Chrom vs Ike

Ike Matchup (Chrom)

Chrom vs Ike

Chrom vs Ike is won by shifting the landing point of Neutral Air away from you and by using superior lateral speed to avoid a heavyweight damage trade.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Ike turns one Neutral Air, Back Air, or Dash Attack into brutal damage, but Chrom is still the faster fighter in startup and horizontal movement if he refuses to stand where that first swing wants to land.
The matchup becomes much cleaner when you sidestep the falling end of short-hop Neutral Air and punish the landing with Fair or Up Tilt instead of trying to contest sword against sword in front of Ike.
The table shows that Down Smash, Forward Smash, Neutral B, Up Smash, and Jab 3 all leave stable shield answers through OOS Uair, OOS Nair, Grab, and Up B, which is enough to restart your juggle flow immediately.
Kills are more reproducible from ledge once you have shaved off Ike’s jump options. Deep offstage pursuit should stay a late exception, not the default answer.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldChrom OOS Candidate MovesBarely Missed Moves
Jab 14-15
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Jab 23-20
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Jab 35-29
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Forward Tilt12-17
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+2)
Up Tilt11-17
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+2)
Down Tilt7-13
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
Dash Attack15-17
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (+2)
Forward Smash31-39/-36
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Up Smash25-34
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Down Smash13/32-46/-25
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Neutral Air10-5
  • None
  • OOS Uair (+3)
Forward Air11-9
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (+1)
  • Up B (+1)
  • OOS Bair (+2)
  • Up Smash (+3)
Back Air7-6
  • None
  • OOS Uair (+2)
  • OOS Nair (+3)
Up Air13-5
  • None
  • OOS Uair (+3)
Down Air16-9
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (+1)
  • Up B (+1)
  • OOS Bair (+2)
  • Up Smash (+3)
Neutral B30-239-38 to Shieldbreak
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Side B16-28 to -22
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Up B15/44/51/61-29
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Grab (10f)
  • Up B (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • OOS Fair (13f)
  • OOS Dair (19f)
Down B9 (Start of Counter)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Do not pre-place a sword under the short hop; run to the landing spot first and hit the end of the swing instead.
  • After blocking Down Smash, Forward Smash, Neutral B, Up Smash, or Jab 3, choose the punish route that continues straight into another anti-landing layer.
  • When Neutral Air, Back Air, or Up Air touches shield, stay patient and read the next drift or dodge before pressing back.
  • At ledge, use walk speed and Down Tilt to lock down normal get-up so Back Air is ready for the jump.

Actions to Avoid

  • Jumping directly into Ike’s Neutral Air bubble and turning every exchange into the damage race he prefers.
  • Retreating so far from Dash Attack that you stop exploiting Chrom’s best advantage, which is the faster horizontal punish.
  • Leaving the stage on the first sight of Aether and getting clipped by reverse aerials or counterplay on the way out.
  • Autopiloting Up B out of shield at point blank and letting spacing changes or delayed hits beat the answer.

Reference Links

Related Pages