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}}''. | ||
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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 | Ike is ranked 40th out of 55 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]]. | ||
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. | 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. | ||
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. | 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. | ||
==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=== | ||
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***{{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).}} | ***{{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|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 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 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.}} | **{{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.}} | ||
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**{{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.}} | **{{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.}} | ***{{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|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.}} | ***{{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.}} | **{{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 has less startup lag (frame 13 → 11) with its total duration subsequently reduced (FAF 50 → 48).}} | ||
**{{buff|The clean hit deals more damage, especially behind Ike (9% (behind)/12% (sword) → 14%).}} | **{{buff|The clean hit deals more damage, especially behind Ike (9% (behind)/12% (sword) → 14%).}} | ||
**{{change|Up tilt now uses one extended hitbox rather than four normal hitboxes.}} | **{{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|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.}} | ||
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**{{nerf|The clean hit has a smaller hitbox (6u → 5u).}} | **{{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).}} | **{{buff|Down tilt has drastically lower startup (frame 16 → 7) and ending lag (FAF 55 → 29).}} | ||
**{{nerf|Down tilt deals much less damage (14% → 8%) and knockback (55 (base), 100 (scaling) → 70/70), greatly 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.}} | ||
**{{change|Down tilt now consistently launches opponents upwards (270° (tip)/361° (hilt) → 80° (all)), no longer being a [[meteor smash]].}} | **{{change|Down tilt now consistently launches opponents upwards (270° (tip)/361° (hilt) → 80° (all)), no longer being a [[meteor smash]].}} | ||
***{{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.}} | ***{{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|However, these changes also significantly hinder its edgeguarding and spacing potential.}} | ||
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*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Dash attack has less startup lag (frame 18 → 15).}} | **{{buff|Dash attack has less startup lag (frame 18 → 15).}} | ||
**{{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°).}} | **{{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°).}} | ||
**{{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|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).}} | ||
**{{nerf|Dash attack has more ending lag (FAF 51 → 53).}} | **{{nerf|Dash attack has more ending lag (FAF 51 → 53).}} | ||
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**{{change|The late hit's far hitbox is positioned lower (z offset: -5 → -4).}} | **{{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|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 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 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 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 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).}} | **{{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).}} | ||
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**{{buff|The clean hit's hitboxes have swapped priority, making the hitboxes with higher launch angles easier to land.}} | **{{buff|The clean hit's hitboxes have swapped priority, making the hitboxes with higher launch angles easier to land.}} | ||
**{{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.}} | **{{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.}} | ||
**{{change|Up smash no longer has [[transcendent priority]].}} | **{{change|Up smash no longer has [[transcendent priority]].}} | ||
**{{nerf|Up smash has more ending lag (FAF 67 → 71).}} | **{{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 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 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.}} | **{{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 more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%) and have higher base knockback (30 → 40).}} | ||
**{{change|Down smash no longer has transcendent priority.}} | **{{change|Down smash no longer has transcendent priority.}} | ||
**{{change|The first and clean second hit launch opponents at a lower, consistent angle (65°/70°/75°/82° → 48°).}} | **{{change|The first and clean second hit launch opponents at a lower, consistent angle (65°/70°/75°/82° → 48°).}} | ||
***{{buff|This improves their KO potential near the horizontal blastzone.}} | ***{{buff|This improves their KO potential near the horizontal blastzone.}} | ||
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**{{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 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 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|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 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.}} | **{{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.}} | ||
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**{{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%).}} | **{{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.}} | ***{{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|Neutral aerial has more landing lag (12 frames → 14).}} | ||
**{{nerf|The nearest hitbox has been removed.}} | **{{nerf|The nearest hitbox has been removed.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
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***{{nerf|However, the nearest hitbox has been removed, giving the move less range inside of Ike.}} | ***{{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.}} | ||
***{{buff|However, this new animation is shorter (59 frames → 55), decreasing the amount of time Ike cannot grab ledges after performing the move.}} | ***{{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]]: | ||
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**{{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.}} | **{{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.}} | ||
**{{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 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|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.}} | **{{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.}} | **{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] improves down aerial's reliability.}} | ||
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**{{buff|Ike decelerates more when landing the attack (0.5 (grounded)/0.3 (aerial) → 0.8/0.4), making it safer.}} | **{{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.}} | **{{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 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|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|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.}} | ||
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**{{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 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.}} | ||
**{{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.}} | ||
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**{{buff|Counter has more [[invincibility]] (frames 11-16 → 9-16).}} | **{{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|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 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).}} | **{{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.}} | ***{{nerf|However, this hitbox does not extend as far as the previous hitboxes, giving less horizontal range.}} | ||
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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]] and lands while looking down at his sword. | |desc-3=Uses [[Aether]] and lands while looking down at his sword. | ||
|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.'' | |||
*{{Sm| | ''See also: [[:Category:Ike professionals (SSB4)]]'' | ||
*{{Sm|San|USA}} - One of the best Ike players | |||
*{{Sm|MkLeo|Mexico}} - Used Ike as a secondary before dropping him. | |||
*{{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|Ryuga|USA}} (#86) - One of the best Ike players in the world before switching to {{SSB4|Corrin}}. | |||
*{{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]]. | |||
===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, 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''. | ||
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 | 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. | ||
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, 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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**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 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." | **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." | ||
{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Fire Emblem universe}} | {{Fire Emblem universe}} |