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 | |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 = | |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}}''. Jason Adkins and Michihiko Hagi reprise their roles as Ike's voice actors in the English and Japanese versions, respectively, albeit via voice clips recycled from ''[[Super Smash Bros. Brawl]]''. | ||
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]]. | |||
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]]. | |||
However, Ike | 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 | *{{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.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{nerf|Ike is taller | *{{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 | *{{buff|Ike's [[air speed]] is faster (0.9212 → 1.08).}} | ||
*{{buff|[[Double jump]] is higher.}} | |||
*{{buff| | |||
*{{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) | *{{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| | *{{nerf|Spotdodge has more startup lag with a shorter duration (frames 2-20 → 3-18) and ending lag (FAF 26 → 28).}} | ||
*{{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 | |||
===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)) | **{{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.}} | ||
**{{change|The first hit now has one extended hitbox instead of three separate hitboxes giving it consistent set kncokback (50/40/30 → 50).}} | |||
**{{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).}} | |||
**{{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.}} | |||
**{{change|The first hit now has one extended hitbox instead of three separate hitboxes giving it consistent set | |||
**{{buff| | |||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{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| | **{{buff|Forward tilt has decreased start-up (frame 17 → 13) and ending lag (FAF 56 → 42).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt | **{{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).}} | ||
**{{nerf|Sourspotted up tilt has a shorter duration (frames 16-29 → 14-21).}} | |||
**{{nerf| | |||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{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 | **{{buff|Down tilt has significantly decreased start-up (frame 16 → 7) and ending lag (FAF 55 → 29).}} | ||
**{{change|Down tilt | **{{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.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{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% ( | **{{nerf|Dash attack has increased ending lag (FAF 51 → 52).}} | ||
*{{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 | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{buff| | **{{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).}} | ||
**{{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).}} | |||
**{{nerf| | |||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff| | **{{buff|Clean up smash has slightly increased knockback scaling (85 → 86), slightly improving its KO potential.}} | ||
**{{nerf|Up smash has increased ending lag (FAF 67 → 71) and has lost its [[transcendent priority]].}} | |||
**{{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.}} | |||
**{{nerf|Up smash has | |||
**{{nerf| | |||
*[[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%) | **{{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.}} | ||
**{{nerf|Down smash has increased ending lag (FAF 70 → 71) and have lost its transcendent priority.}} | |||
**{{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)).}} | |||
**{{nerf|Down smash has | |||
**{{nerf|Down smash has a shorter duration (frames 13-16 (hit 1) | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{buff|All aerials | *{{buff|All aerials have lost their transcendent priority, allowing them to cancel out projectiles.}} | ||
*{{buff| | *{{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 | *{{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]]: | ||
**{{ | **{{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 | **{{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.}} | ||
**{{nerf|Neutral aerial has increased landing lag (12 frames → 14) and a shorter duration (frames 15-32 → 12-27).}} | |||
**{{nerf|Neutral aerial has a shorter duration (frames 15-32 → 12 | |||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial has | **{{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.}} | ||
**{{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 with significantly less range.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{nerf|Up aerial deals 3% less damage (14% → 11%), without full compensation on its knockback (40 (base), 100 (scaling) → 55/94).}} | |||
**{{buff|Up aerial has decreased start-up lag (frame 15 → 13) and 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) | |||
*[[Down aerial]]: | *[[Down aerial]]: | ||
**{{ | **{{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.}} | ||
**{{nerf|Due to no longer having a late hit, Down aerial has a shorter duration (frames 16-30 → 16-17).}} | |||
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] significantly improves down aerial's reliability.}} | |||
**{{nerf| | |||
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] improves down aerial's reliability.}} | |||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{nerf|All grabs have increased ending lag (FAF 30 → 33 (standing), FAF 40 → 41 (dash), FAF 36 → 39 (pivot)).}} | |||
*{{buff|Dash grab has decreased start-up lag (frame 12 → 10).}} | |||
*{{nerf|Pivot grab has increased start-up lag (frame 9 → 11).}} | |||
