Shulk 101

Ike

Community Rating:
0 (Even)

Professional Rating:
-0.2 (Even)

Quick Guide

  • Neutral/Advantage
    • Ike’s five main ways in neutral:
      • Mobility and mixups (empty hops backwards to bait and use grab/Nair, dash into shield, turnaround Fair/Bair/Nair on initial dash, and dashing back and forth with foxtrot, extended dash dance, and PP).
      • Spacing/retreating in the air at the tip of the sword (mostly Nair, then followed by Bair and Fair).
      • Spacing on the ground (Jab and Dtilt the most, and Ftilt and Dash Attack against openings).
      • Grab opportunities (tomahawk grabs and Uthrow the most, then followed by Dthrow for low % combos/footstool and Bthrow/Fthrow for stage control).
      • Killing with Uair, Bair, Utilt, Fair, Ftilt, and Dash Attack commonly. Fsmash and Usmash are only for hard reads.
    • Although both characters have similar movesets, Shulk does have to respect Ike’s range, power, grab game, and reads. Due to the threat of Ike’s simple grab combos, Nair, and quick moves that can usually beat out Shulk’s moves, Shulk not holding forward too much, mobility Arts & Buster Art, and playing a ground game will help to dance around Ike. Against Ike’s max range, Shulk should space at the tip/beam of Bair, Fair, and Nair. FH MALLC will also help.
      • Ike’s Nair and Dtilt will identify his opponent’s habits when pressured on hit, so Shulk needs to mix up his options. Air Slash OoS can beat them.
      • If Ike does not space at the tip of his sword, Shulk can shield grab.
      • Cross-ups should be avoided or else Ike can Bair OoS.
    • Ike’s Quick Draw Cancel will AC at FH height and can use any move, so Shulk should respect it.
    • Ike’s landing options are spaced Nair and Fair, and Nair is common when landing. Shulk must pressure and juggle as long as possible with Utilts, frame trap Nairs, grabs, aerials, or Air Slash. Positioning directly below Ike or sending him offstage will help.
    • Jump Art Nair → Fair → Fair/Air Slash is good at carrying Ike offstage.
    • Monado Purge total range: 79-209% (Shulk’s Rage at 0%).
  • Edgeguarding
    • Shulk’s goal, aside from deep horizontal edgeguard, is to force Ike to recover with Aether. Jump and Smash Art Fairs can force Ike the 50/50 game because Ike’s only options are Fair (assuming Ike is facing toward the stage) and Quick Draw.
    • Jumping out and air dodging the Quick Draw’s hitbox will force Ike into a free fall.
      • Against Quick Draw above the stage, Shulk can use Utilt, Uair/Fair, Back Slash, and Speed Art running. If Ike aims to the ledge, Shulk can use run-off Vision/Forward Vision, Fair, angled down Fsmash, Dsmash, Barrier Nair, and ledge Air Slash. However, an uncharged Quick Draw gives Ike enough horizontal mobility to grab the ledge.
    • Back Slash is very effective against Aether. Vanilla will gimp after +75%, and Smash Art will gimp after +57%.
    • Shulk should space himself away from the ledge in case Ike plans to drag him down with a ledge Aether spike.
  • Disadvantage
    • When hit, Shulk should not hold forward because Ike’s Fair/Bair and pivot Ftilt are faster than Shulk’s aerials. Shulk should use his DJ wisely, land away from Ike (better with Jump Art), or grab the ledge. Buster Art should be deactivate against Ike’s combos.
      • Ike will catch landings with Dash Attack, Pivot Grab, or Usmash after Shulk uses his DJ.
    • Reckless air dodges should be avoided against Ike, especially at high %. A good Ike player can frame trap air dodges with a FH/DJ FF Fair/Bair so that he can punish with a grab or a quick punish.
      • At mid-high %, Ike can sometimes go for a hard charged Usmash/Fsmash read against a reckless air dodge.
    • Against Dthrow/Uthrow, Shulk can DI in, mix it up if Ike adapts, or jump out at high % against an Uair/Fair read.
    • Ike edgeguards with Fair, Bair, and Eruption. Shulk needs to mix his recoveries, but Jump Art will help a lot.
      • Against Eruption, Air Slash, Uair, and spaced Fair can beat it. With Jump Art, Shulk can DJ air dodge through Eruption and use Back Slash.
    • Ike’s Dair, Aether, run-off Counter, and Fsmash can hit an unspaced Air Slash, so Shulk must snap the ledge with Air Slash.
    • Ike can ledge trump → Bair. Bair also covers ledge options.
    • At the ledge, Ike will space at Jab1 distance. If Ike wants to kill early with one hit, he will use Fair, Bair, Ftilt, and Fsmash/Usmash read.

