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'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a newcomer appearing in ''[[Super Smash Bros. Brawl]]''. He was revealed in the [[Smash Bros. DOJO!!]] on August 1st, 2007. Ike is voiced by Michihiko Hagi in the Japanese version and by Jason Adkins in the English version, both of whom voiced the character in the respective versions of both ''Fire Emblem: Path of Radiance'' and ''Radiant Dawn''. | '''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a newcomer appearing in ''[[Super Smash Bros. Brawl]]''. He was revealed in the [[Smash Bros. DOJO!!]] on August 1st, 2007. Ike is voiced by Michihiko Hagi in the Japanese version and by Jason Adkins in the English version, both of whom voiced the character in the respective versions of both ''Fire Emblem: Path of Radiance'' and ''Radiant Dawn''. | ||
Ike is ranked 23rd on the [[tier list]] in mid-tier | Ike is ranked 23rd on the [[tier list]] in mid-tier. Ike possesses extreme power throughout his moveset, with some of the strongest attacks in ''Brawl'', and nearly all of his attacks can KO under 150%. In addition to being one of, if not the strongest character overall, Ike possesses arguably the greatest average [[reach]] in ''Brawl'', made better by nearly every attack having [[disjointed hitbox|disjointed reach]] and [[transcendent priority]]. He also has great endurance thanks to his high [[weight]] and strong [[momentum cancelling]] abilities, as well as fearsome [[edge guarding]] capabilities. Ike's biggest boon is his amazing [[jab]], which is fast, possesses great reach for a [[jab]], deals high damage and knockback, and can [[jab]]-cancel to create highly damaging [[combo]]s and setups into KO moves (such as [[up tilt]] and [[back aerial]]). Despite these strengths, he also has severe weaknesses, which are perhaps intent on counteracting such advantages. Most of his attacks have incredibly high startup and ending lag, making his overall attack speed some of the slowest in ''Brawl'' alongside {{SSBB|Ganondorf}}. As a result, he is highly reliant on reads and [[spacing]] to land even a single hit when his opponents are outside his jab range. Additionally, his recovery is linear, predictable, and highly susceptible to [[gimp]]ing, with [[semi-spike]]s being especially deadly. His recovery is also exacerbated by his very fast [[falling speed]] and low double [[jump]]. Finally, Ike lacks any [[projectile]], which combines with his large size and subpar mobility to make it difficult for him to break through opposing [[camp]]ing, as well as being completely incapable of [[camp]]ing or forcing approaches from characters. Overall, this results in average [[matchup]]s (with remarkably few counters for a mid-tier character, plus even matchups against three top/high tier characters, though his especially terrible matchup against {{SSBB|Meta Knight}} is problematic), and Ike has achieved above-average [[tournament]] results. | ||
==Attributes== | ==Attributes== | ||
Ike is a moderately [[Weight#SSBB_Weight_Ranking|heavy]] character with very slow but powerful attacks. Although Ike himself is also slow, his attacks will surprise opponents when hitting from maximum range. Most of his attacks possess high damage, great knockback, and outstanding range, giving Ike excellent KO potential at low damages. Ike is also one of the best characters to crouch-cancel a jab with, as the move can accrue upwards of 20% on opponents when crouch-canceling the original hit into another jab a few times. Ike works best when playing the range game, best maximized by using his [[forward aerial|forward]] and [[back aerial|back]] aerials whenever retreating. His forward aerial has the distinction of having the most horizontal attack range of any normal aerial in the game. Using the attack to effectively approach depending on the situation, Ike can pursue follow ups such as more forward aerials, his far-reaching dash attack, or an attempt at outwitting the foe into his [[Quick Draw]] side special. However, all three of these moves have high ending lag and are quite punishable if they miss. At a distance, one can even use Quick Draw to punish [[Floor recovery|floor recoveries]] and [[floor attack]]s because of the move's ability to be held