Editing Ike (PM)

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{{ArticleIcons|pm=y|p+=y}}
{{ArticleIcons|pm=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Ike
|name = Ike
|image = {{tabber|title1=Ike (PM)|content1=[[File:Ike SSBB.jpg|250px]]|title2=Ike (P+)|content2=[[File:PPlus Ike.png|250px]]|title3=Hector’s Armor|content3=[[File:Warrior Ike PM.png|250px]]}}
|image = [[File:Ike SSBB.jpg|250px]]
|mod = Project M
|mod = Project M
|base = SSBB
|base = SSBB
|moveset1 = Ike (SSBB)
|moveset1 = Ike (SSBB)
|altcostume = [[fireemblemwiki:Hector|Hector's]] armor, [[fireemblemwiki:Greil|Greil]] Ike (''[[Project+]]'')
|altcostume = [[fireemblemwiki:Hector|Hector's]] armor
}}
}}
'''Ike''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. Since Ike's first appearance in the series is as a fighter in ''Brawl'', his general speed has been significantly increased to fit the mechanics of ''Project M''. In particular, Ike has improved combo-starting abilities, such as a more versatile [[Quick Draw]], a less laggy back aerial, and a quicker up aerial.
[[File:Warrior Ike PM.png|thumb|right|Ike's Hector Costume in ''Project M'' 3.5]]
'''Ike''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. As Ike's first appearance in the series is as a fighter in ''Brawl'', his general speed has been significantly increased to fit the mechanics of ''Project M''. In particular, Ike has had his combo starting abilities buffed, from his more versatile quick-draw to his low lag back aerial and quick up aerial.


Ike ranks 25th out of 41 on the [[Project M#Tier list|official]] [[tier list]], at the top of the C tier, a marginal drop from his position as 23rd out of 38 on the ''Brawl'' tier list. On the ''Project+'' {{h2|Project+|official tier list}}, he is ranked 14th in the A tier, a significant improvement over his placement in either ''Brawl'' or ''Project M''.
Ike ranks 25th out of 41 on the [[Project M#Tier list|official]] [[tier list]], at the top of the C tier, along with a marginal drop from his position as 23rd out of 38 on the ''Brawl'' tier list.


==Attributes==
==Attributes==
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==Changes from ''Brawl'' to PM==
==Changes from ''Brawl'' to PM==
Ike has been significantly buffed from the transition from ''Brawl'' to ''Project M''. His ground speed has been increased and many of his attacks have decreased startup and ending lag greatly increasing his overall speed and making his attacks far less punishable. All of his aerials have greatly decreased ending lag and they can now all [[auto-cancel]] in a short hop which when combined with the introduction of [[L-canceling]] greatly improves their safety. The hilt of his sword is now stronger on all of his attacks giving his attacks more strength when used at close range.
Ike has also seen some nerfs. The most significant nerf he received was to his spacing ability. The tip of his sword is now weaker than the rest of his sword making many of his attacks weaker when spaced. This forces him to approach in order for him to effectively use his attacks which leaves him more vulnerable. Asides from this, his general KO potential has been decreased especially outside of the hilt of his sword and his jab is noticeably weaker and has less [[jab cancel]]ing potential (although it is still one of his best tools). Lastly, his aerials no longer have transcendent priority making it easier for his opponents to challenge his aerials.
Overall, Ike's weaknesses are far less detrimental than they used to be and he is overall a more effective character as a result.
===Attributes===
===Attributes===
*{{change|Ike's sword attacks now have a new system to them, where they now have sweetspot, sourspot, and mediumspot hitboxes located at the middle, tip, and hilt of his sword, respectively.}}
*{{change|Ike's sword attacks now have a new system to them, where they now have sweetspot, sourspot, and mediumspot hitboxes located at the middle, tip, and hilt of his sword, respectively.}}
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*{{buff|The general amount of [[landing lag]] Ike experiences has been reduced due to the reintroduction of [[L-canceling]].}}
*{{buff|The general amount of [[landing lag]] Ike experiences has been reduced due to the reintroduction of [[L-canceling]].}}
*{{buff|Both shield stun and [[shield damage]] capabilities have been greatly improved.}}
*{{buff|Both shield stun and [[shield damage]] capabilities have been greatly improved.}}
*{{buff|Down taunt now has a hitbox that deals 9%/7% damage and sends airborne or ledge hanging opponents downwards similar to {{PM|Luigi}}'s down taunt, only it is a [[meteor smash]] with normal knockback instead of a [[spike]] with set knockback.}}
*{{nerf|Ike's super [[glide toss]] covers much less distance.}}
*{{nerf|Ike's super [[glide toss]] covers much less distance.}}