Neutral

  • Jump, Speed or Buster Art
    • Mobility Arts are effective against Ike because he struggles against fast characters that dance around him. However, a single mistake or being in the air at the wrong time will allow Ike to punish hard.
      • Jump Art is good to space and camp against Ike at FH height. But if Shulk uses it, he must be extra careful against Ike’s grabs and damage output.
        • With Jump Art and Shulk at 0%, Air Slash does not work. But with Rage, it starts working at ~42%.
      • Speed Art is the best Art against Ike. It makes it difficult for Ike to catch Shulk without the damage debuff. However, Shulk will have to be more consistent on dealing more damage than Ike due to the reduced damage output.
    • Shield Art will allow Ike to expand his combos, but it can deal with Ike’s kill moves at high %.
    • Buster Art can be risky unless Shulk properly spaces his aerials and uses his grab game. The Art is effective against Ike’s subpar traction as it pushes Ike a bit. Like Jump Art, Ike can abuse Shulk’s disadvantage state. Ike will also use Counter for extra damage if Shulk overcommits.
      • Buster Dthrow → Dtilt/Air Slash at around 0-22%.
    • Shulk must be careful if uses Smash Art since his unsafe attacks will make Shulk vulnerable to shield grabs. Shulk should also not use it much when trying to force Ike offstage.
      • At low %, Shulk can escape some of Ike’s combos.
      • Smash Uthrow → Air Slash is true if Ike DIs away at 3-49%.
  • Ike is a footsies (mid/close range poking) and half-grappler (relies on throws for combos and damage), but is also one of the most fundamental and simple characters in the game. The game’s fundamentals include spacing, baiting, DI, edgeguarding, conditioning (attacker forces the opponent to react as they planned to punish that reaction), and reads, which is all vital for Ike (especially reads). As Ike teaches patience to the player, Ike also has good damaging and powerful kill moves that are disjointed and a permanent combination of Buster and Smash Art. When compared to Shulk, Ike is better with consistent ways to rack up damage, better frame data, and reliable kill confirms onstage.
    • Both characters will try to space each other out at mid-range, but since Ike’s mobility is a bit slow, spacing is more important for him. However, Ike’s frame data is better than Shulk’s, meaning that Ike can usually throw out a move first before Shulk can.
      • Shulk has to be careful when both of them are fighting in the air as he needs to outrange Ike. Shulk should not hold forward or overcommit because some of Ike’s moves are quicker than Shulk’s own moves.
      • Shulk needs to respect Ike’s range and power, but Ike can be forced to respect Shulk’s shield.
    • Shulk playing a patient grounded game also works. He can try to whiff his quick punish to bait Ike.
    • In general, he needs to avoid Ike’s Nair and grab game. Against Ike’s max range, Shulk should space with the tip/beam of Bair the most, then followed by Fair and Nair without getting too close against Ike’s grab game. Even if Shulk only hits Ike’s shield, he will be safe from Ike’s counterattack OoS such as Bair or shield grabs.
  • Four main way in neutral
    • 1. Using mobility and mixups.
      • Ike usually empty hops backwards to bait his opponent out, then use a grab or Nair.
      • Ike can dash into shield.
      • Depending on the situation, Ike can mix it up with a turnaround during his initial dash and jump with Fair, Bair, Nair or reverse Nair. Ike usually does a turnaround after dashing to the opponent or away, then uses a move while approaching (Fair) or retreating (Fair/Nair).
      • Ike can foxtrot, extended dash dance, and PP when dashing back and forth for mindgames and retreating in order to bait the opponent.
      • Countering it
        • Against empty hops, Shulk should space at the tip of Fair or Bair.
    • 2. Spacing and conditioning in the air, then follow it up after a hit. In general, Ike wants to space at the tip of his sword from a SH to be safe on shield.
