Editing Ike (SSB4)

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{{disambig2|Ike's appearance in ''Super Smash Bros. 4''|the character in other contexts|Ike}}
{{disambig2|Ike's appearance in ''Super Smash Bros. 4''|the character in other contexts|Ike}}
{{Infobox Character
{{Infobox Character
|name     = Ike
|name         = Ike
|image = [[File:Ike SSB4.png|250px]]
|image = [[File:Ike SSB4.png|250px]]
|game = SSB4
|game = SSB4
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|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = E
|tier = E
|ranking = 39
|ranking = 40
}}
}}
'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on May 23rd, 2014, which coincided with the ninth anniversary of the North American release of ''{{s|fireemblemwiki|Fire Emblem: The Sacred Stones}}''.
'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on May 23rd, 2014, which coincided with the ninth anniversary of the North American release of ''{{s|fireemblemwiki|Fire Emblem: The Sacred Stones}}''.
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Jason Adkins and Michihiko Hagi reprise their roles as Ike's voice actors in the English and Japanese versions, respectively, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''.
Jason Adkins and Michihiko Hagi reprise their roles as Ike's voice actors in the English and Japanese versions, respectively, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''.


Ike is ranked 39th out of 54 on the [[tier list]], placing him near the top of the E tier. This is a moderate drop from his placement in ''Brawl'', where he was ranked 23rd out of 38. In addition to largely retaining his renowned power and range, Ike's overall mobility has noticeably improved, thanks to his faster [[dash]]ing and [[air speed]]s, and higher [[double jump]]. His frame data has also fairly improved, with the most obvious improvements being his tilts and aerials. He also benefits from the changes to gameplay mechanics: [[rage]] supplements his power; the changes to [[hitstun canceling]] have made his up and down throws into very useful combo starters; and the updated edge mechanics supplement his [[recovery]].
Ike is currently ranked 40th out of 55 on the [[tier list]], placing him at the top of the E tier. This is a moderate drop from his placement in ''Brawl'', where he was ranked 23rd out of 38. In addition to largely retaining his renowned power and range, Ike's overall mobility has noticeably improved, thanks to his faster [[dash]]ing and [[air speed]]s, and higher [[double jump]].


However, Ike has received some nerfs, and he also retains his flaws from ''Brawl''. His [[jab cancel]], which was perhaps his best damage-racking option in the previous game, is now extremely situational due to his [[neutral attack]]’s higher overall lag. His high [[weight]] renders his overall mobility as below-average at best in spite of its improvements, making him vulnerable to rushdowns and combos. His lack of any [[projectile]] also leaves him susceptible to [[camp]]ing. Ike also has very few sufficiently fast moves (with [[jab]] and [[back aerial]] being some of his only moves that come out faster than frame 10), as well as high ending lag in many attacks. In return for Ike’s attacks having better frame data overall, most of them have significantly decreased knockback, slightly lower damage output, and shorter range. His already large hurtbox is slightly taller. Finally, Ike’s recovery is still predictable and linear, making it vulnerable to attacks when ascending.
Ike's frame data has also become fairly better, with the most obvious improvements being to his tilt and aerial attacks. Ike also benefits from the changes to gameplay mechanics: [[rage]] supplements his power; the changes to [[hitstun canceling]] have made his up and down throws into very useful combo starters; and the updated edge mechanics supplement his [[recovery]].


While Ike has attained greater degrees of success prior to [[1.1.6]], thanks to the likes of {{Sm|Ryo}}, {{Sm|SM}}, {{Sm|San}}, and {{Sm|Waldo}}, his playerbase's success has stagnated afterwards.
However, Ike retains his flaws from ''Brawl''. His heavy [[weight]] renders his overall mobility as below-average at best in spite of its improvements; he is vulnerable to rushdowns, combos, and [[camp]]ing because of his very small number of sufficiently fast moves; and his recovery is still easily predictable because of its linearity.
 
Ike has also gained new weaknesses: his already large hurtbox is slightly larger; several of his attacks have slightly lower damage outputs, less knockback and shorter ranges; and his [[jab cancel]] is now extremely situational at best because of his neutral attack's higher lag.
 
Despite having mediocre representation, Ike has attained some success at various levels of play, thanks to the likes of {{Sm|Ryo}}, {{Sm|Rango}}, {{Sm|SM}}, {{Sm|San}}, and {{Sm|Waldo}}. Due to his playerbase's success stagnating after [[1.1.6]], however, Ike's current tier ranking has become disputable.


==Attributes==
==Attributes==
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Aside from [[Counter]], his other special moves have been nerfed in particular ways. [[Eruption]] has been the most noticeably affected, as it now deals less damage, has less knockback, and only grants super [[armor]] when it is fully charged. Lastly, Ike's already large hurtbox is slightly larger, and he is slightly heavier. When coupled with the changes to hitstun canceling, these changes collectively make him more susceptible to combos than in ''Brawl''.
Aside from [[Counter]], his other special moves have been nerfed in particular ways. [[Eruption]] has been the most noticeably affected, as it now deals less damage, has less knockback, and only grants super [[armor]] when it is fully charged. Lastly, Ike's already large hurtbox is slightly larger, and he is slightly heavier. When coupled with the changes to hitstun canceling, these changes collectively make him more susceptible to combos than in ''Brawl''.


Overall, Ike has been re-balanced with his weaknesses becoming less severe at the cost of his previous strengths being noticeably toned down. Ike is faster both in terms of mobility and frame data and has a better recovery in exchange for less range and power (especially when relative to the cast). While he gained a few new useful tools (most of which due to the changes to the game's mechanics), he also lost one of his most vital tools in the form of his jab. His representation in competitive play: despite initially being minimal, it has expanded over time thanks to the numerous buffs he received from game updates, while his still relatively small playerbase has managed to achieve average results at regional and even national tournaments.
Overall, Ike has been re-balanced with his weaknesses becoming less severe at the cost of his previous strengths being noticeably toned down. Ike is faster both in terms of mobility and frame data and has a better recovery in exchange for less range and power (especially when relative to the cast). While he gained a few new useful tools (most of which due to the changes to the game's mechanics), he also lost one of his most vital tools in the form of his jab. His representation in competitive play: despite initially being minimal, it has expanded over time thanks to the numerous buffs he received from game updates, while his still relatively small playerbase has managed to achieve average results at regional and even national tournaments.  


