Arturito_Burrito
Smash Master
110% is a very low percent to die at. Usmash actually kills at 110-150 with out DI so I think it's safe to say that Ike can survive it at 160% with good DI.FSmash is most definitely a kill move, but USmash isn't particularly powerful, if I recall correctly; Ike should be able to survive past 110% with good DI.
I'm pretty sure you can survive well over 150% from the center of any stage what makes it a reliable kill move is that it's hitbox stays out for ever and that Falco's whole body becomes a hit box. It's also much more dangerous off the stage which is how it usually is used.BAir is very fast, but it is not as powerful as you make it out to be; you should be able to survive it past 100% from the middle of any stage easily if you DI properly. The same is the case for UAir; it's nowhere near as powerful as Fox's.
Well the stage guide against Falco finally got finished so here it is if you want to read trough 3000 words. I recommend looking into the good and bad stage I listed at least. http://smashboards.com/showthread.php?p=4991106#post4991106
Match up I wrote and now I'll just add a few other things that haven't been said yet and that I didn't mention on my guide for some reason.If you just won with Ike there is a good chance that you will be counter picked Falco. He has to be 1 of Ike’s 3 worst match ups, Falco’s way of fighting is just Ike’s kryptonite.
His laser is probably the 2nd most annoying projectile against Ike. SHL (short hop lasers) stop most of Ike’s approaches so you’ll have a hard time approaching. They are also a save way to edge guard Ike if used well. It is very hard to get around this as shielding/ side stepping will only block the 1st laser and get you hit by the one following it. Something everyone should be well aware off is the chain grab. Now good Falco’s won’t go out for it and for get about everything else but it is there and if given the chance it will be done against you. D. throw isn’t just a chain grab though it is like Ike’s jab. It can set up a variety of moves like U. smash U. tilt. D. air. The chain grab can be done to Ike up until 45% if it gets done more than that it’s your mistake, close to the ledge it can lead very easily into a spike so spam your tap jump if you use it or Aether as it can break out of it and get you back to the ledge fairly well. Falco’s main kill moves are D. air, U. smash, F. smash, and B. air. D. air is done after a chain grab usually so you already know how to take care of that. B. air is a sex kick which means that it has a stronger hit box at the start of its move then a weaker one that sends you in the other direction the rest of the time. Falco’s boost smash has insane distance in it but the good thing is Ike is one of the heaviest characters in the game so you don’t have to worry about that killing you. F. smash is done when there is an opening so watch out for that and watch out for its sweet spot.
Flaco's laser is not only a good camping tool it also allows for moves to regenerate. Which keeps his kill moves popin fresh. I actually suggest turning on tap jump during this fight because it will get rid of one of his main kill moves.
Falco's hypen smash actually sucks his boost smash is the one that has a huge range and he has 2 of them like Snake does. Super slide one and dash attack cancel to Usmash. This can be used to punish people on platforms along with Nair so don't think Battle field means save from lasers and nap time.
Falco's aerial game is actually excellent his aerials are all faster than Ike's and Nair can lead to jabs just like Ike. Falco is actually an excellent juggler thanks to them which is why Brinstar is a great falco stage. It is basically chain grab > spike > aicd > spike > acid > Bair > laser spam. The platforms in it also aren't any good for Ike but Falco's speed and huge jump allow for him to punish you if your standing on them. He can just shoot you off them as well with out the need to approach since they are from one side to the other.
Norfair is a good counter pick how ever because of the different structure of the stage. Jab cancels can lead into D tilt spikes a lot easier here because of the room and the platforms are better for Ike punishing under them unlike brinstar. How ever just because a few things aren't as efficient and others gain a boost should not decided your counter pick. You have to remember a lot of things go on in this stage lava just doesn't come from the floor here it comes in every direction. Falco's juggling can lead to some devastating combos when the wall covers half of the stage. The lava spurts coming from the background limits Falco's movement but can also help him keep a distance depending on where they are coming from. The wave will probably help him since you have to watch out for his long range attacks and the wave.
If you are counter picking norfair you have to make sure it is a stage you know better than the back of your hand. If your opponent knows this stage better than you you might as well forfeit the match now.
Battle field is actually a good stage for Falco as well. He can punish people who are on the platforms fairly well and since its smaller than FD chain grab to spike can happen if your grabbed at higher percents. This stage does involve more close combat but Falco's close combat even though not as great as Ike doesn't fall behind.
Lylat cruise is actually a great counter pick and is usually banned by Falcos and other the other spacies. The tilting how ever not only gimps Falco from time to time it also blocks projectiles/ makes them go to high. If the stage tilts at certain times Falco's chain grab can be escaped, it can also cause the Dthrow spike to miss if he throws you at a low end tilt then it suddenly raises and Falco jumps to high. Platforms as high as battle field's and even smaller so Utilt now covers the entire thing I believe. This is the stage to go for in a counter pick if you don't know how to take advantage of Norfair like I do with alone time.
Green Greens is another good counter pick I believe. Very similar to the reason that Luigi's mansion is thought to be a counter pick except better because you have more room to move around since the blocks are in the middle and you aren't trapping your self near the ledge. Chain grabs don't lead to spikes at the center (usually). This whole stage is nothing but close combat as well even more so than battle field. The 2 edges are super small your jab piratically takes up the entire area there and you can potentially pull off an infinite if you spaced well with your jab and throws. Just remember what happens when Ike throws an opponent into a bomb block. People also worry about projectiles being able to blow up blocks from far away but honestly you shouldn't be that close to them. Ike's moves can blow up the blocks with out him being hurt so if you blow up its your own **** fault. Stage also generates Items so hurray for Ike + projectile.
Most people counter pick this stage because of the close boundaries but I didn't even mention them lol, they are a boon after all though since jab can potentially kill at 100% with bad DI. (but why would anyone DI jab the wrong way seriously don't count on it)
Corneria is another good stage but I don't feel like listing why since it should be obvious. If not go read my guide.
Over all this match up is 7-3 falco or 7.5-2.5 falco I think yagami is giving Ike to much credit again. Sorry dude but you over rate Ike.
side note: I think metroid is known for IASA frames more than large posts need to pay more attention to what he writes.