Editing Ike (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. | ||
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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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**{{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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|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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|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 | ||
|fsdmg=5% (hit 1), 10% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18) | |fsdmg=5% (hit 1), 10% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18) | ||
|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. | ||
}} | }} | ||
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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 [[competitive play]]== | ==In [[competitive play]]== | ||
===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''. | |||
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. | |||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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}} | }} | ||
===Most historically significant players=== | ===Most historically significant 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.'' | |||
''See also: [[:Category:Ike | ''See also: [[:Category:Ike professionals (SSB4)]]'' | ||
*{{Sm|Ryo|USA}} - The best Ike player | *{{Sm|Ryo|USA}} (#77) - The best Ike player in the world. Placed 7th at {{Trn|MLG World Finals 2015}}, 9th at {{Trn|Shots Fired 2}} and {{Trn|Super Smash Con 2016}}, 17th at {{Trn|The Big House 5}}, and 25th at {{Trn|GENESIS 5}}. with wins over players such as {{Sm|ESAM}}, {{Sm|ANTi}}, and {{Sm|Nietono}}. | ||
*{{Sm|San|USA}} - One of the best Ike players in the world. Placed 4th at {{Trn|Get On My Level 2017}}, 9th at {{Trn|Get On My Level 2016}} and {{Trn|Canada Cup 2016}}, 17th at {{Trn|The Big House 5}}, and 33rd at {{Trn|Pound 2016}} with wins over players such as {{Sm|Cosmos}}, {{Sm|K9sbruce}}, and {{Sm|SuperGirlKels}}. Ranked 1st on the [[New York Power Rankings]]. | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Ike | |name=Ike | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==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}} |