FishkeeperTimmay!
Smash Ace
Introduction
Okay, for all of those who are confused about what happened to my "Detailed Character Matchups" thread, this is it. I've just found that I've added so much to the thread, it's more of a guide to Ike now then anything else. I am not a crazy awesome Ike, and I would assume that many of you could probably give me a run for my money. However, my advice is mainly built of many people opinions, not just my own.
Table of Contents:
1. Moveset
2. Training
3. Detailed Character Matchups
On a side note, if you are looking for a specific section, I strongly suggest using the Search function in your browser - likely Ctrl+f - to find the spot. If your looking for a specific character matchup, simply typing the characters name will shoot you to the right spot.
1.Moveset
Your moveset is your greatest asset in Brawl, and I firmly believe that Ike’s is easily the most misunderstood of all characters, especially to newbs. Now, I’m going to be giving a detailed look at EVERY move Ike has as I will be mentioning them often in the matchups, and you'll need to know what I'm talking about. ^^
Fair
This is your most important spacing move you have. It also has the luxury of having awesome knockback and damage. If you actually bother to go and practice hitting with the absolute tip -kinda like Marth in Melee- you’ll notice that most of the cast will be simply too far away to grab you if they shield it, or counter attack you if you happen to attack them with it in the air. FOR THE LOVE OF GOD, STOP JUMPING IN WITH ALL YOUR MOMENTUM WITH THIS MOVE! It completely RUINS its spacing, thus, use this move ONLY if you’ve learned how to space it. You will get punished like no tomorrow if you don’t. Using this move along the ground (Short Hop, Fast Fall it) with a retreating or stationary nature give you a nearly unbreakable wall of power to play defensively with. If opponent is using a projectile that clashes with hitboxes, it can be fairly effective as an approach against these. The lag is actually better if you land before the move is done, oddly enough. The lag while airborne is easily twice as long compared to if you land while executing it. Think of it as a weird L-Cancel.
Nair
This is your general purpose aerial. It hits almost completely around you, has almost no landing lag, and pops them up, giving you space when it hits. It unfortunately doesn’t have good knockback nor damage, BUT its easily your best aerial for pressuring and getting breathing room. Learn how to fast fall this, as it’ll make your Ike infinitely faster, thus more pressuring, which is what Ike is all about, pressure.
Bair
RAR is great… but please people, this is a kill move. Don’t spam it like the others. I won’t mention this move often, because I ONLY use it to kill. I like having it at max power when I use it. However, against your tougher matchups, using this as an approach may be required. This will make killing harder later in the match, but may be necassary to get the % you need.
Dair
Powerful spike, rather easy to use. The spike happens in the few few frames of the move, so timing is crucial. Use this against easy to predict recoveries, and morons who don't airdodge while recovering. Watch out that you don't Fast Fall this while edgeguarding....the lag is brutal and you will kill yourself!
Uair
A powerful specific usage attack. If your opponent is above you, and Aether won't hit them, this works GREAT. It has such high priority, you'll generally negate any dair they try to pull off. It also KO's certain characters *cough*Metaknight*cough* really easily. You can hit taller characters on the ground with this attack if you fast fall it, but thats a risky move, so I only suggest it when you've got a clear shot.
Jabs
This is your most important move in your moveset, no doubt. It’ll build up the majority of your damage, give you breathing space, and has enough range on the last hit to prevent a shield grab. ^^ It’s also an AWESOME follow up to your Nair. Nair -> Jab is the sickest thing Ike has. Your opponent has almost no time to react, and if they do, good chances are Ike is just too far away (there are exceptions though!). Note: Some characters have ways of interupting the Jab combo mid-execution. This changes the moves use significantly. You may need to Jab Cancel (that involves TAPPING the shield as soon as you complete the first or second jab). Jab Cancelling also opens up other techniques, like Jab-Jab-Grab, or Jab-Jab. My personal favourite is Jab-Jab-U-tilt. Its fast and beefy. ^^ Either way, USE THESE!
Ftilt
I'll admit, I USED to think this move was useless. Until I accidentally pulled it out a few times during a match when trying to do a Fsmash by reflex. I had a charging foe coming at me, and I decided the HUGE and powerful hitbox of the Fsmash would be a good idea, but this came out instead. Result? KO! Whats the moral? This move is a GREAT poke. Its much faster than Fsmash and covers a big area in front of Ike. It also has the distinct advantage of being able to stop a LOT of projectiles. Another interesting thing about this move is that you can aim it up and down. By doing this, you can actually poke at depleted shields and get a solid hitting attack in when you're opponent isn't expecting it. Try to incorporate this into your game, you'll be surprised.
Dtilt
This move is a spike, through and through. I have found no practical purpose for it beyond spiking. And, in most cases, Dairing would be a better idea. Its just too slow.
Utilt
The infamous Utilt. There are few situations where another move wouldn't do better. It does have a few good uses and thats using as a high priority sheild, much like how I use Uair. I should note this move combos at low %'s, so it has more use then. It's also a GREAT move to end a jab-cancel with. It's even better out of your shield, as the start up is quick and the range is generally a non-issue after you shielded an attack.