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*{{change|The late hit no longer deals consistent damage (10% → 11%/10%/9%).}}
*{{change|The late hit no longer deals consistent damage (10% → 11%/10%/9%).}}
*{{nerf|Up tilt has a shorter duration (frames 13-29 → 9-21) and the clean hit sends opponents at a less vertical angle (95°/92°/88°/85° → 85°/75°). Both hits have reduced knockback (70 (base), 90 (scaling) → 40/110 (clean), 25/110 (late)).}}
*{{nerf|Up tilt has a shorter duration (frames 13-29 → 9-21) and the clean hit sends opponents at a less vertical angle (95°/92°/88°/85° → 85°/75°). Both hits have reduced knockback (70 (base), 90 (scaling) → 40/110 (clean), 25/110 (late)).}}
*{{buff|Down tilt has much less ending lag (frame 55 → 31), allowing it to combo into itself at lower percents.}}
*{{buff|Down tilt has slightly less startup (frame 16 → 14) and much less ending lag (frame 55 → 27), allowing it to combo into itself at lower percents.}}
*{{nerf|Down tilt no longer deals consistent damage (14% → 14%/12%/10%) and it deals less knockback (55 (base), 100 (scaling) → 35/95 (tip), 20/95). The sourspots send opponents at a higher angle (40° → 60°/70°) and the [[meteor]] hitbox is now placed on the hilt of his sword rather than the tip making it more difficult to edgeguard with. It also only has one meteor hitbox instead of two.}}
*{{nerf|Down tilt no longer deals consistent damage (14% → 14%/12%/10%) and it deals less knockback 55 (base), 100 (scaling) → 35/95 (tip), 20/95). The sourspots send opponents at a higher angle (40° → 60°/70°) and the [[meteor]] hitbox is now placed on the hilt of his sword rather than the tip making it more difficult to edgeguard with. It also only has one meteor hitbox instead of two.}}
*{{buff|Forward smash has less startup lag with a longer duration (frames 31-34 → 30-35) and it has less ending lag (frame 80 → 67). The tip deals more damage (17% → 18%) and sends opponents at a less vertical angle (60° → 45°). There is also a new sweetspot on the hilt which deals more damage (22% → 25%).}}
*{{buff|Forward smash has less startup lag with a longer duration (frames 31-34 → 30-35) and it has less ending lag (frame 80 → 67). The tip deals more damage (17% → 18%) and sends opponents at a less vertical angle (60° → 45°). There is also a new sweetspot on the hilt which deals more damage (22% → 25%).}}
*{{nerf|Except for the tip, forward smash has reduced base knockback (50 → 45) and sends opponents at a slightly higher angle (40° → 45°) hindering its KO potential at the middle of the sword.}}
*{{nerf|Except for the tip, forward smash has reduced base knockback (50 → 45) and sends opponents at a slightly higher angle (40° → 45°) hindering its KO potential at the middle of the sword.}}s
*{{buff|Up smash no longer has a weaker late hit and as with forward smash, the hilt deals more damage (19% → 22%). All hits have increased knockback growth (85 → 90) and the tip sends opponents at a higher angle (65° → 80°). Ike's [[DACUS]] also covers more distance.}}