===Aesthetics===
===Aesthetics===
*{{change|Ike's design is now based on his appearance as a {{s|fireemblemwiki|Hero}} in ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}''.}}
*{{change|Ike's design is now based on his appearance as a {{s|fireemblemwiki|Hero}} in ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}''.}}
*{{change|Ike has received three new [[alternate costume]]s, which are based on his father {{s|fireemblemwiki|Greil}}, the [[Black Knight]], and [[Chrom]], respectively.}}
*{{change|Ike has received two new [[alternate costume]]s, one of which is based on {{s|fireemblemwiki|Chrom}}.}}
*{{change|Ike's eye color is now slightly subdued. {{s|fireemblemwiki|Ragnell}}'s pommel and the upper portion of its grip are also now darker. These changes are unique to ''SSB4''.}}
*{{change|Ike's eye color is now slightly subdued. {{s|fireemblemwiki|Ragnell}}'s pommel and the upper portion of its grip are also now darker. These changes are unique to ''SSB4''.}}
*{{change|Ike is slightly more expressive.}}
*{{change|Ike is slightly more expressive.}}
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*{{change|Ragnell's flames are now sky blue, instead of orange. This makes them appear virtually identical to the fiery aura that Ike emits upon being blessed by {{s|fireemblemwiki|Yune}} during the final battle against {{s|fireemblemwiki|Ashera}} in ''Radiant Dawn''. Its swings' sound clips are also higher pitched.}}
*{{change|Ragnell's flames are now sky blue, instead of orange. This makes them appear virtually identical to the fiery aura that Ike emits upon being blessed by {{s|fireemblemwiki|Yune}} during the final battle against {{s|fireemblemwiki|Ashera}} in ''Radiant Dawn''. Its swings' sound clips are also higher pitched.}}
*{{change|Up and side [[taunt]]s have updated sound effects.}}
*{{change|Up and side [[taunt]]s have updated sound effects.}}
*{{change|Ike's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
*{{nerf|Ike is taller, making his hurtbox slightly larger.}}
*{{nerf|Ike is taller. This makes his hurtbox slightly larger. While this would also improve his overall [[range]], this is largely mitigated by the majority of his moveset having smaller hitboxes and/or altered hitbox placements.}}
*{{change|Ike is [[weight|heavier]] (105 → 107). This improves his endurance, but makes him more susceptible to combos.}}
*{{nerf|Ike [[walk]]s slower (0.88 → 0.869).}}
*{{nerf|Ike [[walk]]s slower (0.88 → 0.869).}}
*{{buff|Ike [[dash]]es faster (1.371 → 1.5).}}
*{{buff|Ike [[dash]]es faster (1.371 → 1.5).}}
*{{buff|Ike's [[air speed]] is noticeably higher (0.9212 → 1.08), going from the 22nd fastest out of 39 characters to the 21st highest out of 58.}}
*{{buff|Ike's [[air speed]] is faster (0.9212 → 1.08).}}
*{{buff|Ike is [[weight|heavier]] (105 → 107).}}
*{{buff|[[Double jump]] is higher.}}
*{{buff|Ike's [[double jump]] is higher (height multiplier: 0.88x → 1.037x).}}
*{{change|Ike's [[gravity]] is higher (0.0837 → 0.092).}}
*{{change|Ike's [[gravity]] is higher (0.0837 → 0.092).}}
*{{buff|[[Roll]]s have less ending lag (FAF 34 (front)/ 38 (back) → 33 (both)).}}
*{{nerf|[[Jump#Jump timing|Jumpsquat]] is slower (6 frames → 7).}}
*{{buff|[[Roll]]s have less ending lag (FAF 34 (front), FAF 38 (back) → 33 (both)).}}
*{{nerf|Rolls have a slightly shorter duration (frames 4-19 → 4-18).}}
*{{nerf|Rolls have a slightly shorter duration (frames 4-19 → 4-18).}}
*{{buff|Air dodge has less startup (frame 4 → 3) and ending lag (FAF 40 → 34).}}
*{{buff|Air dodge has less startup (frame 4 → 3) and ending lag (FAF 40 → 34).}}
*{{nerf|Spot dodge has more startup lag with a shorter duration (frames 2-20 → 3-18) and it has increased ending lag (FAF 26 → 28).}}
*{{nerf|Spotdodge has more startup lag with a shorter duration (frames 2-20 → 3-18) and ending lag (FAF 26 → 28).}}
*{{buff|Ike's item throw is stronger (1 → 1.023333).}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Ike. They significantly improve his combo potential, but make him more susceptible to combos and prevent him from making use of [[momentum canceling]] hindering his endurance.}}
*{{change|The changes to [[hitstun canceling]] and [[Directional Influence]] both help and hinder Ike. They significantly improve his combo potential out of specific moves, but make him more susceptible to combos and preventing him from making use of [[momentum canceling]], hindering his endurance.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{nerf|Neutral attack deals less damage (4% (hit 1)/5% (hit 2)/7% (hit 3) → 3% (hits 1-2)/5% (hit 3)) and the final hit's knockback was not compensated, hindering its damage racking and KO potential.}}
**{{nerf|Neutral attack deals less damage (4% (hit 1)/5% (hit 2)/7% (hit 3) → 3% (hits 1-2)/5% (hit 3)), hindering its damage racking potential and removing its last hit's KO potential.}}
**{{nerf|All three hits have more ending lag (FAF 17 (hit 1)/20 (hit 2)/38 (hit 3) → 24/28/39), hindering their safety as well as the first two hits' [[jab cancel]]ing potential.}}
**{{change|The first hit now has one extended hitbox instead of three separate hitboxes giving it consistent set kncokback (50/40/30 → 50).}}
**{{nerf|The first hit has more startup lag (frame 3 → 4).}}
**{{nerf|Neutral attack has increased ending lag (FAF 17 → 24 (hit 1), FAF 20 → 28 (hit 2), FAF 38 → 39 (hit 3)). Its first two hits also has increased start-up lag (frame 3 4) and the first hit loops later when held (frames 15 20) and the second hit transitions later (frame 7 11). Altogether, these changes significantly hinder its [[jab cancel]] potential and makes the first hit less spammable if the player holds the attack button. Neutral attack's third hit also has a shorter duration (frames 10-14 → 5-8).}}
**{{nerf|The first hit resets itself later when held (frame 15 → 20).}}
**{{buff|Neutral attack's third hit has decreased start-up lag (frame 10 5) and the first hit transitions faster (frame 11 10) compensating for the second and third hit's slower startup.}}
**{{buff|The first hit transitions into the second hit earlier (frame 12 → 11).}}
**{{buff|The first hit has an altered animation where Ike now moves forward more. This gives it more range despite it now having a static hitbox.}}
***{{nerf|However, the hitbox does not extend as far inside of Ike, giving it less range inside of him.}}
**{{change|The first hit now has one extended hitbox instead of three separate hitboxes giving it consistent set knockback (50/40/30 → 50).}}
***{{buff|This gives the move more hitstun at far ranges, improving its jab canceling potential (although this is offset by the move's higher ending lag).}}
***{{nerf|However, this also hinders its ability to lead into the second hit at far ranges, especially since it launches opponents at a lower angle compared to the previous far hitbox (70° → 65°).}}
**{{nerf|The second hit transitions into the third hit later (frame 8 12).}}
**{{nerf|The second hit transitions into the first hit later when held later (frame 13 18).}}
**{{nerf|The second hit has a new animation where Ike does not kick as far forward and the move now uses smaller static hitboxes (5u/5u/5u → 3.5u/3.5u/4.5u). This gives the move less range.}}
***{{buff|However, the move now has two far hitboxes which are positioned at different heights, giving the move more vertical range.}}
**{{buff|The second hit's further hitboxes deal less knockback (50/40 (set), 80/100 (scaling) (40/25)/80), improving the move's ability to lead into the third hit.}}
***{{change|The second hit's higher hitbox also launches opponents at a higher angle (65° → 80°).}}
***{{nerf|However, when combined with the move's higher ending lag, this significantly hinders its jab canceling potential.}}
**{{nerf|The second hit's nearest hitbox has higher set knockback (30 → 50) and it launches opponents at a higher angle (20° → 65°), hindering its ability to lead into the third hit.}}
***{{buff|However, this also improves its jab canceling potential (although this is offset by the move's higher ending lag).}}
**{{buff|The third hit has less startup lag (frame 10 → 5).}}
**{{nerf|The third hit has a shorter duration (frames 10-14 → 5-8).}}
**{{buff|The third hit's nearest hitboxes are larger (3u/2.5u → 4u/3.3u).}}
**{{nerf|The third hits furthest hitbox has been moved closer to Ike (y offset: 13 12) while the nearest hitbox has been moved further away from him (y offset: 0 1), reducing its range.}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup (frame 17 → 13) and ending lag (FAF 56 → 44).}}
**{{nerf|Due to consisting of one hitbox instead of four, forward tilt now deals consistent damage (15% (blade)/14% (upper body)/12% (lower body) → 12.5%). It also has decreased knockback (38 (base), 100 (scaling) → 30/97) hindering its KO potential.}}
**{{nerf|Forward tilt has a shorter duration (frames 17-19 → 13-14).}}
**{{buff|Forward tilt has decreased start-up (frame 17 13) and ending lag (FAF 56 → 42).}}
**{{nerf|Forward tilt deals less damage (15% (blade)/14% (upper body) → 12.5%) and knockback (38 (base), 100 (scaling) → 30/97), significantly hindering its KO potential.}}
***{{buff|However, it does deal more damage than the previous lower body hitbox (12% 12.5%), although its knockback is still lower.}}
**{{nerf|Forward tilt now consists of one extended hitbox instead of four normal hitboxes. This hitbox is the same size as the previous upper body hitbox and it also does not extend as far horizontally (particularly for the angled variants), giving it less range, especially the down angled version.}}
***{{nerf|The move also does not cover Ike's lower body, giving it less range below him, especially the up angled version.}}
**{{change|Forward tilt's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis.}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt has less startup lag (frame 13 → 11) with its total duration subsequently reduced (FAF 50 → 48).}}
**{{buff|Up tilt's clean hit deals more damage and lacks a sourspot (9%/12% → 14%), although its base knockback was compensated (70 → 50). It also has decreased start-up (frame 13 11) and ending lag (FAF 50 48).}}
**{{buff|The clean hit deals more damage, especially behind Ike (9% (behind)/12% (sword) → 14%).}}
**{{nerf|Sourspotted up tilt has a shorter duration (frames 16-29 → 14-21).}}
**{{change|Up tilt now uses one extended hitbox rather than four normal hitboxes.}}
***{{nerf|This new hitbox does not extend as far behind the sword (y offset: -2 y stretch: 1) and the late hit also does not extend as far away from the sword (y offset: 13 12), giving up tilt less range in all directions overall.}}
**{{nerf|Up tilt has a shorter duration (frames 13-15 (clean)/16-28 (late) 11-13/14-21).}}
**{{nerf|Up tilt has lower base knockback (70 → 50). This hinders the clean hit's KO potential on tournament legal stages (excluding the previous sourspot) as well as noticeably hindering the late hit's KO potential.}}
**{{nerf|Up tilt now launches opponents at a consistent angle (85°/88°/92°/95° → 95° (clean)/85° (late), making it easier to DI as well as hindering its KO potential at the middle of the sword.}}
**{{nerf|The clean hit has a smaller hitbox (6u → 5u).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has drastically lower startup (frame 16 → 7) and ending lag (FAF 55 → 29).}}
**{{nerf|Down tilt deals less damage (14% → 8%), and knockback (55 (base), 100 (scaling) → 70/70) significantly hindering its KO potential.}}
**{{nerf|Down tilt deals much less damage (14% → 8%) and knockback (55 (base), 100 (scaling) → 70/70), greatly hindering its KO potential.}}
**{{buff|Down tilt has significantly decreased start-up (frame 16 → 7) and ending lag (FAF 55 → 29).}}  
**{{change|Down tilt now consistently launches opponents upwards (270° (tip)/361° (hilt) → 80° (all)), no longer being a [[meteor smash]].}}
**{{change|Down tilt's angles being altered (270°/270°/361°/361° → 80° (all)), no longer being a [[meteor smash]]. When coupled with its faster speed, lower power and the changes to hitstun canceling, these changes significantly improve its combo potential at low to medium percentages but they also significantly hinder its edgeguarding potential.}}
***{{buff|When combined with its much faster speed, lower power and the changes to hitstun canceling and DI, these changes greatly improve its combo potential at lower percents.}}
***{{nerf|However, these changes also significantly hinder its edgeguarding and spacing potential.}}
**{{nerf|Down tilt has smaller hitboxes (4u/4u/4u/4u → 3.8u/3.8u/3.8u/3.8u) and the furthest hitboxes have been moved closer to Ike (y offset: 10/16 → 9/13), reducing its range.}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Dash attack has less startup lag (frame 18 → 15).}}
**{{buff|Dash attack deals more damage (8% (tip)/7% (blade) → 14%/11%) and has increased knockback scaling (70 → 78), significantly improving its KO potential. Additionally, it has decreased start-up lag (frame 18 15). Lastly, dash attack received a late hitbox that deals 9% and launches at 45°, improving its safety.}}
**{{buff|Dash attack deals more damage (8% (far)/7% (near) → 14%/11%) and has increased knockback scaling (70 → 78), greatly improving its KO potential despite its less favorable launch angle (361° (far)/80° (back) 52°).}}
**{{nerf|Dash attack has increased ending lag (FAF 51 → 52).}}
**{{buff|Dash attack now has a late hitbox from frames 17-19 which deals 9%, more knockback (70 (base), 70 (scaling) → 60/100) and launches opponents at a 45° angle. This extends dash attack's duration (frames 18-19 → 15-16/17-19).}}
*{{buff|The 19% damage increase to [[shield]]s and the increase to [[shieldstun]] significantly improve clean smash attacks' shield pressuring potentials.}}