      • Nair is Ike’s main move in the neutral while also being a main combo starter (very similar to Shulk’s Nair). While Ike can space in front of him, Ike can also cross-up behind the opponent’s shield. After Nair hits at low %, Ike can follow it up with ground moves to rack up damage. After mid-high %, Ike can follow it up with Fair. When a spaced Nair (plus with low landing lag) hits the shield, it is important for Ike to learn the opponent’s reactions and habits.
        • Opponent’s aggressive options
          • Whiffed shield grab? Ike can Dtilt.
          • Dash Attack? Ike can shield grab.
          • Aerial? Ike can shield and Dash Grab, Jab, or SH Bair/Fair (against most aerials).
          • Dash Grab? Ike can Jab or Dtilt.
        • Opponent’s defensive options
          • Spot dodge? This is a bad habit because Ike can Dash Grab or Dtilt.
          • Rolling away? Ike can Dash Attack or spaced Nair again while also gaining stage control.
          • Rolling behind Ike? Ike can turnaround grab or SH Bair.
          • Jumping away? Ike can Fair while setting up a juggling situation.
          • Stay in shield (usually after Ike’s Jab or Dtilt)? With the shield damaged and conditioned, Ike can Dtilt the feet or Dash Grab.
      • Bair is a strong kill move that is quick (F7), can AC from a SH, can be an OoS option, good RAR Bair against SHs, can be a combo finisher at low-mid %, and can be somewhat spammed. Ike can either buffer out of the SH or stall it. When Ike’s back is facing the opponent, the opponent might hesitate. The opponent might be conditioned to shield, which allows Ike to tomahawk grab. After a hit at low-mid %, Ike can follow it up after the opponent’s tech.
      • Retreating SH Fair is a great spacing move, killing move, and is effective against shields while having no landing lag upon AC. His Fair slightly outranges Shulk’s Fair by a tiny bit. With all that, Ike can usually punish back aggressive options just like when using Nair. Other than that, it is usually the finishing move from Nair or Uthrow/Dthrow.
      • Uair can be a combo starter at low-mid %, but it is hard to connect.
      • Countering it
        • Unlike some characters, Ike cannot SH and immediately buffer a move. If Ike does not space properly at maximum distance, Shulk can shield grab.
        • Shulk should generally avoid getting hit against Nair. Ike’s spaced Nair is safe on shield except for Air Slash OoS. This is important because Ike will use Nair a lot.
        • Ike’s Fair will usually beat out Shulk’s Fair first. FH MALLC can work against Ike’s SH/AC Fairs or in general.
        • When Ike’s back faces Shulk, it usually means he wants to use Bairs. Shulk should be careful when crossing Ike up because Ike can counterattack with Bair. If Ike spaces with Bair too much, Shulk can use Back Slash. Shulk can also shield the Bair as Ike usually retreats away.
        • It is possible for Shulk to Vision on reaction against Ike’s aerials.
    • 3. Spacing and conditioning on the ground, then follow it up after a hit.
      • Ike’s Jab is a great ground move. It is one frame faster than Shulk’s. Since Jab1 is safe on shield, Jab2 is fast enough to interrupt a shield grab attempt (and Jab2 can be an alternative of Ftilt). Jab3 sends the opponent in a tech chase situation and follow it up with Nair or Dash Attack.
      • Dtilt is also a great ground move against rushdowns and a good combo starter, with Fair being the finisher. But spaced Dtilt is great at learning the opponent’s habits/playstyle on shield because it is fast and less lag. After the hit, the opponent either jump, air dodge, or attack. Even if the opponent escapes, Ike already knows what the opponent’s preferred options.
        • Opponent’s options
          • Air dodge after a successful hit? This is used to escape combos from Fair, but Ike can Fair, Utilt, or even a Fsmash. Once Fsmash lands a hit, the opponent will try a different defensive option.
          • Because of the spacing of Dtilt, the opponent cannot punish with a Dash Grab. Ike can use Jabs.
          • Jump away? Ike can Fair.
          • Roll in? Ike can Grab.
          • Roll away? Ike can Nair