*{{buff|Up smash no longer has a weaker late hit and as with forward smash, the hilt deals more damage (19% → 22%). All hits have increased knockback growth (85 → 90) and the tip sends opponents at a higher angle (65° → 80°). Ike's [[DACUS]] also covers more distance.}}
*{{nerf|Up smash has slightly more ending lag (frame 67 → 68) and the hilt hitboxes send opponents at a lower angle (82°/75° → 70°). As with forward smash, the tip is now weaker than the rest of the move dealing less damage (19%/17% → 16%). His running up smash also covers less distance forcing him to use his DACUS to approach with up smash.}}
*{{nerf|Up smash has slightly more ending lag (frame 67 → 68) and the hilt hitboxes send opponents at a lower angle (82°/75° → 70°). As with forward smash, the tip is now weaker than the rest of the move dealing less damage (19%/17% → 16%). His running up smash also covers less distance forcing him to use his DACUS to approach with up smash.}}
*{{buff|Down smash has less startup lag (frame 13 → 12 (hit 1), frame 16 → 12 (hit 2)). The first hit of down smash's hitboxes send opponents backwards (65°/70°/75°/82° → 140°/150°) allowing it to connect with the second hit and both hits have been strengthened, with the first hit dealing more damage (13% → 16%/14%/11%) while the second hit launches opponents horizontally (65°/70°/75°/82° → 40°/30° and deals more knockback (30 (base), 100 (scaling) → 35/115). The second hit is now optional similar to {{PM|Link}}'s and {{PM|Pit}}'s forward smashes, as well as {{PM|Bowser}}'s down tilt allowing him to only use the first hit and suffer from much less ending lag (frame 70 → 40). Much like his other smashes, the hilt is now stronger than the rest of his sword.}}
*{{buff|Down smash has less startup lag (frame 13 → 12 (hit 1), frame 16 → 12 (hit 2). The first hit of down smash's hitboxes send opponents backwards (65°/70°/75°/82° → 140°/150°) allowing it to connect with the second hit and both hits have been strengthened, with the first hit dealing more damage (13% → 16%/14%/11%) while the second hit launches opponents horizontally (65°/70°/75°/82° → 40°/30° and deals more knockback (30 (base), 100 (scaling) → 35/115). The second hit is now optional similar to {{PM|Link}}'s and {{PM|Pit}}'s forward smashes, as well as {{PM|Bowser}}'s down tilt allowing him to only use the first hit and suffer from much less ending lag (frame 70 → 40). Much like his other smashes, the hilt is now stronger than the rest of his sword.}}
*{{nerf|Down smash's second hit deals less damage (16% → 15%/13%/11%) and it's late hit has been removed reducing its duration (frames 16-28 → 11-15). The tip is also weaker on both hits than his old down smash.}}
*{{nerf|Down smash's second hit deals less damage (16% → 15%/13%/11%) and it's late hit has been removed reducing its duration (frames 16-28 → 11-15). The tip is also weaker on both hits than his old down smash.}}


