PyroTakun
Smash Journeyman
Question for everyone: how do we feel about the Sheik and ZSS MUs after 1.1.5?
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Noooooo Sheik was certainly more difficult than the other 40-60s by a noticeable degree.I thought Sheik was 40-60 before the patch.
Ban: Lylat CruiseSince the patch has anyone discovered any new advantages we have over Cloud? He is probably the only character I wince at when I see him appear on screen. I just cant find effective ways of dealing with him, Any tips?
Thanks for that, I'll make sure I use dtilt. I think I sometimes rush into a Uthrow Fair because he seems to air dodge it a lot. I'm also a bit of a sucker for a limit break charge as well, it makes me rush in as I know he can punish me with it. What do you do?Lost to C3PO at Pound. Diddy is really, really hard for Ike. We not only can't approach, but we also have to be extremely wary about the defensive game because he can 50/50 grabs and Fair after he tosses the banana. It feels 6-4 in Diddy's favor.
Donkey Kong CAN be bad, but it's more volatile than anything. He wins the neutral due to his long grab range, faster hits, and matching disjointed DTilt. We win because we can outrange the majority of his attacks and do extra damage offstage. Unfortunately, he kills us at 73% with his ding-dong combo, something we don't have to match with.
Ban: Lylat Cruise
DSR or avoid: Battlefield and Dream Land
Even or advantage: Smashville, Town & City, Final Destination
Cloud wins on platform stages due to his Uair juggles. That's literally the factor. Outside of that, he has faster neutral and maneuvering overall, but we hit harder. Always remember that.
Our DTilt punishes many of his moves and approach options. Moreover, UThrow Fair can - and will - confirm a kill after 100% or so on Town & City. I can't speak for other stages, but FD certainly works for us. If he bans it, you have Smashville as well.
You dash or walk in and shield so he doesn't catch you on a cancel if he sees you approaching his Limit Charge.Thanks for that, I'll make sure I use dtilt. I think I sometimes rush into a Uthrow Fair because he seems to air dodge it a lot. I'm also a bit of a sucker for a limit break charge as well, it makes me rush in as I know he can punish me with it. What do you do?
I've only played against Diddy a couple times after the nerf since a lot of people dropped him, but he was still giving me a hard time. I feel like if it wasn't for the banana he wouldn't have an advantage over us.Lost to C3PO at Pound. Diddy is really, really hard for Ike. We not only can't approach, but we also have to be extremely wary about the defensive game because he can 50/50 grabs and Fair after he tosses the banana. It feels 6-4 in Diddy's favor.
Interesting.I'm starting to sort Ike's bad matchups and wonder what his best secondaries would be. As we know, Ike's worst matchup has historically been Sheik. However, it's no secret that Diddy is highly troublesome. Even though I lost to C3PO, San says there are much better Diddy players. And for starters, Dyr beat Ryo on the same weekend as Tipped Off. Diddy could almost certainly be considered Ike's second worst matchup.
Then you have Mario and Cloud. Mario disrespects and has very fast attacks that are hard to punish, but he also has Cape for Quick Draw and FLUDD for Aether. Even lowest point Aether can be hit. Meanwhile, Cloud can match Ike in neutral, but his juggle game goes completely up in stages like Battlefield and Dream Land. Lylat is a death sentence for Ike.
After that, there are weirder matchups that can prove troubling, like R.O.B. and Captain Falcon. R.O.B. matches our weight, but his disjointed Fairs come out faster than ours and he plays a camping game that forces us to approach. Our best weapon against him is to use his Gyro against him. However, we have no B moves for options that can challenge him. He also has his own DThrow to Uair combo for confirms and is floaty enough to avoid our own confirm ending his stock. Captain Falcon has perhaps the best dashgrab in the game, a multitude of combos to juggle us with, and Dair spikes to beat Aether. We lack aerial defense and fast moves to keep him off of us, and he's not afraid to dash into grab us even if we retreat Bair with autocancel.
I consider them "weirder" because they're troubling, but some of the community may say it's a 50-50. Meta-Knight used to be an awful matchup as well, but I went 3-0 against Sect not long ago, and it's much harder for him to get the elevator confirm. Also, Donkey Kong may prove troubling as well because he can kill us at 73% with a guaranteed confirm and his moves are both fairly fast and hard to punish on shield, as well as being heavier than us. His weakness is offstage, but he clearly wins the neutral, in no small part due to the speed of his attacks and his long grab range.
Ike does well against characters, like Rosalina and Bayonetta, and can fight against the likes of Pikachu, Toon Link, Ryu, and Sonic. I don't feel there's anything more crippling than Diddy and Sheik, but all of them require a completely different matchup approach. That being said, I'm considering what our best options for secondaries are.
Cloud is one option. He plays similarly to us, due to having a disjointed reach and strong defensive game. However, he is faster, but his problem is that he's more easy to gimp and doesn't hit as hard. We would also lose our advantage against Bayonetta, as Ike has a stronger grab game and kill confirms against her.
