Dr. Mario vs Ike

Ike Matchup (Dr. Mario)

Dr. Mario vs Ike

Dr. Mario vs Ike is most stable when pills delay the sword approach, then Dr. Mario takes the landing and ledge instead of racing the blade head-on.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

This matchup falls apart when Dr. Mario tries to run straight into Ike’s sword range and win a normal dash-in contest. That is not the game Dr. Mario wins. Pills need to make Ike show the jump timing first, then Dr. Mario cashes out on the landing and corner pressure.
Once Ike is pushed into predictable Neutral Air or Forward Air entries, the fight becomes much more manageable. Dr. Mario does not need to jump over the sword and scrap in the air. He needs to stand where Ike will land, keep the ledge in mind, and use the huge close-range punish only after the disjoint has already been spent.
The table shows strong punish windows on Down Smash, Forward Smash, Neutral B, Up Smash, and Jab 3, and those should be answered with Up B, OOS Nair, OOS Uair, or OOS Bair. Neutral Air, Forward Air, and Up Air do not need a forced same-beat answer every time if spacing makes the immediate punish unreliable.
Stocks are most repeatable through ledge Bair and Up B, punishment on Aether or Eruption, and Up Smash once Ike is pinned into a landing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDr. Mario OOS Candidate MovesBarely Missed Moves
Jab 14-15
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (+2)
Jab 23-20
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Jab 35-29
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Forward Tilt12-17
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (+2)
Up Tilt11-17
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (+2)
Down Tilt7-13
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
Dash Attack15-17
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (+2)
Forward Smash31-39/-36
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Up Smash25-34
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Down Smash13/32-46/-25
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Neutral Air10-5
  • Up B (3f)
  • OOS Nair (+1)
  • OOS Uair (+2)
Forward Air11-9
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (+1)
Back Air7-6
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (+1)
  • OOS Bair (+3)
  • Up Smash (+3)
Up Air13-5
  • Up B (3f)
  • OOS Nair (+1)
  • OOS Uair (+2)
Down Air16-9
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (+1)
Neutral B30-239-38 to Shieldbreak
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Side B16-28 to -22
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Up B15/44/51/61-29
  • Up B (3f)
  • OOS Nair (6f)
  • OOS Uair (7f)
  • OOS Bair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Down B9 (Start of Counter)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Use pills to delay Ike’s approach and make the jump timing visible before you commit.
  • After blocking Down Smash, Forward Smash, Neutral B, Up Smash, and Jab 3, punish immediately with Up B, OOS Nair, OOS Uair, or OOS Bair.
  • Do not force scrambles after Neutral Air, Forward Air, or Up Air; take the landing and ledge routes first.
  • Finish stocks through ledge Bair and Up B, punishment on Aether or Eruption, and Up Smash on the landing.

Actions to Avoid

  • Running directly into the disjoint and challenging Ike at the exact range he wants.
  • Trying to full-hop over the sword wall and feeding the juggle on the way down.
  • Swinging after every blocked Neutral Air, Forward Air, or Up Air and giving Ike another landing trap.
  • Overchasing offstage when the stronger answer was already waiting on stage.

Reference Links

Related Pages