**{{nerf|Dash attack has more ending lag (FAF 51 → 53).}}
**{{nerf|Dash attack covers less distance.}}
**{{nerf|Dash attack has smaller hitboxes (7u/5u/5u → 6u/4u). When combined with its shorter distance, this reduces dash attack's range despite its longer duration as well as the far hitbox being moved further away from Ike (z offset: 17 → 17.5).}}
**{{nerf|The near hit now uses one extended hitbox which does not extend as far behind Ike (z offset: -2 → 2.5), giving dash attack less range behind Ike.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash has a longer duration (frames 31-32 (clean)/33-34 (late) → 31-32/33-35).}}
**{{buff|Late forward smash's clean tip deals 2% more damage (17% → 19%). Forward smash also has a longer duration (frames 31-34 31-35).}}
**{{buff|Forward smash has a new animation where Ike does a larger sword swing. This gives it slightly more range.}}
**{{nerf|Early forward smash deals less damage (22% → 19%). Forward smash also has decreased knockback (50 (base), 100 (scaling) → 40/90 (clean), (45/50)/100 → 40/86 (late)), hindering its KO potential. It also has increased ending lag (FAF 80 84).}}
**{{buff|The late hit's far hitbox deals more damage (17% → 19%).}}
**{{buff|The late hit's hilt hitbox is larger (5u → 5.3u).}}
**{{change|The late hit's middle hitbox has been moved further away from Ike (y offset: 6.5 → 7).}}
**{{change|The late hit's far hitbox launches opponents at a lower angle (60° → 57°).}}
**{{change|The late hit's far hitbox is positioned lower (z offset: -5 → -4).}}
**{{nerf|Forward smash has more ending lag (FAF 80 → 84).}}
**{{nerf|The early hit deals less damage (22% → 19%) and knockback (50 (base), 100 (scaling) → 40/90), considerably hindering its KO potential.}}
**{{nerf|The early hit has smaller hitboxes (6u/5u → 4u/3u).}}
**{{nerf|The late hit deals less knockback (45/50 (base), 100 (scaling) → 40/86), hindering its KO potential, even for the far hit despite its higher damage.}}
**{{nerf|The late hit's back hitbox has been removed and the hilt hitbox has been moved further away from Ike (y offset: 0 2), giving it much less range behind Ike.}}
**{{nerf|The late hit's far hitbox is smaller (6u → 5.5u) although it has been moved further away from Ike to retain its horizontal range (y offset: 10.5 → 11).}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash's clean hit has slightly increased knockback scaling (85 → 86), slightly improving its KO potential.}}
**{{buff|Clean up smash has slightly increased knockback scaling (85 → 86), slightly improving its KO potential.}}
**{{buff|The clean hit's hitboxes have swapped priority, making the hitboxes with higher launch angles easier to land.}}
**{{nerf|Up smash has increased ending lag (FAF 67 → 71) and has lost its [[transcendent priority]].}}  
**{{buff|The late hit now uses one extended hitbox which extends further inside of Ike (z offset: 2 → z stretch: 6), giving it more range in front of Ike.}}
**{{nerf|Late up smash deals less damage (19% → 10%), significantly hindering its KO potential. The removal of [[DACUS]] also slightly hinders up smash's approach potential.}}
**{{change|Up smash no longer has [[transcendent priority]].}}
**{{nerf|Up smash has more ending lag (FAF 67 → 71).}}
**{{nerf|The clean hit's far hitboxes have been moved closer to Ike (y offset: 12/8 → 11/7.5) and the move has a new animation where Ike does not swing his sword as far horizontally, reducing its range.}}
**{{nerf|The late hit deals much less damage (19% → 10%), greatly hindering its KO potential.}}
**{{nerf|The removal of [[DACUS]] slightly hinders up smash's approach potential.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash's first and clean second hits deal more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%) and have higher base knockback (30 → 40).}}
**{{buff|Down smash's first and clean second hits deal 1% more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%). Down smash also has increased base knockback (30 → 40) and altered angles (65°/70°/75°/82° (both) → 48° (both)/61° (late hit 2)). Altogether, these changes improve its KO potential.}}
**{{change|Down smash no longer has transcendent priority.}}
**{{nerf|Down smash has increased ending lag (FAF 70 → 71) and have lost its transcendent priority.}}
**{{change|The first and clean second hit launch opponents at a lower, consistent angle (65°/70°/75°/82° → 48°).}}
**{{nerf|Down smash has a shorter duration (frames 13-16 → 13-15 (hit 1), frames 32-35 → 32-33 (clean hit 2), frames 36-44 → 34-36 (late hit 2)). Down smash's first hit and clean second hit also have smaller hitboxes (5u (hit 1)/6u (clean hit 2) → 4.2u (both)).}}
***{{buff|This improves their KO potential near the horizontal blastzone.}}
***{{nerf|However, this also hinders their KO potential from centre stage and especially when near the vertical blastzone, particularly when landing the hilt.}}
**{{nerf|Down smash has more ending lag (FAF 70 → 71).}}
**{{nerf|Down smash has a new animation where Ike does not swing his sword as far in either direction. This gives it less range despite the first and clean second hit's hitboxes being moved further away from Ike (y offset: 12/-12 → 15/-15).}}
**{{nerf|Down smash does not extend as far inside of Ike (y offset: 0 → y stretch: 4), giving it less range inside of Ike.}}
**{{nerf|Down smash has a shorter duration (frames 13-16 (hit 1)/32-35 (hit 2 clean)/36-44 (hit 2 late) → 13-15/32-33/34-36).}}
**{{nerf|The first and clean second hit have smaller hitboxes (5u (hit 1)/6u (clean hit 2) → 4.2u (both)).}}
**{{nerf|The late second hit launches opponents at a lower, consistent angle (65°/70°/75°/82° → 61°) which overall hinders its KO potential, particularly when landing the hilt.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials no longer have transcendent priority, allowing them to cancel out projectiles.}}
*{{buff|All aerials have lost their transcendent priority, allowing them to cancel out projectiles.}}
*{{buff|All aerials except for neutral aerial have less landing lag (21 frames → 18 (forward), 21 frames → 19 (back), 18 frames → 15 (up), 28 frames → 23 (down)).}}
*{{buff|Forward, back, up and down aerials have decreased landing lag (21 frames → 18 (forward), 21 frames → 19 (back), 18 frames → 15 (up), 28 frames → 23 (down)).}}
*{{nerf|All aerials except for down aerial have shorter initial [[auto-cancel]] windows (frames 1-7 → 1-5 (neutral), frames 1-4 (forward/back) → 1 (forward)/1-2 (back), frames 1-8 → 1-5 (up)).}}
*{{nerf|All aerials except for down aerial have shorter initial [[auto-cancel]] windows (frames 1-7 → 1-5 (neutral), frames 1-4 → 1-2 (forward/back), frames 1-8 → 1-5 (up)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has less startup (frame 15 12) and ending lag (FAF 75 → 60).}}
**{{change|Due to consisting of a clean hitbox and a late hitbox instead of a consistent hitbox, neutral aerial no longer deals consistent damage (9% 10% (clean)/7% (late)). The clean hit has greater KO potential but the late hit has less KO potential.}}
**{{buff|Neutral aerial has a shorter animation (74 frames 71), decreasing the amount of time Ike cannot grab ledges after performing the move.}}
**{{buff|Neutral aerial has decreased start-up (frame 15 → 12) and ending lag (FAF 76 60). Additionally, it auto-cancels earlier (frame 67 → 61). Lastly, its angle has been altered (70° → 80°). When coupled with the changes to hitstun canceling, these changes make its clean hitbox significantly better for combos compared to its previous hitbox.}}
***{{change|This new animation gives the move slightly more range above and behind Ike but gives it less range in front of him.}}
**{{nerf|Neutral aerial has increased landing lag (12 frames → 14) and a shorter duration (frames 15-32 → 12-27).}}
**{{buff|Neutral aerial auto-cancels earlier (frame 67 → 64).}}
**{{buff|Neutral aerial deals more damage (9% → 10%) and it launches opponents at a higher angle (70° → 80°), improving its KO potential.}}
***{{buff|The move's higher launch angle combined with the changes to hitstun canceling and DI significantly improves the move's combo potential despite its higher landing lag.}}
**{{nerf|Neutral aerial has a shorter duration (frames 15-32 → 12-21 (clean)/22-27 (late)) and the move has received a new late hit which deals less damage (9% → 7%).}}
***{{buff|The new late hit however improves the move's combo potential at higher percents.}}
**{{nerf|Neutral aerial has more landing lag (12 frames → 14).}}
**{{nerf|The nearest hitbox has been removed.}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup lag with a longer duration (frames 18-21 → 12-16).}}
**{{buff|Forward aerial has increased base knockback (20 → 30). Additionally, it has decreased start-up lag with a longer duration (frames 18-21 → 12-16) and ending lag (FAF 60 → 55). Lastly, it auto-cancels earlier (frame 45 → 36), granting it the ability to auto-cancel in a short hop. Altogether, these changes significantly improve its KO, spacing, and approach potential.}}
***{{buff|Additionally, the move's hitboxes now start directly above Ike, giving it more vertical range.}}
***{{nerf|However, its total duration was not fully compensated (FAF 60 → 56), giving it more ending lag.}}
**{{buff|Forward aerial auto-cancels earlier (frame 45 → 38), allowing it to do so in a short hop.}}
**{{buff|Forward aerial has more base knockback (20 → 30), improving its KO potential.}}
**{{buff|Forward aerial has larger hitboxes (4.5u/4.5u/4u/4u → 5u/5u/5u) which have more favorable positions along the sword (y offset: 10/7/4/0 → 12/7.5/3).}}
***{{nerf|However, the nearest hitbox has been removed, giving the move less range inside of Ike.}}
**{{change|Forward aerial only makes a medium slam sound effect when it connects instead of a strong slam.}}
**{{change|Forward aerial only makes a medium slam sound effect when it connects instead of a strong slam.}}
**{{nerf|Forward aerial has a new animation where Ike does not swing his sword as far. This gives the move less horizontal and downwards range despite its improved hitboxes.}}
**{{nerf|Forward aerial has a new animation with significantly less range.}}
***{{buff|However, this new animation is shorter (59 frames → 55), decreasing the amount of time Ike cannot grab ledges after performing the move.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less startup lag (frame 15 → 13).}}
**{{nerf|Up aerial deals 3% less damage (14% → 11%), without full compensation on its knockback (40 (base), 100 (scaling) → 55/94).}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{buff|Up aerial has decreased start-up lag (frame 15 → 13) and auto-cancels earlier (frame 53 → 51).}}
**{{buff|Up aerial auto-cancels earlier (frame 53 → 51).}}
**{{nerf|Up aerial deals less damage (14% → 11%), without full compensation on its knockback (40 (base), 100 (scaling) → 55/94), hindering its KO potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has larger hitboxes (5.2u/5.2u/5.2u 6.0u/5.5u/6.3u).}}
**{{nerf|Down aerial now deals less damage (16% (clean), 12% (late) → 15%) and has reduced base knockback (40 30 (tip), 20 (non-tip)) hindering its KO potential. The non tip's knockback scaling was also decreased (100 90) and the tip's angle was altered (270° → 50°) no longer being a meteor smash. These changes hinder down aerial's reliability.}}
**{{change|Down aerial's hitboxes have been moved slightly to the right (z offset: 0 1).}}
**{{nerf|Due to no longer having a late hit, Down aerial has a shorter duration (frames 16-30 → 16-17).}}
**{{change|The upper hitbox now launches opponents horizontally (270° → 50°), no longer being a meteor smash. This hinders its edgeguarding potential but improves its KO potential on stage.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves down aerial's reliability.}}
**{{nerf|Down aerial no longer has a late hit, greatly reducing its duration (frames 16-17 (clean)/18-30 (late) → 16-17).}}
**{{nerf|Down aerial deals less damage (16% → 15%) and knockback (40 (base), 100 (scaling) → (30/20)/(100/90)) hindering its KO potential, especially the lower hitboxes.}}
**{{nerf|The highest and lowest hitboxes have been moved closer to Ike (y offset: 3/-7 → 2/-6). This gives the move slightly less range above Ike although it does have marginally more range below him due to the lower hitbox's larger size.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] improves down aerial's reliability.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*{{nerf|All grabs have increased ending lag (FAF 30 → 33 (standing), FAF 40 → 41 (dash), FAF 36 → 39 (pivot)).}}
**{{nerf|All grabs have more ending lag (FAF 30 (standing)/40 (dash)/36 (pivot) → 33/41/39).}}
*{{buff|Dash grab has decreased start-up lag (frame 12 → 10).}}
**{{buff|Dash grab has less startup lag (frame 12 → 10).}}
*{{nerf|Pivot grab has increased start-up lag (frame 9 → 11).}}
**{{nerf|Pivot grab has more startup lag (frame 9 → 11).}}
*{{buff|All throws deal 1% more damage (6% → 7%).}}
**{{nerf|All grabs have smaller grabboxes (4.3u/3.5u → 3.1u (standing/pivot)/2.5u (dash)).}}
**{{buff|All grabs extend further inside of Ike (z offset: 5 (standing/dash)/-5 (pivot) → 4/-4).}}
**{{nerf|Standing grab does not extend as far away from Ike (z offset: 10 → 9.4) which along with its smaller grabbox, reduces its range.}}
**{{buff|Dash and Pivot grab extend further away from Ike (z offset: 10 (dash)/-14 (pivot) → z stretch: 11.2/-15.4), giving the latter slightly more horizontal range despite its smaller grabbox.}}
***{{nerf|However, this does not fully compensate for dash grab's smaller grabbox, giving it less range overall.}}
*{{buff|All throws deal more damage on their hitboxes (2% (hit)/6% (total) 3%/7%) and their knockback was not compensated.}}
**{{nerf|However, this also gives these hitboxes a additional frame of hitlag, making the throws slower to execute and easier to DI.}}
*[[Forward throw]]:
*[[Forward throw]]:
**{{buff|Forward throw deals more knockback (50 (base), 50 (scaling) → 55/75), improving its ability to set up edgeguards and tech chases at lower percents.}}
**{{buff|Forward throw has increased knockback (50 (base), 50 (scaling) → 55/75), improving its spacing potential.}}
**{{nerf|Forward throw has more ending lag (FAF 24 → 34). When combined with its higher knockback, this hinders its followup potential.}}
**{{nerf|Ike releases opponents from forward throw later (frame 7 → 8) and it has more ending lag (FAF 24 → 34).}}
*[[Back throw]]:
*[[Back throw]]:
**{{buff|Back throw deals more knockback (50 (base), 50 (scaling) → 55/75), improving its ability to set up edgeguards and tech chases at lower percents.}}
**{{change|Back throw has increased knockback (50 (base), 50 (scaling) → 55/75). This improves its edge-guarding potential, but hinders its tech-chasing potential at high percentages.}}
**{{buff|The hitbox has a longer duration (frame 20 → 20-21).}}
**{{nerf|Ike releases opponents from back throw later (frame 21 → 22) and it has more ending lag (FAF 33 → 38).}}
**{{nerf|Ike releases opponents from back throw later (frame 21 → 22) and it has more ending lag (FAF 33 → 38). When combined with its higher knockback, this hinders its followup potential.}}
*[[Up throw]]:
*[[Up throw]]:
**{{buff|Ike releases opponents from up throw later (frame 27 → 28) and it has less ending lag (FAF 55 → 43) When combined with the changes to hitstun canceling and DI, these changes significantly improve its combo potential.}}
**{{buff|Up throw has decreased ending lag as it is now properly interruptible (FAF 55 → 43) and its angle has been altered (90° → 87°). When coupled with the changes to hitstun canceling, these changes significantly improve its combo potential.}}
**{{buff|The hitbox has a longer duration (frame 26 → 26-27).}}
**{{nerf|Up throw launches opponents at a slightly lower angle (90° → 87°).}}
*[[Down throw]]:
*[[Down throw]]:
**{{buff|The changes to hitstun canceling and DI significantly improve down throw's combo potential, especially at lower percents.}}
**{{buff|The changes to hitstun canceling significantly improve down throw's combo potential at low to medium percentages.}}
**{{change|The hitbox has been moved closer to Ike (x offset: -7 → -5).}}


