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       = [[Image: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
|tier        = Upper-Mid
|ranking      = 13
}}
}}
'''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.
[[Image: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. <!--tier position paragraph-->
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''.


==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.}}
*{{buff|Ike [[walk]]s faster (0.88 → 1.2).}}
*{{buff|The general amount of [[landing lag]] Ike experiences has been reduced.}}
*{{buff|Ike [[dash]]es faster (1.371 → 1.55).}}
*{{buff|Dash speed and jump momentum has increased, making him faster.}}
*{{buff|Ike's [[air speed]] is marginally higher (0.9212 → 0.925).}}
*{{change|As with all ''Brawl'' newcomers, Ike's [[falling speed]] (1.65 → 2.05) and [[gravity]] (0.0837 → 0.103) are higher. Relative to the cast however, Ike falls slower.}}
*{{change|Ike's [[traction]] is much higher (0.044 → 0.08). This makes it easier for him to punish out of shield but makes his new [[wavedash]] much shorter.}}
*{{buff|Jumpsquat is slightly faster (frame 6 → 5).}}
*{{buff|Ike [[jump]]s higher (2.26 → 2.65 (full hop)).}}
*{{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.}}
*{{nerf|Ike's super [[glide toss]] covers much less distance.}}
*{{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.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|The third hit of neutral attack has less startup lag (frame 10 → 8) and the second and third hits have less ending lag (frame 20 → 18 (hit 2), frame 38 → 36 (hit 3)).}}
*{{buff|Dash attack deals more damage and has a more advantageous angle.}}
*{{change|The first two hits of neutral attack deal consistent set knockback (50/40/30 → 30 (hit 1), 20 (hit 2)).}}
*{{nerf|Jab combo does less damage.}}
*{{nerf|The second hit of neutral attack deals less damage (5% → 3%) and the third hit no longer deals consistent damage (7% → 7%/6%/5%) and has less base knockback (60 → 45) hindering its KO potential. The first hit can also no longer be held out by holding the attack button and both the first and second hits have reduced [[jab cancel]] combo potential.}}
*{{nerf|Dash attack has slightly less reach.}}
*{{buff|Dash attack has less startup lag with a longer duration (frames 18-19 → 16-19 (clean), 20-22 (late)), has less ending lag (frame 51 → 45), deals more damage (8%/7% → 14%/12%/10% (clean), 10%/9%/7% (late)) and sends opponents at a more advantageous angle (40°/80° → 361°). The sweetspot also deals more knockback (70 (base), 70 (scaling) → 50/75).}}
*{{buff|Forward tilt is sped up.}}
*{{nerf|Dash attack has slightly less reach and the new late hit deals less knockback (70 (base), 70 (scaling) → 20/75).}}
*{{buff|Up tilt is quicker, and has a sweetspot which does more damage making it a better KO move.}}
*{{buff|Forward tilt has significantly less startup (frame 17 → 11) and ending lag (frame 56 → 36).}}
*{{buff|Down tilt is much faster and can interrupt much sooner, and can combo into itself at lower percents.}}
*{{nerf|Forward tilt has less knockback (38 (base)/100 (growth) → 35/95) and the sourspots deal slightly less damage (14%/12% → 13%/11%).}}
*{{nerf|Forward tilt has much less knockback.}}
*{{buff|Up tilt has decreased startup (frame 13 → 9) and ending lag (frame 50 → 35), and now has a sweetspot which deals more damage (12% → 14%) making it a better KO move. The clean hit also has a longer duration (frames 13-15 → 9-14).}}
*{{nerf|Down tilt does less damage and is no longer a reliable KO move.}}
*{{change|The late hit no longer deals consistent damage (10% → 11%/10%/9%).}}
*{{buff|Up smash hitboxes do more damage and knockback.}}
*{{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 smash hitboxes send backwards and both hits have been strengthened, with the first hit dealing slightly more damage with stronger knockback, while the second hit is a stronger KO move. 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.}}
*{{buff|Down tilt has much less ending lag (frame 55 → 31), allowing it to combo into itself at lower percents.}}
*{{nerf|Down smash's second hit deals slightly less damage.}}
*{{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%).}}
*{{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.}}
*{{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.}}
*{{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.}}