          • Stay in shield? Ike can Dash Grab or Dtilt again.
          • Attack back? Ike can use Counter.
        • Ike players with C-stick set to Attack can slide Ike with Dtilt for a little extra range. This is used when approaching or retreating.
      • Ftilt is best used against spot dodges or punishing laggy attacks, but mostly used at killing at high %.
        • Pivot Ftilt is a great mixup at catching approaching moves. Ftilt can be angled, so the upward angle can catch aerial approaches. It is also hard for the opponent to punish a spaced Ftilt, thus preventing rushdowns.
      • Dash Attack in neutral is only good if the opponent dashes in without respecting Ike’s space or against roll habits. After a successful hit, the opponent is forced to be more defensive, but this alllows Ike to create more space with Nair, Dtilt, or Grabs. It is also used against laggy moves where Ftilt will not reach. It is a strong kill move.
      • Countering it
        • Mixing it up is important against Dtilt. Ike’s spaced Dtilt is safe on shield except for Air Slash OoS.
    • 4. Grab opportunities to rack up damage.
      • Regarding grabs:
        • Tomahawk grabs are great when Ike conditions the opponent to hold their shield, usually from Ike’s spaced aerials.
        • Dash Grab has a better grab hitbox than standing grab.
        • Pivot Grabs has a lot of range, and it can be useful as a mixup or catching approaching moves.
      • Dthrow works best at 0-10% because it can combo into Fair, Bair, or start a footstool combo.
      • Uthrow is more efficient than Dthrow. It works best after mid % because it can combo into Fair. At high %, Ike has a 50/50 setup and may use Fair against an air dodge read.
        • Alternatively, Uthrow can be staled so that it combos into Fair a bit more easily.
      • Bthrow/Fthrow are only for tech chasing and stage control.
      • Countering it
        • Shulk must avoid getting grab as Ike has a good grab game against Shulk, even against Shield Art. Shulk can DI in, but mix it up.
        • Unspaced aerials will allow Ike to shield grab. Against Ike’s shields, Shulk needs to be unpredictable and mix it up such as tomahawk grabs, empty hops with no aerials, DJ to bait a grab, land behind Ike with a pivot grab, etc.
        • Against a tomahawk grab, Shulk can spot dodge and punish.
    • 5. Killing options in the neutral. With lots of kill moves, Ike benefits a lot with Rage.
      • At mid to high % (at spawn ledge of Final Destination)
        • Fsmash read kills at +74%.
        • Raw Uair kills at around +82%.
        • Dsmash2 read kills at +89%.
        • Usmash read kills at +95%.
        • Bair kills at +104%.
        • Utilt kills at +110%.
        • Dsmash1 read kills at +112%.
        • Fair kills at +113% (fully staled Fair kills at +139%).
        • Ftilt kills at +122%.
        • Dash Attack kills at +130%.
      • At high % and beyond (at spawn ledge of Final Destination)
        • Nair kills at +150%.
        • Dthrow kills at +190%.
          • Max Rage Dthrow (150%) kills at +140%.
      • Countering it
        • Ike’s Bair is more predictable when his back is facing Shulk.
  • Ike only has one advanced tech called Quick Draw Canceling. When Ike uses Quick Draw in the air at around FH height, he does not suffer landing lag with its AC and can do an immediate offensive or defensive move. He can even do a B-Reverse slide with Eruption.
  • Ike’s Counter (F9-35) has intangible frames from F9-16, but its startup is one of the worst in the game.
  • Ike has footstool combos, which can potentially lead up to 80%. At low %, Nair, Dthrow, and Uair will allow Ike to DJ Footstool → Punish.
    • Characters cannot tech from a footstool. Normally, a grounded spike will allow the opponent to tech, but the most viable use of Ike’s Dair is Jab Locking at low % after a footsool. Once the opponent starts to fly up a bit from Dair, Ike can DJ footstool again and focus on using a finisher move (Fair/Bair). Even if Ike misses the Dair, he can tech chase for another grab or attacks.
    • Shulk’s only hope is for Ike to guess Shulk’s DI incorrectly.

