (Knockback Growth): 75
  • Trajectory: 361/361/361/35/361
  • Special Attributes: Used for DACUS
Move Description: Ike quickly dashes and slices in front of him. Like most dash attacks, this is a risky move, as it moves you forward and forces you into a lengthy attack animation. This move is very good as catching landings and is pretty good at sending opponents offstage. This move is used for the universal tech DACUS (dash attack cancelled upsmash), that will be covered under advanced techniques. Kills around 140%

Forward Tilt (All Angles)
  • Hitboxes Active: 11-13
  • FAF (First Actionable Frame): 36
  • Base Damage: 13/13/15/13/11
  • Shield Advantage: -16
  • BKB (Base Knockback): ?? (No info in frame data thread)
  • KBG (Knockback Growth): ??
  • Trajectory: 361/361/361/361/35
Move Description: Ike slices directly in front of him, can be angled. This move is amazing at covering space in front of you, but has somewhat of a commitment to it. This move is great at stopping jumping approaches and catching landings, as well as being a generic spacing move. At higher percents, this move will kill around 120%

Down Tilt
  • Hitboxes Active: 14-16
  • FAF (First Actionable Frame): 27
  • Base Damage: 12/14/12/12/10
  • Shield Advantage: -4
  • BKB (Base Knockback): 20/35/20/20/20
  • KBG (Knockback Growth): 95
  • Trajectory: 70/270/70/70/60
  • Special Attributes: Meteor hitbox on hilt
Move Description: Ike sweeps the ground with his blade. This works as a quick spacing option that can "trip" opponents with the strong hitbox. If you hit with the hilt, it meteors, you can use this at the ledge to try to his low recoveries and spike them, very satisfying overall. If you hit at the tip, it send the opponent up and away, setting up nicely for a QD -> fair. The low shield disadvantage makes it a decent move to use a shielding opponent.

Up Tilt
  • Hitboxes Active: 9-14, 15-21
  • FAF (First Actionable Frame): 35
  • Base Damage: 14/12/12/12/10, 11/10/10/10/8
  • Shield Advantage: -17
  • BKB (Base Knockback): 40, 25
  • KBG (Knockback Growth): 110, 110
  • Trajectory: 85/85/85/85/75, 90/90/90/90/80
  • Special Attributes: Intangible arm
Move Description: Ike lifts his sword above him. This is a two hit move, the strong hitbox comes up earlier. This is an amazing anti air move, as well as a juggling tool, and an anti-approach tool. Ike's arm is intangible as well, so it's pretty hard to trade with this move, it beats out most approach and landing options. This will kill around 100-110%.

Forward Smash
    • Hitboxes Active: 30-35
    • FAF (First Actionable Frame): 77
    • Base Damage: 22/22/25/22/18
    • Shield Advantage: -34
    • BKB (Base Knockback): 45
    • KBG (Knockback Growth): 100
    • Trajectory: 361/361/361/361/35
Move Description: Ike slams his sword directly in front of him. This move is great for reads on tech rolls, catching landings and platform reads. This kills around 60%. Do not use this move randomly, always have a purpose when doing this, you are animation locked for over a second when throwing this move out.

Down Smash
  • Hitboxes Active: 12-15 (First hit), 11-15 (Second hit)
  • FAF (First Actionable Frame): 40 (First hit), 77 (Second hit)
  • Base Damage: 14/14/16/14/11 (First hit), 13/13/15/13/11 (Second hit)
  • Shield Advantage: -18 (First hit), -27 (Second hit)
  • BKB (Base Knockback): 30 (First hit) 35 (Second hit)
  • KBG (Knockback Growth): 100 (First hit), 115 (Second hit)
  • Trajectory: 140/140/140/140/150 (First hit) 40/40/40/40/30 (Second hit)
  • Special Attributes: Two separate attacks
Move Description: Ike slashes at his feet. This move is two separate hits with two separate inputs needed. The first hit sends at a low angle and can be used when facing away from the ledge to set up for gimps. The second hit works very well when covering rolls and sets up for horizontal kills. This works amazingly as a crouch cancel option. First hit kills around 100% Second hit kills around 90%.

