Shulk 101

Ike

Community Rating:
0 (Even)

Professional Rating:
-0.2 (Even)

Neutral

  • Keep yourself spaced away from Ike and have him approach you rather than the other way around.
  • Mobility arts are useful against Ike as they allow Shulk to majorly outclass Ike's mobility.

    • Despite this, you must use these arts wisely as making a single mistake with your landing or being in the air at the wrong time will allow Ike to punish you severely.
    • Be extremely mindful of how you land as Ike is very capable of intercepting them with his massively ranged attacks. Needless to say, these attacks will hit hard.
    • Common punishes: dash attack, Utilt, pretty much any aerial attack, a well timed Smash attack
    • He has the easiest time punishing short hops with RAR (reverse aerial rush) Bair.
  • If Ike is using Side B in the air and he is close enough to the ground or ledge cancels it, he does not suffer landing lag and is able to perform an attack.
  • Ike's Nair and Fair have large enough range to challenge the range of Shulk's Nair and Fair, and they slightly faster too. Take this into consideration when challenging Ike in the air.
    • Nonetheless, Ike's aerials still have slow startup (aside from Bair) and long endlag, making them heavily exploitable if he does not land and autocancel them.
  • Keep in mind that his fair and bair can autocancel from a short hop while his uair and dair can autocancel from a full hop.
    • Although, his nair cannot autocancel from a full hop and suffers 14 frames of landing lag. Essentially, it is very similar to Shulk's nair.
  • ALWAYS BEWARE OF BAIR! It is quick, safe, does high damage, and is capable of KOing.
    • And to top it all off, it can autocancel from a short hop.
  • All of his smash attacks have long startup except for his Dsmash, which is frame 12 on the first hit.

Advantage

  • Ike can Counter Buster Art Up Throw > Utilt and hit you..
  • You can actually grab Ike out of his UpB towards the end of his flips if he is recovering back onto the stage, close enough, and at the right height (of course you will need to shield the first couple parts of the attack to attempt this). Once you do and Ike's feel are not touching the ground, go for the grab release. He'll be more dead than a Grilled Greil...or Sigurd.
  • Feel free to intercept Ike if he is SideB'ing back onto the stage and aiming for the ledge.
    • If he's going above onstage instead, even better. Act quickly and you can punish him. You can even Backslash Ike with proper positioning.
    • Even at low percentages, vision can be a powerful tool to gimp Ike's Quick Draw (side special) recoveries. This is crucial to know how to edgeguard because Aether has very poor horizontal recovery potential.

Using Vision to gimp Ike's side-b recovery to the ledge 

 

[GIF] Using Vision to gimp Ike's side-b recovery to the ledge [GIF]

 

Disadvantage

  • Nair is useful at batting off Ike if he is coming at you with his Uair or, in some cases, his Fair and Nair. But, it is much better to avoid Ike altogether in the disadvantage state and just return to the neutral state.

Being Edgeguarded:

 

  • While being onstage, Ike can stay onstage to either Counter your Air Slash or Eruption onstage. Snap to the ledge and you should be fine (aside from a 2 frame Eruption punish).
    • If you are offstage and Ike is looking to edgeguard you with Eruption, space airslash and prepare to tech. If you aren't able to tech you're gonna die after being hit anyways.

 

 

 

  • Ike can also jump off the stage and counter Air Slash similar to Marth/Lucina.

Other Notes

  • When Ike is using Side B in the air and he is close enough to the ground or ledge cancels it, he does not suffer landing lag and is able to perform an attack that can surprise you. (https://www.youtube.com/watch?v=ACjggWGUFXU)
Vanilla Full Hop Buffered Nair hits while Standing? No.
Vanilla Full Hop Buffered Fair hits while Standing? Yes.
Vanilla Full Hop Buffered Dair hits while Standing? Yes.
Jump SH/Speed FH Buffered Fair hits while Standing? Yes.
Jump SH/Speed FH Buffered Nair hits while Standing? Yes.

 

Vanilla Full Hop Buffered Nair hits while Crouching? No.
Vanilla Full Hop Buffered Fair hits while Crouching? No.
Vanilla Full Hop Buffered Dair hits while Crouching? No.
Jump SH/Speed FH Buffered Nair hits while Crouching? No.
Jump SH/Speed FH Buffered Fair hits while Crouching? No.

Ike (107)-

  • 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.
  • 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

Best Stages:

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Worst Stages:

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