Advantage

  • Juggling
    • Ike struggles when landing. His landing options are spaced Nair or Fair, although spaced Fair is better at pushing the opponent away. When Ike is in the air, he uses Nair the most for landing.
      • Shulk must juggle as long as possible with Utilts, frame trap Nairs, grabs, aerials, or Air Slash. It is best when Shulk is directly below Ike.
      • Another viable strategy is to juggle while sending Ike offstage.
    • Monado Purge is effective (83-109 with no Rage on 1st Progression). This should be one of Shulk’s common kills in this MU.
      • Uthrow  Utilt is good if Ike is in the air or on a platform.
      • Jump Art Uthrow → Air Slash is effective at ~42-114%.
    • At the ledge, Jump Art  Nair  Fair  Fair/Air Slash kill is great against Ike.
    • Ike can Counter Buster Art Uthrow → Utilt.
  • Offstage
    • Ike is also vulnerable in this state (similar to Luigi), and it should be one of Shulk’s common kills in the MU. Shulk’s goal is to edgeguard effectively so that Ike is force to recover with Aether. He can edgeguard deep with Jump or Smash Art Fair. Shulk can still force the 50/50 game when going deep and early for an air dodge read.
      • When Ike is facing the stage, Ike’s Fair is his best counterattack, but he can only reliably use two Fairs due to its long FAF. After that, Ike will most likely cannot recover back.
      • If Shulk does edgeguard deep against a charging Quick Draw, there is a bug where if Shulk retreats as Ike releases it or air dodges the Quick Draw hitbox, Ike will swing his sword as if he hit Shulk. However, he misses and will most likely fall to his death.
    • Quick Draw is an amazing horizontal recovery when Ike is knocked far enough. Ike may try to hit an aggressive opponent trying to edgeguard, and if Quick Draw connects, Ike can act out of it. Even if both Shulk and Ike trade attacks, it is not bad because Quick Draw only kills at very high %. Sometimes, if Ike is a bit close to the ledge, an uncharged Quick Draw gives Ike enough horizontal mobility to grab the ledge.
      • If Ike zooms high over the ledge, this is most likely because Shulk is trying to edgeguard deep and he is not around cenger stage.
        • Well-timed Utilt or Uair to intercept.
        • Back Slash on the landing.
        • Speed Art running.
      • If Ike Quick Draw Cancels at FH height, he can use either an attack or a defensive option against an aggressive punish.
        • Well-timed Utilt, FH Nair, or Fair to intercept.
        • Shulk should respect upon Ike’s landing.
        • Back Slash before the landing.
      • If Ike plans to hit the opponent before grabbing the ledge, it means the opponent is not respecting the attack.
        • Run-off Forward Vision is most effective, but Shulk should not use his DJ before using it or else Shulk cannot recover back.
        • Fair, angled Fsmash, or Dsmash can work on prediction.
          • Barrier Nair can work, but it must be well-timed unlike against Fox’s Illusion.
        • Ledge Air Slash.
      • If Ike grabs the ledge without a hitbox, it is most likely a mixup with an uncharged Quick Draw.
        • Shulk can run off and Vision in front of the ledge.
        • Fair, angled Fsmash, or Dsmash can work on prediction.
          • Barrier Nair can work, but it must be well-timed unlike against Fox’s Illusion.
        • Ledge trumping works if Ike aims to the ledge, then Shulk can quickly climb up and edgeguard Ike’s Aether.
        • Ledge Air Slash.
    • Ike’s Aether travels at a very minimum horizontal distance, but it is great vertical recovery that can shark underneath the ledge. It also has super armor once the hitbox (F18-19) comes out only at F18-21. However, it cannot snap the ledge, it does not have a hitbox on the top of it and the back, and Ike cannot have its back facing the ledge or else he will SD (his only hope is to land on the ledge). Against Shulk, most Ike players will avoid sharking and space their Aether recovery to the ledge.
      • Back Slash beam is the best punishing move because it outranges Aether. Shulk must time it just before Ike rises up to catch his sword, and this tactic can be used repeatedly until Ike cannot recover. Smash Art launches Ike further and gimps after around +57%, but Vanilla Back Slash can gimp after around +75%. Shulk can also avoid the Aether sharking, but if it is not spaced, Shulk will get hit and Ike will recover.
      • It is possible for Shulk to Dair spike Ike just before he uses Aether, but Shulk must predict and be quick and precise. It is safer if Shulk manages to get behind Aether’s recovery. Jump Art will help thanks to its increased fall speed.
      • Stage spike with Bair only if Ike spaces Aether to the slanted ledge.
      • Angled down or straight Fsmash2’s beam, and spaced Bair. However, the timing is strict.
      • Air Slash’s rising first hit sourspot. Air Slash OoS can work, but it is not easy.
      • Well-timed Vision or Forward Vision, though it rarely works. This can work if Ike tries to space Aether to the ledge [Twitter]
        • Forward Vision → Utilt, but only if Ike overshoots Aether too high.
        • Delayed Vision (not immediately use it once Ike’s sword is rising).
        • It is possible to slow down Ike’s Aether recovery when Shulk uses Aerial Vision at the apex (similar to Bayonetta’s Witch Time). That is because Aether is a projectile that can interrupt Shulk’s Vision. Shulk can quickly follow it up with Dair spike or other moves. However, the timing is super strict.
      • Dtilt beam.
      • Fair beam.
      • Shulk can stay close to the ledge and shield grab once Ike rises, but this is tricky.
  • Ledge
    • It is possible for Ike to DJ Aether, drag away a tiny bit, and spike down the opponent while Ike regrabs the ledge. Depending on the spacing, it is possible for Shulk to wall tech in order to save himself.
    • Shulk should space himself at the ledge and use spaced Nair to react to Ike’s ledge options.