Up Smash
  • Hitboxes Active: 25-31
  • FAF (First Actionable Frame): 68
  • Base Damage: 19/19/22/19/16
  • Shield Advantage: -31
  • BKB (Base Knockback): 50
  • KBG (Knockback Growth): 90
  • Trajectory: 70/70/70/70/80
  • Special Attributes: Can be jump cancelled into, Used for DACUS
Move Description: Ike slams his sword above and behind him. This is an amazing Smash attack, probably Ike's best and my personal favorite. You can use this to catch sloppy platform drops, and with QD, you can jump cancel this and turn it into a gap closer and finishing move, all in one. DACUS can be used to follow up on throws if you read their DI, and creates another burst movement attack for Ike. Kills around 80%.

Aerial Attacks

Note: Landing Lag is displayed as [With L-Cancel / Without L-Cancel]. Example: 9/18

Neutral Air Attack (Nair)
  • Hitboxes Active: 7, 8-18
  • FAF (First Actionable Frame): 40
  • Base Damage: 12/12/14/12/10, 10/10/11/10/8
  • Landing Lag: 9/18
  • Auto Cancel: 1-3, 36-39
  • BKB (Base Knockback): 40 (Early hit), 25 (Late hit)
  • KBG (Knockback Growth): 90 (Early hit), 90 (Late hit)
  • Trajectory: 65/65/65/65/55 (Early hit), 55/55/55/55/361 (Late hit)
  • Special Attributes: Hitbox covers entire body
  • Shield Advantage: Strong Hit: -3 (tip) -2 (blade) -1 (hilt) / Weak Hit: -4 (tip) -3 (blade and hilt)
Move Description: Ike swings his sword around him in an arc. This is by far Ike's most versatile aerial attack, it sets up for combos, continues juggles and chaingrabs, platform sharks, sends offstage at an angle that is easy to follow up on, and can be used to space directly above and in front of you quickly. You can sometimes get grab follow ups out of SHFFL'd nairs as well, it's just a great move in general. Kills at 160%.


Back Air Attack (Bair)
  • Hitboxes Active: 7-9
  • FAF (First Actionable Frame): 36
  • Base Damage: 15/15/17/15/12
  • Landing Lag: 9/19
  • Auto Cancel: 1-4, 30-35
  • BKB (Base Knockback): 30
  • KBG (Knockback Growth): 100
  • Trajectory: 361/361/361/361/35
  • Special Attributes: None, can be used out of QD->RAR for a quick kill setup
  • Shield Advantage: -3 (tip) -1 (blade) -0 (hilt)
Move Description: Ike slices behind him. This is Ike's quickest kill move in the air, the moves trajectory is at the Sakurai angle, so as your opponents percent rises, it sends at an angle more susceptible to killing. Use this out of RAR, and combine it with QD to quickly close the gap between you and your opponent for a quick kill. If spaced properly on shield, you can get a grab before the opponent is able to grab you. Bair also has a forward hitbox, learn the spacing for this and this becomes a powerful killing move from both sides. Kills around 95% on stage.

Forward Air Attack (Fair)
  • Hitboxes Active: 17-20
  • FAF (First Actionable Frame): 47
  • Base Damage: 13/13/16/13/10
  • Landing Lag: 13/26
  • Auto Cancel: 1-4, 38-46
  • BKB (Base Knockback): 20
  • KBG (Knockback Growth): 105
  • Trajectory: 361/361/361/361/35
  • Special Attributes: None
  • Shield Advantage: -7 (hit) -6 (blade) -4 (hilt)
Move Description: Ike slices directly in front of him in the air. This is Ike's slowest and longest aerial. This move can be used to space, kill, set up for edgeguards, and combo. The tipper hitbox on fair sends at a low angle, and can gimp opponents with weak recoveries. When hitting with the blade or hilt this move can kill as early as 110% on stage, even earlier if you jump out and attack. Fair is safe on shield if spaced properly. Always try to SHFFL this attack.

