Editing Ike (SSBU)

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{{Infobox Character
{{Infobox Character
|name = Ike
|name = Ike
|image = {{tabber|title1=Path of Radiance|content1=[[File:Ike SSBU.png|x250px]]|title2=Radiant Dawn|content2=[[File:Ike-Alt1 SSBU.png|x250px]]}}
|image = {{tabber|title1=Path of Radiance|tab1=[[File:Ike SSBU.png|x250px]]|title2=Radiant Dawn|tab2=[[File:Ike-Alt1 SSBU.png|x250px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|ranking = 71
}}
}}
'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018. Ike is classified as [[Fighter number|Fighter #32]]. {{s|wikipedia|Greg Chun}} voices Ike in the English version, reprising his role from ''{{s|fireemblemwiki|Fire Emblem Heroes}}'' and succeeding Jason Adkins, who voiced him in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''. Michihiko Hagi reprises his role in the Japanese version via new voice clips.
{{cquote|''Ike's side smash attack is extremely powerful, but it leaves him open, so you'll need to read your opponent's moves carefully. You can choose between his Path of Radiance and Radiant Dawn costumes.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
 
'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018. Ike is classified as fighter #32.
Ike is currently ranked 71st out of 82 on the [[tier list]], placing him in the upper of D- tier. This is a moderate drop from his tier placement in ''SSB4'', where he was ranked 39th out of 54, and is his worst placement in the series. Ike's best assets lie in his overall power and range, having some of the strongest moves in the game. His neutral aerial is an infamously effective combo tool thanks to its low landing lag and base knockback, making it an effective option for spacing and initiating combos, including into KO confirms. Additionally, Ike has a promising combo game, as he is able to use down tilt, neutral aerial, down throw and, to a lesser extent, his up throw to confirm into combos at various percentages. Courtesy of Ike's relatively high power, his combos translate into giving him effective 50/50 KO combos for a heavyweight.
 
However, Ike also has some polarizing weaknesses, most notably his poor disadvantage state. Due to his tall height, heavy [[weight]], slow mobility, and sluggish frame data, Ike is especially susceptible to combo-oriented and/or speedy fighters. His most effective tools are hampered by poor hitboxes or low speed: some examples include his back aerial, which starts too high to hit most standing characters despite its speed, and his neutral aerial, which has a slow hitbox that starts above Ike and renders it very predictable. He is also vulnerable to [[perfect shield]]ing due to his overall slow aerial attacks and general reliance on aerials, giving him trouble with landing. Finally, Ike suffers from a predictable recovery: both his recovery moves have fixed travel trajectories (either fully horizontal with [[Quick Draw]] or fully vertical with [[Aether]]), making him reliant on conserving his [[double jump]] and rendering him weak to reasonably strong [[semi-spike]]s while recovering.
 
Ike originally achieved very promising results during the early metagame of ''Ultimate'' and was usually considered one of the best swordfighters during that time, courtesy of players such as {{Sm|MkLeo}} and {{Sm|Ryuga}}. However, his representation notably declined due to his weaknesses becoming exploitable as time went on, and with his best players either dropping him or becoming inactive. Despite currently having below-average representation, Ike has nevertheless maintained some tournament success in the current metagame, thanks to dedicated mains such as {{Sm|Tora}} and {{Sm|PsyKoD}}.


Ike has new voice clips in both versions of ''Ultimate'', with his Japanese voice actor Michihiko Hagi reprising his role in the Japanese version, and Greg Chun voicing Ike in English, reprising his role from ''{{s|fireemblemwiki|Fire Emblem Heroes}}'' and replacing Jason Adkins who voiced him in ''Brawl'' and ''SSB4''.
==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
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*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Little Mac}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Mario}} or any character in his unlock tree, being the 4th character unlocked after {{SSBU|Little Mac}}.
*Have Ike join the player's party in [[World of Light]].
*Have Ike join the player's party in [[World of Light]].
Ike must then be defeated on [[Coliseum]] (the [[Ω form]] is used in World of Light).
With the exception of the third method, Ike must then be defeated on [[Coliseum]].


==Attributes==
==Changes from ''[[Super Smash Bros. 4]]''==
Ike is a tall [[Weight|heavyweight]] swordsman, being tied with {{SSBU|Wario}}, {{SSBU|Ridley}}, {{SSBU|Simon}}, and {{SSBU|Richter}} as the 13th heaviest fighter in ''Ultimate''. Fittingly for a heavyweight, Ike's endurance is respectable at the cost of generally poor mobility: while he has above-average [[air speed]], [[traction]], [[falling speed]], [[fast fall]]ing speed, and [[gravity]], Ike sports the 14th slowest [[walk]]ing speed, the 15th slowest [[dash]]ing speed, a below-average [[initial dash]], low [[jump]]s, and the 8th lowest [[air acceleration]].
Ike was noticeably buffed in the transition from ''SSB4'' to ''Ultimate''. His mobility has been improved to help with the new faster pace of ''Ultimate'', and he shares the universal buffs of a 3-frame [[jumpsquat]] (reduced from 7 frames) and significant landing lag decreases for his aerials. Ike's [[neutral aerial]] has become an even better combo starter and approach option thanks to its faster startup, lower landing lag and reduced damage, and he has also received a new [[up aerial]] with greatly increased range, improving his powerful juggling capabilities, while [[Eruption]] can now generate a maximum of three flame pillars if fully charged, improving its already powerful ledge-trapping potential. Finally, Ike is able to combo with his down throw at low percents more reliably.
 
Ike's power is a staple of his character; in addition to his moveset having some of the strongest attacks in the game, [[rage]] further supplements his fearsome KO potential. Additionally, Ike possesses great, disjointed [[reach]] throughout his moveset. His [[forward smash]] deals among the highest damage and knockback out of any smash attack, with the clean hit being able to KO most opponents at a mere 75% at the center of {{SSBU|Final Destination}}. It is also useful for [[mindgame]]s and [[shield]] breaks due to its excellent reach (the early hit can hit opponents above and behind him).
 
[[Up smash]] hits in a wide, semi-circular arc that covers Ike. Like his [[forward smash]], it also deals decent damage and knockback, albeit it is generally weaker. However, it is useful for punishing [[roll]]s and landings. [[Down smash]] is Ike's fastest smash attack, initially hitting on frame 13, while boasting high damage and knockback overall. The move hits from the front and the back of him (the back hit starts on frame 32), with the clean back hit sporting considerably more power than the front. Other notable attacks that possess great damage and knockback include his [[forward tilt]], [[up tilt]], [[dash attack]], [[back aerial]], [[up aerial]], and [[down aerial]].
 
Ike also has a unique [[special]] moveset. His [[neutral special]], [[Eruption]], is chargeable, grants super [[armor]] when released half charge or higher, deals very high damage and knockback, and has an excellent vertical reach and the most horizontal range out of his entire kit, all of which make it a fearsome [[edgeguarding]] tool. His [[side special]], [[Quick Draw]], is also chargeable and propels him forward, making it a good mix-up in his [[neutral game]] as it helps his recovery, mobility, and approach. His [[up special]], [[Aether]], covers decent vertical distance for a recovery move, but minimal horizontal distance. However, the descending hitbox is an incredibly powerful [[meteor smash]] that has the potential to KO opponents at 0% when they are offstage, making it quite dangerous to intercept Ike in some circumstances. This move also has solid knockback, which players can use on [[Out of Shield]] options and can KO around 100% as of update 8.0.0. His [[down special]], [[Counter]], is among the strongest of their kind in the game, having a 1.2× damage multiplier and dealing excellent knockback. It is also relatively useful for protecting against edge-guarding and disrupting some recoveries.
 
Ike's [[combo]] potential is also respectable, with his [[neutral aerial]] being his best combo starter. Not only does it cover a large area around him to protect him from many attacks, but it also deals fairly low knockback and has little landing lag, which allows it to combo into itself or other moves at various percentages. Neutral aerial can also combo into his back aerial or up aerial for semi-reliable KO confirms at moderately high percentages. At low percentages, it can combo into [[grab]]s. Additionally, Ike can start combos with his down throw at low percentages, leading to moves such as up tilt, up aerial, or Aether. Finally, his down tilt has low knockback scaling and launches at a mostly vertical angle, making it a consistent, reliable combo starter at most percentages, and has reliable KO confirms into his aerials at high percentages.
 
Despite his strengths, Ike is not without his fair share of flaws. As mentioned earlier, he possesses slow movement speed (especially on the ground), which causes him to struggle against quick, agile characters. He also has some of the worst frame data in the game, with severe ending lag in most of his attacks and only his [[neutral attack]] (frame 4, 3, and 5 for each respective hit), [[down tilt]], and back aerial (both frame 7) coming out faster than frame 10. Back aerial is also his only aerial attack that can autocancel in a short hop. His aforementioned counter is one of his most punishable options due to being arguably the slowest in the game, with a sluggish startup of 9 frames and considerable ending lag (on both the whiff and counterattack). Consequently, characters with superior attack speed can easily overwhelm and punish him, especially if his attacks are whiffed.
 
Most of Ike's out-of-shield options are slow and committal, granting him a mediocre out-of-shield game. Additionally, Ike's disadvantage state is terrible due to lacking effective options to land or protect him from pressure and juggling. Furthermore, several of his landing options (like neutral aerial) are predictable and/or having short-lasting hitboxes. While his attributes (particularly his heavy weight) grant him long endurance, they also make him easy to combo and juggle; this is further compounded by his unimpressive landing options.


Ike also possesses two linear and predictable recovery moves, Quick Draw and Aether, ultimately making him vulnerable to [[gimp]]s and low [[semi-spike]]s offstage. Quick Draw travels a strictly horizontal distance, and Aether leaves him vulnerable to many attacks when ascending, especially counters and [[projectile]]s. These weaknesses grant him a poor approach against many characters, which is exacerbated by his lack of projectiles not allowing him to [[camp]] or force approaches from opponents.
However, Ike still struggles in some areas and his nerfs were noticeable. His running speed was almost unchanged, making it much worse relative to the cast, now being the 12th slowest runner in the game and his recovery remains very exploitable due to [[Aether]]'s short horizontal recovery distance, and [[Quick Draw]] not getting changes to help its recovery potential, which was made worse to the reduction in the size of most stage's ledges. The changes to [[rage]] have indirectly nerfed Ike as well, due to it being less effective for comebacks when he is at higher percents. Furthermore, his [[forward aerial]], a staple of his [[neutral game]] in ''Brawl'' and ''SSB4'', has been nerfed as well, with it dealing less damage, having increased ending lag, no longer [[autocancel]]ing in a short hop, and having decreased knockback, making it less useful as an edgeguarding tool, and a KOing tool. Combined with his much slower grounded mobility relative to the cast, this hinders Ike's approach. His Aether is also worse against edgeguards because Ragnell does not pass through the stage anymore making Ike's recovery more vulnerable.  