indefinitely. | Ike is a moderately [[Weight#SSBB_Weight_Ranking|heavy]] character with very slow but powerful attacks. Although Ike himself is also slow, his attacks will surprise opponents when hitting from maximum range. Most of his attacks possess high damage, great knockback, and outstanding range, giving Ike excellent KO potential at low damages. Ike is also one of the best characters to crouch-cancel a jab with, as the move can accrue upwards of 20% on opponents when crouch-canceling the original hit into another jab a few times. Ike works best when playing the range game, best maximized by using his [[forward aerial|forward]] and [[back aerial|back]] aerials whenever retreating. His forward aerial has the distinction of having the most horizontal attack range of any normal aerial in the game. Using the attack to effectively approach depending on the situation, Ike can pursue follow ups such as more forward aerials, his far-reaching dash attack, or an attempt at outwitting the foe into his [[Quick Draw]] side special. However, all three of these moves have high ending lag and are quite punishable if they miss. At a distance, one can even use Quick Draw to punish [[Floor recovery|floor recoveries]] and [[floor attack]]s because of the move's ability to be held indefinitely. | ||
Should Ike have to deal with opponents close in, he can easily use his competent jab to either put the spacing back on or to transfer to a throw, with either the back or forward variants capable of putting the opponent in a vulnerable position should they be at the edge. Though more effective as a [[KO]] move, Ike's back aerial has very fast startup (especially when considering its power) and can catch opponents off-guard but has high ending lag, should the player be in a position to chase or attack in-close. If the close-in war is being waged at the edge, Ike can be an effective edge guarder, having his long-ranged forward aerial, his down tilt [[meteor smash]], his [[Aether]] special, and his deadly down aerial meteor smash or back aerial as options to harass the opponent (as well as the aforementioned jab/throws). Ike is also one of the game's deadliest air-dodge/roll trappers, given his far-reaching forward smash and its tremendous power; it is a useful move so long as Ike is never predictable with it. Up-smash can be also be used in this fashion due to its similarly wide sweeping motion, and is preferable to Ike's down-smash for punishing excessive rolling and also giving him the ability to have a surprisingly long hyphen smash considering his dash speed. | Should Ike have to deal with opponents close in, he can easily use his competent jab to either put the spacing back on or to transfer to a throw, with either the back or forward variants capable of putting the opponent in a vulnerable position should they be at the edge. Though more effective as a [[KO]] move, Ike's back aerial has very fast startup (especially when considering its power) and can catch opponents off-guard but has high ending lag, should the player be in a position to chase or attack in-close. If the close-in war is being waged at the edge, Ike can be an effective edge guarder, having his long-ranged forward aerial, his down tilt [[meteor smash]], his [[Aether]] special, and his deadly down aerial meteor smash or back aerial as options to harass the opponent (as well as the aforementioned jab/throws). Ike is also one of the game's deadliest air-dodge/roll trappers, given his far-reaching forward smash and its tremendous power; it is a useful move so long as Ike is never predictable with it. Up-smash can be also be used in this fashion due to its similarly wide sweeping motion, and is preferable to Ike's down-smash for punishing excessive rolling and also giving him the ability to have a surprisingly long hyphen smash considering his dash speed. | ||