Up Air Attack (Uair)
  • Hitboxes Active: 9-14, 15-24
  • FAF (First Actionable Frame): 41
  • Base Damage: 13/13/15/13/11 (First hit) 15/15/17/15/12 (Second hit)
  • Landing Lag: 12/24
  • Auto Cancel: 35-40
  • BKB (Base Knockback): 40 (First hit), 45 (Second hit)
  • KBG (Knockback Growth): 100 (First hit), 100 (Second hit)
  • Trajectory: 70/70/70/60 (First hit), 75/75/75/75/65 (Second hit)
  • Special Attributes: Hits twice
  • Shield Advantage: First Hit: -6 (tip) -5 (blade) -4 (hilt) Second Hit: -5 (tip) -4 (blade) -3 (hilt)
Move Description: Ike swings his sword above him. Uair is fantastic as a kill move and combo move, the early hit sets up nicely for combos, and when timed and spaced properly, the second hit of the move kills around 100%. You can use this move to platform shark as well, it covers a decent amount of space and can cover multiple tech options on smaller platforms.

Down Air Attack (Dair)
  • Hitboxes Active: 16-17, 18-30
  • FAF (First Actionable Frame): 44
  • Base Damage: 14/14/17/14/12 (Early hit) 9/9/10/9/7 (Late hit)
  • Landing Lag: 12/24
  • Auto Cancel: 1-4, 38-43
  • BKB (Base Knockback): 25 (Early hit), 10 (Late hit)
  • KBG (Knockback Growth): 100 (Early hit), 100 (Late hit)
  • Trajectory: 270/270/645/270/270 (Early hit), 361 (Late hit)
  • Special Attributes: Lingering hitbox, spike hitbox, meteor hitbox
  • Shield Advantage: Early hit: -5 (tip) -4 (blade) -3 (hilt) Late hit: -7 (tip) -5 (blade) -4 (hilt)
Move Description: Ike strikes directly below him. This aerial is a bit underused in the current Ike meta, the early hit will meteor at every hitbox except for the hilt, which will spike. This move can be used to read techrolls and set up for follow ups or gain stage positioning, similar to Falcon's stomp. When combined with QD, the late hit can be used for easy gimps off stage, or if you're really looking to secure a kill, you can bair out of a QD -> RAR late hit dair for a quick kill.

Special Attacks

Neutral Special (Eruption)
  • Hitboxes Active: 11-18
  • FAF (First Actionable Frame): 50
  • Base Damage: 10-34 (Depends on charge level)
  • Shield Advantage: -32
  • BKB (Base Knockback): 60
  • KBG (Knockback Growth): 100
  • Trajectory: 80/80/270
  • Special Attributes: Heavy armor from frames 5-10, light armor from frames 11-14, has a meteor hitbox, when fully charged OHKOs and breaks shields.
Move Description: Ike plants his sword into the ground and erupts in blue flames. This move is pretty nifty in a handful of situations, and extremely unsafe otherwise. You can use this while being juggled to break out of juggles and hit the opponent upwards, putting them into a bad position. You can also use this at the edge to catch and kill someone for recovering sloppy. There is a lot of endlag on this move so use it sparingly.

Side Special (Quickdraw)
  • Hitboxes Active: 1, 2-3
  • FAF (First Actionable Frame): 35
  • Base Damage: 7-12 (Depending on charge)
  • BKB (Base Knockback): 40
  • KBG (Knockback Growth): 130
  • Trajectory: 70
  • Special Attributes: Jump cancel on frames 3-17, has a OHKO hitbox when fully charged, can wall jump
Move Description: Ike slides towards his opponent and slices in front of him. This is what turns Ike from a pretty decent sword character into one of the best characters in the game. The QD attack is activated by tapping the B or A button once the move has begun charging, the charging starts at frame 10 and can be cancelled into the attack immediately, the hitbox comes out on frame 2 and is great at catching landings, interrupting combos in the air and a decent move to follow up after. The late FAF frames make it kind of risky to use if you're not sure you will hit, so space this well. The ability to jump out of QD at frame 3 allows for a variety of options and mixups to condition your opponent with, the possibilities are endless. If you use this move and hit a wall, you are able to wall jump, and use your up special (Aether) to recover. On walled stages, Ike can easily live to 200%+.