===Aerial Attacks===
===Aerial Attacks===
*{{nerf|All of Ike's aerials have lost their transcendent priority.}}
*{{buff|Neutral aerial is faster and does much more damage and has more [[knockback]].}}
*{{buff|However, the removal of transcendent priority on his aerials allows them to cancel out projectiles.}}
*{{buff|Forward aerial has slightly faster start-up, and a sweetspot that does more damage and more knockback.}}
*{{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 aerial sweetspot does more damage and has stronger knockback, sourspot does slightly more damage with slightly less knockback than the ''Brawl'' sweetspot.}}
*{{buff|Back and Down aerials have less landing lag (21 frames → 19 (back), 28 frames → 24 (down)).}}
*{{buff|Down aerial has slightly faster start-up and does slightly more damage, though knockback is not compensated on the ground, but its meteor smash capabilities have improved; the attack can also [[spike]] if he lands the sweetspot.}}
*{{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).}}
*{{nerf|Down aerial's late hitboxes are weaker.}}
*{{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.}}
*{{buff|Forward aerial has less start-up (frame 18 → 17) and ending lag (frame 60 → 47) and a sweetspot that does more damage (13% → 16%). All hits have more knockback growth (100 → 105).}}
*{{change|Forward and back aerial's angles have been altered (40° → 361°/35°).}}
*{{nerf|The tip of forward aerial deals less damage (13% → 10%).}}
*{{buff|Back aerial has less ending lag (frame 50 → 36) and it deals more damage (14% → 17%/15%) improving its KO potential.}}
*{{nerf|Back aerial has less vertical range and its tip deals less damage (14% → 12%).}}
*{{buff|Up aerial has less startup (frame 15 → 9) and ending lag (frame 58 → 41) and its hilt deals more damage (14% → 15%). It also now has a stronger late hit which deals more damage (14% → 17%/15%) and base knockback (40 → 45).}}
*{{nerf|Up aerial has a shorter duration (frames 15-31 → 9-24), sends opponents at a lower angle (80° → 70°/60° (early), 75°/65° (late)) and deals less damage (14% → 13%/11% (early), 12% (tip late)).}}
*{{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%).}}
 
===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 preform 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 [[launch resistance]].}}
*{{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|Like Marth, Ike now has more quotes when using Counter.}}
*{{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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*{{nerf|Ike's non-fully charged Eruption hitboxes and graphical effects reduced in size a bit, armor duration adjusted, and super armor changed to knockback-based armor; it can be broken through at KOing %.}}
*{{nerf|Ike's non-fully charged Eruption hitboxes and graphical effects reduced in size a bit, armor duration adjusted, and super armor changed to knockback-based armor; it can be broken through at KOing %.}}
*{{nerf|Quick Draw wall jump can only be performed twice per airtime}}
*{{nerf|Quick Draw wall jump can only be performed twice per airtime}}
*{{buff|Aether sword throw and glow animation cleaned up to match each other better, Ike's movement during the jump smoothed out, and aerial Up B decreased in height a bit}}
*{{nerf|Aether sword throw and glow animation cleaned up to match each other better, Ike's movement during the jump smoothed out, and aerial Up B decreased in height a bit}}
*{{nerf|Ike's Forward Smash hitboxes begin slightly later in the animation, and base knockback decreased a bit}}
*{{nerf|Ike's Forward Smash hitboxes begin slightly later in the animation, and base knockback decreased a bit}}
*{{nerf|Ike's Jab 3 base knockback decreased a bit}}
*{{nerf|Ike's Jab 3 base knockback decreased a bit}}
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*{{change|Ike's Forward Tilt has slightly less base knockback and more growth, and IASA is slightly later}}
*{{change|Ike's Forward Tilt has slightly less base knockback and more growth, and IASA is slightly later}}
*{{change|Ike's Down Smash base knockback is slightly lower on 1st hit and higher on the 2nd}}
*{{change|Ike's Down Smash base knockback is slightly lower on 1st hit and higher on the 2nd}}
*{{nerf|Ike's Neutral Air late hit is weaker, sends at a more horizontal angle, and has a slightly shorter hit duration}}
*{{change|Ike's Neutral Air late hit is weaker, sends at a more horizontal angle, and has a slightly shorter hit duration}}
*{{change|Ike's Up Air hitbox priority adjusted to normal tip/middle/hilt spacing}}
*{{change|Ike's Up Air hitbox priority adjusted to normal tip/middle/hilt spacing}}
*{{change|Ike's Forward Throw animation touched up a bit to look better, and has less base knockback and more growth}}
*{{change|Ike's Forward Throw animation touched up a bit to look better, and has less base knockback and more growth}}
*{{change|Ike's Back Throw releases slightly faster, slightly decreased in base knockback, and trajectory is a bit higher}}
*{{change|Ike's Back Throw releases slightly faster, slightly decreased in base knockback, and trajectory is a bit higher}}
*{{change|Ike's Up Throw endlag slightly increased, and knockback growth increased}}
*{{change|Ike's Up Throw endlag slightly increased, and knockback growth increased}}
*{{buff|Ike's Down Throw base knockback slightly decreased, and growth greatly increased}}
*{{change|Ike's Down Throw base knockback slightly decreased, and growth greatly increased}}
*{{nerf|Ike's Up B hitboxes reworked with new knockback stacking mechanics, and armor duration reduced to be during the time he is crouching before jumping}}
*{{change|Ike's Up B hitboxes reworked with new knockback stacking mechanics, and armor duration reduced to be during the time he is crouching before jumping}}
*{{change|Eruption graphical effects are now blue}}
*{{change|Eruption graphical effects are now blue}}