However, Ike definitely has his drawbacks. His dash speed is fairly slow, and he is a somewhat tall target. His [[counter]] is quite slow, requiring some prediction to use effectively (it takes approximately six frames longer than {{SSBB|Marth}}'s counter compared to Marth's which takes only four frames for the counter frames to start). On the other hand, Ike's counter frames end six frames later than Marth's (both of their counters last for about 59 frames, 23 of them being counter frames), making him less vulnerable afterwards. His throws do low damage. Ike's recovery is also somewhat predictable, because he has a short double jump and only two main recovery moves (Quick Draw and Aether) which have limited trajectories and cannot both be used in the same recovery. Quick Draw needs to be charged to get far, and is easily blocked by anyone willing to get hit by it before Ike can reach the ledge, making him extremely vulnerable to low-angle attacks and edge guarding. Aether is very predictable but also difficult to guard against by any character with short ranged attack, due to the knockback resistance the move grants and the fact that Ike's sword reaches the ledge long before he does. Still, he is vulnerable to edgehogging as it does not grab the ledge until he is descending with the attack and most characters have at least one attack that can knock Ike out of Aether. It is also vulnerable to [[gimp]]s from moves that push others away (e.g. {{SSBB|Mario}}'s [[F.L.U.D.D.]] or {{SSBB|Squirtle}}'s [[Water Gun]]). Also, Ike lacks a projectile, and is himself extremely vulnerable to projectile camping from characters such as {{SSBB|Falco}} and {{SSBB|Pikachu}}. His attacks can generally be avoided/dodged easily because of the massive starting lag on all of his attacks. Additionally, he is one of the easiest characters in the game to punish a missed move due to the extreme ending lag on his attacks and extreme unsafeness on his moves when shielded. Because he is a large heavyweight with fast falling speed, he is susceptible to [[chain grab]]s and [[Wall of pain|walls of pain]]. | However, Ike definitely has his drawbacks. His dash speed is fairly slow, and he is a somewhat tall target. His [[counter]] is quite slow, requiring some prediction to use effectively (it takes approximately six frames longer than {{SSBB|Marth}}'s counter compared to Marth's which takes only four frames for the counter frames to start). On the other hand, Ike's counter frames end six frames later than Marth's (both of their counters last for about 59 frames, 23 of them being counter frames), making him less vulnerable afterwards. His throws do low damage. Ike's recovery is also somewhat predictable, because he has a short double jump and only two main recovery moves (Quick Draw and Aether) which have limited trajectories and cannot both be used in the same recovery. Quick Draw needs to be charged to get far, and is easily blocked by anyone willing to get hit by it before Ike can reach the ledge, making him extremely vulnerable to low-angle attacks and edge guarding. Aether is very predictable but also difficult to guard against by any character with short ranged attack, due to the knockback resistance the move grants and the fact that Ike's sword reaches the ledge long before he does. Still, he is vulnerable to edgehogging as it does not grab the ledge until he is descending with the attack and most characters have at least one attack that can knock Ike out of Aether. It is also vulnerable to [[gimp]]s from moves that push others away (e.g. {{SSBB|Mario}}'s [[F.L.U.D.D.]] or {{SSBB|Squirtle}}'s [[Water Gun]]). Also, Ike lacks a projectile, and is himself extremely vulnerable to projectile camping from characters such as {{SSBB|Falco}} and {{SSBB|Pikachu}}. His attacks can generally be avoided/dodged easily because of the massive starting lag on all of his attacks. Additionally, he is one of the easiest characters in the game to punish a missed move due to the extreme ending lag on his attacks and extreme unsafeness on his moves when shielded. Because he is a large heavyweight with fast falling speed, he is susceptible to [[chain grab]]s and [[Wall of pain|walls of pain]]. | ||
In the end, Ike must rely on careful prediction and spacing of the opponent to even land a single attack, much less win the match, but when effectively doing so, smart Ike players can end or mostly obliterate a stock within a matter of seconds. Still, Ike cannot handle many high-level match-ups, due to his lack of fast aerials and slow speed overall that forces over-reliance on the opponent's mistakes. | In the end, Ike must rely on careful prediction and spacing of the opponent to even land a single attack, much less win the match, but when effectively doing so, smart Ike players can end or mostly obliterate a stock within a matter of seconds. Still, Ike cannot handle many high-level match-ups, due to his lack of fast aerials and slow speed overall that forces over-reliance on the opponent's mistakes. | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBB | |game=SSBB | ||
