Shulk vs Ike

Ike Matchup (Shulk)

Shulk vs Ike

Shulk vs Ike is most stable when you stop playing directly into Ike's Neutral Air and Forward Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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Matchup Summary (Win Condition and Game Plan)

Shulk wants to stop Ike’s Jab 1, Jab 2, and Jab 3 with Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f), then force Ike back outside Neutral Air and Forward Air to keep stage control.
In Shulk vs Ike, the stable plan is to avoid playing directly into Ike’s Neutral Air and Forward Air and take the landing or ledge route before Ike can reset.
The table shows that Ike’s Jab 1, Jab 2, and Jab 3 can be answered by Shulk’s Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f), so those overcommitments should be cashed out immediately.
For Shulk, Ike’s Neutral Air and Forward Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldShulk OOS Candidate MovesBarely Missed Moves
Jab 14-15
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (+1)
  • OOS Dair (+2)
  • OOS Fair (+2)
  • OOS Uair (+2)
  • Up Smash (+3)
Jab 23-20
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (+2)
Jab 35-29
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Forward Tilt12-17
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (+1)
Up Tilt11-17
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (+1)
Down Tilt7-13
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (+3)
Dash Attack15-17
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (+1)
Forward Smash31-39/-36
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Up Smash25-34
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Down Smash13/32-46/-25
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Neutral Air10-5
  • None
Forward Air11-9
  • None
  • Grab (+1)
  • Up B (+1)
Back Air7-6
  • None
Up Air13-5
  • None
Down Air16-9
  • None
  • Grab (+1)
  • Up B (+1)
Neutral B30-239-38 to Shieldbreak
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Side B16-28 to -22
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Up B15/44/51/61-29
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Down B9 (Start of Counter)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Shulk should not play directly into Ike’s Neutral Air and Forward Air; wait for Ike’s Jab 1, Jab 2, and Jab 3 and answer with Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f).
  • After Shulk blocks Ike’s Jab 1, Jab 2, and Jab 3, pick the reachable option from Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f) immediately.
  • Shulk should not mash after Ike’s Neutral Air and Forward Air; take the landing route, escape route, or ledge route first.
  • Shulk should finish stocks by breaking Ike’s landing and recovery routes so Neutral Air and Forward Air does not get more neutral reps.

Actions to Avoid

  • Letting Ike start the exchange on Neutral Air and Forward Air terms and giving Shulk’s stage control away for free.
  • Having Shulk block Ike’s Jab 1, Jab 2, and Jab 3 but never answer with Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f).
  • Sending Shulk too deep after Ike’s Neutral Air and Forward Air and letting the reset punish the chase back.
  • Panicking at the ledge as Shulk and simplifying Ike’s Neutral Air and Forward Air-driven advantage sequence.

Reference Links

Related Pages