===Special moves===
===Special moves===
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**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Eruption's shield pressuring potential.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Eruption's shield pressuring potential.}}
*[[Quick Draw]]:
*[[Quick Draw]]:
**{{buff|Quick Draw has a shorter startup animation (17 frames → 15).}}
**{{nerf|Quick Draw deals 3% less damage (9% (uncharged)/16% (fully charged) → 6%/13%), although its base knockback was compensated (50 → 70). It also has increased ending lag (FAF 42 → 57 (no contact), FAF 58 → 59 (contact)) and takes longer to fully charge (60 frames → ≈88). Altogether, these changes hinder its spacing potential.}}
**{{buff|Charging Quick Draw increases Ike's speed more, especially in the air (0.06 (grounded)/0.04 (aerial) → 0.07 (both)), increasing its distance when charged.}}
**{{buff|Quick Draw has decreased start-up (frame 17 16) and landing lag. It also covers more distance, and no longer renders Ike [[helpless]] if he hits something. Altogether, these changes improve its recovery potential.}}
**{{change|Ike retains more momentum when Quick Draw ends on the ground (0.25x → 0.38x).}}
**{{change|Quick Draw's angle has been altered (60°/65°/70°/75° → 60°).}}
**{{nerf|Ike retains less momentum when Quick Draw ends in the air (0.5x → 0.42x).}}
**{{nerf|The dash has more ending lag (14 frames → 27).}}
**{{buff|The attack has less ending lag (FAF 59 → 45).}}
***{{buff|When used in the air, this notably allows Ike to now cancel the move before he becomes [[helpless]], improving its recovery potential.}}
**{{buff|Ike decelerates more when landing the attack (0.5 (grounded)/0.3 (aerial) → 0.8/0.4), making it safer.}}
**{{change|The attack's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis.}}
**{{nerf|The attack deals less damage (9% (uncharged)/16% (fully charged) → 6%/13%), with only an increase to its base knockback (50 → 70), hindering its KO potential.}}
**{{nerf|The attack now has one smaller extended hitbox (5u/5u/5u/5u 3.5u) which does not extend as far as the previous hitboxes, reducing its range.}}
***{{nerf|This also means that the attack now has a consistent launch angle, keeping the lowest launch angle from the previous furthest hitbox (60°/65°/70°/75° → 60°). This hinders its KO potential when landed at close range.}}
**{{nerf|Ike cannot grab ledges out of the attack as soon (frame 8 → 13).}}
*[[Aether]]:
*[[Aether]]:
**{{nerf|Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (27% → 20%). However, its last hit's knockback was compensated (50 (base), 60 (scaling) → 70/80). Due to its descending hitbox's angle being altered (80°/270°/270° → 70°/270°/60°), Aether can now only meteor smash during its beginning frames.}}
**{{nerf|Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (27% → 20%). However, its last hit's knockback was compensated (50 (base), 60 (scaling) → 70/80). Due to its descending hitbox's angle being altered (80°/270°/270° → 70°/270°/60°), Aether can now only meteor smash during its beginning frames.}}
**{{buff|Aether's loop hits' angles have been altered (85°/60°/270° → [[Autolink angle|366°]]). This makes them connect together better.}}
**{{buff|Aether's loop hits' angles have been altered (85°/60°/270° → [[Autolink angle|366°]]). This makes them connect together better.}}
**{{nerf|Aether has less super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential.}}
**{{nerf|Aether has decreased super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential.}}
**{{buff|The weakening of [[Smash directional influence|SDI]] makes Aether significantly more difficult to escape from.}}
**{{buff|The weakening of [[Smash directional influence|SDI]] makes Aether significantly more difficult to escape from.}}
**{{change|Aether no longer moves Ike forward without directional input.}}
**{{change|Aether no longer moves Ike forward without directional input.}}
**{{bugfix|The double Ragnell glitch has been removed.}}
**{{bugfix|The double Ragnell glitch has been removed.}}
*[[Counter]]:
*[[Counter]]:
**{{buff|Counter has increased knockback (50 (base), 62 (scaling) → 48/100), significantly improving its KO potential. It also has decreased start-up (frame 11 → 9) and ending lag (FAF 60 → 59 (Counter), FAF 37 → 35 (counterattack)).}}
**{{nerf|Counter's counterattack has increased start-up lag (frame 4 → 5) and a shorter duration (frames 4-7 → 5-6).}}
**{{change|Counter has updated sound effects. Additionally, the activation and triggering sound effects when using the move are now in sync with the animation.}}
**{{change|Counter has updated sound effects. Additionally, the activation and triggering sound effects when using the move are now in sync with the animation.}}
**{{buff|Counter has less startup lag with a longer duration (frames 11-33 → 9-35).}}
**{{buff|Counter has more [[invincibility]] (frames 11-16 → 9-16).}}
**{{buff|Both the counter and the attack have slightly less ending lag (FAF 60 (counter)/37 (attack) → 59/36).}}
**{{buff|The attack deals more knockback (50 (base), 62 (scaling) → 48/100), significantly improving its KO potential.}}
**{{buff|The attack uses one larger extended hitbox (6u/6u/6u/7u → 9u).}}
***{{nerf|However, this hitbox does not extend as far as the previous hitboxes, giving less horizontal range.}}
**{{change|The attack's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis, as well as hindering its vertical range.}}
**{{nerf|The attack has more startup lag with a shorter duration (frames 4-7 → 5-6).}}
**{{nerf|The attack has less invincibility (frames 1-6 → 1-5).}}
**{{nerf|The attack is now capped at 50% damage.}}
*[[Great Aether]]:
*[[Great Aether]]:
**{{nerf|Great Aether deals 18% less damage (78% → 60%) with the final hit dealing less damage (12% → 10%) although its base knockback was compensated (60 → 100). The final hit's smallest hitbox is also smaller (20u → 18u).}}
**{{change|Great Aether has updated sound effects.}}
**{{change|Great Aether has updated sound effects.}}
**{{nerf|Most of Great Aether's multi hits (3% → 2%), the falling hit (5% → 4%) and the final hit (12% → 10%) all deal less damage, significantly reducing the move's maximum damage output (78% → 60%).}}
**{{nerf|The nearest trap hitbox is smaller (17u → 15u) and the closest and furthest sword trap hitboxes have been removed, reducing Great Aether's range during its startup.}}
**{{buff|The multi hits now use one larger extended hitbox (8u/8u/8u → 10u) with much more horizontal range.}}
***{{nerf|However, they are now static, giving them less vertical range.}}
**{{buff|The multi hits now have set knockback (50 (base), 0 (set), 100 (scaling) → 35/100) making them connect more reliably against bystanders.}}
**{{buff|The falling hit has gained a new hitbox further away from Ike, giving it more range.}}
**{{buff|The final hit has higher base knockback (60 → 100), improving its KO potential, even when considering the rest of the move's lower damage output.}}
**{{buff|The final hit's hitboxes are positioned further away from Ike (z offset: 13/28/40 → 18/36/50), improving its range.}}
**{{nerf|The final hit's furthest hitbox is smaller (20u → 18u).}}