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|All of Ike's aerials have lost their transcendent priority.}}
*{{nerf|All of Ike's aerials have lost their transcendent priority.}}  
*{{buff|However, the removal of transcendent priority on his aerials allows them to cancel out projectiles.}}
*{{nerf|Neutral, Forward, and Up aerials have more landing lag (12 frames → 18 (neutral), 21 frames → 26 (forward), 18 frames → 24 (up)), though this is compensated with the introduction of L-Canceling.}}
*{{buff|Neutral, Forward, and Up aerials have more landing lag (12 frames → 18 (neutral), 21 frames → 26 (forward), 18 frames → 24 (up)), though this is compensated with the introduction of L-Canceling.}}
*{{buff|Back and Down aerials have less landing lag (21 frames → 18 (back), 28 frames → 24 (down)).}}
*{{buff|Back and Down aerials have less landing lag (21 frames → 19 (back), 28 frames → 24 (down)).}}
*{{buff|All aerial's [[auto-cancel]] earlier (frame 67 → 35 (neutral), frame 45 → 37 (forward), frame 35 → 29 (back), frame 53 → 34 (up), frame 48 → 37 (down)) enabling all of them to auto-cancel out of a short hop (as opposed to just his back aerial).}}
*{{buff|All aerials [[auto-cancel]] earlier (frame 67 → 35 (neutral), frame 45 → 37 (forward), frame 35 → 29 (back), frame 53 → 34 (up), frame 48 → 37 (down)) enabling all of them to auto-cancel out of a short hop (as opposed to just his back aerial).}}
*{{buff|Neutral aerial has less startup (frame 15 → 7) and ending lag (frame 76 → 40) and deals much more damage (9% → 14%/12%/10%) improving its KO potential.}}
*{{buff|Neutral aerial has less startup (frame 15 → 7) and ending lag (frame 76 → 40) and deals much more damage (9% → 14%/12%/10%) improving its KO potential.}}
*{{nerf|Neutral aerial has a shorter duration (frames 15-32 → 7-18) and has reduced knockback (35 (base), 105 (scaling) → 40/95) hindering the sourspot's KO potential. It also sends opponents at a less vertical angle (70° → 65°/55°) hindering its combo potential.}}
*{{nerf|Neutral aerial has a shorter duration (frames 15-32 → 7-18) and has reduced knockback (35 (base), 105 (scaling) → 40/95) hindering the sourspot's KO potential. It also sends opponents at a less vertical angle (70° → 65°/55°) hindering its combo potential.}}
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*{{buff|Down aerial has less ending lag (frame 55 → 44) and the hilt of the clean hit deals slightly more damage (16% → 17%) and can now [[spike]] opponents (270° → 285°).}}
*{{buff|Down aerial has less ending lag (frame 55 → 44) and the hilt of the clean hit deals slightly more damage (16% → 17%) and can now [[spike]] opponents (270° → 285°).}}
*{{nerf|Down aerial has decreased base knockback (40 → 25 (clean), 10 (late)) and the clean hit's non hilt hitboxes deal less damage (16% → 14%/12%) and all late hitboxes deal less damage (12% → 10%/9%/7%).}}
*{{nerf|Down aerial has decreased base knockback (40 → 25 (clean), 10 (late)) and the clean hit's non hilt hitboxes deal less damage (16% → 14%/12%) and all late hitboxes deal less damage (12% → 10%/9%/7%).}}
===Throws/other attacks===
*{{buff|Dash grab has less startup lag (frame 12 → 11).}}
*{{nerf|Standing grab has more ending lag (frame 30 → 31) and pivot grab has more startup lag (frame 9 → 10).}}
*{{nerf|Forward throw deals more knockback (50 (base), 50 (scaling) → 55/105) and sends opponents at a higher angle (28° → 55°). When combined with the changes to [[DI]], this hinders its chain grabbing and edgeguarding potential while still being too weak to realistically KO.}}
*{{buff|Back throw deals more knockback (50 (base), 50 (scaling) → 60/100) improving its spacing potential though it still cannot KO reliably.}}
*{{nerf|Back throw sends opponents at a higher angle (28° → 48°) hindering its edgeguarding potential.}}
*{{buff|The universally increased falling speeds and the removal of [[hitstun canceling]] has granted up and down throw's chain grabbing and combo potential.}}
*{{nerf|Up throw sends opponents at a slightly less vertical angle (90° → 88°) and has increased knockback growth (72 → 135) hindering its combo potential while still being too weak to KO most characters until extremely high percents.}}
*{{buff|Down throw has reduced knockback (75 (base), 120 (scaling) → 70/60) improving its combo potential.}}
*{{change|Down throw's angle has been altered (80° → 60°). This grants it [[tech chase]] potential against fast fallers but hinders its combo and chain grabbing potential.}}
*{{buff|Down taunt now has a hitbox that deals 9%/7% damage and sends airborne or ledge hanging opponents downwards similar to {{PM|Luigi}}'s down taunt, only it is a [[meteor smash]] with normal knockback instead of a [[spike]] with set knockback.}}