Disadvantage

  • Juggling
    • Ike has plenty of ways when juggling. Shulk should not hold forward in this state as Ike can usually beat out Shulk’s Fair with his own Fair. Shulk should also avoid air dodging recklessly at high %, especially against Ike’s aerials.
      • After a FH or DJ Fair/Bair, Ike prefers to FF as soon as possible because he does not benefit from lingering in the air after these moves, even if Ike hits. This is used to frame trap against air dodges and can follow it up with a grab or a quick punish. The reason is because the moves’ FAFs is too long, but by using the FF, Ike can AC late unlike Shulk. For example Ike can only reliable use one Fair from a FH or DJ while Shulk can use more than two Fairs.
      • Ike’s Uair and Utilt are great at killing and catching the opponent’s air dodges. They can platform pressure against landings.
      • To catch landings, Ike uses Dash Attack, Pivot Grab, or Usmash, especially if the opponent uses their DJ. It is usually better for Shulk to land away or grab the ledge.
      • On platform stages, Usmash and Fsmash are good to tech chase below the low platforms.
    • Against Dthrow/Uthrow, Shulk can DI in, mix it up if Ike adapts, or jump out of Ike’s combos. The DI away will allow Ike to combo with Fair.
      • Ike’s Uthrow → Uair read can kill at around 98%, so Shulk must avoid away with a DJ out. Air dodging should be avoided at high %.
      • For a hard read against a reckless air dodge, Ike can Uthrow → charged Usmash kill at mid-high %.
    • Against Ike’s combos, if Shulk is in Buster Art, he must deactivate it. For Jump Art, Shulk can either jump and land away from Ike or deactivate it.
    • If Ike does manage to drag Shulk to the ledge while Shulk air dodges, Ike can use an Fsmash to kill early.
  • Offstage
    • Ike’s Fair and Bair are great edgeguarding moves when killing, especially when reading an air dodge. Alternatively, Ike can grab the ledge and use Bair against a predictable recovery. Shulk needs to mix up his recoveries against Ike.
    • Eruption’s best use is to 2-Frame against recoveries, and it kills Shulk at +36-60% with the right charge. If Ike charges too long, not only he receives 10%, but it sends the opponent horizontally. The half-way charge sends the opponent vertically and kills very early. Releasing Eruption takes 10 frames before the hitbox comes out, and the hitbox lasts for 7 frames. On F6-7 of the hitbox, it gets reduced to only the tipper of Ike’s sword, but that is the area that covers the ledge grab. The full charge gives Ike super armor before the hitbox comes out. But Eruption is deceiving because there is also a hitbox above Ike (at least a full height of Ike) [Gif] [Pic]
      • Shulk’s Air Slash, Uair, and spaced Fair can hit Ike’s Eruption.
      • High recovery with Jump Art can easily avoid Eruption.
      • Shulk can DJ air dodge through Ike and Back Slash.
      • Shulk can try to snap the ledge with Jump Art Air Slash to throw off Ike’s timing.
    • Since Eruption is hard to land against Shulk’s recoveries, Ike’s Dair, Aether, run-off Counter, and Fsmash can intercept an unspaced Air Slash to the ledge, so Shulk must snap the ledge with Air Slash.
  • Ledge
    • If Ike is still charging with Eruption while Shulk is in Jump Art, Shulk can ledge drop  DJ air dodge forward  Back Slash. MALS can also work to perfect shield it.
    • The best distance for Ike is the maximum range of Jab1 while shielding. Jab can cover ledge getups, and Ike can use a turnaround grab against ledge rolls.
    • Ike’s Fair covers ledge jumps.
    • Ike’s Bair is a strong kill move that is great against ledge options and for ledge trump  Bair. It also works against ledge jump air dodge on reaction.
    • If Ike spaces himself to the ledge, his Ftilt can cover ledge options.
      • Dtilt and Ftilt can counter ledge drop → DJ aerial.
    • If Ike wants to kill very early, he can use Fsmash if Ike reads a ledge roll or an aggressive aerial attack. Dsmash2 is stronger than Dsmash1, although Ftilt is a better option.
    • Ike’s Usmash covers a lot of ledge options, but he suffers from the endlag. A well-timed ledge getup or attack can punish the Usmash.

