Aight. Would be fun to see some more Ryo vs Marth vids. Is there more such vids than Mr R vs Ryo?
I can send you a replay of me vs Ryo in a MM if you're interested. If so we'll do a new MM so you can see up to date play. There aren't many marth mains in Florida (Wizzrobe, C.J., and me, in that order of skill level) and Wizzrobe normally places 7th at best when 1 of the 2 good regions show up. So Ryo vs a good Marth is hard to come by.
Ike can compete with Marth.
I think there's a style of play for Marth that most players aren't accustomed to (a pseudo 08-09ish one) which focuses a lot more on a ground game than aerial game which may have a lot more of a noticeable advantage. However, if how things are going now, and how I see people play against the Ikes of now (the way we play in general) and how well the Ike of now does against that, I would say it's arguably even. But yeah, room for realignment.
Marth has a lot of tools for gimping Ike, but really smart use of Ike's recovery options doesn't make it a walk in the park at all.
Thank you for being an intelligent person.
Here is my analysis on Ike as a character and the Marth Vs. Ike MU.
But really if a person knows how to play Ike well and can abuse marths flaws the matchup can be quite even. We'll use Ryo as our example. Of course Ike has flaws as well...
When it comes to gimping with counter I find when using it against Ryo he will
-- Be sent away from the stage and be hit by counter twice (maximum) before timing his aether differently and doing one of the following
-1. Bait counter and use Aether early to kill us both
-2. Tech the stage and recover or spike me.
-3. Wait for counter to run out and trade stocks with a fair (when in the lead).
-4. Space aether so counter hits super armor (leaving me in a poor position, usually in a desperate panic to return to the stage). <- usual option
-Where Ike has the advantage
-1. Being under the stage against Ike can be deadly because a well spaced uair on Marths upb to the ledge will usually hit him before invincibility (a risky option that you only see used after a gimp attempt) or a walk off dair after baiting air dodge. Walk off DJ back to stage -> walk off dair usually baits and beats air dodge. Ryo will make you think hes gonna bait the air dodge so you don't air dodge then he comes out swinging a dair, it's like he has a sense for this ****.
-2. When underneath Marth, Ike has a plethora of options for kills and damage racking moves (aether does 22% if you get hit with all of it). Uair can beat air dodge, bair is fast enough to punish air dodge, fair and nair both have long hit boxes so they could possibly hit Marth at the end of air dodge. Marth has almost no landing options except air dodge, dair (super risky), preemptive DS (one of my favorite options, although very punishable if whiffed or sourspotted at low percents), and counter which can be read and punished.
-3. Recovering with Marth against an Ike is very hard due to his range, power, and super armor during eruption. Well spaced Fair beats all of Marth's get up options, including air dodge, it also hits underneath the stage and can stage spike.
-How Ike can get around recovery punishes
Ike's aether can be punished on stage, usually a well timed upB OoS or Fsmash are the best punishes, but this will put Ike high in the air due to Ike's weight and Ryos impeccable DI. Ike has a few decent options for landing back on the stage especially if there are high platforms (quickdraw cancels will Fk you up, never take Ike to battlefield/pokemon stadium/delfino). Also FF nair/non FF dair are good landing moves below death percent because of range and transcendence, they'll trade with most aerials (dair beats some characters usmashes, explicitly olimar)
-Dtilt wrecks reverse upB and so does onstage counter (stage spikes), but a good Ike can tech either of those options or DI in a manner to survive. Ryo knows which options to use in each scenario to keep himself alive I.E. when and where to tech, how and where to DI/SDI, and how to sweetspot recovery/cancel lag.