==Update history==
==Update history==
Line 303: Line 188:
'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{bugfix|Fixed a glitch where Aether Drive behaved erratically when used in slow motion.}}
*{{bugfix|Fixed a glitch where Aether Drive behaved erratically when used in slow motion.}}
*{{buff|[[Counter]]'s knockback scaling increased (74 100), significantly improving its KO potential.}}
*{{buff|[[Counter]]'s knockback growth increased|74|100, significantly improving its KO potential.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
Line 309: Line 194:


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Up aerial deals more knockback (40 (base)/100 (scaling) 55/94).}}
*{{change|Up aerial's knockback altered|40 (base)/100 (growth)|55/94.}}
*{{change|Down throw's collateral hitbox has been moved forwards (x offset: -7 → -5).}}
*{{buff|Down throw's collateral hitbox moved forward|-7u|-5u.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Tempest improved. Uncharged Tempest deals 4% more damage|1%|5%; its hitbox durations increased by 2 frames; and it ends 4 frames faster. Additionally, charged and fully charged Tempest's initial windbox durations increased by 2 frames, and are adjusted slightly backward. Lastly, its later frames' durations increased by 3 frames, and it ends 4 and 2 frames faster, respectively.}}
*{{buff|Tempest improved. Uncharged Tempest deals 4% more damage|1%|5%; its hitbox durations increased by 2 frames; and it ends 4 frames faster. Additionally, charged and fully charged Tempest's initial windbox durations increased by 2 frames, and are adjusted slightly backward. Lastly, its later frames' durations increased by 3 frames, and it ends 4 and 2 frames faster, respectively.}}
*{{buff|Furious Eruption improved. Its sweetspot and fully charged sourspot's hitbox sizes increased (7u (uncharged sweetspot)/8u (charged sweetspot)/10u (fully charged sweetspot)/15u (fully charged sourspot) 8.5u/10u/12.5u/16u) and have been adjusted upward. Its other hitboxes' durations increased (12 frames (uncharged second)/16 frames (charged second)/16 frames (fully charged second) → 15/19/19).}}
*{{buff|Furious Eruption improved. Its sweetspot and fully charged sourspot's hitbox sizes increased|7u (uncharged sweetspot)/8u (charged sweetspot)/10u (fully charged sweetspot)/15u (fully charged sourspot)|8.5u/10u/12.5u/16u and have been adjusted upward. Its other hitboxes' durations increased: 12 frames (uncharged second)/16 frames (charged second)/16 frames (fully charged second) → 15/19/19.}}
*{{nerf|Furious Eruption's first hit's duration decreased (12 frames (uncharged)/16 frames (fully charged) 10/14).}}
*{{nerf|Furious Eruption's first hit's duration decreased|12 frames (uncharged)/16 frames (fully charged)|10/14.}}
*{{change|Smash Counter's knockback altered (48 (base)/100 (scaling) 90/70).}}
*{{change|Smash Counter's knockback altered|48 (base)/100 (growth)|90/70.}}
*{{change|Third victory pose's animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.}}
*{{change|Third victory pose's animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.}}