Overall, Ike must utilize his excellent punish game and spacing tools to overwhelm opponents, where he can rack up large amounts of damage with little warning, though players must be cautious of his susceptibility to combos and his lacking recovery.
Thanks to these changes and improvements to his moveset, many players consider this to be Ike's best iteration in the series, with him getting great results in the early metagame thanks to players such as {{Sm|MkLeo}}, {{Sm|Marss}} and {{Sm|Ryuga}}. However, in recent times, Ike's popularity has somewhat diminished as he hasn't achieved nearly as many results as before while other characters have started to become more popular than him. As such, {{Sm|MkLeo}} mostly uses {{SSBU|Lucina}} and {{SSBU|Joker}} while {{Sm|Marss}} only uses him as a counterpick character. Due to these turn of events, Ike's tier placement is debatable as some smashers are starting to believe that he might not be nearly as effective as originally imagined. Regardless, he is still viewed to be significantly improved from ''SSB4''.
 
==Changes from ''[[Super Smash Bros. 4]]''==
Ike has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate'', having been buffed overall, though not enough to improve his standing.


Ike benefits from some of the universal gameplay changes. The changes to [[air dodge]] mechanics significantly benefit Ike's [[edgeguarding]] and juggling game. His mobility has been improved to help with the new faster pace of ''Ultimate'', sharing the universal buffs of a 3-frame [[jumpsquat]]. His aerials also have significantly reduced landing lag, making them much more reliable for landing and comboing. When it comes to direct changes to his aerial game, Ike's [[neutral aerial]] has faster startup, lower landing lag and a more reliable disjoint, making it an even better approach option and combo starter, to the point it now has semi-reliable KO confirms on his [[back aerial|back]] and [[up aerial]]s. Ike has also received a new up aerial with greatly increased horizontal and vertical range, improving his powerful juggling capabilities.
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Ike's model features a more subdued color scheme. His clothing now features simple detailing, similar to ''Brawl''.}}
*{{change|Ike's appearance as a [[fireemblemwiki:Ranger (Path of Radiance)|Ranger]] in ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' - the basis of his appearance in ''[[Brawl]]'' - is his default costume. His appearance as a {{s|fireemblemwiki|Hero}} in ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'', which was his default design in ''SSB4'', is now an alternate costume, and his previous costumes have been distributed among the two appearances, save for the {{SSBU|Chrom}}-based costume from ''SSB4''.}}
*{{change|The model for his ''Radiant Dawn'' appearance is largely similar to ''SSB4''. However, it has a number of differences. His skin tone is noticeably more tanned, and his facial features have been altered; his face is more rounded, his eyes have a different shape and are closer together, and his hair is slightly more voluminous and spiked. In addition, Radiant Dawn Ike's collar has been made smaller and is now flared, and his cape hangs lower from the front, giving a better overall view of his face. Other changes include his pauldron now jutting outwards and no longer moving with his left arm, his arm bandaging being removed, and his muscles being more pronounced.}}
*{{change|Ike's voice changes depending on the costume. In the Japanese version, Ike's voice is deeper and more masculine in his ''Radiant Dawn'' costume. The differences are much less noticeable in the English version; Ike sounds slightly more aggressive and serious in his ''Radiant Dawn'' costume.}}
*{{change|Ike has a new idle animation, which is more similar to his idle stance in ''Path of Radiance''.}}
*{{change|Ike no longer does a backflip during his backward jumping animation.}}
*{{change|Ike's clapping animation now differs slightly depending on which outfit he is using. ''Path of Radiance'' Ike has a new clapping animation, whereas ''Radiant Dawn'' Ike reuses the previous animation from ''Brawl'' and ''SSB4''.}}
**{{change|Additionally, Ragnell is no longer present in the "No Contest" screen.}}
*{{change|Ike has different victory quotes depending on which outfit is used.}}
**{{change|During the victory animation where he swings Ragnell twice, ''Path of Radiance'' Ike says, "Your skills were... remarkable," ({{ja|あんたの戦い、見事だった|Anta no tatakai, migotodatta}}, ''Your combat was excellent.'') and ''Radiant Dawn'' Ike says, "Don't stand in my way." ({{ja|どうして俺の前に立った|Doshite ore no mae ni tatta}}, ''Why do you stand before me?'')}}
**{{change|During the victory animation where he plants Ragnell into the ground, ''Path of Radiance'' Ike says, "I submit to no one," ({{ja|誰にも、譲る気はない|Darenimo, yuzuruki wa nai}}, ''I cannot yield to anyone.'') and ''Radiant Dawn'' Ike says, "I must move forward." ({{ja|俺は前に進む|Ore wa mae ni susumu.}}, ''I move forward.'')}}
**{{change|During the victory animation where he performs an Aether, ''Path of Radiance'' Ike says, "You'll get no sympathy from me," ({{ja|極めれば…誰にも負けはしない|Kiwamereba… darenimo make wa shinai}}, ''To the end... I will not lose to anyone.'') and ''Radiant Dawn'' Ike says, "I fight for my friends." ({{ja|俺には守るべき物が在る|Ore ni ha mamoru beki mono ga aru}}, ''I have things I must protect.'')}}


Thanks to his faster jumpsquat, Ike is able to combo with his [[down tilt]] and [[down throw]] at low percentages more reliably; the former also has less knockback, giving Ike KO setups at high percentages against some characters. [[Eruption]] can now generate a maximum of three flame pillars if fully charged, improving its already powerful ledge-trapping potential. Finally, the already high power on a few of his moves has been further increased, such as [[neutral attack]], [[forward tilt]], [[forward smash|forward]] and [[down smash]], and the landing hit of [[Aether]]; most notably, neutral attack has had its lost KO power from ''Brawl'' completely restored.
===Attributes===
*{{buff|Like all characters, Ike's [[jumpsquat]] animation now takes 3 frames to complete (down from 7).}}
*{{buff|Ike [[run]]s slightly faster (1.5 → 1.507).}}
**{{buff|Ike's initial [[dash]] is faster (1.5 → 1.815).}}
*{{buff|Ike [[walk]]s slightly faster (0.869 → 0.912).}}
*{{buff|Ike's [[air speed]] is slightly higher (1.08 → 1.134).}}
*{{buff|Ike's [[traction]] is much higher (0.044 → 0.112), improving his punish game out of shield. }}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 33 → 31).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-18 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-18 → 5-16), and more ending lag (FAF 33 → 36).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 28 → 27).}}
*{{nerf|Spot dodge grants less intangibility (frames 3-18 → 3-17).}}
*{{nerf|[[Air dodge]] has more startup (frame 3 → 4) and significantly more ending lag (FAF 34 → 50).}}
*{{buff|Air dodge grants more intangibility (frames 3-28 → 4-31).}}


However, Ike's nerfs were also noticeable. His [[dash]]ing speed was almost unchanged, making him much less mobile relative to the cast despite his improved air speed and streamlined jumpsquat. His [[forward aerial]], a staple of his [[neutral game]] in ''Brawl'' and ''SSB4'', had its hitboxes repositioned to create a small blind spot, no longer [[autocancel]]s in a short hop, and has significantly decreased knockback, removing a lot of its previously great KO potential. Combined with his much slower grounded mobility relative to the cast, Ike's approach is much more limited. Aether is also a much more polarized recovery option, as his sword now moves along the stage's perimeters instead of passing through the stage. While several of his attacks now have increased power, it has been reduced on some of his other moves, most notably with [[up tilt]]. His grabs' range was also nerfed, making them much less reliable for punishing.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first hit transitions into the second hit faster (frame 11 → 9), which transitions into the third hit faster (frame 12 → 9), allowing them to connect better.}}
**{{buff|The first and second hits have altered angles and knockback to keep opponents close to Ike, akin to other neutral attacks, allowing them to connect better and [[jab lock]].}}
**{{nerf|The changes to the first hit's angle remove Ike's powerful jab-cancel combos.}}
**{{nerf|The first and second hits deal less damage (3% → 2.5%).}}
**{{nerf|The third hit has more ending lag (FAF 39 → 41).}}
*[[Forward tilt]]:
**{{buff|Forward tilt has faster startup (frame 13 → 12).}}
***{{nerf|However, as its interruptibility frames remain unchanged, this gives it one frame more ending lag.}}
**{{buff|It deals more damage (12.5% → 13.5%) without compensation on knockback, improving its KO potential.}}
*[[Up tilt]]:
**{{buff|Up tilt has drastically less ending lag (FAF 48 → 40), which combined with Ike's faster jumpsquat grants the late hit combo ability.}}
**{{buff|The clean hit lasts longer compared to the late hit (frames 11-13/14-21 (clean/late) → 11-16/17-21).}}
**{{nerf|The hitbox has been repositioned (Y offset: 1-13 → 2.8-13.5), making it shorter and moving it further up the blade, reducing its horizontal range.}}
**{{nerf|Up tilt deals less damage (14% → 12% (clean), 10% → 8% (late)) without compensation on knockback. This hinders the clean hit's KO potential.}}
*[[Down tilt]]:
**{{buff|Down tilt has increased combo potential due to Ike's faster jumpsquat.}}
**{{nerf|Down tilt's hitboxes are smaller (3.8u/3.8u/3.8u/3u → 3.4u/3.4u/3.4u/3u) and have been repositioned, reducing both its vertical and horizontal range.}}
*[[Dash attack]]:
**{{buff|Dash attack has less ending lag (FAF 52 → 48).}}
**{{buff|Dash attack has an extra hitbox, the returning hitboxes are larger (6.3u/4u → 7u/5u), and the hitboxes have been repositioned, improving the move's range, and making it easier to land the sweetspot since the new hitbox is a sweetspot.}}
**{{buff|The changes to jostle mechanics allow dash attack to hit opponents close to Ike more easily.}}
**{{buff|It has increased shieldstun (1x → 1.2x), improving its safety on shield.}}
*[[Forward smash]]:
**{{buff|Forward smash's sweetspot deals slightly more knockback (40 base/86 scaling → 49/85), improving its KO potential.}}
*[[Down smash]]:
**{{buff|Down smash deals more damage (14% → 16% (hit 1), 17% → 19% (hit 2, clean), 8% → 9% (hit 2, late)) without compensation on knockback, improving its KO potential.}}