Down Special (Counter)
  • Hitboxes Active: 3-7
  • Counter Window: 6-23
  • FAF (First Actionable Frame): 26 (Counter attack), 60 (Counter stance)
  • Shield Advantage: -11
  • Base Damage: 1.3x of attack countered, or 10
  • BKB (Base Knockback): 1.3x of attack countered, or 50
  • KBG (Knockback Growth): 1.3x of attack countered, or 62
  • Trajectory: 35
  • Special Attributes: Intangibility on frames 8-11 of counter stance, 1-6 on counter attack
Move Description: Ike puts himself into a defensive stance. Ike's counter is pretty decent, but like all counters, is something that you shouldn't overuse, as it is very punishable. If you can read an opponents habits and rhythm, this move is brutal and can kill very early depending on what attack you are able to counter. You can use this move to intercept annoying recoveries like Ness or Lucas and hit them off stage into a prime edgeguarding position.

Up Special (Aether)
  • Hitboxes Active: 18, 20-21, 22-29, 30-37, 46-52, 53-57, 58, 64
  • FAF (First Actionable Frame): 36
  • Base Damage: 6, 2, 2, 2, 2, 2, 3, 6
  • BKB (Base Knockback): Fixed
  • KBG (Knockback Growth): Fixed
  • Trajectory: 91/78/80/91, 87, 87, 85 (Hits 1-4), 270 (Hits 5-8)
  • Special Attributes: Fixed knockback growth, meteor hitbox when falling, landing hitbox
Move Description: Ike throws his sword, jumps up to catch it, spins in the air and slams downward. Aether is Ike's main recovery move when recovering low. You can move forward or backward while spinning to position yourself to land on the ledge or onstage. If your opponent does not refresh invincibility on ledge before you drop down, you will meteor them. Ike will spin three times in the air before dropping and grabbing the ledge, during this time you are extremely vulnerable to try to sweet spot the ledge whenever possible. It is very easy to hit Ike out of Aether once your opponent understands when Ike is vulnerable. I don't really use this move onstage, but it can have its uses to catch opponents above you who aren't expecting it.

Throws


Forward Throw: Ike throws his opponent forward. Opponents can be regrabbed immediately after fthrow if caught at 0%. At higher percents this leads to a fair follow up and usually a kill. You can also use this throw to set up for a tech scenario but it's not really advised to do that. At higher percents you may need to use QD and JC into an aerial attack. Fthrow is NOT weight dependent.

Back Throw: Ike spins around and kicks his opponent behind him. This throw is also good for follow ups and is excellent to use when facing away from the ledge. If you are quick enough, you can use back throw into a QD - > RAR -> Bair for a quick kill. Overall a solid throw and something to always keep in mind when you are able to get a grab. Bthrow is NOT weight dependent.

Down Throw: Ike slams his opponent on the ground and stomps on them, sending them up and away from Ike. When using dthrow facing away from the ledge, dthrow can set up for a bair kill if the opponent has bad DI. This throw also sets up for a tech chase scenario when DI'd properly. Dthrow near ledge can also set up for a fsmash read that can cover tech in and tech in place. This throw is excellent and can also be used as a mixup for fthrow or bthrow. Dthrow is NOT weight dependent.

Up Throw: Ike throws his opponent upwards. This throw is excellent on fast fallers, as it sets up for chain grabs. This throw can also lead to fair or uair follow ups a la Smash 4. On very floaty characters like Jigglypuff, this throw is not particularly useful, but allows you to gain stage positioning. Always keep this throw in mind to mix up, it can set up for very nice follow ups. Uthrow is weight dependent.


