Ike vs Jigglypuff
Ike’s advantages: Very powerful, large range, good defensive game.
Jigglypuff’s advantages: High aerial mobility, good gimping, consistent aerial game.
Analysis
Jigglypuff is an often underestimated character throughout the entire Smash series. She’s incredibly light weight, has a sub-par ground game, and her sing is probably the worst special move in the game. On the other hand, she has a great aerial game, one of the best recoveries, and has great kill moves. It’s no wonder that whenever someone fights her blind, they get wrecked completely. This is why it’s best to know your enemy.
Ike is one of the most powerful characters in the game. Nearly everything in his moveset has the potential to KO, including his jabs. He also has a great amount of disjointed range and his jabs come out quick and easily knocks away the opponent, which serves up for a great defensive game. All of his aerials auto-cancel due to IASA frames for quick mobility, and his ideal kill moves come out rather quickly. On the rough side, his recovery is mediocre at best, can be aerial combo’d due to his weight, and for the most part can be gimped by the large majority of the cast.
Ike’s disadvantages easily compliment Jigglypuff’s advantages. However, Jigglypuff’s disadvantages easily compliment Ike’s advantages as well. In essence this match is all about exploiting weaknesses and covering your own.
Ike does a better job at this however, as he’ll be playing “really gay” in this match, and abuse his spacing ability. Retreating SH F-airs, SH N-airs, shieldgrabs, and jabs. This is essentially what Ike will be doing the majority of the match. Whatever Jigglypuff can do, Ike will have an answer for, and it’s even worse that Ike will not have to act first.
In order for Jigglypuff to win, she’ll have to resort to baiting and reading Ike’s movement to go for openings. Once inside, Jigglypuff needs to stay inside the entire time. This essentially means not getting knocked away and keeping the pressure close, because once Ike knocks Jigglypuff away, she’s back to square one.
Things Ike should look out for
-Jigglypuff’s D-air -> Rest, a rather deadly combo that’ll easily take out Ike at around 85%. Rest's hitbox is even smaller than her own body, but if it hits Ike’s lower portion (his knees) there’s a chance she could trip you into it that’s pretty much an automatic way for Rest to hit. Shield the whole thing if possible, but if you’re caught in it, (Smash) DI away from the D-air and powershield the rest. Thankfully for you, once Jigglypuff uses rest, you can go out and see a movie then come back and punish her. So if rest misses, take away her stock with a fully charged F-Smash.
-Side-B, or “Double Slap”. This’ll be Jigglypuff’s way of getting through your defenses, as this ability even beats Ike’s jabs. However, this does not beat Ike’s N-air, F-air, or just shieldgrabbing. Use it and abuse it.
-D-Smash. This is the perfect way for Jigglypuff to get a gimp KO on you, or just a KO in general. It’s not powerful, but it has enough knockback to it that it’ll send Ike downward and away from the stage, much like Zelda’s Down Smash. Try your best to stay out this and to not give Jigglypuff the option of doing so.
-Neutral B, or “Rollout”. Rollout is about as useful as Ike’s Quick Draw (which is not quite useful), but a good Jigglypuff would know how to use it. If you see her use it off-stage, predict where she’ll land at and charge up an Eruption. She’ll have to use it if she wants to have any chance of getting back on stage, which pretty much allows you to get a free stock kill due to Ike’s SA frames from Eruption. If She uses it on stage, give her a taste of her own medicine and charge up Quick Draw. At best you’ll hit and maybe even kill her. At worst, they’ll both cancel out. So it’s a win-win for you.
-Sing. If she’s dumb enough to use it, F-Smash accordingly.
Things Jigglypuff should look out for
-Ike’s KO potential. F-Smash kills Jigglypuff at 50% in the middle of Final Destination while Up-Smash kills at 90%. However, at 90% Ike won’t even need his smashes, as his tilts are practically Smash attacks that are quicker. Both F-tilt and U-tilt kills at 90% in the middle of Final Destination. At the edge, this’ll be a lot lower.
-Ike’s Ledge pressure. If you’re knocked off the edge and trying to recover, Ike can continuously thwart your efforts by using F-airs to keep you off the stage and waste your jumps. Worse yet, if you’re telegraphed easily, Ike can even pull off an F-smash or F-tilt. Remember however, you have high aerial mobility, and there are times when the best thing you can do is to not attack at all and just swing past your opponent. This would be one of these cases.
-B-air, Ike’s quickest aerial move with a great amount of KO potiential. This’ll kill Jigglypuff at 110% at the middle of FD, but Ike will be using it with his ledge pressure to get an easy KO. If Ike has his back turned, expect him to be using it.
-Ike’s grab release. An aerial grab release on Jigglypuff will allow Ike to use Aether on her if buffered beforehand. It’s a measly 11% damage, but since Ike will be shieldgrabbing a lot, it adds up quickly. Don’t get grabbed.
Stages in Ike’s Favor
-Corneria: This is Ike’s overall best stage and for obvious reasons. Very low blast zones, a wall infinite for Ike, and plenty of slopes for Ike to use Aetherslide to avoid getting punished. Jigglypuff would want to ban this if she wants to live.
-Pirate Ship: This doesn’t so much give Ike advantages, but kills Jigglypuff’s main advantage: gimping. An Ike that Jigglypuff cannot gimp will be a very frustrating match for the pokemon. Also, Ike can spike Jigglypuff through the water pretty easily. Ban this if Corneria is already banned.
-Luigi’s Mansion: This is in Ike’s favor for many reasons. First, the house lowers Jigglypuff’s options to get inside Ike’s range. Second, the house allows Ike to immediately get back onto the ground if Jigglypuff happens to knock him up to the air, putting the situation back to where it started. Lastly, the high ceiling and house itself saves Ike if Jigglypuff happens to get Rest off on Ike. On the plus side, Jigglypuff is protected from the house as well, but if she wants to have any chance at winning, she needs to break it down.
Essentially, any stage with low blast zones or negates gimping will be in a favor of Ike.
Stages in favor of Jigglypuff
-Norfair: Platform-dependent, and lava. This hinders Ike’s spacing ability and gives Jigglypuff numerous openings, especially from below, which is where Ike is most open at. Ike will probably ban this.
-Brinstar: The only thing that puts this in Jigglypuff’s favor is the lava, which limits the entire stage to three or one platform, which makes Ike result into camping. Otherwise, it’s not that great of a counterpick.
-Jungle Japes: This is Ike’s worst stage. His recovery makes it very hard to recover back onto the stage, and the way how the stage is designed hinders Ike’s spacing ability and result him into more or less camping. He can handle himself on this stage however.
Essentially, any stages that are platform-dependent and has low amount of space will be in favor of Jigglypuff.
Overall
All Ike really has to play gay and abuse his range, and the match is pretty much in the bag. It’s an uphill battle for Jigglypuff, but with the good use of baiting, counterpicking, and gimping, she has the ability to win.
Match-up ratio not given unless requested