===Special Attacks===
===Special Attacks===
*{{buff|A fully charged [[Eruption]] now acts much like Roy's [[Flare Blade]]: it does 50% damage with [[OHKO]] potential, plus a [[semi-spike]] trajectory. The attack additionally [[meteor smash]]es opponents when connecting with the tip, bolstering its [[edgeguarding]] capacities.}}
*{{buff|A fully charged [[Eruption]] now acts much like Roy's [[Flare Blade]]: it does 50% damage with [[OHKO]] potential, plus a [[semi-spike]] trajectory. The attack additionally [[meteor smash]]es opponents when connecting with the tip, bolstering its [[edgeguarding]] capacities.}}
*{{nerf|Eruption's super armor is only retained if it is fully charged; otherwise, it has heavy armor.}}
*{{nerf|Eruption's super armor is only retained if it is fully charged; otherwise, it has heavy armor.}}
*{{buff|[[Quick Draw]] has been significantly revamped: the attack is now optional by pressing the attack button while using Quickdraw allowing Ike to recover with it without the fear of hitting an opponent trying to stop it. It charges much faster, Ike can control himself in the air while using it, he can cancel Quick Draw with a jump if on the ground and can wall jump, it also has a super charged mode where it becomes a flaming dash that covers most of the stage and if hit with perfect timing it does 50% and will always [[OHKO]]. In addition, if Ike hits the opponent with the incorrect timing, it does 20% and has higher knockback than the fully charged version.}}
*{{buff|[[Quick Draw]] has been significantly revamped: it charges much faster, can cancel Quick Draw with a jump if on the ground and can wall jump, it also has a super charged mode where it becomes a flaming dash that covers most of the stage and if hit with perfect timing it does 50% and will always [[OHKO]]. In addition, if Ike hits the opponent with the incorrect timing, it does 20% and has higher knockback than the fully charged version.}}
*{{change|If Ike hits the opponent with the perfectly timed super charged Quick Draw, he will perform his down taunt and say "You're through" instead of the regular "Hmph."}}
*{{change|If Ike hits the opponent with the perfectly timed super charged Quick Draw, he will perform his down taunt and say "You're through" instead of the regular "Hmph."}}
*{{change|Ike will only vocalise when using non fully chrged Quick Draw if he chooses to use the attack.}}
*{{change|Quick Draw no longer auto-attacks by default. It now requires the press of the regular or special attack during the dash, otherwise Ike will harmlessly pass through opponents.}}
*{{nerf|Quick Draw can no longer be held indefinitely, and the fully charged attack deals less damage and knockback. It also no longer stops at edges, which when combined with the quicker charge and super charge, makes it very easy to accidentally self-destruct.}}
*{{nerf|Quick Draw can no longer be held indefinitely, and the fully charged attack deals less damage and knockback. It also no longer stops at edges, which when combined with the quicker charge and super charge, makes it very easy to accidentally self-destruct.}}
*{{buff|The gaps in the hitbox of [[Aether]] have been filled, and the initial hitbox is given extremely high set knockback similar to {{PM|Roy}}'s [[Blazer]], allowing Aether to flow and [[combo]] better than before and can potentially OHKO lighter characters if only the initial hit connects. The move's ledge grab limit has been removed. In addition, the amount of horizontal distance Ike can travel with Aether has been increased, improving his [[recovery]].}}
*{{buff|The gaps in the hitbox of [[Aether]] have been filled, and the initial hitbox is given extremely high set knockback similar to {{PM|Roy}}'s [[Blazer]], allowing Aether to flow and [[combo]] better than before and can potentially OHKO lighter characters if only the initial hit connects. The move's ledge grab limit has been removed. In addition, the amount of horizontal distance Ike can travel with Aether has been increased, improving his [[recovery]].}}
*{{nerf|Aether no longer has [[armor]].}}
*{{nerf|Aether no longer has [[armor]].}}
*{{buff|[[Counter]] and its [[intangibility]] have less startup lag (frame 11 → 6) and it has a slightly higher damage multiplier (1.2x → 1.3x) and sends opponents at a slightly lower angle (40° → 35°).}}
*{{buff|[[Counter]] has faster start-up and a slightly higher multiplier.}}
*{{nerf|[[Counter]] has a shorter duration (frames 11-33 → 6-23).}}
*{{change|Eruption's and [[Great Aether]]'s flame color was changed from red to blue.}}
*{{change|Eruption's and [[Great Aether]]'s flame color was changed from red to blue.}}


