T-block
B2B TST
Might as well do that other Fire Emblem guy as well.
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That's epic Zigsta, have funSquirtle definitely doesn't get wrecked by Ike, but getting grabbed can be brutal, as fair is gauranteed on us.
I'll elaborate more later. About to meet with a guy from DreamWorks Animation.
That's because it just became widely known to us like about a week ago. >_>I've yet to see that Eruption hit every single time on the ledge.
Does Squirtle have any aerials that are disjointed enough to get past Nair? If he doesn't I'm going to have to think he doesn't really have much in the way of options in the air. Not unless he got in the air close enough to Ike that we don't have time to Nair, in which case you were/are probably within Jab range.But I find Squirtle to have better options in the air against ike
Dash Attack has some ending lag, but not much. If we've sent you far enough off stage that you need to jump before tethering, we can grab the ledge in time. And Ike's Fair > Ivy's Bair in range, so Ivy does not outrange us. Jab eats up Razor Leaf, though it does have a small use in interrupting Ike's slower moves if Ivy is facing forwards and has enough time to throw one out there.but doesn't the dash attack have some afterlag? enough time to tether. Ivy outranges Ike with Bair and has a projectle to keep him off.
*backhands you*Also you can DI Ike's jab 1 up and get away from alot of nonsense if you have any percent over like 40ish. Next is the fact that Ike's retreating F-air or n-air all can be powershielded from dash real easy and Ike will follow up with jabs if you get to close which yet again can be handedled. Lastly once squirtle gets one aerial or tilt in against Ike, he gets walled and juggled pretty hard. Ike has nothing special against up-tilts or getting walled by f-air and bair. Watergun is so good here because you can push Ike offstage or finish a b-air/f-air wall with it.
Overall I really dont see the 7:3 here marth gets it from his walling and amazing grab options.....Ike doesn't, I barely see the matchup in Ike's favor i say 55:45 squirt
I bring up power shielding because even with retreating Ike does not have fast aerial's thats why I even bring it up in a matchup discussion. You can powershield retreating f-air quite simply tbh and your right n-air is a diff story. Also you are gonna have a real hard time hitting a squirtle with u-tilt if we DI a jab up with squirtles aerial mobility we can either Air dodge or just hold back to get out of range. Ike's up-tilt comes out on what frame because it like Ike is not that fast.*sigh*
*backhands you*
Anytime I see "just PS his aerials", It means the person actually has no clue what to do against Ike and is throwing out random crap. In reality, those moves don't get PS'd often. If you honestly think that the MU is 55:45 because you can "just PS his aerials" and "DI his jab" (Hint: DIing up means it's even easier to hit you with Utilt out of jab, so that's a VERY stupid idea.) There is a reason you never bring up PSing in a MU discussion: nobody can be perfectly consitant(sp?) with it, and most people are far from consitant(sp?) with it. It's not a viable option to discuss in MU discussions.
Up Tilts? You need to see Mr.Doom's SDI video against Fox's Utilt combo stuff. While not typical, you can get out of that stuff. Oh, it will tack on damage for sure, but it's not going to suddenly drop it down to 55:45.
Aerial wall? How is your Fair or Bair going to get past our Nair, Bair, or Fair? All of those outrange yours, and Bair/Nair have no landing lag/about 2 frames of landing lag respectively. You can't "wall" us if you can't hit us without trading hits or simply being kept out by superior range. Even jab will force a trade of hits. Hit us with a tilt? We jump back, Fair to stop you from landing a follow up, and we're back to square one. Squirtle isn't Wario, he can't even in and out of our moves.
You keep saying how are we gonna get in......my friend your aerials are not that fast outside of n-air covering your entirely and auto-cancelling. It's not like I pull this out of nowhere I have played very good Ike's and seriously outside of n-air it doesn't take much to land a f-air or b-air due to squirtle's shell shifting and hydro planing. You say squirtle can move in and out of your moves like wario. Have you seen squirtles shell shifting and hydro-planing. It makes getting on Ike alot easier and the only real way to slow it down is Ike's N-air. I will admit thats Ike's n-air slows squirtle quite a bit but that's mainly it
Yet again these options aren't even close to how devestating marth's is so all we need is to watch out for grabs like marth with less worry.And I hadn't even listed all of our options against Squirtle out of an air release. We don't need to regrab: we could also Dash Attack you if we didn't feel like going for another regrab and then walk-off fair, or didn't think the spacing was right for it.
I don't get how you had it at a 65:35 without those tactics let along with them. One relies on a grab thats going to be hard enough to land because squirtle players know how bad his grab releases are so thats gonna be difficult. Let me ask you this if you so sure you can land grabs and force us to recover, if a squirtle proceeded to watergun camp Ike what are you really gonna do to land a grab or force us offstage. None of your aerials are gonna help their or your jab, especially with you being offstage not being the best place for Ike. I dont see how this is a 65:35 at all.It was in the 65-35 range before we learned about the Bthrow->Dash Attack or Eruption stuff, how on earth would it suddenly drop down to 55-45? We can easily rack up damage on Squirtle, easily disrupt his approaches, easily tack on free damage for forcing him to recover: I don't see anything less than 65-35 being a possibility. :/
I understand you pointing out Ike's strengths but I just do not see a 65:35 here when marth is a 7:3 sorry man Ike is not one of squirtles worst matchups.
bair auto cancels on a short hop but only when its retreating is it ever safe with its -27 disadvantage. Nair has a 9 frame landing lag. If it was 2 frames, Olimar would be easy to shield pressure.*sigh*
Bair/Nair have no landing lag/about 2 frames of landing lag respectively.
Utilt is frame 13Ike's Utilt is frame 11 IIRC
Jab 1 has 9 frames of hit stun.
Ivysaur:This is a matchup where Ivysaur is really hurt by her low aerial mobility. Ike's f-air outranged her b-air, but that wouldn't be a problem (ie- b-air would still be able to outspace it) if she could actually move in the air, since it comes out so much faster, and hits twice. Even avoiding getting grabbed is difficult for her unless she has platforms to work with. I don't think b-throw > dash attack is going to break the matchup though... Ivy has dealt with worse. On the other hand, being slow in the air doesn't mean you can't wall at all - just that you have to be smarter with it. The range difference isn't that big between her b-air and Ike's f-air, and Ike's aerial mobility isn't exactly stellar either. I'm not sure on this, but don't tether characters have an easier time edgeguarding Ike? We're able to steal the edge while being safe from Aether, and Ivysaur has the longest tether in the game. I kinda wanna label this as 50-50.
For Charizard, yeah up-b penalty sucks especially hard against Ike, but it shouldn't move the advantage away from Charizard. I would say dash speed along with grab range really help Charizard here. These two traits make it difficult for Ike to space against Charizard, and make it difficult to approach if Charizard has room to run. Flamethrower is really effective in this matchup as well. Recovering against Ike is painful though.
If Ivysaur is that far from the ledge then I don't think Ike would bother doing reverse aether. Just hanging on to the ledge should suffice.It'll affect the MU for sure, but it doesn't make it suddenly stacked against Ivy. I guess I'm so used to factoring gimping into the matchup. But maybe I am underestimating DA's knockback. Ivy can tether the ledge from really far out - out of the range of even reverse Aether.
Ike does NOT have jab cancel shenanigans on Charizard. The rock from Rock Smash appears on frame 3, and if you hit it it explodes. I don't know what you can do out of a jab cancel, but I know your options are actually fairly limited. I'm pretty sure jab cancel into another jab will get you Rock Smash'd.