*Marth mains should take a lesson from that, avoiding being gimped is half of a Marth's set
-Quickdraw/Quickdraw Cancels
-Cancels: Ike is very fast with QuickDraw cancels, he can QuickDraw to a platform turn around and Bair you before you pull out an aerial or have time to input counter (
see rar bair **** is stupid fast). Quickdraw cancels also lead to punishes after a trade like walk off dair/bair/uair, which will beat Marths DS unless perfectly space for a ledge snap. Ike can also quickdraw cancel into reverse counter which will, due to his poor traction, make him slide a distance depending on input timing and charge time of quickdraw, making it hard to punish with a smash. I've seen Ike reverse counter after a quickdraw and slide all the way across FD lol. Ike can also quickdraw cancel into attacks. Quickdraw cancel into ftilt is one of the fastest setups Ike has and has serious kill potential. Quickdraw cancel past an aerial Marth into reverse fsmash or usmash has huge rewards/low risks because of the massive range, which can outrange counter, (also puts opponent into a high stress position because the timing of the air dodge/counter is so important and if you jump the gun then you are probably dead) and Marth cannot react fast enough to punish Ike's smashes after avoiding them in the air.
-Recovery: Quickdraw as a recovery move is Ike's only method of horizontal recovery and can be easily punished if the Ike isn't careful. Most players like to jump in front of quickdraw ending it early and leading to Ike's special fall death. Although as easy as that sounds I've never been able to reliably do it to Ryo, his knowledge of character movement and quickdraw charge time relative to distance traveled makes it hard to punish him because he will always pick the best time to avoid hitting you.
-Offense: Quickdraw is a move that will make the opponent approach and allow Ike to wait for the opportune moment to strike, lacking projectiles, Marth has a hard time punishing quickdraw onstage especially FD. It is almost always the best option to wait out the quickdraw charging Ike because even a perfectly-timed, spaced fair will trade with quickdraw. If Ike is not in a dire (recovery/stage hazard/stage change) position while charging quickdraw he is at an advantage against Marth, because he can wait out Marth's shield and counter or release quickdraw and hit Marth before he has time to counter (trying to counter quickdraw once its released is really hard lol). Marth's only reliable move to beat quickdraw (once released) is UpB, but first you have to bait the quickdraw by dashing or running without shielding. If you miss the UpB then you're in for a world of hurt.
-Throws
Ike is also good at pivot grabbing marth out of most aerials and most of his throws will put you in a seriously disadvantaged position:, see: Bthrow -> DA, Bthrow -> Mixup (ie Fair, RAR Bair, Regrab, Ftilt), Dthrow -> Wait for opponent's option, then respond with one of these -> Nair (beats air dodge), fair (beats forward DI), Aether (beats double jump), bait airdodge (at higher %'s) -> Uair (usually kills)
-Dthrow: Puts Marth in one of his most uncomfortable positions above the opponent trying to land, and to top it off, it is within Ike's range. Also kills around 170~ but don't quote me on that.
-Bthrow: Even with DI it'll put you off stage on most small stages like battlefield or smashville, coupled with DA (Cannot DS out of) it puts Marth in the worst position of the MU, trying to regain stage control. Chances are Marth is going to beat Ike onstage, but once put offstage Marth has a very hard time living, let alone getting back onstage.
A fast Ike is capable of keeping marth out with
-1. Jab (Not safe on shield, but Ike can Jab Cancel and bait you into dropping your shield)
-2. Fair spacing: The only way for marth to beat Fair is to hit him before it comes out or punish a miss, but an auto canceled FF Fair will give Ike enough time to shield, Fair outranges marths entire moveset including counter. I can think of another matchup with marth where it is even due to a character outranging
Marth *cough cough
anyone??? Fair also hits underneath Ike when it is not FF, so sliding Usmash as a punish will usually not work. The only option Marth really has to punish a non-FF Fair is to shield it and punish with an aerial. Most Ikes will FF their Fairs though, unless there is an input error.