==Changes from PM to P+==
==Revisions==
==Revisions==
===v2.1===
===v2.1===
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==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Ally|Canada}} - The second best Ike player. Placed 7th at [[Apex 2014]], 1st at [[Shots Fired]], and 5th at [[Shots Fired 2]]. Ranked 37th on the PMRank 2016.
 
*{{Sm|BB|USA}} - Ranked 2nd on the Colorado ''Project M'' Power Rankings.
''See also: [[:Category:Ike players (PM)]]''
*{{Sm|Blitz|Canada}} - Ranked 1st on the Ontario ''Project M'' Power Rankings. Placed 7th at [[Frozen Phoenix 2017]].
*{{Sm|Blitz|Canada}} - Ranked 1st on the Ontario ''Project M'' Power Rankings. Placed 7th at [[Frozen Phoenix 2017]]. Notable inactive on [[PMRank 2023]].
*{{Sm|DJ Nintendo|USA}} - Placed 13th at [[CEO 2014]], 13th at [[Zenith 2013]], and 13th at [[The Flex Zone]].
*{{Sm|Envy|USA|p=New York}} - The second best Ike player in the world; placed 2nd at [[We Tech Those 2]]; ranked 11th on [[PMRank 2018]].
*{{Sm|Envy|USA|p=New York}} - The best Ike player in the world; placed 2nd at [[We Tech Those 2]]; ranked 14th on [[PMRank 2016]].
*{{Sm|JuSt|USA}} - Formerly ranked 1st on the Colorado ''Project M'' Power Rankings. Placed 4th at [[Nemesis]].
*{{Sm|JuSt|USA}} - Ranked 1st on the Colorado ''Project M'' Power Rankings. Placed 4th at [[Nemesis]].
*{{Sm|Lordy|USA}}-Placed 9th at [[Smash 'N' Splash 2]]. Ranked 5th on the Michigan ''Project M'' Power Rankings.
*{{Sm|Lordy|USA}}-Placed 9th at [[Smash 'N' Splash 2]]. Ranked 5th on the Michigan ''Project M'' Power Rankings.
*{{Sm|Metroid|USA}} - Placed 1st at [[The Big House 2]], double eliminating {{Sm|Mango}}, and placed 9th at [[Smash 'N' Splash 3]] over 4 years later. Currently one of the best players in Illinois and ranked #22 on [[PMRank 2023]].
*{{Sm|Metroid|USA}} - Placed 1st at [[The Big House 2]], double eliminating {{Sm|Mango}}, and placed 9th at [[Smash 'N' Splash 3]] over 4 years later. Is still a honorable mention on the Illinois ''Project M'' Power Rankings due to relative inactivity.
*{{Sm|Pikmon|USA}} - The best Ike in the world. Ranked #17 on [[PMRank 2023]].
*{{Sm|Sylarius|Canada}} - Placed 5th at [[Frozen Phoenix 2017]]. Ranked 0th on the Alberta ''Project M'' Power Rankings.
*{{Sm|Sylarius|Canada}} - Placed 5th at [[Frozen Phoenix 2017]]. Ranked 0th on the Alberta ''Project M'' Power Rankings.