Other Notes

  • Notable characters against Ike: Diddy Kong, Sheik, Sonic, Bayonetta, Cloud, Zero Suit Samus, Captain Falcon, Fox, Rosalina, Pikachu, Villager, Greninja, Mario, Mewtwo, Marth/Lucina, Ryu, Corrin, Meta Knight, Olimar, Mega Man, Toon Link, DK, Pit/Dark Pit, R.O.B., and Little Mac.
  • The very bottom of Eruption spikes only when grounded.
  • If Ike uses Counter, but he whiffs the counterattack, he gets a Stun Jacket. The next time Ike hits the opponent, the opponent receives the same hitlag that would have gotten from the Counter. This allows Ike to get a bigger advantage and get true combos that are normally not possible (Ex: Uthrow → Usmash at low %, Jab 1 → Utilt at high %, etc.) [Twitter]
  • Notable good attributes:
    • Ledge Hanging Hurtbox Vulnerability: High Tier
  • Notable bad attributes:
    • Rolls: Intangible 4-18; FAF 33 [50th-52nd]
    • Traction: 0.0444 [53-54th]
 
Author: TrueSapphire
Sources: Shulk Discord (including Sparknomad, Coyors, CrownAether, FTP, Masonomace, Valak, GetShulked, Thicc Real, and more), Art of Ike by Izaw in collaboration with fyazko, San and his gameplay, Ryo’s gameplay, Pain/Ersamov’s gameplay, GhostUrsa’s stage notes, and public information of the Ike community.

Ike (107)-

  • Against Ftilt, DI down and up.
  • Against Utilt, DI down and in.
  • Against Usmash and Uair, DI down and away.
  • Down Throw (C)
    • DI up & away at low percent, up only at mid-high. Mix up with DI back to cause Ike to miss the common fair follow up. Sometimes can follow up with a footstool into dair lock but this is super uncommon and hard to land. Against a potential Dthrow kill, DI down and away.
  • Up Throw (C)
    • Same as down throw, but this works longer.
  • Down Throw (K)
    • Kills at about 180%, DI as if it were an up throw.


Information from this guide on Smashboards

Note: No bad stages for Ike. Platforms and smaller blastzones help Ike’s disjoints and kill moves, but a medium-sized stage is a good balance for Ike. Low ceilings are a double-edged sword because while Ike can kill early with Uthrow → Uair or Rage Dthrow, he is vulnerable to early vertical kills like Shulk’s Utilt, Usmash, and Purge.
 