-3. Proper Air Dodge/Spot Dodge Reading: Ike's smashes have enough range and lingering hitboxes to punish any characters spot dodge. A good Ike will charge a smash and wait for the spot dodge or counter before releasing. Ryo is also a master of baiting out spot dodges, air dodges and counters, a skill all Ike mains should have, even top players will spot dodge at times when put under pressure (see ryo vs mr r: fsmash to the face after waiting out spot dodge)
-4. RAR Bair: (RAWR BEAR!) Dash -> Turn around -> Jump -> Bair (except really fast). This move is deceptive, and extremely fast making it hard to avoid or counter. Definitely one of Ike's better options against Marth *see Bair
-Ike is capable of mixing up moves that destroy some of marths options. Some mixup options including mind games and gimmicks are as follows
-1. Dash past shield -> Usmash, Usmash has little cool down lag and is safe if the end hits shield,
-2. Jump Cancel Usmash. For those who don't know is when, during a dash you jump turn around and cancel the jump with an Usmash resulting in the Usmash going in the opposite direction. Good for Ike because the ending has more hitboxes and is safer on shields.
*Super important for Marth because flash is everything, right?
-3. Eruption ledge guarding (dat super armor, also stage spikes)
-4. Aether spikes (Ike can gimp a metaknight with Aether -> ledge grab because Aether clashes with and ends all of MK's recovery moves. I've seen Ryo do this in tournament, most notably to Seibrik. Imagine what it can do to poor Marth)
-5. Empty jump -> FF -> Ftilt (I fall for this all the time)
-6. Jab Cancel Setups: Jab 1 -> Jab 1 -> Shield/Spot dodge, a hasty Marth will DS and miss entirely. If Marth does not DS then Ike can continue Jab or Shield Grab
-7. Other Jab Shenanigans:
-Jab 1 -> Jab 1 -> Bair
-Jab 1 -> Utilt
-Autojab Walk: Sets Marth up at a high point during Ike's jab, Marth's 2 options for getting out are DS and SDI. A hasty Marth will DS and Ike will get a free punish because a smart Ike would only do this at low percents. Done by holding A and slightly letting off at certain times or by pressing down to cancel the jab combo I think. Idk I don't play Ike.
-8. Baiting with movements that look like Ike setups: For example instead of a RAR Bair Ike could Dash -> jump turnaround -> airdodge and it will usually bait an unwary marth to counter and eat a free ftilt
-Aerials
-Uair: Ike's Uair is a frame trap within itself because if timed/spaced right it'll beat falling air dodge. Tons of kill vertical power. Chances are you will already be in the air when an Uair hits, so if Uair does hit its an early death for Marth. FF Uair will hit Marth's tall self at ground level, which is an amazing mixup and kill move that is hard to punish/see coming. If any hurtbox of Marth's is extended to punish Ike while Uair is out then they will trade and Ike will probably be able to follow up. If an Ike is FF Uair'ing then its probably something you didn't see coming like Uair out of air dodge or walk off Uair to punish jump air dodge/UpB. Marth has nothing that can really challenge this move, because a well spaced Uair will clip Marth's feet during counter and still kill him.
-Bair : Sends marth out at a horizontal angle and if hit without a jump marth is usually dead around 40%. Ike's best kill move in this matchup. Trades with all of Marth's aerials and hard to counter due to speed of move (Hitbox is out after 6 frames) *see rar bair. Just to put it out there: Bair beats tornado, ****s scary lol.
-Fair: Well spaced Fair beats any off the ledge option marth has (even hits below the stage if FF correctly, fair is also transcendent and trades with marths aerials, obviously in Ike's favor), and if hit right will send marth out horizontally with DI leading to a free gimp. Can outrange counter and gives Ike a free jab/ftilt/grab on counter whiff. Best move for keeping Marth out and punishing recovery, seriously hard to avoid.
-Punishing DS
-Marth can upB out of certain parts of aether but it usually will normally either sourspot Ike or miss him entirely leading to large damage or death
-A missed DS is a free Fsmash for Ike, death around 45%.
-Ryo will also bait DS with jab cancels and mind game you into not DSing when he goes for a jab -> utilt.
-Attack Transcendence
Ike's moves are transcendent (meaning they don't clash, if you didn't know what that meant) leaving moves like ftilt angled up, and Utilt as amazing anti air moves. Spaced ftilt outranges all of marths aerials and will trade (not in marths favor).
