Arguably Ike's best matchup. Every single way that Jigglypuff will attempt to approach and poke you in neutral can be stuffed and punished by Ike's massive disjoints. Jigglypuff in particular has little recourse against an Ike spamming Nair as long as it's spaced. Her poor grounded normals lose outright to Ike's and her aerials, while somewhat better, still don't match up in any way. This is made worse by her very light weight and floatiness leading to her dying very quickly to Ike's main confirms.
However, don't count her out: her unique air mobility makes her highly capable of exploiting Ike's poor offstage game and especially his recovery, and Ike's weight doesn't do him any favors in avoiding her BnB Rest confirms. Rest itself makes a very potent punish against carelessly whiffed or unsafe moves Ike might throw out. Furthermore, the safety of her main pokes (thanks mainly to her air acceleration) makes them difficult to punish with Ike's generally slow out-of-shield options.
Overall, Ike has dominant neutral and advantage against Puff, and she fears being hit by almost anything he can throw out, but Ike will want to try and play it safe so as not to lose that advantage. Do not get bored and do something committal, play it safe here and Puff should fold most of the time, but not without a fight.
Commonly considered one of Ike's worst matchups, if not the worst. Roy outmatches Ike in every aspect and forces Ike to play by his rules.
Roy has all the perfect qualities of a character that easily crushes Ike: better framedata across the board, extremely fast movement, good killpower negating his weight, strong and long-range punishes, a fast and reliable counter, and safe ranged pokes that can bait out Ike. Ike struggles to compete with Roy's rushdown, with every hit leading to RPSes that are heavily in Roy's favor, and cannot afford to run away or play defensively because of Roy's fast speed and better framedata combined with his high power that he can easily deploy after parrying any of the pokes Ike tries. Although Ike's range is longer than Roy's, it would take inhuman precision and spacing for Ike not to get punished hard at some point by Roy, especially one who is adept with parrying or countering Ike.
Ike has to exploit Roy's main weaknesses very hard here. Try and get Roy offstage as much as possible - Ike's counter is slow but has very high minimum damage and killpower, making it useful against highly predictable recoveries like Roy's. If this isn't working, go for the 2-frame with neutral B. Make sure not to whiff, though, as Roy can do huge damage in punish scenarios. On defense, Roy, like other Marth clones, has weak throws that typically don't lead to any reward or even positioning, so hold fast in shield and don't roll or spotdodge in a panic. Avoid Aethering to the ledge at all costs, start charging Quick Draw early. Counterpick to stages with platforms and - this is the important part - KEEP THINGS MIXED UP. Roy will find it a lot harder to find an opening if he can't reliably parry/counter you, or if you are able to keep your recovery and offense unpredictable.
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