Preferred Starters: 1) SV, 2) T&C, 3) LC, 4) FD
Counterpicks: Same as above
Ban/Strike: 1) DL64/BF

Ike's Best Stages:

  • Dream Land 64
    • Ike’s best stage.
      • The platforms not only grant Ike’s more landing mixups when offstage with Quick Draw, but he can also cover them when edgeguarding.
      • Ike can frame trap better with the platforms when using Utilt, Usmash, Fsmash, and aerials.
      • The stage’s blastzone is smaller than Battlefield, helping Ike’s kill power like Uair.
      • Sharking is possible, but Shulk can use Vision.
    • Shulk can also frame trap Ike with Utilts and Nairs.
    • With Speed Art, Shulk’s dash options can help against Ike.
    • Ike cannot pressure his opponents below when on a platform.
    • The wind can help Ike if Shulk is in the air too much, but it can throw off Ike’s recovery options. Still, the wind does not hurt Ike that much because he has large hitboxes.
  • Battlefield
    • One of Ike’s best stages.
      • The platforms not only grant Ike’s more landing mixups when offstage with Quick Draw, but he can also cover them when edgeguarding.
      • Ike can frame trap better with the platforms when using Utilt, Usmash, Fsmash and aerials.
      • Increases Ike’s survivability since he is a heavyweight with strong kill power.
      • Sharking is possible, but Shulk can use Vision.
    • Shulk can also frame trap Ike with Utilts and Nairs.
    • With Speed Art, Shulk’s dash options can help against Ike.
    • Ike cannot pressure his opponents below when on a platform.
  • Final Destination
    • Lots of space to run around.
    • With limited recovery options, Ike’s Eruption boosts its usage.
    • Sharking is possible, but Shulk can use Vision.
    • Without platforms, Ike will have a hard time landing. Quick Draw landing is a bit easier to predict.
    • Ike’s Usmash and Utilt will kill later. Shulk can easily escape these moves with Jump Art.

Ike's Worst Stages:

  • Lylat Cruise
    • Ike can easily trap the opponent’s landings on platform with Usmash, Utilt, Fsmash, and aerials.
    • Tilting can throw off Ike’s tilts, juggles, ACs, and Aether recovery.
    • Sharking is possible, but Shulk can use Vision.
  • Town & City
    • Lots of space to run around, but it benefits fast characters more such as Shulk’s Jump Art camping and Speed Art.
    • Ike can still platform pressure with his aerials, which also increases his edgeguarding game.
      • However, he cannot use Usmash or Utilt if the platform is too high. Eruption edgeguarding will not work if there is a platform above Ike.
    • Early kills, boosting Ike’s kill power significantly.
      • Shulk’s Purge is effective against Ike.
    • More landing mixups with Quick Draw when Ike is offstage.
    • Sharking is possible, but Shulk can use Vision.
  • Smashville
    • Not a terrible stage for Ike, but it is because most characters in the game get more benefits than Ike.
      • The stage is too small for Ike’s good spacing (unless the opponent can maneuver around a lot).
      • Ike can frame trap the opponent’s landings on the moving platform with Usmash, Utilt, Fsmash, and aerials. But Usmash is a bit hard to land because the platform is moving. Instead, Ike’s Fair and Uair is better at attacking.
        • Shulk can pressure Ike on the platform and juggle more easily.
      • Additional landing option on the moving platform, but Aether’s endlag makes it punishable.
      • Sharking is possible, but Shulk can use Vision.
    • The blastzone is slightly smaller, boosting Ike’s kill power. On the moving platform when it is at the edge, Ike can potentially kill very early with Bthrow/Fthrow or other moves.
    • Shulk can stall on the moving platform as Ike does not have many options to punish safely.

Other Stages:

  • Omegas
    • Palutena’s Temple
    • Wily Castle
    • Suzaku Castle
    • Midgar
  • Duck Hunt
    • Ike’s worst stage.
      • Similar to Final Destination, Ike’s Usmash and Utilt will kill later. Shulk can easily escape these moves with Jump Art.
      • Lots of space to run around. While the tree and bush grants additional landing option, Shulk can easily camp on the tree with Jump Art and juggle against Ike’s landings.
      • Ducks can interrupt Ike’s combos.
    • The walls makes it easier to Aether spike and line up with Eruption edgeguarding. The walls also prevent sharking.
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Last updated by TrueSapphire on August 31st, 2018 at 11:07 PM

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