A few of the engine's changes also hinder Ike. The universal increase to grabs' ending lag further hinders Ike's own grabs due to their shorter range. The changes to [[rage]] prove detrimental to Ike, since he can't take as much advantage of it at higher percentages due to his high weight. Lastly, the size reduction of most stage's ledges, combined with Aether's higher vulnerability and [[Quick Draw]] receiving no changes to its recovery potential, mean Ike's recovery is much more exploitable, increasing his vulnerability to edge-guarding just as much as the changes benefit his own.
===Aerial attacks===
*{{buff|All aerials have less landing lag (14 frames → 8 (neutral), 18 frames → 14 (forward), 19 frames → 11 (back), 15 frames → 9 (up), 23 frames → 14 (down)).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial has faster startup (frame 12 → 10).}}
**{{change|It deals less damage (10% → 7.5% (clean), 7% → 6% (late)) without compensation on knockback. As a result, it has lost its KO potential, but significantly improves its combo potential combined with its lower landing lag.}}
**{{change|The swing has been slightly sped up, reducing the duration of its hitboxes (frames 12-27 → 10-22), but allowing it to hit around Ike faster.}}
***{{nerf|The clean hit lasts shorter compared to the late hit (frames 12-21/22-27 (clean/late) → 10-14/15-22).}}
**{{buff|It [[auto-cancel]]s earlier (frame 64 → 50), but still requires a double jump to autocancel.}}
**{{nerf|Its initial auto-cancel window has been shortened (frames 1-5 → 1-2).}}
**{{buff|It has a different animation, with Ike facing more toward the screen and no longer tucking his legs in. His entire body now moves with the sword. The new animation increases its range.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has faster startup (frame 12 → 11).}}
**{{buff|It now always launches opponents in the direction Ike is facing, even if hit from behind, improving its reliability for [[edgeguarding]].}}
**{{buff|It now sends opponents at a lower angle ([[Sakurai angle|361°]] → 30°), further improving its edgeguarding use.}}
**{{nerf|It has increased ending lag (FAF 55 → 60).}}
**{{nerf|The hitboxes have been moved towards the middle of the blade, reducing the move's range and giving it a larger blindspot.}}
**{{nerf|It deals less damage (13% → 11.5%), and has increased base knockback (30 → 55), but noticeably reduced knockback scaling (100 → 65), no longer KOing middleweights until around 175% from the center of {{SSBU|Final Destination}}. This drastically hinders its KO potential.}}
**{{nerf|It autocancels later (frame 36 → 42), thus no longer doing so in a [[short hop]]. This hinders Ike's already poor approach.}}
**{{nerf|It no longer has an initial auto-cancel window.}}
*[[Back aerial]]:
**{{nerf|Back aerial has significantly reduced vertical range.}}
*[[Up aerial]]:
**{{change|Ike has a new up aerial: a wide overhead swing starting from the front, similar to the rest of the ''Fire Emblem'' cast, but going inwards rather than outwards, and without a backflip.}}
**{{buff|It has significantly increased range and coverage around Ike, especially horizontally, allowing it to [[juggle]] opponents much more effectively.}}
**{{nerf|It has a shorter hitbox duration (frames 13-29 → 13-18).}}
*[[Down aerial]]:
**{{buff|The removal of [[tech]]ing for grounded [[meteor smash]]es improves down aerial's combo potential onstage, compounded further by its lower landing lag.}}


Overall, Ike's changes and improvements have given him new ways to gain the advantage and also grant him a deadlier [[punish]] game, with less overall difficulty in KOing due to his enhanced overall moveset and combo ability. However, because his mobility remains slow (especially when compared to most other characters), he has a slightly harder time at keeping up with the rest of the cast. His worsened grabs also force him more to use his range to punish opponents. Ike has received various changes in game updates that have also toned down his most oppressive moves (most notably his neutral aerial's combo ability at high percentages) in exchange for increased power, though none of these changes have noticeably improved his viability. This is coupled with various returning veterans receiving buffs both on release and through game updates, as well as various metagame shifts and the introduction of DLC characters, some of which Ike struggles against. As a result, while it's generally agreed that Ike is more potent than he was in ''SSB4'', he has not significantly improved from the previous game, instead performing worse relative to the rest of the cast.
===Throws and other attacks===
*{{nerf|All grabs have more ending lag (FAF 33 → 37 (standing), 41 → 45 (dash), 39 → 40 (pivot)).}}
*{{nerf|Grab's grabbox doesn't extend as far (Z offset: 4-9.4 → 4-8.4) reducing its range.}}
*{{nerf|Dash grab's grabbox doesn't extend as far (Z offset: 4-11.2 → 4-10), significantly reducing its range.}}
*{{nerf|Pivot grab's grabbox doesn't extend as far (Z offset: 4-15.4 → 4-14.2), significantly reducing its range.}}
*[[Pummel]]:
**{{buff|Pummel deals more [[hitlag]] (5 frames → 15), but has less startup (frame 5 → 1) and significantly less ending lag (FAF 23 → 7), shortening its duration.}}
**{{nerf|It deals much less damage (3% → 1.6%).}}
*[[Forward throw]]:
**{{buff|Forward throw deals more damage (3% → 3.5% (hit 1), 7% → 7.5% (total)).}}
*[[Up throw]]:
**{{buff|Up throw deals more damage (3% → 3.5% (hit 1), 7% → 7.5% (total)).}}
**{{buff|It has less startup (frame 26 (hit 1), 28 (throw) → 18, 20).}}
***{{nerf|However, the move's total duration remains the same, increasing its ending lag. Ike's faster jumpsquat fails to compensate, thus hindering its combo potential.}}
**{{change|Up throw's larger collateral hitbox has been moved down (Y offset: 21 → 9), noticeably reducing the throw's vertical range but making it much easier to hit opponents in front of Ike.}}
*[[Down throw]]:
**{{buff|Down throw has increased combo potential due to Ike's faster jumpsquat.}}
*[[Edge attack]]:
**{{buff|Edge attack deals more damage (8% → 10%).}}


{{SSB4 to SSBU changelist|char=Ike}}
===Special moves===
*[[Eruption]]:
**{{buff|Eruption now produces multiple flaming pillars as it charges, with a maximum of three pillars of decreasing sizes. This greatly improves its range and edgeguarding potential.}}
**{{change|Much like in ''Brawl'', Ike vocalizes when unleashing a fully charged Eruption.}}
**{{change|Fully-charged or high charge levels of Eruption cause [[Special Zoom]] when it hits.}}
*[[Quick Draw]]:
**{{buff|Quick Draw has less ending lag both when missed (FAF 57 → 53) and when the attack is triggered (FAF 45 → 35).}}
**{{buff|Quick Draw has much greater vertical range.}}
**{{nerf|Its charge can no longer be held indefinitely.}}
*[[Aether]]:
**{{buff|Aether has less startup (frame 18 → 15), with faster [[super armor]] on the aerial version as well (frame 18 → 15).}}
**{{buff|The grounded version grants much more super armor (frames 18-38 → 5-35), allowing it to tank through opposing attacks more effectively.}}
**{{buff|The move has less landing lag (38 frames → 36).}}
**{{buff|The landing hit deals significantly more knockback, now being able to KO middleweights at around 180%.}}
**{{nerf|Ragnell can no longer clip through the bottom of stages while using Aether, instead move along the stages' perimeters, making it less safe against opponents at the ledge.}}
*[[Counter]]:
**{{buff|Counter's intangibility is faster (frame 9 → 8).}}
**{{buff|In addition to its full intangibility, it grants intangibility on Ike's head for the entire counter duration.}}
**{{nerf|It has a shorter counter duration (frames 8-35 → 8-33).}}
**{{nerf|It has more ending lag on both the counter (FAF 59 → 74) and the attack (FAF 35 → 44), making it much riskier to use.}}
**{{change|It now gives off flaming visuals from Ragnell after Ike performs a successful counterattack.}}
**{{change|Ike's vocalizations during a successful counterattack have been altered. ''Path of Radiance'' Ike says, "Gotcha!" and ''Radiant Dawn'' Ike says, "Amateur!"}}
*[[Great Aether]]:
**{{nerf|The final hit launches at a lower angle (70° → 63°), weakening its KO potential.}}
**{{nerf|The sword deals less damage when hitting opponents while flying up for Ike to grab it (10% → 3%), thus reducing the maximum damage of the final smash (60% → 53%).}}
**{{change|The move is significantly flashier, with a dark blue backdrop alongside flaming visuals. Before the final hit, the victim flashes with blue light, and the landing eruption now appears significantly more cartoony, with fewer smoke effects.}}


==Update history==
==Update history==
Ike received a mix of buffs and nerfs via game updates, but was buffed slightly overall. Update {{SSBU|2.0.0}} decreased the knockback of [[Aether]]'s meteor smash hitbox, a nerf that was also applied to [[Soaring Slash]]. Despite this, using Aether after edge trumping the opponent or to secure [[sacrificial KO]]s remains a viable strategy. After a long absence of changes, Ike received a handful of buffs alongside a single nerf in update {{SSBU|8.0.0}}. Most notably, neutral aerial's knockback was increased significantly; while this largely restored its potential as a serviceable, albeit situational, KO option near the upper blast line, this is outweighed by its renowned combo potential being toned down. On a related note, neutral aerial's combo potential was further hindered by its sourspot being shrunken.
Ike has been slightly nerfed by only one game update: [[Aether]]'s meteor smashing hitbox had its knockback decreased in update 2.0.0, a nerf which was shared with [[Soaring Slash]].
 
To compensate for neutral aerial's worsened combo potential, down tilt's combo potential was improved thanks to its knockback being lowered. Forward aerial's damage output was restored to its ''SSB4'' level (albeit with minimally compensated knockback) and its ending lag was noticeably decreased, which made it safer and more effective for combos and especially edge-guarding. Dash attack gained higher knockback, which further improved its already respectable KO potential. Lastly, Aether received a few noticeable buffs: its first hit gained [[transcendent priority]] (thus enabling it to no longer be canceled by incoming moves), whereas its landing hit gained much higher knockback and a lower launching angle. Altogether, these buffs noticeably improved Aether as an out of shield option, and even made it into a viable KO option.  


Lastly, update {{SSBU|13.0.1}} buffed Ike in a few ways. Most notably, neutral attack's final hit had its damage output increased without any knockback compensation. This restored its KO potential from ''Brawl'' and, alongside back aerial, somewhat alleviated Ike's glaring lack of a fast, yet reasonably strong KO option. Aside from this, up smash's overall knockback was increased, and uncharged [[Quick Draw]] became noticeably safer on hit thanks to its increased damage output and knockback.
However, using Aether for [[sacrificial KO]]s or edge trumping nevertheless remains a viable strategy. When coupled with Ike's other strengths being untouched, his viability remains firmly intact.
 
