These videos are a little old by now, but I figured it'd be better to post them late than never.
EVO Day 1 (19 entrants)
vs Jaime (Bowser/Falcon) GF1 and GF2 (all but GF2 game 2)
vs K9 (MK) LF
vs Chibo (Samus) WR? (this match-up is harder than I thought)
EVO Day 2 (61 entrants)
vs Chu Dat (Kirby) LS (just game 1)
vs K9 (MK) LQ (I was so sad when he didn't die at
3:45...)
http://youtu.be/HcwmTrtAsqQ
Here's one video out of like 5 for a recent bracket. Please rip my Ike apart
LOL your tag is awesome.
As someone who double-mains both characters, the key to this match-up from the Ike side is to keep pressuring Charizard - you didn't give him much space in game 1, but it seemed like you gave him more room to work with in games 2 and 3. Both characters are bad at dealing with pressure; although Charizard has an up+B OoS that's invincible from frames 1-4 and hits on frame 4 (similar to Whirling Fortress), it's easily punished at low %s and it leaves him pretty vulnerable if he doesn't use it under a high platform. Charizard doesn't have any burst movement options like Ike does, so most of his options in neutral consist of RAR NAir (which can be out-spaced using QD, like you did at times) or walling with jab/FTilt. These tools become less effective once you get in Charizard's face though, since Ike's jab is faster than Charizard's and Charizard's size makes it difficult for him to evade attacks. Charizard also has relatively poor air mobility, so he'll often use NAir to come down; it's not too hard for Ike to beat out since he moves quickly in the air from a dash and FAir/NAir/BAir can clip Charizard as he lands. Again, it seemed like you were giving Charizard too much freedom to move around and NAir in games 2 and 3, whereas he didn't have the chance to do that in game 1.
In addition, IMO you should use more BThrow/FThrow in your punish game and less DThrow, especially at low %s. DThrow at low %s usually only leads into a tech chase if they DI properly, whereas BThrow and FThrow have higher release points and set up really well for QD attack or QD regrab. Even though it's not that hard to always DI in the correct direction against Ike's throws, it's best to mix-up between the two throws to avoid throwing the opponent off the stage prematurely. At mid %s, you can then start using DThrow since you can sometimes QD regrab before they hit the ground. However, I'd still recommend using BThrow/FThrow to end combos over DThrow because it's not too hard to get QD -> RAR BAir on Charizard due to his floatiness and size. It's only friendlies so I was trying out stuff, but I have
some matches against Mera, a Charizard main from WI, that show some of what I described.
As for FoD, I personally like that stage a lot. The platforms are really low to the ground (both the full height and half height), allowing you to set up for some really nasty (and sometimes inescapable) DACUS traps at low/mid %s with NAir, BThrow, FThrow, or DThrow -
7:14 is a good example of where a DACUS would've probably worked. If your opponent likes to DI down and away from Ike's throws to avoid getting hit with QD -> RAR BAir, you can also opt to set up DACUS traps on the side platforms at high %s as well.