xBlitz
Smash Apprentice
So I play a few high level brawl players in my region, and I could lend a few ideas to some of the matchups based on what I've learned:
These players being V115, Blacktwins and Chris Fisch have a winning record against me, but I've taken many games off them and have a general idea of what needs to be done:
Yoshi: B reverse tongue has good range for landing, but then again nair is also pretty devastating, and ground pound can potentially break weak shields. When he's above you, baiting ground pound by hanging out below him can lead to a spot dodge grab or f tilt, while being in the air can lead to fair/bair. Shielding dair with a full shield can net you a bair OoS or shield drop d tilt. And as for his b reverse tongue, run up spot dodge to dash grab is one of the few options that I feel works best, but if you spot dodge early you'll get egged. Also don't forget he can jump OoS and aerial in this game.
Pikachu: I'm not super comfortable with this matchup, but I'll try to give out some pointers. Quick Attack is punishable with lasting hitboxes, most notably being up tilt. It kills above 100 and most importantly, beats the move. He can up tilt string at low %s into more aerials, and with Ike lacking any combo breaking aerials or specials outside of a rogue counter, expect to be juggled at low %s and struggle getting down. running shield helps mitigate the neutral b zoning, and shielding it from afar can lead to getting grabbed (jab/dtilt are good baits to a dash grab vs jolt). Recovering as Ike is difficult vs a good Pikachu, so try to mix up side b and up b. Always be prepared to properly DI/VI in case of being hit. Also, Pikachu's neutral b makes any aether planking generally a bad idea, so be wary of that.
Diddy: Not that great at the matchup, but I play an amazing Diddy player often so here a few things about the MU. Hitting his banana destroys it, so keep that in mind. Side b is super viable in this game, and if you're caught shielding a lot you'll have to deal with this move being used often. Spot dodge is good if you're close to him, other then that roll in resets to neutral, and roll away may get you hit by the kick. If you know he's going to side B, you have 4 solid options: retreating bair is decent, and if you're quite a bit away from him you can pivot f tilt, pivot f smash or running up smash (hard read).
If you shield a nana, mix up your options. I like shield drop jab or roll in. If he grab you, vectoring behind him and vectoring the fair in is probably your best bet at high %s, at low %s vector behind the throw and up/outwards in an attempt to avoid follow ups. He's amazing at covering landings so if he drops a low % combo be on your guard for side b, dash grabs and dash attack (Diddy up smash is pretty good too).
Robin: This matchup definitely feels even, or slightly Ike's favor. Both characters can gimp each other, so the whole off stage game is pretty simple. Walk off aerial vs Elwind is really viable, especially if your opponent is bad at teching. As for the neutral, Robin has terrible shield options so nair and fair seem to be quite safe if spaced properly. Learning to deal with arc fire and arc thunder (level 3 thunder charge) are a must. Arc fire on shield is best dealt with a roll backwards to reset to neutral, whereas arc thunder is best dealt with by avoiding the hit altogether. If shielding, prepare to be shield grabbed unless you can roll away. Thoron (full thunder charge) cannot be followed up on, so shielding resets to neutral unless you're close, in which case shield drop f tilt or a smash can net you a potential stock in the form of a gimp opportunity or an outright kill above 100. Pivot f tilt can beat out dash grab or dash attacks (both kind of suck for Robin). Spaced jab is hard for a Robin to punish by the look of it, so either jab 1 into jab 1 and see how they react or go for a read (I like f tilt personally), even if you hit with jab 1 f tilt isn't a bad read.
***Please feel free to edit any information if it seems incorrect, just let me know so I can be aware of my mistakes as well***
These players being V115, Blacktwins and Chris Fisch have a winning record against me, but I've taken many games off them and have a general idea of what needs to be done:
Yoshi: B reverse tongue has good range for landing, but then again nair is also pretty devastating, and ground pound can potentially break weak shields. When he's above you, baiting ground pound by hanging out below him can lead to a spot dodge grab or f tilt, while being in the air can lead to fair/bair. Shielding dair with a full shield can net you a bair OoS or shield drop d tilt. And as for his b reverse tongue, run up spot dodge to dash grab is one of the few options that I feel works best, but if you spot dodge early you'll get egged. Also don't forget he can jump OoS and aerial in this game.
Pikachu: I'm not super comfortable with this matchup, but I'll try to give out some pointers. Quick Attack is punishable with lasting hitboxes, most notably being up tilt. It kills above 100 and most importantly, beats the move. He can up tilt string at low %s into more aerials, and with Ike lacking any combo breaking aerials or specials outside of a rogue counter, expect to be juggled at low %s and struggle getting down. running shield helps mitigate the neutral b zoning, and shielding it from afar can lead to getting grabbed (jab/dtilt are good baits to a dash grab vs jolt). Recovering as Ike is difficult vs a good Pikachu, so try to mix up side b and up b. Always be prepared to properly DI/VI in case of being hit. Also, Pikachu's neutral b makes any aether planking generally a bad idea, so be wary of that.
Diddy: Not that great at the matchup, but I play an amazing Diddy player often so here a few things about the MU. Hitting his banana destroys it, so keep that in mind. Side b is super viable in this game, and if you're caught shielding a lot you'll have to deal with this move being used often. Spot dodge is good if you're close to him, other then that roll in resets to neutral, and roll away may get you hit by the kick. If you know he's going to side B, you have 4 solid options: retreating bair is decent, and if you're quite a bit away from him you can pivot f tilt, pivot f smash or running up smash (hard read).
If you shield a nana, mix up your options. I like shield drop jab or roll in. If he grab you, vectoring behind him and vectoring the fair in is probably your best bet at high %s, at low %s vector behind the throw and up/outwards in an attempt to avoid follow ups. He's amazing at covering landings so if he drops a low % combo be on your guard for side b, dash grabs and dash attack (Diddy up smash is pretty good too).
Robin: This matchup definitely feels even, or slightly Ike's favor. Both characters can gimp each other, so the whole off stage game is pretty simple. Walk off aerial vs Elwind is really viable, especially if your opponent is bad at teching. As for the neutral, Robin has terrible shield options so nair and fair seem to be quite safe if spaced properly. Learning to deal with arc fire and arc thunder (level 3 thunder charge) are a must. Arc fire on shield is best dealt with a roll backwards to reset to neutral, whereas arc thunder is best dealt with by avoiding the hit altogether. If shielding, prepare to be shield grabbed unless you can roll away. Thoron (full thunder charge) cannot be followed up on, so shielding resets to neutral unless you're close, in which case shield drop f tilt or a smash can net you a potential stock in the form of a gimp opportunity or an outright kill above 100. Pivot f tilt can beat out dash grab or dash attacks (both kind of suck for Robin). Spaced jab is hard for a Robin to punish by the look of it, so either jab 1 into jab 1 and see how they react or go for a read (I like f tilt personally), even if you hit with jab 1 f tilt isn't a bad read.
***Please feel free to edit any information if it seems incorrect, just let me know so I can be aware of my mistakes as well***