Line 323: Line 208:


==Moveset==
==Moveset==
''For a gallery of Ike's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
Line 333: Line 217:
|neutraldesc=A jab, followed by a front kick, followed by a kneeling downward slash. Due to it hitting on frame 4, it has the lowest amount of start-up lag out of Ike's entire moveset. When coupled with its respectable overall damage output, moderate knockback and its last hit's impressive range, it is very useful for damage racking and spacing. Unlike in ''Brawl'', it is significantly less effective at [[jab cancel]]ing into itself. Despite this, it's first hit can still be jab canceled quite reliably into down tilt because of the latter's minimal start-up lag.
|neutraldesc=A jab, followed by a front kick, followed by a kneeling downward slash. Due to it hitting on frame 4, it has the lowest amount of start-up lag out of Ike's entire moveset. When coupled with its respectable overall damage output, moderate knockback and its last hit's impressive range, it is very useful for damage racking and spacing. Unlike in ''Brawl'', it is significantly less effective at [[jab cancel]]ing into itself. Despite this, it's first hit can still be jab canceled quite reliably into down tilt because of the latter's minimal start-up lag.
|ftiltname= 
|ftiltname= 
|ftiltdmg=12.5%
|ftiltdmg=12.5%  
|ftiltdesc=A lunging outward slash. It can be angled and has a respectable damage output, high knockback growth, and impressive range for a tilt attack. It KOs middleweights at 121%/110% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. However, its moderate start-up and ending lag make it punishable.
|ftiltdesc=A lunging outward slash. It can be angled and has a respectable damage output, high knockback growth, and impressive range for a tilt attack. It KOs middleweights at 121%/110% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. However, its moderate start-up and ending lag make it punishable.
|utiltname= 
|utiltname= 
Line 405: Line 289:
|nsc2name=Furious Eruption
|nsc2name=Furious Eruption
|nsc2dmg=7% (uncharged), 32% (fully charged base), 25% (fully charged top)
|nsc2dmg=7% (uncharged), 32% (fully charged base), 25% (fully charged top)
|nsc2desc=The explosion's vertical range is larger, especially when charged. It also has a slightly longer duration and, like Eruption, has transcendent priority. When fully charged, it KOs middleweights at 29% from anywhere on Final Destination in {{for3ds}}. However, it lacks KO potential when uncharged. In addition, it deals 10% recoil damage when charged halfway, and 15% recoil damage when fully charged.
|nsc2desc=The explosion's vertical range is larger, especially when charged. It also has a slightly longer duration and, like Eruption, has transcendent priority. When fully charged, it KOs middleweights at 29% from anywhere on Final Destination in {{for3ds}}. However, it it lacks KO potential when uncharged. In addition, it deals 10% recoil damage when charged halfway, and 15% recoil damage when fully charged.
|ssdefname=Quick Draw
|ssdefname=Quick Draw
|ssdefdmg=6% (uncharged), 13% (fully charged)
|ssdefdmg=6% (uncharged), 13% (fully charged)
Line 429: Line 313:
|dsc1name=Paralyzing Counter
|dsc1name=Paralyzing Counter
|dsc1dmg=1%
|dsc1dmg=1%
|dsc1desc=The counterattack [[stun]]s the opponent, similarly to [[Disable]]. Like Disable, the stun's duration is longer the more damaged the opponent is. Due to not being a true counterattack, it deals minuscule damage. It also comes out on frame 11 and has a duration of 13 frames.
|dsc1desc=The counterattack [[stun]]s the opponent, similarly to [[Disable]]. Like Disable, the stun's duration is longer the more damaged the opponent is. Due to not being a true counterattack, it deals minuscule damage. It also comes out on frame 11 and has a duration of 13 frames.  
|dsc2name=Smash Counter
|dsc2name=Smash Counter
|dsc2dmg=1.5× (minimum 15%)
|dsc2dmg=≈1.5× (minimum 15%)
|dsc2desc=The counterattack has a larger hitbox and a much higher damage multiplier. However, Ike counterattacks after a delay, instead of instantly. As a result, opponents can easily avoid it, especially if it is used in the air. As a result, it is best used against moves that have considerable ending lag. It also comes out on frame 11 and has a duration of 27 frames.
|dsc2desc=The counterattack has a larger hitbox and a much higher damage multiplier. However, Ike counterattacks after a delay, instead of instantly. As a result, opponents can easily avoid it, especially if it is used in the air. As a result, it is best used against moves that have considerable ending lag. It also comes out on frame 11 and has a duration of 27 frames.
|fsname=Great Aether
|fsname=Great Aether
Line 437: Line 321:
|fsdesc=Performs an upward slash while Ragnell's blade is engulfed in flames. If any opponents are hit, they are launched upward and Ike throws Ragnell into the air along with them. He then leaps upward, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a wheel kick and a roundhouse kick. Ike then concludes the attack with a descending, two-handed slash that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent and any bystanders toward the upper blast line. It is one of the strongest [[Final Smash]]es in the game, as it will KO middleweights at 19% from anywhere on Final Destination in the ''3DS'' version. However, it is possible for its second hit to miss if Ike is slightly far away from the opponent.
|fsdesc=Performs an upward slash while Ragnell's blade is engulfed in flames. If any opponents are hit, they are launched upward and Ike throws Ragnell into the air along with them. He then leaps upward, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a wheel kick and a roundhouse kick. Ike then concludes the attack with a descending, two-handed slash that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent and any bystanders toward the upper blast line. It is one of the strongest [[Final Smash]]es in the game, as it will KO middleweights at 19% from anywhere on Final Destination in the ''3DS'' version. However, it is possible for its second hit to miss if Ike is slightly far away from the opponent.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 107
|rweight = 8-9
|dash = 1.5
|rdash = 25-41
|run = 1.5
|rrun = 38
|walk = 0.869
|rwalk = 50
|trac = 0.044
|rtrac = 53-54
|airfric = 0.009
|rairfric = 33-36
|air = 1.08
|rair = 21-23
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.04
|raddaccel = 46-53
|gravity = 0.092
|rgravity = 22-25
|fall = 1.65
|rfall = 17-21
|ff = 2.64
|rff = 18-22
|jumpsquat = 7
|rjumpsquat = 52-57
|jumpheight = 29.9
|rjumpheight = 48
|shorthop = 16
|rshorthop = 36-37
|djump = 31
|rdjump = 40-41
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ike English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 496: Line 337:
===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Taps Ragnell's blade on his shoulder.
|desc-1=Taps Ragnell's blade on his shoulder.  
|desc-2=Rubs the edge of Ragnell's blade.
|desc-2=Rubs the edge of Ragnell's blade.
|image-1=IkeIdlePose1WiiU.jpg
|image-1=IkeIdlePose1WiiU.jpg
Line 514: Line 355:
|victory-theme=FireEmblemTheme.ogg
|victory-theme=FireEmblemTheme.ogg
|victory-desc=An orchestral excerpt of the title theme from ''{{s|fireemblemwiki|Fire Emblem: Shadow Dragon and the Blade of Light}}'', which has since become the main theme of the ''Fire Emblem'' series.
|victory-desc=An orchestral excerpt of the title theme from ''{{s|fireemblemwiki|Fire Emblem: Shadow Dragon and the Blade of Light}}'', which has since become the main theme of the ''Fire Emblem'' series.
|desc-1=Plunges Ragnell into the ground and then folds his arms while saying "You'll get no sympathy from me." ({{ja|手加減してやるほど、俺は甘くは無い|Tekagen shite yaru hodo, ore wa amaku wanai.}}, ''I'm not so naive to hold back on you.'')
|desc-1=Plunges Ragnell into the ground and then folds his arms while saying "You'll get no sympathy from me."
|desc-2=Swings Ragnell twice, then casually holds it by resting its blade on his shoulder while saying "I fight for my friends." ({{ja|守るべきものの為、戦うだけだ|Mamorubekimono no tame, tatakau dakeda.}}, ''I fight for what I must protect.'')
|desc-2=Swings Ragnell twice, then casually holds it by resting its blade on his shoulder while saying "I fight for my friends." In the Japanese version, Ike says "{{ja|守るべきもののため戦うだけだ|Mamoru beki mono no tame, tatakau dake da.}}"
|desc-3=Uses [[Aether]] and lands while looking down at his sword.
|desc-3=Uses [[Aether]].
|char=Ike}}
|char=Ike}}