Mario is another option. Mario is easy to play and fairly weighted. However, Ally lost to VoiD 3-0 at Pound, so it's not the most go-to option. He did also beat Mr. R 3-2, but while he covers bad matchups, we know Sheik will win.
Finally, there's Corrin, whom both Ryuga and Ryo use. However, I lack experience in using Corrin, so I cannot speak for any of the matchups she covers that Ike does poorly against.
I'm partial to using Cloud, personally. But if it was possible to solo main Ike, I would prefer to go for that approach
Everything you need to know about playing Jigglypuff.Can I bother anyone for Jigglypuff tips? My instinct was to wall her out and space, but the particular player who beat me (on FG ;_; ) played so defensively my patience kind of ran out and I went in a little. I guess that's probably a mistake in itself? Is trying to nair, jab and grab in neutral like I usually do the best course of action? When I do go in, I understand offstage is probably a no-zone (wall of pain) but fair and nair seemed to work ok when I wasn't being comboed. Any general or situational options?
They do better in the air since they have near our range and twice our speed. On the ground, their mixups aren't as good. It's either dash grab, Dragon Lunge, or dash attack, the latter two fully punishable on shield. DTilt more often and use your jabs to keep them off if they dashgrab you. If they bait Counters, keep at your ground game and go for dashgrabs into UThrow Fair or FThrow/BThrow offstage and prepare to edgeguard.Anyone got any advice on how to deal with Corrin? Every time I play as Ike against him, I get decimated. My biggest problem is not even Dragon Shot since I can counter or shield those at range. My biggest problem is the speed of his attacks, the weird angles of some of his moves( like Dragon Lunge) the range of his Smash attacks, and the counter.
I can sometimes bait a Corrin player's counter out, but most of them are good enough to save the counter for when they need it most. And I have been KOed by countered F-Airs and B-Airs, pretty much wrecking whatever monintumI might have and often sending me flying.
How do I fight Corrin? No matter how I play, regardless of if I play more patiently or get very aggressive, its the same story against any half-way decent Corrin. They manage to shut down most of my offense, pressure me at range with their F-Smash, Dragon Lunge, and Dragon Fang Shot, and when I do mount some kind of offense and get some momentum on my side, they push the panic button that is called Counter Surge and often get some cheesy KOs out of it.
I play on For Glory, but I would appreciate some advice. Thanks....
First off, I played a good Toon Link from FL at Fusion 3. He likes platform stages and dislikes Final Destination. He can't get juggles on FD, which takes out part of his damage repertoire. It really comes down to walk-shielding and baiting grabs. Baiting grabs is a huge source of damage, especially since they're more prone to trying it on the ledge.After all this time, I still don't know how to deal with the Toon Link matchup. Obviously he forces us to approach, but how do we space our moves when his Nair is faster and he has his boomerang coming back on a whiff to disrupt a ground attack? What can and can't we punish?
I try to share my experience with Toon Link since it is one of my most played matchups.After all this time, I still don't know how to deal with the Toon Link matchup. Obviously he forces us to approach, but how do we space our moves when his Nair is faster and he has his boomerang coming back on a whiff to disrupt a ground attack? What can and can't we punish?
We definitely do not beat Falcon. We can win with great difficulty, while Falcon takes only a few reads into mixups into Fair or Dair spike. He is a killing machine with one of the single greatest jabs in the game, a very long dash grab range, and is relatively safe on his approach options. We can't keep him off of us if he Uairs into our shields.We beat Falcon and we beat Sonic. I feel we go even with DK but barely anyone plays the MU correctly to the same level DKWill does.
ROB isn't bad either, even.
I've always had problems with Spin Dash, mainly because they would punish my retreating Nair. I haven't tried pivot grab, but I imagine mistiming that would cause problems. I heard Quick Draw was a good way to neutralize it, but I don't know how to punish their game after stopping Spin Dash. They win the jab war.Very easy time punishing spin dash. Not only the spin dash itself but the options out of spin dash. Pivot grab absolutely demolishes it, and then that in turn makes us win the damage race because yay throw combos. You can also jab it, punish Sonic for trying to charge it up with Dash Attack, Dtilt it, shield and then Utilt to stuff his options out: spin dash is not a big deal for Ike.
We easily win the KOing race. By like miles. If Sonic doesn't get a fluky spring gimp you're living to 150%+ easy.
Sonic also struggles a lot against Nair and Fair. Fair auto-cancels, nothing to punish. Nair has super low landing lag and covers all of the angles he can try to approach from.
Sonic has an edge in gimping recoveries in this MU yes, but you can still Eruption his Up B, or go for a walk-off Fair depending on what he does.
If you screw up ya you're taking a mouth full of damage. Welcome to Ike in general.
Just... watch Ryo vs Static Manny. That's how the MU plays out at the top level. Results don't lie: Ike wins. And I can say that from experience because that's the one Ike MU I've played out semi-frequently offline.