- Ike is a straightforward character, relying heavily on landing aerials to start combos and hit kill confirms, and using this fact to bait out his opponent's shield to land grabs. His moves are generally strong, if a bit on the slower side, but still must be respected. Unfortunately for Ike, Palutena tends to outclass him in the aerial game, despite her shorter range, and knowing how to take advantage of this can lead to a frustrating matchup for Ike.
- First and foremost, the vast majority of Ike's combos and confirms begin off of his landing Nair. This means a couple things - while you should always be aware of this option, you can also expect it and preemptively punish it using Palutena's own aerials. If both Palutena and Ike jump at the same time, for example, not only will Palutena's Nair come out first at frame 5 compared to Ike's frame 10 Nair, but Ike's rising Nair will very rarely lead into anything significant other than a potential juggle situation. Palutena's Bair is also a good, non-committal option to throw out against a jump-happy Ike player looking for a combo starter.
- Parrying Ike's Nair is often a surefire punish with either a Nair of your own, an instant Dash Attack to knock him away quickly, or a Grab if you're close enough.
- Watch out for over-usage of Palutena's Nair, as landing the last hit on shield is unsafe and Ike may be able to punish with his armored, long-range up special Aether out of shield.
- Ike's Uair and Bair are also tools to watch out for, as his Uair is a slow but strong kill move that can even lead into some combos if done landing, and his Bair is a very fast (7 frame) kill move that hits directly behind him, can be autocanceled, and is quite safe on shield. It's these aerials in particular you'll have to keep an eye out for if Ike is punished too much for Nair, so be aware of them and respect them accordingly.
- When grounded, Ike has a few moves to watch out for and respect that are tough to directly challenge. His Dtilt in particular is a great spacing tool that can lead into powerful hit- and kill-confirms into his fast and strong Bair, and his Dash Attack is a slow, but devastatingly strong burst option that is unsafe on shield but will nonetheless kill at very respectable percents, and may also catch you if you are trying to jump away. Ftilt is a combination of these two moves; an in-place spacing tool that will kill.
- Trying to be in the air directly above Ike may make it hard for him to use any of his grounded tools - Palutena will likely be able to punish (often on reaction) with a landing aerial such as Bair or Fair.
- Ike has a couple tools to try to deal with this, namely his Utilt and up special Aether. His Utilt is decently strong but slightly slow at frame 11, and can also be reacted to and punished on whiff. Aether tends to be a bit of a tool to catch unaware or predictable opponents, as it's armored and very strong, but obviously can be punished quite hard if it whiffs. Palutena can even react and Counter it on landing (although there are definitely harder punishes to go for) - or, if the scenario is right, use her Fsmash to blow him off the ledge to an early death.
- Ike's recovery is notoriously linear. He has two recovery specials in Aether (up special) and Quick Draw (side special), and both - while being vastly different in their utility - generally serve one use each while recovering: Aether goes upward and Quick Draw goes sideways.
- Aether in particular is quite easy to punish. At the ledge, just about any persistent hitbox (or a simple Counter) from Palutena will catch a poorly-spaced Aether, while a well-spaced Dsmash will usually catch even the most spaced-to-ledge one. Keep in mind that while Ike leaps up and spins around with his sword, he has no hitbox directly above him, meaning anything can challenge its hurtbox as long as it doesn't touch the hitbox in front of his body.
- Quick Draw is more situational to punish, as the Ike player can choose when to release the move and, as such, can react to preemptive punish attempts accordingly. If the Ike player recovers above the stage with the move, an Usmash from Palutena is almost perfect for dealing with the move, as it's long-lasting pillar hitbox will catch Ike moving in every time. However, the Ike player can simply choose to sweetspot the ledge with the move (as well as hit a potential ledgetrapper with the hitbox if they're standing too close to the ledge); if you are confident they will do this then a Counter will intercept the move, as well as a very well-spaced Dtilt. Depending on their trajectory, an Autoreticle from Palutena may hit and guarantee a gimped recovery, but if it misses the Ike player will be free to recover onto the stage.
- Keep in mind that any Ike player will have dealt with their recovery getting contested many times over and will likely have answers for preemptive or over-eager attempts at preventing them from returning to the stage. Don't assume that a single option such as a charged smash attack on the ledge while Ike is still far offstage will guarantee a hit, and instead wait and try to react to and understand their remaining options when recovering to punish accordingly.
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Inverse Matchup
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