*{{buff|All throws deal 1% more damage (6% → 7%).}} | |||
*{{buff|All throws deal more damage | |||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{buff|Forward throw | **{{buff|Forward throw has increased knockback (50 (base), 50 (scaling) → 55/75), improving its spacing potential.}} | ||
**{{nerf| | **{{nerf|Ike releases opponents from forward throw later (frame 7 → 8) and it has more ending lag (FAF 24 → 34).}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{ | **{{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.}} | ||
**{{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) | |||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{buff| | **{{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.}} | ||
*[[Down throw]]: | *[[Down throw]]: | ||
**{{buff|The changes to hitstun canceling | **{{buff|The changes to hitstun canceling significantly improve down throw's combo potential at low to medium percentages.}} | ||
===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]]: | ||
**{{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|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|Quick Draw's angle has been altered (60°/65°/70°/75° → 60°).}} | |||
**{{nerf| | |||
**{{ | |||
*[[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 | **{{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.}} | ||
*[[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.}} | ||
==Update history== | ==Update history== | ||
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'''{{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 | *{{buff|[[Counter]]'s knockback growth increased|74|100, significantly improving its KO potential.}} | ||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
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'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{ | *{{change|Up aerial's knockback altered|40 (base)/100 (growth)|55/94.}} | ||
*{{ | *{{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 | *{{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 | *{{nerf|Furious Eruption's first hit's duration decreased|12 frames (uncharged)/16 frames (fully charged)|10/14.}} | ||
*{{change|Smash Counter's knockback altered | *{{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.}} | ||
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==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB4 | |game=SSB4 | ||
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|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= | ||
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|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) | ||
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|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= | |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 | ||
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|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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[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 | ||
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|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." | |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." | |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]] | |desc-3=Uses [[Aether]]. | ||
|char=Ike}} | |char=Ike}} | ||
==In | ==In competitive play== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3111 | |set10=3111 | ||
}} | }} | ||
'' | ===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| | ====Inactive==== | ||
*{{Sm| | *{{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 | 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.'' | |||
{{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance (10/2005)|console2=Wii|game2=Fire Emblem: Radiant Dawn (11/2007)}} | |||
Ike' | :'''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!'' | |||
::{{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 games|console1=GCN|game1=Fire Emblem: Path of Radiance (10/2005)|console2=Wii|game2=Fire Emblem: Radiant Dawn (11/2007)}} | ||
:'''Great Aether''' | |||
::{{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!'' | |||
::{{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!'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
IkeTrophy3DS.png|Classic (3DS) | |||
IkeAltTrophy3DS.png|Alt. (3DS) | |||
IkeTrophyWiiU.png|Classic (Wii U) | |||
IkeAltTrophyWiiU.png|Alt. (Wii U) | |||
GreatAetherTrophyWiiU.png|[[Great Aether]] | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
{{ | * '''[[All-Star Battle: Brawl]]''': Ike is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''. | ||
| | * '''[[The Ultimate Swordsman]]''': Ike must defeat {{SSB4|Link}}, {{SSB4|Marth}}, {{SSB4|Meta Knight}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin, and {{SSB4|Shulk}}. All of the opponents wield swords. | ||
{{ | |||
===Co-op Events=== | |||
* '''[[Mirror Magic]]''': Ike and {{SSB4|Lucina}} must defeat {{SSB4|Ganondorf}}, a [[Giant (disambiguation)|giant]] [[Metal Box|metal]] dark Ike, and a giant metal dark Lucina. | |||
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster. | |||
| | |||
| | |||
==[[Alternate costume (SSB4)#Ike|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Ike|Alternate costumes]]== | ||
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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}}. | ||
</gallery> | </gallery> | ||
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*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. | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Fire Emblem universe}} | {{Fire Emblem universe}} |