Overall, Ike fares somewhat better than he did at the launch of ''Ultimate''. Although the nerfs to his neutral aerial were largely noticeable, the various buffs to his other moves have resulted in him becoming a slightly more versatile character with a less centralized gameplan.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Ike}}
*{{nerf|[[Aether]]'s [[meteor smash]]ing hitbox has less knockback.}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Ike}}
 
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
{{UpdateList (SSBU)/13.0.1|char=Ike}}


==Moveset==
==Moveset==
''For a gallery of Ike's hitboxes, see [[Ike (SSBU)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Bash ({{ja|殴打|Ōda}}) / Thrust Kick ({{ja|り込み|Keri Komi}}) / Swing Down ({{ja|振り下ろし|Furi Oroshi}})
|neutralname= 
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2.5%
|neutral2dmg=2.5%
|neutral3dmg=7%
|neutral3dmg=5%
|neutraldesc=A left-handed punch, followed by a right-legged front kick, followed by a kneeling downward slash. The first hit can be repeated by holding the attack button. Due to its hits come out on frames 4, 3 and 5, respectively, it has the lowest amount of startup lag out of Ike's entire moveset. When coupled with its respectable damage output, moderate knockback and its last hit's impressive range, it is very useful as a close-range option. As of update 13.0.1, its last hit is [[Ike (SSBB)/Neutral attack/Hit 3|as strong as it was in ''Brawl'']], and thus can KO most characters reliably at 140% while near the edge.
|neutraldesc=A left-handed punch, followed by a right-legged front kick, followed by a kneeling downward slash. The first hit can be repeated by holding the attack button. Due to three hits come out on frame 4, 3 and 5, respectively, it has the lowest amount of startup lag out of Ike's entire moveset. When coupled with its respectable damage output, moderate knockback and its last hit's impressive range, it is very useful as a close range option.
|ftiltname=Swing Out ({{ja|振り抜き|Furi Nuki}})
|ftiltname= 
|ftiltdmg=13.5%
|ftiltdmg=13.5%  
|ftiltdesc=A lunging outward slash. Can be [[angle]]d. Its startup and ending lag are high for a tilt attack, but it has long range and deals high damage and knockback, KOing middleweights under 130% from the center of {{SSBU|Final Destination}}.
|ftiltdesc=A lunging outward slash. Can be [[angle]]d. Its startup and ending lag are high for a tilt attack, but it has long range and deals high damage and knockback, KOing middleweights under 130% from the center of {{SSBU|Final Destination}}.  
|utiltname=Strike Up ({{ja|叩き上げ|Tataki Age}})
|utiltname= 
|utiltdmg=12% (clean), 8% (late)
|utiltdmg=12% (clean), 8% (late)
|utiltdesc=Hops to thrust Ragnell upward while holding it parallel to the ground. It is overall slow for a tilt attack but deals respectable damage and knockback, and its hitboxes have a long duration, which alongside its high disjointed range allows it to beat out opposing attacks from above very effectively. The clean hit can KO middleweights at around 130%, while the late hit can set up combos into a neutral, forward or up aerial at low to medium percentages. It can also [[2 frame punish]] at edge with the first frame the hitbox is active on stages without slants.
|utiltdesc=Hops to thrust Ragnell upward while holding it parallel to the ground. It is overall slow for a tilt, but deals respectable damage and knockback, and its hitboxes have a long duration, which alongside its high disjointed range allows it to beat out opposing attacks from above very effectively. The clean hit can KO middleweights at around 130%, while the late hit can set up combos into a neutral, forward or up aerial at low to mid percents.
|dtiltname=Slash Sweep ({{ja|斬り払い|Kiri Harai}})
|dtiltname= 
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A kneeling inward slash. Due to its hitting on frame 7, it is Ike's fastest tilt attack. It has long-range, relatively low ending lag, and launches opponents vertically with high base knockback and low knockback scaling. Altogether, these traits make it a useful combo starter into any of Ike's aerial attacks except down aerial at low to medium percentages. However, it does the least damage out of Ike's tilts, and its knockback renders it unable to KO at reasonable percentages.
|dtiltdesc=A kneeling inward slash. Due to it hitting on frame 7, it is Ike's fastest tilt attack. It has long range, relatively low ending lag, and launches opponents vertically with high base knockback and low knockback scaling. Altogether, these traits make it a useful combo starter into any of Ike's aerial attacks except down aerial at low to mid percents. However, it deals the least damage out of Ike's tilts, and its knockback renders it unable to KO at reasonable percents.
|dashname=Slash Up ({{ja|斬り上げ|Kiri Age}})
|dashname= 
|dashdmg=14% (clean body), 11% (clean blade), 9% (late)
|dashdmg=14% (clean, body), 11% (clean, blade), 9% (late)
|dashdesc=A lunging, two-handed upward slash. It is one of the most powerful dash attacks in the game, with its clean hit's sweet spot KOing middleweights at around 120% from the center of Final Destination. When coupled with its impressive range and its clean hitboxes' [[Priority#Moves that cannot rebound|anti-rebounding priority]], it is extremely useful for punishing opponents at a distance away, most notably when they are about to land. However, due to hitting on frame 15, it is one of the slowest dash attacks in the game.
|dashdesc=A lunging, two-handed upward slash. It is one of the most powerful dash attacks in the game, with its clean hit's sweetspot KOing middleweights at around 140% from the center of Final Destination. When coupled with its impressive range and its clean hitboxes' [[Priority#Moves that cannot rebound|anti-rebounding priority]], it is extremely useful for punishing opponents at a distance away, most notably when they are about to land. However, due to hitting on frame 15, it is one of the slowest dash attacks in the game.
|fsmashname=Strike Split ({{ja|叩き割り|Tataki Wari}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|19}} (early, clean tip), {{ChargedSmashDmgSSBU|22}} (clean blade)
|fsmashdmg={{ChargedSmashDmgSSBU|19}} (early, clean tip), {{ChargedSmashDmgSSBU|22}} (clean blade)
|fsmashdesc=A lunging, two-handed downward slash. It deals extreme damage and knockback, making it one of the strongest forward smashes in the game, and hits in a wide arc that can even reach opponents above and slightly behind Ike, albeit with the early hit. As his strongest overall attack, the clean hit's sweet spot can KO opponents at around 75% from the center of Final Destination. Oddly, there is a tiny tipper hitbox that is much weaker and launches more vertically, KOing at around 95% compared to the clean hit, though this hitbox rarely ever lands instead of the normal hit in regular gameplay. However, it is arguably the slowest forward smash in the game: it has a staggering 31 frames of startup, 49 frames of ending lag, and takes 84 frames to complete (the latter of which is the highest of any forward smash). As a result, forward smash is an extremely risky move and is highly punishable on shield, even in spite of its outstanding power. As a result, it is unreliable to use outside of hard punishes or reads.
|fsmashdesc=A lunging, two-handed downward slash. It deals impressive damage and knockback, making it one of the strongest forward smashes in the game, and hits in a wide arc that can even reach opponents above and slightly behind Ike, albeit with the early hit. Its clean hit's sweetspot can KO opponents at around 75% from the center of Final Destination. However it comes out on frame 31 and has 49 frames of ending lag, making it very difficult to hit, in addition to being highly punishable on shield. As a result, the move is unreliable to use except for hard punishes.
|usmashname=Strike Down ({{ja|叩き下ろし|Tataki Oroshi}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|usmashdesc=An overhead arcing slash starting from the front. It possesses a clean hit during the arc itself, and a late hit as a shockwave when Ragnell hits the ground. Like forward smash, the clean hit boasts impressive damage and knockback; however, its slow startup at frame 25 and very high ending lag leave it very punishable. Compared to forward smash, it is noticeably weaker, with the clean hit KOing opponents at around 90%, but has less startup and ending lag, and covers a wider arc around Ike, giving it better utility in punishing landings and rolls if timed properly.
|usmashdesc=An overhead arcing slash starting from the front. It possesses a clean hit during the arc itself, and a late hit as a shockwave when Ragnell hits the ground. Like forward smash, the clean hit boasts impressive damage and knockback; however, its slow startup at frame 25 and very high ending lag leave it very punishable. Compared to forward smash, it is noticeably weaker, with the clean hit KOing opponents at around 90%, but has less startup and ending lag, and covers a wider arc around Ike, giving it better utility in punishing landings and rolls if timed properly.
|dsmashname=Cast Off ({{ja|振り払い|Furi Harai}})
|dsmashname=Cast Off
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|19}} (clean hit 2), {{ChargedSmashDmgSSBU|9}} (late hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|19}} (hit 2, clean), {{ChargedSmashDmgSSBU|9}} (hit 2, late)
|dsmashdesc=A kneeling, two-handed outward slash in front of himself and then behind himself. It is Ike's fastest smash attack by a considerable margin, hitting on frame 13. The front hit is considerably weaker than Ike's other smash attacks, but still boasts respectable power, KOing opponents at around 105% from the center of Final Destination. As a result, it is Ike's most reliable smash attack overall; however, its 70 total frames and 35 frames of ending lag make it very punishable if it misses or is shielded. On the other hand, the back hit is slower, coming out on frame 32, and has a much weaker late hit, but its hitboxes have a longer duration, and the clean hit is far stronger, dealing impressive damage and KOing opponents at around 85% while having less ending lag compared to the front hit. Unlike most down smashes of its kind, both hits come out too high to 2-frame opponents at the ledge.
|dsmashdesc=A kneeling, two-handed outward slash in front of himself and then behind himself. It is Ike's fastest smash attack by a considerable margin, hitting on frame 13. The front hit is considerably weaker than Ike's other smash attacks, but still boasts respectable power, KOing opponents at around 105% from the center of Final Destination. As a result, it is Ike's most reliable smash attack overall; however, its 35 frames of ending lag still leaves it very punishable if missed or shielded. On the other hand, the back hit is slower, coming out on frame 32, and has a much weaker late hit, but its hitboxes have a longer duration, and the clean hit is far stronger, dealing impressive damage and KOing opponents at around 85%, while having less ending lag compared to the front hit.
|nairname=Round Slash ({{ja|斬り回し|Kiri Mawashi}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|7.5}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|7.5}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A downward arcing slash underneath himself. It has the lowest landing lag out of Ike's aerials, and its hitboxes have a long duration, provide wide coverage around and below Ike, and launch opponents vertically. Altogether, these traits make it an infamously reliable combo starter when [[SHFF]]'d, while also being a relatively safe spacing option. It is renowned for reliably comboing into a wide variety of attacks, including neutral attack, tilts and grab at low percentages, and an aerial attack (including itself) at low to medium percentages. At higher percents, it can be followed up with any of Ike's aerials and eventually becomes a notoriously reliable KO set-up into [[Aether]] near 80%, though at even higher percentages this stops being the case. It is Ike's least damaging aerial, but as of update 8.0.0, its knockback has increased to the point that it can function as a situational KO option at very high percentages while near the upper blast line. While it has excellent strengths, it is very predictable due to its hitbox starting above Ike's head, meaning the hitbox tends to connect around head level for opponents. As a result, it comes out slower than expected and is relatively easy to shield. Its long duration and high ending lag also makes it punishable if used high up in the air, as well as risky to use offstage. Finally, it is unable to autocancel even with a full jump, requiring a double jump to do so.
|nairdesc=A semi-circular slash in front of himself. It has the lowest landing lag out of Ike's aerials, and its hitboxes have a long duration, provide wide coverage around and below Ike, and launch opponents vertically. Altogether, these traits make it an infamously reliable combo starter when [[SHFF]]'d, while also being a relatively safe spacing option. It is infamous for reliably comboing into a wide variety of attacks, including neutral attack, tilts and grab at low percents, and any aerial attack (including itself) at low to mid percents. At higher percent, it can be followed up with any of Ike's aerials and eventually becomes a notoriously reliable kill set-up into up aerial near 100%, though at even higher percents this stops being the case. It deals the lowest damage out of Ike's aerials, with knockback that prevents it from KOing at realistic percents, and its long duration makes punishable if used high up in the air, as well as risky to use offstage. It is also unable to autocancel even in a full hop, requiring a double jump to do so.  
|fairname=Slash Down ({{ja|斬り下ろし|Kiri Oroshi}})
|fairname= 
|fairdmg={{ShortHopDmgSSBU|13}}
|fairdmg={{ShortHopDmgSSBU|11.5}}
|fairdesc=A two-handed downward slash. It covers the entirety of Ike's foreside, making it capable of hitting above and below him. Combined with its moderate startup at frame 11, landing lag and damage output, this makes it a staple for following up combos and spacing. However, its knockback has been noticeably weakened from ''SSB4'', rendering it unable to KO reliably except near edges, and it can no longer autocancel in a short hop, while also being risky to use offstage due to its high ending lag. As a result, Ike's neutral and back aerials are now generally superior options because of their lower lag, neutral aerial's better combo potential, and back aerial's higher damage and better power, with forward aerial's only advantages over them being its longer active frames and vertical range.
|fairdesc=A two-handed downward slash. It covers the entirety of Ike's foreside, making it capable of hitting above and below him. Combined with its moderate startup at frame 11, landing lag and damage output, this makes it a staple for following up combos and spacing. However, its knockback has been noticeably weakened from ''Smash 4'', rendering it unable to KO reliably except near edges, and it can no longer autocancel in a short hop, while also being risky to use offstage due to its high ending lag. As a result, Ike's neutral and back aerials are now generally superior options because of their lower lag, neutral aerial's better combo potential, and back aerial's higher damage and better power, with forward aerial's only advantages over them being its longer active frames and vertical range.