==Alternate costumes==
==Alternate costumes==
===Project M===
Ike received [http://imgur.com/a/NHtFe#0 a set of alternate costumes] in 3.5. They are based on the armor worn by {{s|fireemblem|Hector}} from ''[[fireemblemwiki:Fire Emblem (game)|Fire Emblem]]''.
Ike received [http://imgur.com/a/NHtFe#0 a set of alternate costumes] in 3.5. They are based on the armor worn by {{s|fireemblem|Hector}} from ''[[fireemblemwiki:Fire Emblem (game)|Fire Emblem: The Blazing Blade]]''.  


{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
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The recolors of the Hector costume reference other characters in the ''Fire Emblem'' games who, like Hector, are [[fireemblemwiki:General|heavily armored]]. Each of these characters is related to either Ike or Hector.
The recolors of the Hector costume reference other characters in the ''Fire Emblem'' games who, like Hector, are [[fireemblemwiki:General|heavily armored]]. Each of these characters is related to either Ike or Hector.
*'''Red (Hector):''' Based on {{s|fireemblem|Zelgius}}, Ike's rival in his games.
*The red costume is based on {{s|fireemblem|Zelgius}}, Ike's rival in his games.
*'''Green (Hector):''' Loosely based on {{s|fireemblem|Uther}}, Hector's elder brother.
*The green costume is loosely based on {{s|fireemblem|Uther}}, Hector's elder brother.
*'''Black (Hector):''' Based on the [[Black Knight]], the sinister alter ego of Zelgius.
*The black costume is based on the [[Black Knight]], the sinister alter ego of Zelgius.


In all of its color schemes, the Hector costume also changes Ike's sword {{s|fireemblem|Ragnell}} into its counterpart, {{s|fireemblem|Alondite}}. In both ''Path of Radiance'' and ''Radiant Dawn'', Alondite is the weapon of choice of Zelgius/the Black Knight.
In all of its color schemes, the Hector costume also changes Ike's sword, {{s|fireemblem|Ragnell}}, into its counterpart {{s|fireemblem|Alondite}}. In both ''Path of Radiance'' and ''Radiant Dawn'', Alondite is the weapon of choice of Zelgius/the Black Knight.
 
===Project+===
In ''[[Project+]]'', Ike received another new set of alternate costumes based on his father, [[fireemblemwiki:Greil|Greil]]. It has recolors inspired by characters in the Tellius series such as [[fireemblemwiki:Titania|Titania]], [[fireemblemwiki:Shinon|Shinon]], and [[fireemblemwiki:Zihark|Zihark]].
 
[[File:Ike Palette (P+).png|800px|thumb|center|Ike's alternate costumes in P+]]
 
'''Secret costumes:'''
 
[[File:Ike R_P+.png|160px]]
 
*'''Z-Secret Costume:''' A Lord Ike recolor that uses the colors of Ike's promotion in ''Fire Emblem: Path of Radiance.''
*'''R-Secret Costume:''' Ike Climber (from PMDT's 2014 [https://www.youtube.com/watch?v=tCXABhlj3nI April Fools video]).


==Gallery==
==Gallery==
<gallery>
<gallery>
HectorArmor.jpg|Several of Ike's recolors, based on Hector.
HectorArmor.jpg|Several of Ike's recolors, based off of Hector.
</gallery>
</gallery>


==Trivia==
==Trivia==
*Alongside {{PM|Wolf}} and {{PM|Captain Falcon}}, Ike is one of the three characters whose down aerial is able to both [[meteor smash]] and [[spike]]. The spike hitbox has since been removed in V3.0.1 of ''P+''.
*Alongside {{PM|Wolf}} and {{PM|Captain Falcon}}, Ike is one of the three characters whose down aerial is able to both [[meteor smash]] and [[spike]].
*Ike's render in ''P+'' emulates his render as depicted in [https://cdn.fireemblemwiki.org/d/d5/FEPR_Ike.png official artwork] for ''Fire Emblem: Path of Radiance''.
 
==External links==
*[https://pmunofficial.com/en/characters/ike/ Ike's page at the Project M website]
*[https://www.reddit.com/r/SSBPM/comments/m7sejb/labbing_discord_results_ike/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Ike]]
[[Category:Ike]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]

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