Kazuya vs Ike

Ike Matchup (Kazuya)

Kazuya vs Ike

Kazuya vs Ike is decided by refusing to challenge Ike's sword wall head-on, cashing out on Forward Air, Down Air, Forward Tilt, and Dash Attack with Up B, and turning close-range pressure into ledge sequences.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Kazuya should not challenge Ike’s Neutral Air and Back Air sword wall head-on. The most repeatable plan is to block landing Forward Air, Down Air, Forward Tilt, and Dash Attack, then cash out with Up B (5f) or Grab (10f).
Ike is strong while the sword keeps Kazuya outside, but Ike’s out-of-shield punishment is slow and some of Ike’s Jab, Back Air, and Grab options hit high, so mixing shield with crouch dash lets Kazuya distort the spacing and force close-range guesses.
The table also shows that Ike’s Forward Air, Down Air, Side B, Up B, and most grounded swings are punishable by Kazuya’s Up B (5f) or Grab (10f), so unsafe landings and recovery touches should immediately flip the turn.
The problem is that Neutral Air, Back Air, and Up Air usually only lose to the fastest Up B (5f), and once Kazuya gets launched, Ike can convert Kazuya’s weak air mobility into more juggling, so preserving stage and shifting the landing route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKazuya OOS Candidate MovesBarely Missed Moves
Jab 14-15
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Jab 23-20
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Jab 35-29
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Forward Tilt12-17
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Up Tilt11-17
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Down Tilt7-13
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Dash Attack15-17
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Forward Smash31-39/-36
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Up Smash25-34
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Down Smash13/32-46/-25
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Neutral Air10-5
  • Up B (5f)
Forward Air11-9
  • Up B (5f)
  • Grab (+1)
  • Up Smash (+3)
Back Air7-6
  • Up B (5f)
Up Air13-5
  • Up B (5f)
Down Air16-9
  • Up B (5f)
  • Grab (+1)
  • Up Smash (+3)
Neutral B30-239-38 to Shieldbreak
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Side B16-28 to -22
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Up B15/44/51/61-29
  • Up B (5f)
  • Grab (10f)
  • Up Smash (12f)
Down B9 (Start of Counter)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Do not swing back from the ground into Ike’s Neutral Air and Back Air. Block first, then move to where Ike wants to land or drift next.
  • After blocking Ike’s Forward Tilt, Down Tilt, Dash Attack, Forward Air, or Down Air, default to Up B (5f), and only extend to Grab (10f) or Up Smash (12f) when the spacing stays close.
  • Mix crouch dash with shield to make Ike’s higher-hit Jab, Back Air, and Grab routes miss, then keep Ike pinned in close where Ike’s out-of-shield answers stay weak.
  • Press Ike’s linear recovery early and finish stocks around the end of Side B, Up B, and the ledge getup guess.

Actions to Avoid

  • Running straight into the tipper spacing of Ike’s Neutral Air and trying to win back the exchange only after touching the sword.
  • Blocking Ike’s Forward Air, Down Air, Forward Tilt, or Dash Attack and still letting Ike reset the spacing without using Up B (5f).
  • Creating point-blank pressure, then freezing and giving Ike free jump or shield-drop escapes even though Ike’s out-of-shield game is weak.
  • Repeating the same jump, air dodge, or ledge choice after getting launched and making Ike’s Up Air, Back Air, and ledge pressure too easy to read.

Reference Links

Related Pages