|bairname=Repositioning Slash ({{ja|振り向き斬り|Furimuki Kiri}})
|bairname=Repositioning Slash
|bairdmg={{ShortHopDmgSSBU|14}}
|bairdmg={{ShortHopDmgSSBU|14}}
|bairdesc=Quickly turns around to perform an outward slash. Due to its hitting on frame 7, it is Ike's fastest aerial. When coupled with its high damage and knockback for its speed, long horizontal range, and low landing lag, it is one of Ike's most viable approach and KO options. It can KO middleweights at around 120% from the center of Final Destination. Like the rest of Ike's aerials, however, its high ending lag prevents it from being used offstage as safely. It also has a short vertical range, being unable to hit many opponents below standing human height from the ground even though it is Ike's only aerial move that he can autocancel in a short hop.
|bairdesc=Quickly turns around to perform an outward slash. Due to it hitting on frame 7, it is Ike's fastest aerial. When coupled with its high damage and knockback for its speed, long horizontal range, and low landing lag, it is one of Ike's most viable approach and KO options. It can KO middleweights at around 120% from the center of Final Destination. Like the rest of Ike's aerials, however, its high ending lag prevents it from being used offstage as safely. It also has short vertical range. Ike's only aerial move that he can autocancel in a short hop.  
|uairname=Rising Swing ({{ja|振り上げ|Kiri Age}})
|uairname=Rising Swing
|uairdmg={{ShortHopDmgSSBU|11}}
|uairdmg={{ShortHopDmgSSBU|11}}
|uairdesc=An overhead arcing slash. It starts in front of Ike and has large coverage around him, low landing lag (the second-lowest out of his aerials) and high knockback, allowing it to function as a highly effective [[juggling]] move. It can also set up combos into an up tilt or any of Ike's aerials (including itself) when SHFF'd and is able to KO opponents reliably near the upper blast line at high percentages. Its disadvantages are its slow startup at frame 13 and high ending lag, making it difficult to land from a [[neutral game|neutral]] state; however, due to its efficiency in punishing opponents and racking up damage elsewhere, it is one of Ike's most useful moves.
|uairdesc=An overhead arcing slash starting from the front. It has large coverage around Ike, low landing lag (the second lowest out of his aerials) and high knockback, allowing it to function as a highly effective [[juggling]] move. It can also set up combos into an up tilt or any of Ike's aerials (including itself) when SHFF'd, and is able to KO opponents reliably near the upper blast line at high percents. Its disadvantages are its slow startup at frame 13 and high ending lag, making it difficult to land from a [[neutral game|neutral]] state; however, due to its efficiency in punishing opponents and racking up damage elsewhere, it is one of Ike's most useful moves.
|dairname=Strike Down ({{ja|叩き落とし|Tataki Oroshi}})
|dairname= 
|dairdmg={{ShortHopDmgSSBU|15}}
|dairdmg={{ShortHopDmgSSBU|15}}
|dairdesc=A two-handed downward slash between his legs. The tip of Ragnell is a [[meteor smash]], while the blade launches opponents at a horizontal angle. It is Ike's most damaging aerial and has high knockback, KOing opponents at around 125% from the center of Final Destination with its non-meteor hitboxes. The meteor smash hitbox also enables it to start combos against grounded opponents for high damage, leading into nearly any of Ike's attacks depending on the opponent's damage, and even possessing a KO setup into an up aerial at high percentages. However, it has the slowest startup at frame 16 and shortest hitbox duration out of Ike's aerials, as well as poor horizontal range. Like all of Ike's other aerial attacks, it also has severe ending lag.
|dairdesc=A two-handed downward slash between his legs. The tip of Ragnell is a [[meteor smash]], while the blade launches opponents at a horizontal angle. It is Ike's most damaging aerial and has high knockback, KOing opponents at around 125% from the center of Final Destination with its non-meteor hitboxes. The meteor smash hitbox also enables it to start combos against grounded opponents for high damage, leading into nearly any of Ike's attacks depending on the opponent's percent, and even possessing a KO setup into an up aerial at high percents. However, it has the slowest startup at frame 15 and shortest hitbox duration out of Ike's aerials, as well as poor horizontal range.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=Reaches out with his free hand.
|grabdesc=Reaches out with his free hand.
|pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}})
|pummelname= 
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game.
|pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game.
|fthrowname=Kick ({{ja|蹴り|Keri}})
|fthrowname= 
|fthrowdmg=3.5% (hit 1), 4% (throw)
|fthrowdmg=3.5% (hit 1), 4% (throw)
|fthrowdesc=A front kick. It is a [[semi-spike]], which makes it a reliable edge-guard setup at high percentages. However, due to its high ending lag, it is unreliable for [[tech-chasing]].
|fthrowdesc=A front kick. It is a [[semi-spike]], which makes it a reliable edgeguard setup at high percents. However, due to its high ending lag, it is unreliable for [[tech-chasing]].
|bthrowname=Back Kick ({{ja|後ろ蹴り|Ushiro Geri}})
|bthrowname= 
|bthrowdmg=3% (hit 1), 4% (throw)
|bthrowdmg=3% (hit 1), 4% (throw)
|bthrowdesc=A spinning back kick. It is a semi-spike like forward throw, which also makes it a reliable edge-guard setup at high percentages, but has less ending lag by comparison that grants it tech-chasing potential, most notably into dash attack at low to medium percentages.
|bthrowdesc=A spinning back kick. It is a semi-spike like forward throw, which also makes it a reliable edgeguard setup at high percents, but has less ending lag by comparison that grants it tech-chasing potential, most notably into dash attack at low to medium percents.
|uthrowname=Up Thrust ({{ja|突き上げ|Tsuki Age}})
|uthrowname= 
|uthrowdmg=3.5% (hit 1), 4% (throw)
|uthrowdmg=3.5% (hit 1), 4% (throw)
|uthrowdesc=Plunges Ragnell into the ground and then performs an upward [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]]. It is tied with forward throw for Ike's most damaging throw by a slight margin. It has overall weak knockback and moderate ending lag, allowing it to combo into a forward or up aerial from mid to high percents for slightly more damage compared to using down throw; however, these follow-ups are not as reliable due to the throw's higher ending lag, while it also lacks any notable KO potential by itself.
|uthrowdesc=Plunges Ragnell into the ground and then [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handles]] the opponent upward. It is tied with forward throw for Ike's most damaging throw by a slight margin. It has overall weak knockback and moderate ending lag, allowing it to combo into a forward or up aerial from mid to high percents for slightly more damage compared to using down throw; however, these followups are not as reliable due to the throw's higher ending lag, while it also lacks any notable KO potential by itself.
|dthrowname=Knee Drop ({{ja|膝落とし|Hiza Otoshi}})
|dthrowname= 
|dthrowdmg=3% (hit 1), 4% (throw)
|dthrowdmg=3% (hit 1), 4% (throw)
|dthrowdesc=A one-handed [[Wikipedia:Professional wrestling throws#Body slam|body slam]] followed by a [[Wikipedia:Professional wrestling attacks#Knee drop|knee drop]]. Its average base knockback, relatively low ending lag, and vertical angle make it an excellent combo starter from low to mid percentages, particularly into an up tilt (against larger characters), any of Ike's aerials (except down aerial), and Aether. Due to its surprisingly high knockback scaling, it is also Ike's strongest throw, KOing middleweights at 188% without [[rage]]. As a result of this, however, its follow-ups stop working earlier compared to up throw.
|dthrowdesc=A one-handed [[Wikipedia:Professional wrestling throws#Body slam|body slam]] followed by a [[Wikipedia:Professional wrestling attacks#Knee drop|knee drop]]. Its average base knockback, relatively low ending lag and vertical angle make it an excellent combo starter from low to mid percents, particularly into an up tilt (against larger characters), any of Ike's aerials (except down aerial), and Aether. Due to its surprisingly high knockback scaling, it is also Ike's strongest throw, KOing middleweights at around 190% without [[rage]]. As a result of this, however, its followups stop working earlier compared to up throw.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 156: Line 245:
|nsname=Eruption
|nsname=Eruption
|nsdmg=10% (uncharged), 35%/28%/26% (fully charged, first pillar), 31%/25% (second pillar), 27%/22% (third pillar)
|nsdmg=10% (uncharged), 35%/28%/26% (fully charged, first pillar), 31%/25% (second pillar), 27%/22% (third pillar)
|nsdesc=Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has [[transcendent priority]] and is [[charge]]able, causing Ragnell to become engulfed in [[flame]]s that become more prominent the longer it is charged. Its impressive vertical range and respectable power even when uncharged make it useful for edge-guarding, hitting recovering opponents before they can grab the edge if timed properly. When reaching full charge level, it grants super [[armor]] and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% [[recoil damage]] to him in the process in the latter case. It can KO middleweights at around 150% when uncharged, and at around 55% from center stage when fully charged. The flame pillars at full charge deal more damage the closer to their base opponents are hit. A fully charged Eruption is also capable of instantly breaking a full shield, similarly to a fully charged [[Shield Breaker]].
|nsdesc=Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has [[transcendent priority]] and is [[charge]]able, causing Ragnell to become engulfed in [[flame]]s that become more prominent the longer it is charged. Its impressive vertical range and respectable power even when uncharged make it useful for edgeguarding, hitting recovering opponents before they can grab the edge if timed properly. When reaching full charge level, it grants super [[armor]] and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% [[recoil damage]] to him in the process. It can KO middleweights at around 150% when uncharged, and at around 55% from center stage when fully charged. The flame pillars at full charge deal more damage the closer to their base opponents are hit. A fully charged Eruption is also capable of instantaneously breaking a full shield, similar to a fully charged [[Shield Breaker]].
|ssname=Quick Draw
|ssname=Quick Draw
|ssdmg=9% (uncharged), 13% (fully charged)
|ssdmg=6% (uncharged), 13% (fully charged)
|ssdesc=Kneels on one knee and readies himself to charge forward. If an opponent comes in range, Ike will perform a lunging outward slash. It deals more knockback on the ground, becoming strong enough to KO middleweights at around 120% when fully charged. However, it has high ending lag if no opponent comes in range. In midair, it renders Ike [[helpless]] apart from a short window after swinging at an opponent where he can use his double jump or up special, but still functions reliably as an alternate recovery option due to the long horizontal distance it provides when charged, as well as its ability to auto-cancel if timed properly.
|ssdesc=Kneels on one knee and readies himself to charge forward. If an opponent comes in range, Ike will perform a lunging outward slash. When fully charged, the slash is strong enough to KO middleweights at around 120%. However, it has high ending lag if no opponent comes in range. In midair, it renders Ike [[helpless]] if he does not hit an opponent, but can still function reliably as an alternate recovery option due to the long horizontal distance it provides when charged, as well as its very low landing lag if timed properly.
|usname=Aether
|usname=Aether
|usdmg=6% (clean hit 1 clean), 4% (late hit 1), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)
|usdmg=6% (hit 1 clean), 4% (hit 1 late), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)
|usdesc=Performs the {{iw|fireemblemwiki|Sol|skill}} portion of {{iw|fireemblemwiki|Aether}}, which sees Ike throwing Ragnell directly upwards, causing it to spin before he leaps upward to grab Ragnell, perform a somersaulting series of slashes, then conclude with a descending slash. It covers a respectable amount of vertical distance, but almost no horizontal distance. It grants super armor when initiated and until Ike begins rising, for a much longer window if the move is used on the ground, while all but its first hit have transcendent priority. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hits connect due to its high total damage. Its descending hitbox also meteor smashes opponents, allowing it to be used for a [[sacrificial KO]]. As of update 2.0.0, its descending hitbox has less knockback, which makes it less reliable at KOing opponents before Ike loses his stock if used too high up. As of update 8.0.0, its landing hit has significantly more knockback and a much more horizontal launching angle, to the point that it KOs middleweights as low as 70% near the edge.
|usdesc=Performs the [[fireemblemwiki:Sol (skill)|Sol]] portion of {{s|fireemblemwiki|Aether}}. It covers a respectable amount of vertical distance, but almost no horizontal distance. It grants super armor when initiated and until Ike begins rising, which is longer if the move is used on the ground, while all but its first hit have transcendent priority. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hits connect due to its high total damage. The start of its descending hitbox also meteor smashes opponents, allowing it to be used for a [[sacrificial KO]]. As of the 2.0.0 update, Ike's chance of dying before the opponent during the move has been increased, making the tactic less reliable.
|dsname=Counter
|dsname=Counter
|dsdmg=1.2× (minimum 10%)
|dsdmg=1.2× (minimum 10%)
|dsdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with a reverse gripped downward slash while Ragnell is covered in blue flames. It is slow for a counterattack, activating on frame 9, and has high ending lag, but is among the strongest counterattacks in the game in terms of knockback. Additionally, due to granting Ike full intangibility on frames 8-15, it can effectively be used to retaliate against attacks one frame before its counter window. However, the counterattack itself has the peculiar trait of not slowing his descent at all during execution, causing him to fall the most distance after triggering it offstage compared to other characters' counter moves and making it very risky to edgeguard with.
|dsdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with a reverse gripped downward slash. It is slow for a counterattack, activating on frame 9, and has high ending lag, but is among the strongest counterattacks in the game. Additionally, due to granting Ike full intangibility on frames 8-15, it can effectively be used to retaliate against attacks one frame before its counter window.
|fsname=Great Aether
|fsname=Great Aether
|fsdmg=5% (hit 1), 3% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18)
|fsdmg=5% (hit 1), 3% (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.
|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.
}}
 