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===v3.0===
===v3.0===
*{{nerf|Down tilt interrupts slightly later.}}
*{{nerf|Down Tilt interrupts slightly later}}
*{{nerf|Counter can no longer be jump-canceled if Ike counters an attack.}}
*{{nerf|Counter can no longer be jump-canceled if Ike counters an attack.}}


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===v3.6===
===v3.6===
*{{nerf|Quick Draw max charge frame count doubled.}}
*{{nerf|Quick Draw max charge frame count doubled.}}
*{{buff|Quick Draw interruptibility increased from 32 to 35.}}
*{{nerf|Quick Draw interruptibility increased from 32 to 35.}}
*{{nerf|Aether no longer has light armor.}}
*{{nerf|Aether no longer has light armor.}}
*{{change|Quick Draw's base knockback increased, but less knockback growth.}}
*{{change|Quick Draw's base knockback increased, but less knockback growth.}}
*{{buff|Eruption now sends at a 359 angle when fully-charged, so opponents don't slide across the stage.}}
*{{change|Eruption now sends at a 359 angle when fully-charged, so opponents don't slide across the stage.}}


==Moveset==
==Moveset==
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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}}
 
*{{Sm|CAM|USA}}
''See also: [[:Category:Ike players (PM)]]''
*{{Sm|DJ Nintendo|USA}}
*{{Sm|Blitz|Canada}} - Ranked 1st on the Ontario ''Project M'' Power Rankings. Placed 7th at [[Frozen Phoenix 2017]]. Notable inactive on [[PMRank 2023]].
*{{Sm|Lordy|USA}}
*{{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|Metroid|USA}}
*{{Sm|JuSt|USA}} - Formerly ranked 1st on the Colorado ''Project M'' Power Rankings. Placed 4th at [[Nemesis]].
*{{Sm|SparkingZero|USA}}
*{{Sm|Lordy|USA}}-Placed 9th at [[Smash 'N' Splash 2]]. Ranked 5th on the Michigan ''Project M'' Power Rankings.
*{{Sm|Strong Bad|USA}}
*{{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|Swag Apocalypse|USA}}
*{{Sm|Pikmon|USA}} - The best Ike in the world. Ranked #17 on [[PMRank 2023]].
*{{Sm|Vro|USA}}
*{{Sm|Sylarius|Canada}} - Placed 5th at [[Frozen Phoenix 2017]]. Ranked 0th on the Alberta ''Project M'' Power Rankings.
*{{Sm|Vwins|Canada}}
*{{Sm|Blitz|Canada}}
*{{Sm|Hexor|USA}}


==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"
|-
|-
|colspan=6|[[File:Ike Palette (PM).png|frame|center|Ike's alternate costumes in PM]]
|colspan=6|[[Image:Ike Palette (PM).png|frame|center|Ike's alternate costumes in PM]]
|-
|-
|[[File:IkeHeadSSBB.png]]
|[[File:IkeHeadSSBB.png]]
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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.
 
===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+]]
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.
 
'''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|Captain Falcon}}, Ike is one of the two 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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