theeboredone
Smash Legend
Well, we'd have to know the other character's CP strengths. For example, Olimars like to go to Delf as well.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Well, that is what the MU mostly comes down to, but Ike has some decent ways to accomplish that.Can someone walk me through this MU with a little more in-depth answer than "don't get grabbed"?
The Ike vs DDD MU isn't actually that bad in my opinion. Obviously Falco would be a better choice, but Ike can hold his own against DDD. Just don't Jab his shield or try to punish a spot-dodge, space your Fairs well and his slow ground speed means he won't be able to punish. Careful with Nairs though, he can usually shield grab those even if spaced well. Edge-guard aggressively, his recovery is bad and Ike can destroy it. Keep him off-stage with Fairs and Bairs, surprise him with walk-off aerials and make absolute sure you punish his upB every time he uses it.Also, for the record, Ike is probably a horrendous pick seeing as the IC I'm worried about plays D3 as well, but IDGaF. I'll just have to champion through that blind pick game 1.
The timing becomes pretty strict so most can't do it to 80%, and it also depends how fresh Dthrow is at higher percents. Plus obviously the length of the stage will end it. However, without Nana around to de-synch for longer range punishes, it is much more difficult for Sopo to get a grab on you if you're spacing is even moderately decent. He can still grab your Jab OoS but your Nair, Bair and Fair are all 100% safe when spaced.SoPo can still CG Ike to 80% with dthrow if he grabs you at low % (or just CG to the ledge to dtilt)
Jab will get shield grabbed if you don't hit with it (grab armor is so gay)
Returning from the ledge, the safest thing to do is to plank with Aether to force them back and give yourself some space (remember that you won't re-grab the ledge after doing it five times in a row without landing on-stage), then either jump from the ledge or drop down and double-jump right up onto the stage. Never roll to get up, and even regular stand-up is risky. Your ledge attack under 100% isn't bad but I wouldn't recommend it; definitely stick to dropping down and double-jumping when you're over 100%.Talk to me about how to go about getting off the ledge without getting grabbed and anything other than Bthrow->Dash Attack that can easily separate them. A nair into an aerial or a jab3? I mean, any move can theoretically get it done if it only hits one and I can capitalize that, but is there any thing else I should be looking for?
Neutrals, you definitely want to be on Battlefield and maybe Smashville. Both have platforms and ledges that you can Aether underneath for ease of recovery and getting back onto the stage. Downside is that they're flat and the main stages are static so easy chain-grabbing.Talk to me about neutrals and CPs assuming unity stagelist.
Timing... stays the same from the point of release.And the timing would be variable each time dependent on his percent and mashing. Man, but that would be satisying. He could time you out by letting you do it if he was ahead enough, though.
Those both work. But F-tilt has greater knockback, and it's more likely that in the rest of the match, you'll hit with that less, so it will already be more fresh.I've never had an issue with air release utilt. If up-angled ftilt works, I would prefer keeping utilt fresh.
It's not that hard. : /And if you plan on using ike vs. wario, Learning how to ftilt from grab release is pretty important
tis for mee~It's not that hard. : /
also traction as awful as oursPS= powershielding. Very crucial with any character especially someone who has as an bad of an OoS game as Ike.