III. Set Ups
Ike combos in a way similar to Falcon, in that his moves tend to send his opponents up and away. At low through mid percents it's very easy to combo pretty much any of his aerials into each other. At higher percents you will have to use QD to follow up on attacks, or just accept stage positioning and try to catch their landing. Nair can be used at any time during a combo to help extend it, if you are ever wondering stuck wondering what aerial you should use next, nair is almost always a good choice.

Ike uses grabs to secure follow ups and set up tech chases, much like Marth, your ability to set up kills and combos is basically tied to how many grabs you can secure in a match. The follow ups and set ups below are tested on Mario, you will need to adjust your timing and spacing on other characters, use these as a guide to start with. I will not go over every possible combo with Ike, once you become comfortable with how the character works, you will be able to improvise.

Grounded Setups:

Jab1-> Jab2-> Jab 3 (13%)

Ike's standard jab combo, sends away and sets up nicely for follow ups and gives you space to work with. At higher percents will send into tumble, allowing you to follow up with QD

Jab1 -> Grab (4%)

One of Ike's best setups on the ground, it's a quick 4% and nets you a grab, and follow up on a throw for even more damage or stage control. This is a decent option to use on a shielding opponent.

Jab1-> Jab2-> Grab (7%)

Primarily used as a mixup with Jab1-> grab to catch a spotdodge. This functions basically the same as Jab1 -> grab but with some extra damage added on, this is not as safe on shield though so keep that in mind. Combine with throw follow ups for maximum damage.

Jab1- Jab2 -> Ftilt (20%)

Another jab mixup that deals a moderate amount of damage and sends the opponent flying away. You can also use this as a quick option to punish a poor approach. Spot dodge can beat this, and ftilt has a decent amount of endlag so don't be predictable.

Jab1- > Dsmash1 (20%)

Another jab mixup for a moderate amount of damage, send the opponent behind you. This is a great option to use out of crouch cancel, and if the opponent is at a mid-high percent, when facing away from the ledge, this sends at a very low angle and will flat out kill most fast fallers.

Jab1 -> Dsmash1 -> Dsmash2 (35%)

Another great jab mixup and crouch cancel option. Deals a high amount of damage, and sends the opponent far behind you. If used facing away from a ledge, will set up quite nicely for a edgeguard. This will not work past mid percents, as the first hit will knock them pretty far away.

Dtilt -> Utilt (26%)

Deals a high amount of damage and sends the opponent upwards, with the trajectory changing on the spacing of utilt. You will need to hit the opponent with the meteor hitbox to do this combo properly. You can follow up with aerials depending on the trajectory, you may need to use QD if they DI away, overall a pretty useful setup if you can space it properly. On fast fallers this will start working around 30%.

Utilt -> Utilt (26%)

Sets up for grab and nair. Starts working around 20% on fastfallers, and is used to extend the uthrow chaingrab.

Throw Setups

Fthrow-> Fthrow (12%)

Only works at 0%, will work on most of the cast. Quick, easy damage and sends your opponent just far enough to be clipped by a ftilt.

Fthrow -> Nair (16%)

Deals moderate damage, works at low-mid percents, and sets up for additional follow ups.

Fthrow -> RAR Bair (21%)

Deals a decent amount of damage and sends the opponent pretty far away, will only work around mid percents. You will need to learn how to RAR (reverse-aerial-rush) to do this.

Fthrow -> QD -> RAR Bair (21%)

Works at high percents, and will kill, this is going to be a quick and easy kill setup so be sure to practice this pretty extensively.

Fthrow -> Dash Attack (16%)

A pretty simple and straight forward setup.

Fthrow -> Fair (22%)

Another great kill setup, will work at mid-high percents. You may need to use QD to follow up with Fair properly, so practice this and learn trajectories based on DI.

Fthrow -> QD -> Grab (6%)

Use this at mid percents to re-position yourself near the ledge, and making it easier to force your opponent offstage. Very quick and is very hard to react to.

Fthrow -> DACUS (25%)

Use at mid percents for a high damage follow up. Will launch the opponent super high in the air and into a prime spot for juggling or edgeguarding. Practice this, it's an extremely good mixup.