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|neutral2dmg=5% | |neutral2dmg=5% | ||
|neutral3dmg=7% | |neutral3dmg=7% | ||
|neutraldesc=Ike jabs, kicks, and then executes an overhead slash | |neutraldesc=Ike jabs, kicks, and then executes an overhead slash. One of the strongest neutral attacks in the game along with {{SSBB|Snake}}, being capable of KOing opponents around 150%. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=15% (blade), 14% (upper body), 12% (lower body) | |ftiltdmg=15% (blade), 14% (upper body), 12% (lower body) | ||
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|utiltname= | |utiltname= | ||
|utiltdmg=12% (clean), 9% (clean hilt), 10% (late) | |utiltdmg=12% (clean), 9% (clean hilt), 10% (late) | ||
|utiltdesc= Ike holds Ragnell out parallel to the ground and raises it to above his head in a bunny hop motion. Deceptive range and good start up for | |utiltdesc= Ike holds Ragnell out parallel to the ground and raises it to above his head in a bunny hop motion. Deceptive range and good start up for it’s power, but punishable if it misses. Above average knockback. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=14% | |dtiltdmg=14% | ||
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|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBB|22}} (early & clean blade), {{ChargedSmashDmgSSBB|20}} (clean body), {{ChargedSmashDmgSSBB|17}} (clean tip) | |fsmashdmg={{ChargedSmashDmgSSBB|22}} (early & clean blade), {{ChargedSmashDmgSSBB|20}} (clean body), {{ChargedSmashDmgSSBB|17}} (clean tip) | ||
|fsmashdesc=Ike performs a very powerful overhead swing. The move starts with Ike slowly heaving Ragnell over his head before striking with a heavy downwards slash, and it is one of the slowest forward smashes in the game, startup and endlag wise. | |fsmashdesc=Ike performs a very powerful overhead swing. The move starts with Ike slowly heaving Ragnell over his head before striking with a heavy downwards slash, and it is one of the slowest forward smashes in the game, startup and endlag wise. Superior KO move at relatively low percentage, but requires careful timing to use effectively. Long range and high arc allow for edge and recovery interceptions. It also hits characters standing on platforms above Ike and hits diagonally down on characters hanging on the ledge. The power behind the smash is enough to KO an opponent at as low as 30% when fully charged. Second strongest smash in the game (only King Dedede's forward smash is stronger, but Ike's is even stronger at extreme percentages due to slightly higher knockback scaling [the highest in the game]). | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|17}} (blade), {{ChargedSmashDmgSSBB|19}} (slam) | |usmashdmg={{ChargedSmashDmgSSBB|17}} (blade), {{ChargedSmashDmgSSBB|19}} (slam) | ||
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|fsdesc=Ike performs a fiery uppercut with Ragnell. If he catches anyone, Ike throws his blade into the air along with the opponents, jumps after them, catches Ragnell, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line. | |fsdesc=Ike performs a fiery uppercut with Ragnell. If he catches anyone, Ike throws his blade into the air along with the opponents, jumps after them, catches Ragnell, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {{Crowd | ||
|char=Ike | |||
|game=Brawl | |||
|desc-us=We-Like-Ike! | |||
|desc-jp=Ike! | |||
|pitch-us=Group chant | |||
|pitch-jp=Group chant}} | |||
| | |||
===[[Wii Remote selection sound]]=== | |||
| | {{SelectSound|char=Ike|desc=Ike says "Prepare yourself." in a different tone than his side taunt.}} | ||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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|victory-theme=FireEmblemTheme.ogg | |victory-theme=FireEmblemTheme.ogg | ||