-Ike's character/mechanic advantages over Marth
Weight: Ike kills marth about 50-60% sooner than marth can kill Ike.
Trades: A lot of trades are going to happen in this MU and chances are Ike is going to win because of superior range/weight/power.
Spot Dodge: Ike's spot dodge is really good and hard to punish for Marth (no lingering hitboxes besides DB Green). Ike can spot dodge in between parts of DB with relative ease and safely punish with Jab or Grab.
Jab: Regular non-canceled Jab does 16%, lets say Marth dies around 110-120 from Ike. It only takes 6-8 non-canceled Jab combos to put Marth in the kill zone.
In the end this matchup is in marths favor because of superior speed, air mobility, options, and...
Gimmicks:
-At 0%
-1. Fthrow -> Dair, which has never netted me a kill on ryo but usually works well on most ikes
-2. Fthrow -> Fsmash
-3. Fthrow -> (buffered) SHFF Nair -> Mixup or continue with (buffered) SHFF Nair -> Utilt or continue with jab 1 -> DB
Not sure if the Nair needs to be buffered against Ike because he has no fast enough moves to stop Marth, but just to be safe.
*Different options are better against different characters. For Ike I would say forcing him into recovering is your best bet so Fthrow -> SHFF Nair -> SHFF Nair -> Jab 1 -> DB Red -> Edge Guard
"Can be SDI'd but it's a good option when the opponent isn't expecting it" -C.J.
-Other Gimmicky Stuff
-1. I like to call it "Melee Tactics": Fair Ike multiple times off stage until he is out of jumps and forced to recover with Aether. Make sure he is far enough away that DI will not land him on the stage, then when hes coming down from Aether, UpB to the ledge and you will have enough invincibility to ledgehog.
*Doesn't really work against good Ikes unless in a bad scenario and out of options
-2. UpB OoS:
-Between Jab 2 and 3 you can UpB
-Punishing Aether recovery while on stage
-Punishing quickdraw recovery
-On a mispaced Fair, or a Nair
Marth has the ability to keep Ike out (fast aerial pressure) and force poor recovery options by abusing Ike's terrible second jump, leading to a gimp (if the Ike player doesn't know how to recover or is put in a bad situation)
Really there is just a lack of good Ike players. San doesn't play anymore and the Ike boards members take breaks for weeks at a time, albeit there are good Ike players in Europe
see golden psycho/Blubolouis but they don't have the tournament results (Mr R. is really good against Ike) to back up Ike's true potential. The only players pushing the envelope and winning with Ike are Ryo, the retired old school Ikes RedX and San (San recently came out of retirement? Can someone confirm?). People just assumed from the start that Ike was bad and people who play competitively (for money) automatically overlook him for a better character with a chance of winning when Ike was capable all along, he just has a big learning curve. My whole point of this post is to say Ike is better than people give him credit for, and deserves a MU chart that shows it. Slight Ryo training bias, but regardless of how I do as Marth against Ryo's Ike I think the MU can be argued to be almost even.
The main problem with Ike is that it takes a lot of skill, dedication, commitment, a degree of intelligence, ability to read people, accuracy, and precision to play him at a top level. At least more so than his top tiered counterparts. I don't think we've seen everything Ike can do yet.
Also please do not listen to Leon about Ike being a +3 for marth, he hasnt played any good ikes (unless I'm missing out on some info) and the 2 matches he played against Ryo, (Ryos first matches of the day, leon wouldnt let him warm up because he was in a rush) he won decisively game 1 (due to an sd I believe) and it was close game 2, then he refused to play any more matches and went on about how Ike was so easy to beat. Didnt mean to call out Leon, just wanted to say his opinion is a bit skewed and Ike is not a +3 MU.
Sorry about the randomness of this, just wrote stuff down as it came to mind. Edit: Not random anymore, now ordered and convenient for your viewing pleasure.