Fsmash
The beastly killing machine of your moveset. This move kills at 50% most of the time, covers a VERY large area and does a large chunk of damage. However, the attack is brutally slow and brutally laggy. You MUST only use this move when you are certain your opponent can't punish you for it. I should note that this move is actually WEAKER at its tip than its centre.
Dsmash
This move is occasionally good for roll chasing, and is pretty good out of the shield. Most of the time though, Usmash does a better job. Use this move to mix it up when you've become too predictable, but not much else.
Up-Smash
I like this move. It has a great range, hits all around, huge knockback and a disjointed hitbox! Use this to punish platform users, rollers and predictable aerials. It can also be Jump-Cancelled out of a run, just like ever other Up-Smash. You can do this easily by running, and slaming Up-A, or flicking your C-stick while running. The result will be a Up-Smash while still moving. Ike happens to be one of the best characters to do this with given the raw power, range and priority of his Up-Smash. Don't spam it though!
Quick Draw
Use this for spacing! It's awesome to close the gap (or increase it) between your opponent and you. It SUX as an actual attack due to its lag though, as, if they shield it, your in a world of trouble. Practice your charge times, so that you land in front of them every time. However, it’s still not your best approach. It’s far too predictable to good players to use all the time. Also, as a recovery, you have to mix it up. Aiming constantly for the sweetspot is going to get you killed by people who know the nature of the move. Aim for the stage sometimes. ^^
Eruption
Its... a move? I won't lie to you guys, this move is pretty limited in ts use. I find it useful for players who like to recover on the stage, as this will punish them BADLY for it. Its also good for when your coming down on top of a foe, as the Super Armour can make the descent a little safer. Otherwise... there are better moves.
Aether
It is a great move for stopping aerial attacks. Think of Olimar’s up-b. Now add a heck of a lot more damage and Super Armor. You got Aether! Never underestimate this for stopping aggression when you’re trying to get space back. Its also deadly out of the sheild. If you have tap-jumping enabled, you can press Up-B in your shield, resulting in an Aether straight out of the shield. All characters can do this, but Ike has Super Armour out of the sheild, AND can be putting his opponent into a 15-20% damage move. ^^ However, the move is still risky, so don't spam it. Be CAREFUL with this attack when recovering. Some characters have a really easy time gimping it. I will describe them further in the matchups.
Counter
Your ultimate anti-aggression move. It has awkward timing, but you can work around it with enough practice. If you have a relentless opponent, this is a great move to give space. Use it sparingly though, as your opponent will wake up and start grabbing instead!
Shield Grabs
These aren’t unique to you, but for they are important no less. You will have to be defensive in this game. Ike isn’t fast enough to constantly pressure, but he has enough defensive options that he can bounce back. This is one of them. USE them. Aerials/Dashes/Predictable attack can be countered with Aether, Counter AND these. Using all your options makes you less predictable. Less predictable is good! On a side note, NONE of Ike's throws combo into anything if your opponent DI's. If they don't, Dthrow goes into Aether. Personally, I just use throws to rack of damage and get space back.
2. Training
Okay guys, this is something that we all need to do in order to get better. Matches are a great way to build experience, but practicing those important skills can just be as vital to increasing your overall skill. This section covers the things that every Ike should know in order to be a better player.
Short Hopping and Fast Falling
This is single handedly, the most important thing you can do to make your Ike more threatening. It allows him to aerials in a much shorter time frame, and in the case of Fair, it even reduces lag time. Short Hopping (SH) involves tapping the button. This means:
A) Not pushing it all the way down
B) Removing your finger from the button ASAP
The result should be a jump about half the height of a normal jump. Practice this while standing in one spot. Do it until you can do 19 out of 20 jumps correctly. Now, try moving while doing this. Do that until your at the 19/20 consistency. Tinker around with jump lengths, both backwards and forwards. Get a really good feel for the length of this jump.
Now, we add the Fast Fall(FF). To FF, simply press down on your analog stick when Ike PEAKS his jump. This will increase his acceleration to the ground. It imperative that you do the tap at the PEAK of the jump, otherwise it doesn't work. You should be doing these out of a SH. Once you can consistently (19/20) do this, try running around while doing it. Practice until you reach the 19/20 consistency at all sorts of speeds.
Now, the next step, adding the aerials. First, SH, do the aerial, then FF. Practice in one spot until 19/20 with all 5 aerials; Fair, Nair, Uair, Bair and Dair. Then try moving with all 5 aerials. Get that 19/20 consistency. This will take awhile.
Finally, try doing his specials (especially Side-B and Down-B) and airdodging while SHFFing, following the same rules for consistency.
Congratulations, you now have made your Ike MUCH faster and more mobile. ^^
Spacing
This is the second most important thing for an Ike to learn. Even with the speed boost of SHFFing, Ike is still laggy enough to be punished. Thus, you need to learn tricks to keep you just outside of your opponent range, while still being inside yours. ^^
First, we'll cover the Quick Draw (QD, or his SideB). Its the easiest, most basic way for Ike to improve his speed and pressure his opponent. The key is stop right in sword range. To learn the spacing, simply QD back and forth around a stage. Feel out how the charge time effects the distance. Try doing aerial ones as well, as they make you slide farther. Once you've learned the charge time to distance ratio, the rest is up to you. Figuring out what move to use at the end of the QD depends on the situation, and is something you can't practice in training mode.
