-3:
![Meta Knight :metaknight: :metaknight:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
-2:
![Zero Suit Samus :zerosuitsamus: :zerosuitsamus:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
-1:
0:
![R.O.B. :rob: :rob:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
1:
![Samus :samus2: :samus2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
2:
I something similar the day this topic was made but.
Let's start out with things that should be worse
![Yoshi :yoshi2: :yoshi2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
should be 0.
Ike seems to have the advantage, being able to heavily pressure Yoshi's defense, etc, but Ike has trouble dealing with grab mixups and the CG to offstage. Ike can't space yoshi too reliably because of yoshi's quick aerial speed. Yoshi has a decent weight, although it is pretty easy to kill him.
![Kirby :kirby2: :kirby2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Could be -1, could be 0. I have seen the high level players go back and forth with each other so maybe it's fine?
![Pokémon Trainer :pt: :pt:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
PT- I think we're even with squirtle with the shenanigans and beat Charizard/Ivysaur pretty easily.. Just feels like a 0, even though I have 0 PT experience..
![Zero Suit Samus :zerosuitsamus: :zerosuitsamus:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
is 60:40 for ZSS.. is that -1 or -2? ZSS is a tiny bit tougher than the other people in -1, but not by much. She's easier than DDD and DDD is already pretty winnable. Meh, group them together. -2 or -1, doesn't matter I suppose.
![Ice Climbers :popo: :popo:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
is 0 as long as every grab = death. If not, it swings into Ike's favor pretty harshly.
Ike can camp ICs pretty easily, since he can outrange their uairs and blizzards. All of Ike's moves separate the two easily. Nana will die incredibly quick each match. They even have to worry about getting grabbed, because if Ike grabs popo, he can pummel, bthrow popo, and fsmash Nana. I have pulled this off on multiple ICs players. Nana will run into many of Ike's smashes. 1 missed CG is really horrible in the MU.
![Falco :falco: :falco:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
0. Falco has to rely on close-ranged tactics to get in the most damage, but Ike's close-ranged game is just as good if not better if you mix in Ike's aerials. Falco has to worry a lot about their recoveries. 90% of my kills on Falco comes from hitting them out of their recovery or a quick bair. Falco has to be conservative with aerial use, also. Ike can choose to camp for the first 30% or so without getting grabbed, or play up close the entire match if he so wishes. Ike can punish SHDL pretty easily, too.
![Marth :marth: :marth:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Should be 0. Seems like a pretty darn fair MU in general. Both can harass each other offstage pretty easily. Approaching for either isn't a guaranteed advantage, trying to make use of each other's blind spots. Marth can get dancing blade in pretty effectively, but it's only so effective. Marth defenitely has to worry about Ike's bair as well as recovery offstage. If marth upBs to the stage when Ike grabs the edge, Ike can fair Marth back offstage if Marth is close enough, or uair for the kill around 110.
![Wario :wario: :wario:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Should be at least 0. It is difficult for Wario to get past jabs, grabs, nair, and other longer ranged aerials. Wario has to outpredict Ike when getting inside or he will be severely punished. Ike is pretty easy to get farts on, though. This is without factoring in Ike's infinite on Wario, since I haven't really seen it used in action.
![Pikachu :pikachu2: :pikachu2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
- 0
Pika has a nice CG on Ike, goes to like 60. But it is hard to get that grab in. Pika could get around half that damage before getting the CG in. Pika has to be quick with aerial options or he gets outranged. Jab is really bad for Pika. MU is Ike avoiding the CG and playing slight catchup in % while pika struggles to find the best opportunity to kill
![Mr. Game & Watch :gw: :gw:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
0
Neither has anything particularly effective over the other, as long as each plays correctly. G&W can't rely on his range in this MU but he has other options that make it even-smart use of upB and nair.
![Fox :fox: :fox:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
After playing NAKAT and watching Mr. Doom play Zeton, the MU isn't that bad. It's just an extreme MU for both sides, due to the glass canon nature of fox. Fox is ridiculously easy to jab, lol.
![Wolf :wolf: :wolf:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
0, neither has anything particularly effective on the other. Seems pretty fair to me.
![Sheik :sheik: :sheik:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
0, Sheik is way too light, and her recovery is too punishable for this to be +1. She has trouble killing, and even when she's Zelda, she still has trouble killing.
![Samus :samus2: :samus2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
+1 Ike. The only way samus can kill us is through dair. It's risky doing that due to the nature of Ike's upB. Samus is pretty tanky and has some nice mixups on us. Maybe it's 0 after all, I'll accept either I suppose. Still leaning towards +1
![Jigglypuff :jigglypuff: :jigglypuff:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Ikes don't know how to play the MU. One must limit yourself to nair, jabs, and utilt to be effective. Jigglypuff can easily gimp Ike if you know how to do it. Getting inside for jiggs is too hard. +1 ike
![Dedede :dedede: :dedede:](/styles/default/xenforo/smilies/dedede.png)
Feels winnable, disadvantaged only because of the CG, otherwise DDD doesn't really have too much else. -2 seems okay for now. If the DDD doesn't know what he's doing, he gets messed up, though.
![Meta Knight :metaknight: :metaknight:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Only problem I have with this is why everyone else isn't -3 around him. Ike doesn't have much more trouble vs MK than many others in the cast.
![Mario :mario2: :mario2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
+1, +2 Ike. Mario, once you powershield fireballs, there's nothing preventing Ike from messing up Mario pretty bad both onstage and offstage
Bowser.. I don't know enough about him to say, but we have a CG on him and he gets gayed pretty hard by us..
Ganon doesn't do
too bad against us in general, but once Ganon gets jabbed or bthrow dash attacked offstage, that swings it from a pretty nice -1 to -2
![Diddy Kong :diddy: :diddy:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
55:45 ish for these characters, but is that -1 or 0?? Snake feels harder so -1 snake, 0 diddy.
Snake, both can put loads of damage on each other. Ike doesn't even care about trading damage. Snake, however, has much more reliable killing options. Ike can't just lol-jab utilt on snake like he can the rest of the cast, and Ike doesn't like having to kill heavy characters. Snake gets jabbed to death though which helps. I can see equal damage on each, then snake just getting the kill first. Snake has to worry about the less reliable, harder read kills though. Uair is particularly effective.
Diddy- Not too difficult an MU. Bananas actually give Ike combo potential with jabs. Nair is really good in the MU. Diddy has to worry about aerials and jabs (surprising by now, huh?) even with bananas in hand. Diddy also has to worry about glide tossing too early and getting jabbed for it. Ike's DACIT I haven't fully explored against a competent opponent, but it does combo into other things if Diddy gets hit by it. Diddy can lots of momentum in the match.
ROB & PIT: Meh? Don't care enough. Went back and forth with the top mains of these characters. 0, -1, either one. Probably more 0 for ROB, more -1 for Pit.