|victory-desc=A small orchestral cover from the title theme of the first Fire Emblem game. | |victory-desc=A small orchestral cover from the title theme of the first Fire Emblem game. | ||
|desc-up=Forcefully plants his sword into the ground, folds his arms, and says, "You'll get no sympathy from me!" | |desc-up=Forcefully plants his sword into the ground, folds his arms, and says, "You'll get no sympathy from me!" | ||
|desc-left=Slashes his sword twice and says, "I fight for my friends!" | |desc-left=Slashes his sword twice and says, "I fight for my friends!" | ||
|desc-right= | |desc-right=Performs [[Aether]] while facing the screen. | ||
|char=Ike}} | |char=Ike}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Matchups=== | |||
{{SSBBMatchupTable|ike=yes}} | |||
===Notable players=== | ===Notable players=== | ||
:''See also: [[:Category:Ike professionals (SSBB)]]'' | |||
:''See also: [[:Category:Ike | |||
*{{Sm|Kirk|USA}} | *{{Sm|Kirk|USA}} | ||
*{{Sm|Komorikiri|Japan}} | *{{Sm|Komorikiri|Japan}} | ||
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The sudden appearance of {{Sm|San}}, however, caused Ike's perceived viability to immediately reverse. At [[Apex 2010]], a tournament that was known for hosting some of the best smashers at the time, San's 9th place finish with Ike in a pool of over 63 other smashers was an upset to the community, and his continued dominance at [[low tier tournaments]] also caused a revitalization of Ike's metagame. San pioneered the use of Ike's surprisingly flexible and powerful jab in his metagame, as well as demonstrating that Ike's aerial and spacing powers were more powerful than previously thought. As a result, Ike jumped four places to the 25th spot on the fifth tier list. He currently ranks at 23rd in the game, higher than any of his previous placings; while he is still unable to consistently win against more powerful characters, Ike is currently seen as a solid mid-tier character, as evidenced by a surprising fifth place finish by {{Sm|Ryo}} in [[WHOBO 4]], as well as continued strong showings in mid-tier tournaments. | The sudden appearance of {{Sm|San}}, however, caused Ike's perceived viability to immediately reverse. At [[Apex 2010]], a tournament that was known for hosting some of the best smashers at the time, San's 9th place finish with Ike in a pool of over 63 other smashers was an upset to the community, and his continued dominance at [[low tier tournaments]] also caused a revitalization of Ike's metagame. San pioneered the use of Ike's surprisingly flexible and powerful jab in his metagame, as well as demonstrating that Ike's aerial and spacing powers were more powerful than previously thought. As a result, Ike jumped four places to the 25th spot on the fifth tier list. He currently ranks at 23rd in the game, higher than any of his previous placings; while he is still unable to consistently win against more powerful characters, Ike is currently seen as a solid mid-tier character, as evidenced by a surprising fifth place finish by {{Sm|Ryo}} in [[WHOBO 4]], as well as continued strong showings in mid-tier tournaments. | ||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:Ike Subspace Emissary.jpg|thumb|300px|Ike in ''[[SSE]]'' | [[File:Ike Subspace Emissary.jpg|thumb|300px|Ike in ''[[SSE]]'']] | ||
Ike's first appearance is at | Ike's first appearance is at the Battlefield Fortress, helping out fellow ''Fire Emblem'' hero, {{SSBB|Marth}}, and his new partner, {{SSBB|Meta Knight}}, by halting the [[Ancient Minister]]'s escape with his trusted [[Aether]] move (though he says Great Aether), which also destroys the [[Subspace Bomb]] (making Ike the only character in ''the Subspace Emissary'' to successfully disarm a Subspace Bomb). He then teams up with the two swordsmen. | ||
Ike's team is later seen in [[The Wilds]], tracking a tank. The three then chase after it, only to find that it is the Subspace robot, [[Galleom]]. Galleom is defeated, but jumps off the cliff and into [[The Ruined Hall]], where {{SSBB|Lucas}} and the {{SSBB|Pokémon Trainer}} defeat it once more. Upon its defeat, Galleom grabs the two and attempts suicide with its built in Subspace Bomb. Fortunately, Meta Knight rescues Lucas and Pokémon Trainer, and brings them back to Marth and Ike. | Ike's team is later seen in [[The Wilds]], tracking a tank. The three then chase after it, only to find that it is the Subspace robot, [[Galleom]]. Galleom is defeated, but jumps off the cliff and into [[The Ruined Hall]], where {{SSBB|Lucas}} and the {{SSBB|Pokémon Trainer}} defeat it once more. Upon its defeat, Galleom grabs the two and attempts suicide with its built in Subspace Bomb. Fortunately, Meta Knight rescues Lucas and Pokémon Trainer, and brings them back to Marth and Ike. | ||