Fthrow -> QD -> JC Usmash (25%)

My absolute favorite setup with Ike, will work at percents that Fthrow -> DACUS will not, and will usually kill. Stylish, brutal, fast. Reverse the Usmash for extended range on the attack.

Bthrow -> Fair

Bthrow -> QD -> RAR Bair

Uthrow -> Fair

Uthrow-> Uthrow (Chaingrab)


IV. Advanced Techniques
Ike's claim to fame in PM the ability to jump out of quickdraw, which opens up several options and forces your opponent into a mixup game to figure out which option you are going to select. Ike can jump cancel quickdraw start on frame 3, and loses the ability to jump cancel on frame 17. This section is going to be used for describing Ike's options out of quickdraw, as well as universal options that are useful.

QD -> Empty Hop


This is a vulnerable position for the most part, you are committed to a jump in, but haven't chosen an option to cover your approach. Choose an attack to cover your approach or follow up on a hit. You can use your doublejump or waveland backwards to feint and try to bait out a reaction from the opponent. You can also tomahawk out of an empty hop if the opponent is expecting you to attack.

QD -> RAR

This is an extremely useful tech, as it gives you a kill option out of fthrow and bthrow. Use bair out of this for a quick hitbox that can kill. You can also use this with Nair or fair in a tech chase scenario or if you think the opponent will chase after you.

QD -> Wavedash

This functions the same way as an empty hop out of QD, but keeps you grounded, which overall makes it a little safer to use for the most part.

QD -> JC Grab

This tech is essential to learn as Ike. This is Ike's best option out of QD in most cases, it allows you to easily get a grab in a stagger situation and convert that to big damage or a kill. Reverse the grab if you think you are going to overshoot them.

QD -> JC Usmash

This is flashy and used in punish situations mostly, if an opponent is going to land on a platform, you can use this to clip them and send them back up in the air, or flat out kill them. You can also use this if you are confident in reading a tech chase, as it functions as a launcher at lower percents, and a kill move at higher percents.

DACUS (Dash attack canceled upsmash)

This functions the same as QD -> JC usmash, but has a shorter slide, so you can use this if you think that usmash out of QD will shoot past them. Overall a solid option and something you should consider when you think you can hit it.


V. Matchups

When reading this section, keep in mind that these matchups are in Ike's perspective. If a match up reads Disadvantaged, this means that Ike is at a disadvantage in this matchup.
:wario:
Match Up:

Stages to Strike:

Counterpick Ideas:

:mario2:
Match Up: Slight Disadvantage

Stages to Strike:

Counterpick Ideas:

:luigi2:
Match Up:

Stages to Strike:

Counterpick Ideas:

:peach:
Match Up:

Stages to Strike:

Counterpick Ideas:


:bowser2:
Match Up: Most definitely in Ike's favor. Bowser loses to grab and grab is Ike's strongest point in his kit. Uthrow is going to be your best friend in this matchup, as Bowser is easily juggled, but always keep in mind that he can nair out of your combos at lower percents so be prepared to either bait it out or be quick enough in your punishes to prevent him from using it. It's important to stay grounded and avoid getting clipped by dash attack or grabbed, Bowser's juggles on Ike are pretty nasty. Bowser's fire breath is pretty hard to work around on platformed stages, but in this matchup you're going to want to go for a wider stage to work with, so Bowser controls less of the stage naturally

Stages to Strike: Yoshi's Story, WarioWare, Fountain of Dreams

Counterpick Ideas: Pokemon Stadium 2, Final Destination

:yoshi2:
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:dk2:
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:diddy:
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:falcon:
Match Up: Solidly in Falcon's favor. The advantage you have here is that your punish game is awesome and if you can get a grab on Falcon you can easily put him in a stagger situation until death. The bad news is that Falcon basically does the same thing to you, and it's a lot easier for you to get grabbed by Falcon than vice versa.

