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A battle of two powerhouses...except Ike is heavier more disjointed, more range, and a lot better jab. :D Either 55-45 or 6-4 Ike's Advantage.
First aspect to tackle: Din's Fire. Buffed from Melee, still fairly crappy. Din's Fire is easy to powershield. Watch Zelda's arm. When it moves, shield. Ta da. Din's Fire to our Aether? That can hurt. A lot. Another thing to note that Din's Fire will clash with Ike's body during Ike's dash attack. Meaning that at the right range/situation, Ike can Dash Attack while Zelda is using Din's Fire, swing, hit Zelda, and possibly have the ending lag canceled by the clash. More likely then not though, you'll just send the Princess flying away. Assuming she even uses Din's Fire in the first place.
Our Air Game > Zelda's, as sword > leg. Doesn't mean we shouldn't fear it though. Her Uair is a serious pain (stronger then ours), and getting lightning kicked is this game's version of an aerial smash attack. Her Bair is like, frame 5 and hits harder then a donkey. If her back is to you, expect this. Even out of shield it can happen and send you flying away. Her Dair spike isn't anything to laugh at. It will kill you quite eagerly, and her Nair is a multihitting, shield poking pain. Luckily, it has fairly short range, at least in comparison to Ike.
We have a faster ground game, but Zelda's is (sad as it sounds) safer outside of our jab. Dsmash is frame 5 and can send us into our dead zone unless we tech it, Fsmash is fairly safe on block. Usmash you better learn how to SDI it the first time because once it's stale the hits deal less then 1% damage, thus making SDI impossible. Her tilts are faster then Ike's by a tad IIRC, and are quite strong. If for some odd reason you decide to use Counter against Zelda, it can KO her due to how strong her moves are, but I wouldn't recommend it. However, her jab is slow to start up. Ours isn't. Abuse it. Combat Walk her if you get the chance. Dtilt is also a pain. If you trip from a Dtilt hit, you're going to take a lot of damage in a Dtilt lock. Possibly finished by Dsmash. Ow.
Both recoveries are "lol gimp land", but I think Ike's has the slight edge in this match up, simply because we have two (if crappy) options, while Zelda has to use the one option she has...which means you can predict where she's going to appear most of the time easily (the ledge). But she has more range. Take your pick, both stink.
Stages, Pirate Ship as usual is good, but watch out for her Dair. It's a strong spike. Delfino can work well because I believe Zelda's Up B doesn't like the floating platform that much. And of course there is water. I think these two characters for the most part like similar stages...maybe just stick to what ever is your personal best stage in this match-up, though I would avoid Castle Siege. Zelda's smash attacks + lingering hitboxes on statues = ow.
When it comes to neutrals, I would actually pick FD as my goal. Zelda can have a nastly platform game between her Usmash, Uair, and Utilt, or a drop through Bair/Fair, so BF would be quite a gamble. On FD though, we can space her a lot easier. Din's Fire isn't much of a threat. Both FD and PS1's lips can screw over her recovery, more so then Ike's, so that's always a plus. Same idea with Lylat, though there is that platform issue again. If you can't get FD, go for PS1 or Smashville.
But lets be honest: this MU isn't likely to happen. Zelda can change into Sheik and have the advantage. But hey, you never know. I've already met one person who will use Zelda and not Sheik, so there are those crazy people out there.
Just wanted to point out that all of his aerials have transcendental priority, so he cannot cancel a dins with any of his aerials. His only options are air dodge and counter.
So that would includeBann stages where it's really hard to autosweetspot the ledge.
This.Jab OoS. gg
Doesn't matter how good it is if you don't get hit by it.Yea don't get hit by one of the best jabs in the game and you can completely wreck Ike guys.
If it's really good then there's a slight chance that you may be getting hit by it.
It's a good move but it's just a jab relax guys keep it in your pants.Not getting hit by Ike's jab?
Absurd.
You just proved my point.It's a good move
All of them except jab. Ike move isn't safe on shield.Aaaaaaaaanyways.
So, which of Ike's moves can we punish OOS? And with what? Being a Zelda who doesn't like to run away and camp for 8 minutes (which is useless anyway since he can just jab > walk > jab > walk), one of my biggest problems vs. Ike is that most of his moves have enough shield stun/push to be safe on block.
Unless my perfect shield game is on point, it's really hard to get inside him and punish anything he does. A list of moves we can reliably counter from a shield would be nice. =X
Yeah, that's the problem..... he definitely lags, but shield push + Zelda's slow ground speed mean that if he's spacing well (which is what I'm always assuming -- obviously badly spaced attacks can be punished), you'll get jabbed in the face if you try to punish him. Or shieldgrabbed.Ike's nair has very little landing lag, he can jab after it pretty quickly, so it's usually not worth punishing.
The rest of his moves are pretty laggy save jab/SH bair, but the amount of shield pushback really detriments much punishment directly out of shield since it messes with spacing (perfect shielding everything is something most people can't do). Though I usually have enough time to dash grab anything save jab/SH bair/well spaced fairs.
This is a MU where Zelda's ground speed really comes back to haunt her.