THEDADPOOL
Smash Cadet
How do you hand mario with his fireballs on FD
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Don't let Mario take you to FD.How do you hand mario with his fireballs on FD
Lol i would'nt let him if my friend didnt "female dog" everytime i choose a different stageDon't let Mario take you to FD.
Space to hit with the center of Ragnell. It is too long for him to be able to weave in and hit you and too long for him to weave out as well.im pretty sure its been covered but i got bopped by coney's wario and im not sure what to do against it. i always get grabbed in the matchup and i cant space effectively against his aerials. help?
Really? I tend to think that mu is heavily in Ikes favor.DK is satan
Ike can outspace, out run, and out combo dk tbh, you shouldn't have trouble unless you're getting grabbed a lot.I feel that it's pretty even, DK hurts and pressures so well
Outspace isn't quite true. DK's arms are massive and he reaches incredibly far. You just need to bait out his arms so you can hit them because eve though they have similar each to Ragnell, they don't have disjoint.Ike can outspace, out run, and out combo dk tbh, you shouldn't have trouble unless you're getting grabbed a lot.
Just like with your girl friend, you stick your sword in their face. Just keep good spacing and keep Pikachu out. Also don't go in on Pikachu when he can dsmash you.Whats our game against Pikachu? The speedy little rodent is annoying as hell to play against.
If you're going to be using my opinions as a basis for those numbers, then yeah a lot of them would be "roughly even" .I could just compile the various opinions in the OP, directly quoting some (read: Metroid's) posts and summarizing what the consensus seems to be. I'd rather not put a number on the MUs since I've always felt those aren't as helpful as a descriptive guide. Plus I think we'd be seeing a lot 50-50s and 55-45s.
Diddy is easy to edgeguard. Go deep. If you get hit by barrels you get sent up so who cares? Diddy is a light weight fast faller so utilt and juggling work really well on him. Keep constant pressure and do not let him set up bananas. Once bananas are on stage you can't quick draw anymore.can someone share some infer on the diddy matchup?
i must try this!Its not that hard to WD over bananas like that. Its more difficult only cause there's a Diddy in the way.
His Glide Toss is fine. - But you can also do QD > Jump Cancel > Item Toss
If your jab is full distance it won't connect on most chars.Is it just me or can Ike not Jab>Grab Kirby? One of my buddies is playing Kirby and I've been trying this over and over and my grab wiffs every time.
Would it be the same for Pit?That's a hard one, getting in is difficult but once you get her in the air it's really easy to combo her to death.
Just do this: https://www.youtube.com/watch?v=_mV3-6ffOx4&feature=youtu.be KappaSamus help
I'll refer you to this:Would it be the same for Pit?
Let me know if that clears anything up for youNow my brother has been maining Pit for about a solid month now and I haven't seen any posts here on how to deal with Pit so I will put my two cents in. Pit is probably one of Ike's worse matchups in the game in my opinion because Pit has a number of things going for him in this matchup: Ike's linear recovery is easily intercepted and gimped by Pit, Ike is at the perfect weight for Pit to combo, and Pit has a projectile that is similar to Falco's lasers in the sense that they give off tremendous hit stun with the added bonus of being able to be manipulated by Pit. That being said it is entirely winnable.
The key to this matchup is outsmarting the Pit player essentially, a Pit will want stage control and he wants to force you to approach him and make mistakes. What you want to do is to discourage him from projectile spamming and to respect your space. SHFFL'd Nair really comes in handy here as Nair will chew right through his arrow and can even be used as your approach in the same move if spaced correctly.
Spacing is extremely important in this matchup, the player that makes the most use of their space will win, luckily in terms of range Ragnell will outrange Pit's Bow a majority of the time but if you allow Pit to get inside of you that can mean your stock. For instance if you see Pit approaching your shield with a ftilt or if he gets greedy fsmash my advice to you would be to power shield or regular shield the hit then WD OoS for the punish, much like how you avoid the Marth and Roy fsmash. So be sure to practice WD'ing out of shield, it will make this matchup a heck of a lot easier. Be careful where you place you SFFL'd aerials as Pit can get off some mean punishes if they aren't spaced properly.
Also be sure to work on mixing up your recovery and your edge guards, Pit has a lot of options which he can edge guard Ike and a lot of options to recover back to the stage. Otherwise treat him as you would any other floaty, use utilt, dtilt, nair, uair, or QD attack to help set up your combos and be sure to keep Pit above you, Pit does most of his damage to Ike when he is grounded or offstage.
EDIT: Chain grab is not real and can be DI'ed out of
Damn, thanks a lot! Must have missed the OP!I'll refer you to this:
Let me know if that clears anything up for you
I feel like so many characters have problems with CC in this game. Seems like a pretty widespread thing. Really sucks that everyone's always crotch cancelling Ike, though. Probably gets frustrating.The biggest problem with Ike's jab (and a lot of his moveset) is that they're easily crotch cancelled
Use Dtilt. It spikes/meteors them if you don't hit with the tip. CCs don't work well that situation. Dair is another option.When the opponent is at low percent, we should be aiming to get the opponent out of CC percentage. Usually we can do that out of one grab, so getting a quick grab out of a QD or something leading to a bit of nair juggling is what I aim to do to avoid getting CC'd. Characters like kirby that can just duck below our grabs though... that just sucks.
"I don't know man it could go either way"-metroid1117Two buddies of mine from college play ZSS exclusively but only one if them has ever gone to a tournament so you can take my advice with a grain of salt if you wish but I think it holds up.
ZSS is pretty comparable to Marth in the sense that she has quite a bit of range on her whip and that she has a projectile that can stuff QD pretty effectively. What I find most useful in this matchup is dash dancing or QD WD'ing in and out of what would be Marth Tipper Range. This serves as an excellent bait to get the ZSS to go for a side b which you can quickly punish if you avoid the hit. ZSS has a lot of combo potential on Ike and has a lot of tools she can use to edge guard Ike like ledge dropped bair, dsmash -> fsmash, fsmash, etc. However, Ike has a lot of tools that edge guard ZSS very effectively considering that she will either tether to the stage or recover high. The thing that worked most for me is waiting for ZSS to throw out her down b to get some height and I would go out and meet her with a well spaced fair. Other than that just focus on edge guarding tether recoveries, this matchup will definitely teach you how if you are weak in that area of edge guarding. ZSS is a really good combo weight for Ike and vice versa so if I was pressed to give a number I would probably say 50:50. As long as you avaoid her combo launchers like her utilt, dtilt, etc. you should be able to abuse Ike's mobility to get the upper hand in this match as ZSS can combo for days but likes the kill power Ike does. Actually, now that I think about it most of the cast doesn't have as much kill power as Ike does .