Stages to Strike: Final Destination

Counterpick Ideas: Green Hill Zone, PS2, Wario Ware

:wolf:
Match Up: Disadvantage

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:fox:
Match Up: This is probably one of Ike's worst matchups when played properly. If you can get a grab on Fox you can easily kill him from it, but getting a grab on Fox is extremely hard and will require you to commit, which Fox can easily take advantage of. Your execution of punishes is extremely critical in this matchup, you need to take each hit as far as you possibly can.

Stages to Strike: Pokemon Stadium 2, Final Destination, Smashville

Counterpick Ideas: Green Hill Zone

:falco:
Match Up: Definitely in Falco's favor, but is very doable. It's important to play patient and keep yourself moving around and avoiding punishes while waiting to find an opening, when you get an opening, your punish game needs to be on point, you will not get very many openings in this matchup.

Stages to Strike: Yoshi's Story, Final Destination, Battlefield

Counterpick Ideas: Green Hill Zone, PS2


:popo:
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:zelda:
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:sheik:
Match Up: Slight Disadvantage

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:link2:
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:toonlink:
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:ganondorf:
Match Up: This matchup is pretty even but my personal opinion is that it favors Ike slightly. You are more mobile than Ganon and thus can force him to approach and punish him for committing too hard. You need to avoid getting into stagger situations with Ganon, as he can kill you very early and you are the perfect weight to get juggled by him. Walling out with nair or fair, or just going for grabs into juggles will get you very far in the matchup

Stages to Strike: Battlefield, Yoshi's Story, WarioWare. Green Hill Zone

Counterpick Ideas: Pokemon Stadium 2, Smashville, Delfino's Secret

:mewtwopm:
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:lucario:
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:pikachu2:
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:jigglypuff:
Match Up: Disadvantage

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:squirtle:
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:ivysaur:
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:charizard:
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:samus2:
Match Up: Advantage

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:zerosuitsamus:
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:lucas:
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:ness2:
Match Up: Advantage

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:pit:
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:kirby2:
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:metaknight:
Match Up: Disadvantage

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:dedede:
Match Up: Disadvantage

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:marth:
Match Up: This matchup is in Marth's favor. It's extremely important to stay grounded in this matchup, as Marth can easily juggle you until kill percents. Avoid Small stages with this matchup, as this allows Marth to control a bigger portion of the stage with his disjoint. Try to abuse Ike's crouch cancel as much as you can. If you get Marth in the air, you should be able to either kill him, or juggle him and give yourself enough stage positioning to set up for a kill.

Stages to Strike: Battlefield, Fountain of Dreams, Yoshi's Story, WarioWare

Counterpick Ideas: Green Hill Zone, Pokemon Stadium 2

:ike:
Match Up: Even

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:roypm:
Match Up: Disadvantage

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:olimar:
Match Up: Advantage

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:rob:
Match Up: Even

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:gw:
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:snake:
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:sonic:
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VI. Changelist

Version 1.0 (9/17/2015)- Created Layout, started writing descriptions and setting up guide shell.
Version 1.1 (9/24/2015) Added section on advanced techniques, continued working on setup section.
Version 1.2 (10/7/2015) Started working on matchup section, started working on determining aerial shield stun for safety on shield
Version 1.3 (10/16/2015) Calculated shield stun for aerials and added them to frame data section. Started working on write ups for certain matchups in the matchup section.
Version 1.4 (10/20/2015) Added writeups to the matchup sections.
Author
NWRL
Views
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Rating
4.67 star(s) 3 ratings

Latest reviews

Very very good, you definitly know the player, the writing style is clear and informations are precise.
it looks like the guide is unfinished (matchups)
i don't have any tips but some remarks so i will write it here instead of an inbox message:
- You didn't mention anything about handling projectiles. In my opinion it should ahve be in minuses: Ike doesn't have many good and easy options against it.
- because of Ike's advanced techniques i think you should have a section with button'setting proposals. performing QD-JC-UpSmash/Grab/RAR could be very tricky depending on the player's button-settings.
thanks a lot!
A long time Ike player who knows what their talking about
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