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===Cameo appearances=== | ===Cameo appearances=== | ||
*[[The Ruined Hall]] | *[[The Ruined Hall]] | ||
*[[The Glacial Peak]] | *[[The Glacial Peak]] | ||
*[[The Canyon]] | *[[The Canyon]] | ||
*[[The Subspace Bomb Factory (Part II)]] | *[[The Subspace Bomb Factory (Part II)]] | ||
Line 283: | Line 195: | ||
After [[The Ruined Hall]] is completed, Ike, {{SSBB|Marth}}, the {{SSBB|Pokémon Trainer}} & {{SSBB|Lucas}} only make cameo appearances until [[Entrance to Subspace]]. | After [[The Ruined Hall]] is completed, Ike, {{SSBB|Marth}}, the {{SSBB|Pokémon Trainer}} & {{SSBB|Lucas}} only make cameo appearances until [[Entrance to Subspace]]. | ||
*[[The Battlefield Fortress]] | *[[The Battlefield Fortress]] | ||
*[[The Wilds (Part I)]] | *[[The Wilds (Part I)]] | ||
*[[Entrance to Subspace]] | *[[Entrance to Subspace]] | ||
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===Exclusive [[sticker]]s=== | ===Exclusive [[sticker]]s=== | ||
These stickers can only be used by Ike or | These stickers can only be used by Ike or by a select few including Ike. | ||
*Ashnard: [Slash] | *Ashnard: [Slash] resistance +39 | ||
*Deke: [Slash] | *Deke: [Slash] attack +9 | ||
*Eirika: [Slash] | *Eirika: [Slash] attack +17 | ||
*Eliwood: [Flame] | *Eliwood: [Flame] resistance +31 | ||
*Greil: [Throwing] | *Greil: [Throwing] attack +14 | ||
*Ike (Path of Radiance): [Weapon] | *Ike (Path of Radiance): [Weapon] attack +23 | ||
*Ike (Radiant Dawn): [Slash] | *Ike (Radiant Dawn): [Slash] attack +27 | ||
*Lilina: [Leg] | *Lilina: [Leg] attack +5 | ||
*Marth: [Weapon] | *Marth: [Weapon] attack +19 | ||
*Micaiah: [Weapon] | *Micaiah: [Weapon] attack +21 | ||
*Mist: [Slash] | *Mist: [Slash] attack +8 | ||
*Ninian: [Arm, Leg] | *Ninian: [Arm, Leg] attack +6 | ||
*Rutoga: [Slash] | *Rutoga: [Slash] resistance +12 | ||
*Shiida: [Specials: Direct] | *Shiida: [Specials: Direct] attack +7 | ||
==In [[Event Matches]]== | |||
===Solo Events=== | |||
*'''[[Event 9: The Monster Beneath the Earth]]''': Ike must defeat two {{SSBB|Diddy Kong}}s on [[Castle Siege]] before stage transitions to the underground cavern. Failing to do so makes the player also face a giant {{SSBB|Donkey Kong}}. | |||
*'''[[Event 39: All-Star Battle x2]]''': Ike is one of the eight opponents fought in this event along with {{SSBB|King Dedede}}, {{SSBB|Lucario}}, {{SSBB|R.O.B.}}, {{SSBB|Toon Link}}, {{SSBB|Snake}}, {{SSBB|Sonic}}, and {{SSBB|Wolf}}. | |||
===Co-op Events=== | |||
*'''[[Co-Op Event 11: The Great Remodeling Battle]]''': {{SSBB|Luigi}} and {{SSBB|Peach}} must collect 300 coins from {{SSBB|Marth}} and Ike without destroying any of the breakable pillars on [[Luigi's Mansion]]. | |||
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': Marth and Ike must defeat {{SSBB|Link}}, {{SSBB|Meta Knight}}, and {{SSBB|Ganondorf}} on [[Temple]]. | |||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
Ike's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Ike. | Ike's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Ike. | ||
:'''Ike''' | |||
::''A member of Crimea's top fighting force, the Greil Mercenaries. He's a man of few words whose blunt manner gives the impression that he's uncaring, but he's actually a passionate hero. He was crucial to the reconstruction of Crimea. In Radiant Dawn, he continues to show his deep sense of honor and leads the Greil Mercenaries to the aid of the Laguz Alliance.'' | |||
{{Trophy games|console1=GC|game1={{s|fireemblemwiki|Fire Emblem: Path of Radiance}}|console2=Wii|game2={{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}}} | |||
:'''Great Aether''' | |||
::''Ike's Final Smash—a powered-up version of his signature move, Aether. Ike faces a foe and swings his sword up for a hit, then tosses his sword into the air, performs multiple nasty strikes, and finally unleashes a mighty overhand blow to send his opponent plummeting down. It's a very impressive sight, but if Ike misses with the first upward swing, he can't use the move.'' | |||