==In [[competitive play]]==
==In competitive play==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 534: Line 375:
|set10=3111
|set10=3111
}}
}}
===Most historically significant 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 -->


''See also: [[:Category:Ike players (SSB4)]]''
===Notable players===
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
====Active====
*{{Sm|Nojinko|Japan}} - Placed 13th at [[Hirosuma Tokaigi Qualifier]] and [[Shulla-bra Tokaigi Qualifier]], and 49th at [[Umebura Japan Major]].
*{{Sm|Rango|USA}} - Placed 9th at [[Tipped Off 11]]; 13th at [[MomoCon 2016]]; and 17th at [[Paradigm Shift]].
*{{Sm|Renslay|USA}} - Placed 17th at {{Trn|2GGT: Mexico Saga}} and 33rd at {{Trn|2GGT: Abadango Saga}}.
*{{Sm|Ryo|USA}} (#77) - The best Ike player in the world. Placed 7th at [[MLG World Finals 2015]]; 9th at [[Shots Fired 2]] and [[Super Smash Con 2016]]; 17th at [[The Big House 5]]; and 25th at [[CEO 2017]], [[2GGC: Fire Emblem Saga]] and [[GENESIS 5]]. Formerly ranked 46th on [[Panda Global Rankings]] v2.
*{{Sm|San|USA}} - One of the best Ike players in the world. Placed 4th at [[Get On My Level 2017]]; 9th at [[Canada Cup 2015]], [[Get On My Level 2016]] and [[Canada Cup 2016]]; 17th at The Big House 5; and 33rd at [[Pound 2016]]. He has wins over {{Sm|SuperGirlKels}} and {{Sm|Angel Cortes}}. Ranked 1st on the [[New York Power Rankings]].
*{{Sm|SM|USA}} - One of the best Ike players in the world. Placed 9th at [[2GGT: EE Saga]]; 17th at [[2GGT: FOW Saga]] and [[2GGT: Mexico Saga]]; and 33rd at GENESIS 5.
*{{Sm|Waldo|USA}} - Placed 5th at [[GUMS 6]]; 9th at [[GUMS 7]]; and 17th at [[Shine 2016]].


*{{Sm|Ryo|USA}} - The best Ike player of all-time and the only Ike player ever ranked globally, most recently ranking 77th on the [[PGR 100]]. He is the only Ike player to top 8 a major, placing 7th at {{Trn|MLG World Finals 2015}}. Although he later began playing {{SSB4|Corrin}} and {{SSB4|Roy}} alongside Ike, he still managed to have some strong solo-Ike results, most notably 25th at both {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|GENESIS 5}}.
====Inactive====
*{{Sm|San|USA}} - One of the best Ike players of all-time with results on-par with Ryo's, including placing 9th at {{Trn|Get On My Level 2016}}, 17th at {{Trn|The Big House 5}}, and 33rd at {{Trn|Pound 2016}}, {{Trn|The Big House 6}}, and {{Trn|2GGC: Fire Emblem Saga}}, playing only Ike in all five events. However, he traveled less frequently than Ryo and as such was never ranked on the [[PGR]].
*{{Sm|MkLeo|Mexico}} - Used Ike as a secondary before dropping him.
*{{Sm|Ryuga|USA}} (#86) - One of the best Ike players in the world before switching to {{SSB4|Corrin}}.


===Tier placement and history===
===Tier placement and history===
Upon ''SSB4''{{'}}s release, players noted both Ike's buffed mobility and nerfed power, with some arguing that the mobility changes were more important in the faster-paced meta, while others believed the nerfs would be more detrimental in the long run. Eventually, the general consensus agreed that his improved mobility did not properly compensate for his unaddressed flaws and loss of some options from ''Brawl''. However, game updates (most notably [[1.0.8]]) would significantly improve Ike; he gained consistent and strong throw combos, improved hitboxes on many moves, and his lack of a midrange option was alleviated by giving his dash attack KO potential. As such, he began achieving respectable results from dedicated players such as {{Sm|Rango}}, {{Sm|Ryo}}, {{Sm|Ryuga}}, {{Sm|San}}, and {{Sm|Waldo}}. As such, he was ranked 26th on the first [[tier list]], a fairly noticeable improvement from his tier placement in ''Brawl''.
Upon ''SSB4''{{'}}s release, players noted both Ike's buffed mobility and nerfed power. Eventually, the general consensus agreed that his improved mobility did not properly compensate for his weakened power, unaddressed flaws and loss of some options from ''Brawl'', like combos, inferior smash attacks, worse hitboxes and inferior autocancel windows on most of his aerials, making him considered nonviable in the metagame. However, game updates (most notably [[1.0.8]]) would significantly improve Ike; he gained consistent and strong throw combos, improved hitboxes on many moves, and his lack of a midrange option was alleviated by giving his dash attack KO potential. As such, he began achieving respectable results from dedicated players such as {{Sm|Rango}}, {{Sm|Ryo}}, {{Sm|Ryuga}}, {{Sm|San}}, and {{Sm|Waldo}}. As such, he was ranked 26th on the first [[tier list]], a fairly noticeable improvement from his tier placement in ''Brawl''.
 
Although game updates considerably improved Ike's perception and were pivotal for his success, Ike has since achieved lower and more average placings at tournaments despite his talented playerbase continuing to advance his metagame. This is due to the improved results of other characters who were positively affected by balance changes (notably {{SSB4|Bowser}}, {{SSB4|Marth}} and {{SSB4|Lucina}}) and the inclusion of viable [[Downloadable content|DLC]] characters (notably {{SSB4|Corrin}}, {{SSB4|Mewtwo}} and {{SSB4|Bayonetta}}), who would eventually start to surpass Ike in regard to overall representation and results. In addition, some of his best players, such as Ryuga and Rango, dropped Ike in favor of Corrin and {{SSB4|Cloud}}, respectively. These in turn saw him drop to 35th on the second tier list, and retained this 35th ranking third tier list.
 
