Neutral:
- Ike’s main tools in neutral are N-Air, D-Tilt & grab since his grounded options are slow & generally unsafe. Ike’s gameplan is all about conditioning the opponent.
- Ike’s N-Air:
- Ike players will almost always be landed. Rising/buffered N-Air can be punished.
- The lower they land w/ the move, the safer & faster it is. If they do that & space it correctly on shield, they have 4 options:
- Shield —> Punish
- FH (To avoid grounded & SH options)
- Attack immediately (i.e. aerials or tilts to call out a shield or jump)
- Dash away
- If they land low but don’t space the aerial, it’ll be a 50-50 between blocking the attack or spotdodging/FH to avoid grabs
- Ike can cross up on shield w/ the move to avoid the 50-50
- Good Ike players will mix up FH & SH N-Air so their jump pattern is harder to read
- Ike’s U-Air:
- This move can be used as a counter measure against jumping opponents trying to anti-air Ike
- Counterplay to N-Air & U-Air:
- Parrying the move
- Anti-air (Up-B, U-Smash, U-Tilt, etc.)
- If you choose a defensive option, mix it up (i.e. shield, spotdodge, roll, tweek turnaround, etc.).
- Be aware of Ike’s Up-B OOS. It has super armor frame 5.
- Ike’s Up-B doesn’t have a hitbox behind him.
Edgegaurding & Ledgetrapping (Kirby P.O.V):
- Ike’s recovery options are the following:
- DJ’ing & charging Side-B for a rough 50-50 between going high or going to ledge
- Save his DJ & just charge Side-B to go to ledge
- Recover low & use Up-B
- DJ directional airdodge if he’s close enough to ledge
- Counterplay to Side-B:
- If Ike recovers w/ Side-B & hits opponents, he has a second to try inputting another special move or jump into imagination if he still has DJ.
- DJ Side-B 50-50 can be called out w/ FH aerials & projectiles to deny high recovery. Ike recovering high w/ Side-B at FH distance makes him land w/ no lag. If this happens, you have to respect it.
- If Ike releases Side-B any higher than FH distance, he’ll suffer a ton of lag.
- If Ike Side-B’s to ledge, it can be punished w/ a well timed attack or projectile.
- Counterplay to Up-B:
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Ike’s Up-B can be challenged w/ any attack as he rises up.
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Be careful not to overextend against Ike’s recovery. You can get caught in the move & take you down to hell.

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You don’t need SUPER precise positioning, it’s more about timing the hitbox as he rises up.
Disadvantage:
- DO NOT mash in disadvantage
- Ike is great at catching landings. The best thing you can do in disadvantage is reset to ledge.
- Obviously the best answer isn’t always the right answer. You can utilize your multiple jumps & a well timed airdodge to mix up your landing back to stage.
Edgegaurding & Ledgetrapping (Ike P.O.V):
- D-Tilt pressure against ledge hang stall
- Shield to grab options in front
- Mix up w/ jump N-Air or F-Air to cover rolls
- If you regular getup, he can dash back & harass you w/ B-Air, D-Tilt & F-Tilt.