{{ | {{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | ||
<center> | |||
| | <gallery> | ||
Ike - Brawl Trophy.png|Classic | |||
| | Great Aether - Brawl Trophy.png|[[Great Aether]] | ||
</gallery> | |||
</center> | |||
==[[Alternate costume (SSBB)#Ike|Alternate costumes]]== | ==[[Alternate costume (SSBB)#Ike|Alternate costumes]]== | ||
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|{{Head|Ike|g=SSBB|s=25px|cl=Brown}} | |{{Head|Ike|g=SSBB|s=25px|cl=Brown}} | ||
|} | |} | ||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Marth and Ike SSBB.jpg|{{SSBB|Marth}} next to Ike in [[Norfair]]. | Marth and Ike SSBB.jpg|{{SSBB|Marth}} next to Ike in [[Norfair]]. | ||
Ike fighting Link.jpg|Ike attacking {{SSBB|Link}} in Bridge of Eldin. | |||
Ike posing in Battlefield.jpg|Ike posing in {{SSBB|Battlefield}}. | |||
BetaSnakeGrab.jpg|{{SSBB|Snake}} grabbing Ike. | BetaSnakeGrab.jpg|{{SSBB|Snake}} grabbing Ike. | ||
Erupt.jpg|Ike using [[Eruption]]. | Erupt.jpg|Ike using [[Eruption]]. | ||
Ike quickdraw aerial.jpg|Ike using [[Quick Draw]]. | Ike quickdraw aerial.jpg|Ike using [[Quick Draw]]. | ||
Aether.jpg|Ike starting to use [[Aether]] against Samus. | Aether.jpg|Ike starting to use [[Aether]] against {{SSBB|Samus}}. | ||
BrawlAetherIke.jpg|Ike finishing Aether. | BrawlAetherIke.jpg|Ike finishing Aether. | ||
Countermarth.jpg|Ike being [[Counter|countered]] by Marth | Countermarth.jpg|Ike being [[Counter|countered]] by Marth | ||
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*On custom stages, Ike's sword trail animations on his aerial attacks will only play if done at the peak or near the peak of his jump and midair jump; when attacking after or before the peak of a jump Ike's sword will simply glow and leave no trail, except his up aerial. This also happens to {{SSBB|Marth}}. | *On custom stages, Ike's sword trail animations on his aerial attacks will only play if done at the peak or near the peak of his jump and midair jump; when attacking after or before the peak of a jump Ike's sword will simply glow and leave no trail, except his up aerial. This also happens to {{SSBB|Marth}}. | ||
*There is a [[glitch]] relating to Ike on [[Corneria]]. On the far left of the back fin on the Great Fox, he must grab {{SSBB|King Dedede}}. He will rotate infinitely between his aerial and grounded grab animations. | *There is a [[glitch]] relating to Ike on [[Corneria]]. On the far left of the back fin on the Great Fox, he must grab {{SSBB|King Dedede}}. He will rotate infinitely between his aerial and grounded grab animations. | ||
*Ike is | *Ike is the first playable ''Fire Emblem'' character in the ''Super Smash Bros.'' series to speak English. | ||
**Additionally, he is the first ''Fire Emblem'' character available as a starter character in the ''Super Smash Bros.'' series, as {{SSBM|Marth}} and {{SSBM|Roy}} were previously unlockable in ''Melee'' and in the | **Additionally, he is the first ''Fire Emblem'' character available as a starter character in the ''Super Smash Bros.'' series, as {{SSBM|Marth}} and {{SSBM|Roy}} were previously unlockable in ''Melee'' and in the transaction to ''Brawl'', Marth remained unlockable while Roy was cut. | ||
*It was a common belief around the time of ''Brawl's'' release that Ike "replaced" Roy from ''Melee'', due to them having a similar [[neutral special]], and both being sword wielders from ''Fire Emblem''. However, [[Beta elements (SSBB)#Scrapped characters|leftover data on Brawl's disc]] shows that both Ike and Roy were planned to be playable in ''Brawl''. A similar and equally untrue belief existed for {{SSBB|Lucario}} and {{SSBM|Mewtwo}}. | *It was a common belief around the time of ''Brawl's'' release that Ike "replaced" Roy from ''Melee'', due to them having a similar [[neutral special]], and both being sword wielders from ''Fire Emblem''. However, [[Beta elements (SSBB)#Scrapped characters|leftover data on Brawl's disc]] shows that both Ike and Roy were planned to be playable in ''Brawl''. A similar and equally untrue belief existed for {{SSBB|Lucario}} and {{SSBM|Mewtwo}}. | ||
==External links== | ==External links== |