===Stats===
 
{{Attributes
| cast=89
| weight=107 | rweight=14-18
| dash=1.815 | rdash=63-69
| run=1.507 | rrun=76
| walk=0.912 | rwalk=69
| trac=0.112 | rtrac=35
| airfric=0.009 | rairfric=52-56
| air=1.134 | rair=28-30
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.04 | raddaccel=69-78
| gravity=0.092 | rgravity=42-44
| fall=1.65 | rfall=33-38
| ff=2.64 | rff=34-39
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=29.9 | rjumpheight=71
| shorthop=16 | rshorthop=46-48
| djump=31 | rdjump=62-66
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ike English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Warps onto the stage using [[fireemblemwiki:Warp (staff)|warp magic]] and grunts while briefly performing an inward slash, then brushes aside his cape.
*Warps onto the stage using [[fireemblemwiki:Warp (staff)|warp magic]] and grunts while briefly performing an inward slash.
<gallery>
IkeOnScreenAppearanceSSBU.gif|Ike's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Holds Ragnell with both hands in front of himself while growling loudly as the wind blows through his cape.
*'''Up taunt''': Holds Ragnell with both hands in front of himself while growling loudly as wind blows through his cape.
*'''Side taunt''': Rears back and then holds Ragnell to his side while saying "Prepare yourself!" with a smirk on his face. In the Japanese version, he says {{ja|覚悟しろ。|Kakugo shiro.}} (''Get prepared.'')
*'''Side taunt''': Rears back and then holds Ragnell to his side while saying "Prepare yourself!" with a smirk on his face. In the Japanese version, he says {{ja|覚悟しろ。|Kakugo shiro.}} (''Get prepared.'')
*'''Down taunt''': Plunges Ragnell into the ground then folds his arms while saying "Hmph!" with a smug facial expression as wind blows through his cape, and removes Ragnell from the ground.
*'''Down taunt''': Plunges Ragnell into the ground, then folds his arms while saying "Hmph!" with a smug facial expression as wind blows through his cape, and removes Ragnell from the ground.
<gallery>
<gallery>
SSBUIkeTaunt1.gif|Ike's up taunt.
SSBUIkeTaunt1.gif|Ike's up taunt.
Line 216: Line 274:


===[[Idle pose]]s===
===[[Idle pose]]s===
*Taps Ragnell's blade on his shoulder.
*Taps Ragnell's blade on his shoulder.  
*Rubs the edge of Ragnell's blade.
*Rubs the edge of Ragnell's blade.
<gallery>
<gallery>
SSBUIkeIdle1.gif|Ike's first idle pose.
SSBUIkeIdle1.gif|Ike's first idle pose
SSBUIkeIdle2.gif|Ike's second idle pose.
SSBUIkeIdle2.gif|Ike's second idle pose
</gallery>
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Ike Cheer English SSBU.ogg|center]]||[[File:Ike Cheer Japanese SSBU.ogg|center]]||[[File:Ike Cheer Italian SSBU.ogg|center]]||[[File:Ike Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Ike Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ike Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|We like Ike! || Ai - ku! (Ike) || Ike! Ike! Ike! || Ike! Ike! *clap 2 times* || Tous avec Ike!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Ike Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Ike Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ike Cheer Spanish PAL SSBU.ogg|center]]||[[File:Ike Cheer Russian SSBU.ogg|center]]||[[File:Ike Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
| || Ike Ike Ike! Ya! Ya! Ya! {{NTSC}} <br> Mucho Ike! Mucho Ike! E! E! {{PAL}} || Ike! Ike! *clap 3 times* || A - i - keu!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Slashes Ragnell twice, then rests the blade on his shoulder. ''Path of Radiance'' Ike says, "Your skills were… remarkable." ("{{ja|あんたの戦い…見事だった|Anta no tatakai... migotodatta}}", ''You fought... well.''), while ''Radiant Dawn'' Ike says, "Don't stand in my way." ("{{ja|どうして俺の前に立った|Doshite ore no mae ni tatta}}", ''Why do you stand before me?'').
*'''Left:''' Slashes Ragnell twice, then rests the blade on his shoulder. ''Path of Radiance'' Ike says, "Your skills were… remarkable." ("{{ja|あんたの戦い、見事だった|Anta no tatakai, migotodatta}}", ''Your combat was excellent.''), while ''Radiant Dawn'' Ike says, "Don't stand in my way." ("{{ja|どうして俺の前に立った|Doshite ore no mae ni tatta}}", ''Why do you stand before me?'').
*'''Up:''' Like his down taunt, Ike forcefully plants Ragnell into the ground, then crosses his arms. ''Path of Radiance'' Ike says, "I submit to no one." ("{{ja|誰にも、譲る気はない|Darenimo, yuzuruki wa nai}}", ''I have no intention of yielding to anyone.''), while ''Radiant Dawn'' Ike says, "I must move forward." ("{{ja|俺は前に進む|Ore wa mae ni susumu.}}", ''I move forward.'').
*'''Up:''' Forcefully plants Ragnell into the ground, then crosses his arms. ''Path of Radiance'' Ike says, "I submit to no one." ("{{ja|誰にも、譲る気はない|Darenimo, yuzuruki wa nai}}", ''I cannot yield to anyone.''), while ''Radiant Dawn'' Ike says, "I must move forward." ("{{ja|俺は前に進む|Ore wa mae ni susumu.}}", ''I move forward.'').
*'''Right:''' Performs Aether while facing the screen. ''Path of Radiance'' Ike says, "You'll get no sympathy from me." ("{{ja|極めれば…誰にも負けはしない|Kiwamereba… darenimo make wa shinai}}", ''To the end... I will not lose to anyone.''), while ''Radiant Dawn'' Ike says, "I fight for my friends." ("{{ja|俺には守るべき者が在る|Ore ni ha mamoru beki mono ga aru}}", ''I have people I must protect.'').
*'''Right:''' Performs Aether while facing the screen. ''Path of Radiance'' Ike says, "You'll get no sympathy from me." ("{{ja|極めれば…誰にも負けはしない|Kiwamereba… darenimo make wa shinai}}", ''To the end... I will not lose to anyone.''), while ''Radiant Dawn'' Ike says, "I fight for my friends." ("{{ja|俺には守るべき物が在る|Ore ni ha mamoru beki mono ga aru}}", ''I have things I must protect.'').
[[File:FireEmblemSeriesVictoryThemeUltimate.ogg|thumb|An orchestral, sped-up cover of several bars of the {{s|fireemblemwiki|Fire Emblem Theme}}, the title theme for the original ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]'', which has since become the main theme of the series and appeared in every game.]]
[[File:FireEmblemSeriesVictoryThemeUltimate.ogg|thumb|An orchestral, sped-up cover of several bars of the {{s|fireemblemwiki|Fire Emblem Theme}}, the title theme for the original ''[[Fire Emblem: Shadow Dragon and the Blade of Light]]'', which has since become the main theme of the series and appeared in every game.]]
<gallery>
<gallery>
Line 271: Line 292:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
<!--This character has a ten-player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also: [[:Category:Ike players (SSBU)]]''
Starting the release, Ike was visually seen as a significantly improved character from the previous installment, where he was considered a low-mid tier character. He was then seen as a high-tier character. The game involved prominence of disjoints, which benefits Ike as he has disjoints, courtesy of Ragnell. Ike developed powerful results, especially from {{Sm|MkLeo}}. This caused him to have a powerful reception, with {{Sm|ZeRo}}, {{Sm|ESAM}}, and {{Sm|Mew2King}} designating him as a high tier character. Unfortunately, Ike has been less popular since {{Sm|MkLeo}} dropped him in favor of other characters; the general consensus is that while Ike is a good character, his gameplan is very linear and relies too much on easy to avoid moves, such as his neutral aerial. Regardless, Ike is still successful and is arguably considered to be his best iteration in Smash yet.
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->


*{{Sm|Bokinchan|Japan}} - One of the best Ike players in Japan in the early metagame alongside Logix. He was the most consistent in the last few months of 2019 and in early 2020, notably placing 25th at the supermajor {{Trn|EVO Japan 2020}} and 33rd at {{Trn|Umebura SP 7}}. He has since gone inactive.
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.''
*{{Sm|Logix|Japan}} - One of the best Ike players in Japan in the early metagame alongside Bokinchan, with his best results being in the first few months of 2019, where he notably placed 17th at the supermajor {{Trn|Umebura Japan Major 2019}}. He has since gone inactive.
*{{Sm|MkLeo|Mexico}} - Played Ike in the first two months of competitive play and was the best Ike player in the world. He is the only Ike player who has won a major, winning the supermajor {{Trn|GENESIS 6}}.
*{{Sm|PsyKoD|USA}} - The best Ike player in North America in the post-online metagame, notably placing 9th at the major {{Trn|The Big House 10}}, one of the highest placements for Ike during this period.
*{{Sm|Ravenking|USA}} - One of the best Ike players in North America in the early metagame who consistently placed well in-region, notably 3rd at {{Trn|Spotlight}} and 33rd at {{Trn|Frostbite 2020}}, as well as online, where he was ranked as high as 35th on the [[Wi-Fi Warrior Rank v6]]. He has since dropped Ike in favor of {{SSBU|Joker}}.
*{{Sm|Ryuga|USA}} - The best Ike player in the early metagame after MkLeo dropped the character, with consistent high placements at majors that no other Ike players have achieved since. Most notably placed 9th at the supermajor {{Trn|Frostbite 2019}} and 17th at the supermajor {{Trn|MomoCon 2019}}. He retired from competitive play in 2020.
*{{Sm|Tora|Japan}} - The best Ike player in the world since 2023, regularly placing well at events including 5th at the superregional {{Trn|KOWLOON 10}}, 25th at the major {{Trn|Maesuma TOP 15 "FINAL"}}, and 33rd at the supermajor {{Trn|Maesuma TOP 13}}.
*{{Sm|Yez|USA}} - Gained prominence during the online era, where he was ranked as high as 7th on the [[Wi-Fi Warrior Rank v7]]. Offline, he was the best Ike player in the world in 2021 and 2022, achieving some of Ike's best results since the early metagame, including 9th at the major {{Trn|Kagaribi 8}} and 25th at the supermajor {{Trn|Super Smash Con 2022}}.


===Tier placement and history===
====Active====
In the early metagame, Ike was seen as a significantly improved character from his low-mid tier placement from the previous installment, due to disjoints being prominent in the metagame. Initial tournament results were also strong thanks to players such as {{Sm|MkLeo}} and {{Sm|Ryuga}}; MkLeo especially won the first ''Ultimate'' supermajor {{Trn|GENESIS 6}} with Ike. This led to an initial positive reception, with top players designating him as a high tier fighter.
*{{Sm|Insie|Australia}} - The best Ike player in Australia. Placed 7th at {{Trn|BigWinChampionship 2}}, 9th at {{Trn|Expand Gong 4}}, and 17th at {{Trn|Battle Arena Melbourne 11}}. Has wins over {{Sm|Extra}}, {{Sm|Ben Gold}}, {{Sm|Jdizzle}}, and {{Sm|Hackoru}}.
*{{Sm|Logix|Japan}} - The best Ike player in Japan. Placed 17th at {{Trn|Umebura Japan Major 2019}}, 25th at {{Trn|Sumabato SP}}, and 65th at {{Trn|EVO 2019}}.
*{{Sm|Marss|USA}} (#3) - Has a strong Ike secondary and is considered one of the best Ike players in the world. Placed 2nd at {{Trn|Get On My Level 2019}}, 9th at {{Trn|Let's Make Moves}} and 25th at {{Trn|GENESIS 6}}.
*{{Sm|Miloni|USA}} - Placed 5th at {{Trn|Holiday Heist 4: Ultimate Edition}} and 17th at {{Trn|Super Bit Wars 7}}.
*{{Sm|Rango|USA}} - Placed 17th at {{Trn|2GG: Grand Tour - South Carolina}} and 65th at {{Trn|CEO 2019}}. Ranked 9th on the [[Georgia Power Rankings#Super Smash Bros. Ultimate rankings|Georgia Ultimate Power Rankings]].
*{{Sm|Ravenking|USA}} - Placed 13th at both {{Trn|Midwest Mayhem Ultimate}} and {{Trn|Combo Breaker 2019}}, having defeated {{Sm|tyroy}} and {{Sm|Ned}}.
*{{Sm|Ryuga|USA}} (#33) - The best solo Ike player in the world. Placed 1st at {{Trn|Holiday Heist 4: Ultimate Edition}}, 9th at {{Trn|Frostbite 2019}}, 17th at {{Trn|MomoCon 2019}} and 33rd at {{Trn|Glitch 6}}, {{Trn|Pound 2019}}, {{Trn|Smash 'N' Splash 5}} and {{Trn|CEO 2019}}. Has wins over {{Sm|MVD}}, {{Sm|Goblin}}, and {{Sm|Salem}}.


However, Ike's weaknesses, most notably his poor disadvantage state, hampered most of this initial positive reception. Ike's reception further cooled off after MkLeo dropped him and following Ryuga's tournament presence waning in regard to both attendance and significant placements. The latter also retired from competitive play later on, further reducing his representation. Despite an overall lukewarm reception toward his viability offline, Ike had a brief period of success during the online metagame. As [[perfect shield]]ing is harder to perform due to input lag, Ike's slow aerial attacks and tilt attacks are safer on shield during online play than they are during offline play. Players such as {{Sm|Yez}} and {{Sm|Ravenking}} capitalized on this and managed to achieve high placements at large online tournaments alongside their high rankings on the [[Wi-Fi Warrior Rank]]s.
====Inactive====
 
*{{Sm|MkLeo|Mexico}} (#1) - Formerly the best Ike player in the world prior to dropping him. Placed 1st at {{Trn|GENESIS 6}}, {{Trn|Smash Conference United}}, and 2nd at {{Trn|Frostbite 2019}}.
In the post-online metagame, dedicated mains such as Yez, {{Sm|PsyKoD}}, and {{Sm|Tora}} continue to achieve respectable placements in offline tournaments. However, none of the players were as consistent as MkLeo or Ryuga in his prime, which coupled with his overall below-average representation and noticeable weaknesses led to his placement on the first tier list, where he was ranked 65th as a lower-mid tier.
 
This unfortunately continued on the second and current tier list where he fell from his previous 65th placement to 71st in the D- tier, registering Ike as a low tier character.


=={{SSBU|Classic Mode}}: The Black-Clad Warriors==
=={{SSBU|Classic Mode}}: The Black-Clad Warriors==
[[File:SSBU Congratulations Ike.png|thumb|Ike's congratulations screen.]]
[[File:SSBU Congratulations Ike.png|thumb|Ike's congratulations screen.]]
Ike's opponents are all fighters in black alternate costumes, referencing his rivalry with the [[Black Knight]]. The stages are also dark stages as well.
Ike's opponents are all fighters in black alternate costumes, referencing his rivalry with the [[Black Knight]].


