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 Move | Startup | On Shield | Kazuya OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -15 |
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| Jab 2 | 3 | -20 |
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| Jab 3 | 5 | -29 |
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| Forward Tilt | 12 | -17 |
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| Up Tilt | 11 | -17 |
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| Down Tilt | 7 | -13 |
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| Dash Attack | 15 | -17 |
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| Forward Smash | 31 | -39/-36 |
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| Up Smash | 25 | -34 |
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| Down Smash | 13/32 | -46/-25 |
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| Neutral Air | 10 | -5 |
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| Forward Air | 11 | -9 |
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| Back Air | 7 | -6 |
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| Up Air | 13 | -5 |
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| Down Air | 16 | -9 |
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| Neutral B | 30-239 | -38 to Shieldbreak |
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| Side B | 16 | -28 to -22 |
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| Up B | 15/44/51/61 | -29 |
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| Down B | 9 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
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.