Ike's perception became rather mixed: some players claimed that his standing was accurate, or should be slightly higher because of his results improving; evidence stems from Ryo and San, who have earned solid results while taking sets off top players as of 2017, the latter even achieving 4th place at [[Get On My Level 2017]]. However, others claimed he should be ranked lower because of his glaring issues alongside overall mediocre representation and results, citing that he also lacks the growing success of characters ranked below him (such as {{SSB4|Duck Hunt}}, {{SSB4|Link}}, {{SSB4|Samus}}, and {{SSB4|Shulk}}), and putting him among the standing he initially had in ''Brawl''. As a result, Ike continued to drop even more now ranking 40th on the fourth and current tier list, a far cry from his initial placement. To this day, Ike's true tier standing is still greatly up for debate as some smashers like {{Sm|ZeRo}}, {{Sm|ESAM}}, and {{Sm|Raito}} claim that Ike should be ranked lower (the latter claiming that Ike is among the bottom 5 characters in the game) while other smashers like {{Sm|Dabuz}} believe that Ike should be ranked slightly higher due to his strong throw combos and fantastic ledgetraps.
 
==Trophies==
:'''Ike'''
::{{flag|ntsc}} ''One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.''
 
::{{flag|pal}} ''One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, played a huge part in restoring the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. And he has the strength to go with that title. One good swing of his blade can launch even the heaviest of fighters.''


Although game updates considerably improved Ike's perception and were pivotal for his success, Ike has since achieved lower and more average placings at tournaments despite his playerbase continuing to advance his metagame. This is due to the improved results of other characters who benefitted more from the balance changes (such as {{SSB4|Bowser}}, {{SSB4|Marth}}, {{SSB4|Lucina}}) and the inclusion of [[Downloadable content|DLC]] characters (notably {{SSB4|Corrin}}, {{SSB4|Mewtwo}} and {{SSB4|Bayonetta}}), who would eventually start to surpass Ike in regard to overall representation and results. In addition, some of his best players, such as Ryuga and Rango, dropped Ike in favor of Corrin and {{SSB4|Cloud}}, respectively. These in turn saw him drop to 35th on the second tier list, and retained this 35th ranking third tier list.
{{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance (10/2005)|console2=Wii|game2=Fire Emblem: Radiant Dawn (11/2007)}}


Ike's perception became rather mixed: some players claimed that his standing was accurate, or should be slightly higher because of his improving placings; evidence stems from Ryo and San, who have earned solid results while taking sets off top players as of 2017, the latter even achieving 4th place at [[Get On My Level 2017]]. However, others claimed he should be ranked lower because of his glaring issues alongside overall mediocre representation and results, citing that he also lacks the growing success of characters ranked below him (such as {{SSB4|Duck Hunt}}, {{SSB4|Link}}, {{SSB4|Samus}}, and {{SSB4|Shulk}}), and putting him among the standing he initially had in ''Brawl''. As a result, Ike continued to drop even further, ranking 39th on the fourth and final tier list, a far cry from his initial placement. To this day, Ike's true tier standing is still greatly up for debate as some smashers like {{Sm|ZeRo}}, {{Sm|ESAM}}, and {{Sm|Raito}} claim that Ike should be ranked lower (the latter claiming that Ike is among the bottom 5 characters in the game) while other smashers like {{Sm|Dabuz}} believe that Ike should be ranked slightly higher due to his strong throw combos and fantastic ledgetraps.
:'''Ike (Alt.)'''
::{{flag|ntsc}} ''Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!''


==[[Trophies]]==
::{{flag|pal}} ''Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, so even though it leaves you open, it's a real winner. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire that hits anyone nearby. If you charge it too long, though, you'll hurt yourself, so be careful!''
{{Trophy/Fighter
 
|name=Ike
{{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance (10/2005)|console2=Wii|game2=Fire Emblem: Radiant Dawn (11/2007)}}
|image-3ds=IkeTrophy3DS.png
 
|image-wiiu=IkeTrophyWiiU.png
:'''Great Aether'''
|mode=Classic
 
|desc-ntsc=One of the main characters from the Fire Emblem series. Having fought in the {{iw|fireemblemwiki|Mad King's War}}, restored the fallen nation of {{iw|fireemblemwiki|Crimea}}, and taken on the {{iw|fireemblemwiki|Begnion}} Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
::{{flag|ntsc}} ''Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!''
|desc-pal=One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, played a huge part in restoring the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. And he has the strength to go with that title. One good swing of his blade can launch even the heaviest of fighters.
|gamelist-ntsc={{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance|release1=10/2005|console2=Wii|game2=Fire Emblem: Radiant Dawn|release2=11/2007}}
|gamelist-pal={{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance|release1=11/2005|console2=Wii|game2=Fire Emblem: Radiant Dawn|release2=03/2008}}
}}
{{clrl}}


{{Trophy/Fighter
::{{flag|pal}} ''Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks his target into the air with an upward swing, and then they're stuck there as he strikes again and again. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!''
|name=Ike (Alt.)
|image-3ds=IkeAltTrophy3DS.png
|image-wiiu=IkeAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!
|desc-pal=Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, so even though it leaves you open, it's a real winner. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire that hits anyone nearby. If you charge it too long, though, you'll hurt yourself, so be careful!
|gamelist-ntsc={{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance|release1=10/2005|console2=Wii|game2=Fire Emblem: Radiant Dawn|release2=11/2007}}
|gamelist-pal={{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance|release1=11/2005|console2=Wii|game2=Fire Emblem: Radiant Dawn|release2=03/2008}}
}}
{{clrl}}


{{Trophy/Fighter
<center>
|name=Great Aether
<gallery>
|image=GreatAetherTrophyWiiU.png
IkeTrophy3DS.png|Classic (3DS)
|desc-ntsc=Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
IkeAltTrophy3DS.png|Alt. (3DS)
|desc-pal=Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks his target into the air with an upward swing, and then they're stuck there as he strikes again and again. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
IkeTrophyWiiU.png|Classic (Wii U)
|game=ssb4-wiiu
IkeAltTrophyWiiU.png|Alt. (Wii U)
}}
GreatAetherTrophyWiiU.png|[[Great Aether]]
{{clrl}}
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
Line 625: Line 471:
SSB4 Eruption.jpg|Using [[Eruption]] on {{SSB4|Mario}} in a [[Unused content (SSB4)#Aesthetics|pre-release picture]].
SSB4 Eruption.jpg|Using [[Eruption]] on {{SSB4|Mario}} in a [[Unused content (SSB4)#Aesthetics|pre-release picture]].
SSB4 - Robin Screen-4.jpg|Ike fighting {{SSB4|Robin}}.
SSB4 - Robin Screen-4.jpg|Ike fighting {{SSB4|Robin}}.
Double Team Strike SSB4.jpg|Ike being hit by {{SSB4|Lucario}}'s [[Double Team]]
</gallery>
</gallery>


Line 634: Line 479:
*Ike is supposed to have a 6-frame jumpsquat according to his parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
*Ike is supposed to have a 6-frame jumpsquat according to his parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
*Ike and {{SSB4|Olimar}} are the only characters in ''SSB4'' whose names start with vowels.
*Ike and {{SSB4|Olimar}} are the only characters in ''SSB4'' whose names start with vowels.
*One of the pictures in the official ''Super Smash Bros.'' Facebook page and Nintendo of Europe's official Twitter account is Ike fighting {{SSB4|Samus}} on [[Pyrosphere]] [https://twitter.com/NintendoEurope/status/577182622843031552] with a description "What do you fight for?", referencing Ike's famous "I fight for my friends" victory line.
 
**The line is referenced again in Ike's [https://twitter.com/NintendoEurope/status/520997527207030784 entry] on NoE's Twitter, having a description "[[For Fun]]? [[For Glory]]? No. For Friends."
**The line is referenced once again in Alph's [https://twitter.com/NintendoEurope/status/597461297073098753 entry] on the same Twitter, stating "[[Pikmin (species)|His friends]] fight for him."
*Ike’s render for this game bears a resemblance to the pose seen in [https://cdn.fireemblemwiki.org/1/18/FERD_Zelgius.png official artwork] for {{s|fireemblemwiki|Zelgius}}, Ike’s rival in his home games.
{{SSB4Characters}}
{{SSB4Characters}}
{{Fire Emblem universe}}
{{Fire Emblem universe}}

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