Second, we talk about the almighty Fair. I can't stress enough how important it is NOT to suck with this move. Fair is powerful, but needs to be hit with the utmost tip to be effective. To practice this, try fairing a stationary target will doing stationary Fairs. Hit with the tip 19/20 times. Then try moving backwards and forwards, while only hitting with the tip. Get a 19/20 consistency. Now, make that target move. Level 9's in training set on run suffice. Run around using only fair, and ONLY hit with the tip. Get a 19/20 consistency. Remember, you should be aiming to do all this with SHFFing as much as possible.
Once you complete that, repeat the training with Nair, but with a small difference. Every time you land Nair, do a Jab combo, or grab. The limited lag on Nair allows you to do follow up like this. Getting them burned into muscle memory will make you better, and you learn the spacing at the same time. Remember, SHFF!
Congratulations, you now understand the basics of spacing with Ike! Now, to improve, you need to play matches, and learn how to keep your opponent off you by using your range. This is something you can't practice in Training Mode. The timing for it is also something you shouldn't practice in Training mode. Human players will teach you better than CPU's. ^^
Directional Influence
This isn't a character specific tech, but a VERY useful one altogether. It allows you to live far longer, move out of combos, or move yourself into an opponent to take advantage of lag. The concept is simple, merely hold the Analog stick in the direction you want to go when you get hit by an attack. However, the direction you choose makes a big difference in how far you go.
Pressing in the exact opposite direction that you're launched seems logical, but doesn't give you the most effect. Holding perpendicular to the direction you're launched is actually your best bet. It increases the distance you need to fly in order to get KO'd significantly. Airdodging right after an attack also decreased stun time and launch distance.
Now, knowing this, its important that this becomes second nature, you shouldn't have to think about it. Thus, you need to practice it. If you have a crew/training buddy, this training is far more effective, but you may not be that lucky. Either way, the training is simple, have a variety of characters whack you with a variety of attacks. DI in the correct direction while simultaneously airdodging with the 19/20 consistency AT LEAST. The longer and more attacks you practice doing this with, the better. You will notice the difference in your distance flown. If you have a training buddy, its far easier to do, as you can go into training mode and give yourself a 70% handicap to get a more noticeable and significant launch to practice with. I can't stress enough how important it is to have this as an instinct. All the pro's do, so you don't, you're going to be at a VERY large disadvantage.
Evasive Maneuvers
This is also a simple concept that is rarely practiced, "DON'T GET HIT". With Ike, dodging stuff, particularly projectiles, is extremely important. Because you're so gimpable and slow, getting hit ruins you're game more than others. It's also impossible to approach if you can't dodge. Thus, you need to practice it, until it's second nature.
I strongly recommend a training buddy. CPU's are far too predictable, and you'll build bad habits. Thus, FIND A TRAINING BUDDY. To practice, merely get your buddy to use projectiles and camp. Tell him to be as difficult to approach as possible. You're goal of course, is to get into Fair range with as little damage as possible, preferably zero. How, you might ask? Short hopped airdodges, jumps, rolls, and spotdodges. Mix them up, testing out which ones are effective and when. This is unique to every player. I personally like staying in the air, so I mainly SH Airdodge and double jump. I know some Ike like walking and shielding. It's all up to you to decide you're style.
Once you can approach him with little damage, switch up characters. Every character requires different evasive maneuvers. Learning to dodge them all is very important. Once you're confident in you're ability to remain untouched on the approach, practice the next kind of evasion, melee range. Essentially, you reverse roles. Your buddy comes at you, with the goal of getting as many hits as possible. Your goal is not get hit. This isn't "practical" in the context of a match, but the real goal is to get you familiar with the kinds of defensive plays that Brawl allows. Once again, practicing with a variety of characters helps a ton. You should be able to evade on reaction.
3. Matchups *Under Reconstruction*
Alright now, I feel there should be a solid forward to this new Matchup section. Ike's metagame has been getting stagnant guys. I can't argue against this. While most characters are discovering sweet AT's, chaingrabs and unique edgeguards, we are still just trying to not get sheildgrabbed. Because of this, I am not longer placing the characters into "tiers", I am only giving you info on how to fight the characters themselves. This will better reflect the current metagame, as advantage and disadvanatages are practically changing every day.
Every character has their "weight" beside them, which explain which direction to kill them. Lights should be kill vertically with U-tilt/U-Smash/U-air, Heavies with F-tilt and edgeguards, while Mediums have no preference.
Conclusions
There we have it people, a detailed guide to matchups, based on real experience, against real players that know what they are doing. If anyone wishes to dispute my opinions, feel free to do so, as these are of course, just my experiences, and therefore aren’t the be-all-and-end-all.
I'd like to add that I'm really looking for help on this project. All of your input is greatly appreciated, as this is an ongoing project that will always move as the metagame develops. Also, pointing out hard to read areas, layout issues, and grammar is very helpful! Thanks for the support!