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Meta Knight|SSBU|hsize=20px|color=Navy}} and {{CharHead|Kirby|SSBU|hsize=20px|color=Purple}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}''||
|1||{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20px|cl=Navy}} and {{SSBU|Kirby}} {{Head|Kirby|g=SSBU|s=20px|cl=Purple}}||[[Fountain of Dreams]]||''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}''||
|-
|-
|2||{{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}} [[Bowser Jr. (SSBU)|Morton]], {{CharHead|Greninja|SSBU|hsize=20px|color=Black}}, and {{CharHead|Sonic|SSBU|hsize=20px|color=Black}}||[[Spear Pillar]]||''{{SSBUMusicLink|Sonic The Hedgehog|Knight of the Wind}}''|| The choice of music references ''Sonic and the Black Knight''; both Sonic and Ike face a foe known as the Black Knight.
|2||[[Bowser Jr. (SSBU)|Morton]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Morton}}, {{SSBU|Greninja}} {{Head|Greninja|g=SSBU|s=20px|cl=Black}}, and {{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px|cl=Black}}||[[Spear Pillar]]||''{{SSBUMusicLink|Sonic The Hedgehog|Knight of the Wind}}''||
|-
|-
|3||{{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||
|3||{{SSBU|Dark Pit}} {{Head|Dark Pit|g=SSBU|s=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Kid Icarus|Dark Pit's Theme}}''||
|-
|-
|4||{{CharHead|Bayonetta|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|One Of A Kind}}''||
|4||{{SSBU|Bayonetta}} {{Head|Bayonetta|g=SSBU|s=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Bayonetta|One Of A Kind}}''||
|-
|-
|5||Giant {{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}||[[Luigi's Mansion]] ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|On the Hunt - Gloomy Manor Ver.- (Instrumental)}}''||
|5||Giant {{SSBU|Mr. Game & Watch}} {{Head|Mr. Game & Watch|g=SSBU|s=20px}}||[[Luigi's Mansion]] ([[Battlefield form]])||''{{SSBUMusicLink|Super Mario Bros.|On the Hunt - Gloomy Manor Ver.- (Instrumental)}}''||
|-
|-
|6||{{CharHead|Link|SSBU|hsize=20px|color=Black}} and {{CharHead|Toon Link|SSBU|hsize=20px|color=Black}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Castle (Outside)}}''||
|6||{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Black}} and {{SSBU|Toon Link}} {{Head|Toon Link|g=SSBU|s=20px|cl=Black}}||[[Bridge of Eldin]]||''{{SSBUMusicLink|The Legend of Zelda|Hyrule Castle (Outside)}}''||
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
Line 326: Line 343:
Although Ike does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.
Although Ike does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


Ike was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is one of the fighters found in the [[Mysterious Dimension]] sub-area, being an obligatory unlock before the next necessary fighter battle, {{SSBU|Meta Knight}} is encountered, and after {{SSBU|Greninja}} has been awakened.
Ike was one of the many fighters that fell under [[Dharkon]]'s control upon Galeem's first defeat. He is one of the fighters found in the Mysterious Dimension sub-area, being an obligatory unlock before the next necessary fighter battle [[Meta Knight (SSBU)|Meta Knight]] is encountered, and after {{SSBU|Greninja}} has been awakened.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|32
| 32
|[[File:Ike SSBU.png|center|108x108px]]
| [[File:Ike SSBU.png|center|108x108px]]
|Ike
| {{SSBU|Ike}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| {{color|#dc1029|Attack}}
|11,200
| 11,200
|[[Coliseum]] ([[Ω form]])
| [[Coliseum]] ([[Ω form]])
|''{{SSBUMusicLink|Fire Emblem|Eternal Bond}}''
| ''{{SSBUMusicLink|Fire Emblem|Eternal Bond}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Ike's ''Path of Radiance'' fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold (but only after Ike has been unlocked) or by completing a [[challenge]] (Classic Mode: ''KO fighters from Fire Emblem 20 times''). Unlocking Ike in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Additionally, his ''Radiant Dawn'' design has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Ike's default Fighter Spirit can be obtained by completing [[Classic Mode]], or by completing a [[challenge]]. Both his default and alternate Fighter Spirits are also available periodically for purchase in the shop for 500 coins. Unlocking Ike in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Ike (Path of Radiance).png|614. '''''Ike (Path of Radiance)'''''
PoR Ike Spirit.png|614. '''''Ike (Path of Radiance)'''''
SSBU spirit Ike (Radiant Dawn).png|615. '''Ike (Radiant Dawn)'''
RD Ike Spirit.png|615. '''Ike (Radiant Dawn)'''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 381: Line 399:
|-
|-
|639
|639
|{{SpiritTableName|Sigurd|iw=fireemblem|size=64}}
|[[File:Sigurd.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Sigurd}}
|''Fire Emblem series''
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,800
|3,800
|[[Arena Ferox]]
|[[Arena Ferox]]
Line 393: Line 412:
|-
|-
|726
|726
|{{SpiritTableName|Magnus|link=y|size=64}}
|[[File:Magnus Spirit.png|center|64x64px]]
|''Kid Icarus'' Series
|[[Magnus]]
|''Kid Icarus series''
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,300
|4,300
|[[Coliseum]] ([[Ω form]])
|[[Coliseum]] ([[Ω form]])
Line 405: Line 425:
|-
|-
|1,328
|1,328
|{{SpiritTableName|Hero's Comrades|size=64}}
|[[File:Hero's Comrades Spirit.png|center|64x64px]]
|''DRAGON QUEST'' Series
|Hero's Comrades
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}} (120 HP)<br>•Tiny {{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}} (120 HP)<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}} (100 HP)<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}} (130 HP)<br>•Tiny {{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}} (90 HP)<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}} (110 HP)<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}} (100 HP)
|''Dragon Quest series''
|{{SpiritType|Shield}}
|•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}<br>{{SSBU|King Dedede}} {{Head|King Dedede|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsBlue}}<br>•{{SSBU|Sheik}} {{Head|Sheik|g=SSBU|s=20px|cl=Red}}<br>{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Link}} {{Head|Link|g=SSBU|s=20px|cl=Teal}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,300
|13,300
|[[Yggdrasil's Altar]]
|[[Yggdrasil's Altar]]
|N/A
|N/A
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•[[Stamina battle]]
|•The enemy has increased melee-weapon damage and move speed<br>•The enemy's smash attacks have increased power<br>•Stamina battle
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|{{SSBUMusicLink|Dragon Quest|The Hero Goes Forth with a Determination}}
|Hendrik
|[[dragonquestwiki:Hendrik|Hendrik]]
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 437: Line 459:
|-
|-
|641
|641
|{{SpiritTableName|Seliph|iw=fireemblem|size=64}}
|[[File:Seliph.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Seliph}}
|''Fire Emblem series''
|•{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Marth}} {{Head|Marth|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,600
|3,600
|[[Castle Siege]]
|[[Castle Siege]]
Line 446: Line 469:
|•The enemy has increased defense when the enemy's at high damage
|•The enemy has increased defense when the enemy's at high damage
|{{SSBUMusicLink|Fire Emblem|Edge of Adversity}}
|{{SSBUMusicLink|Fire Emblem|Edge of Adversity}}
|Ghost of {{s|fireemblem|Sigurd}}
|{{s|fireemblem|Sigurd}}
|-
|-
|653
|653
|{{SpiritTableName|Eirika|iw=fireemblem|size=64}}
|[[File:Eirika.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Eirika}}
|''Fire Emblem series''
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Lucina}} {{Head|Lucina|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,200
|9,200
|[[Coliseum]]
|[[Coliseum]]
Line 461: Line 485:
|-
|-
|658
|658
|{{SpiritTableName|Soren|iw=fireemblem|size=64}}
|[[File:Soren.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Soren}}
|''Fire Emblem series''
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Purple}}
|•{{SSBU|Robin}} {{Head|Robin|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Purple}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,800
|1,800
|[[Temple]] ([[Battlefield form]])
|[[Temple]] ([[Battlefield form]])
Line 473: Line 498:
|-
|-
|659
|659
|{{SpiritTableName|Mist|iw=fireemblem|size=64}}
|[[File:Mist.png|center|64x64px]]
|''Fire Emblem'' Series
|{{s|fireemblem|Mist}}
|''Fire Emblem series''
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Yellow}}
|•{{SSBU|Zelda}} {{Head|Zelda|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Yellow}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,500
|3,500
|[[Reset Bomb Forest]] (hazards off)
|[[Reset Bomb Forest]] (hazards off)
Line 485: Line 511:
|-
|-
|976
|976
|{{SpiritTableName|Gangster, Lady, & Policeman|size=64}}
|[[File:Hogansalley.png|center|64x64px]]
|Gangster, Lady, & Policeman
|''Hogan's Alley''
|''Hogan's Alley''
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Peach}} {{Head|Peach|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Ike}} {{Head|Ike|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,700
|1,700
|[[Tomodachi Life]] ([[Battlefield form]])
|[[Tomodachi Life]] ([[Battlefield form]])
Line 514: Line 541:
==Gallery==
==Gallery==
<gallery>
<gallery>
Ike SSBU Banner.png
Fire Emblem Heroes Smash.png|Artwork of all playable ''Fire Emblem'' characters and Assist Trophies, as posted on the official Japanese ''Fire Emblem Heroes'' Twitter account.
Fire Emblem Heroes Smash.png|Artwork of all playable ''Fire Emblem'' characters and Assist Trophies, as posted on the official Japanese ''Fire Emblem Heroes'' Twitter account.
Fire Emblem Smash Bros.png|Screenshot of all playable ''Fire Emblem'' characters on Arena Ferox, as posted on the official Japanese ''Fire Emblem'' Twitter account.
Fire Emblem Smash Bros.png|Screenshot of all playable ''Fire Emblem'' characters on Arena Ferox, as posted on the official Japanese ''Fire Emblem'' Twitter account.
SSBU Ike Number.png|Ike's fighter card.
SSBU Ike Number.png|Ike's fighter card.
Ike unlock notice SSBU.jpg|Ike's unlock notice.
SSBUWebsiteIke1.jpg|Ike performing his [[neutral aerial]] on [[Skyworld]].
SSBUWebsiteIke1.jpg|Ike performing his [[neutral aerial]] on [[Skyworld]].
SSBUWebsiteIke2.jpg|[[Crouching]] on [[Castle Siege]].
SSBUWebsiteIke2.jpg|[[Crouching]] on [[Castle Siege]].
SSBUWebsiteIke3.jpg|[[Launch]]ing {{SSBU|Meta Knight}} on [[Coliseum]].
SSBUWebsiteIke3.jpg|[[Launch]]ing {{SSBU|Meta Knight}} on [[Coliseum]].
SSBUWebsiteIke4.jpg|Throwing {{SSBU|Ryu}} on [[Boxing Ring]].
SSBUWebsiteIke4.jpg|[[Throwing]] {{SSBU|Ryu}} on [[Boxing Ring]].
SSBUWebsiteIke5.jpg|Charging [[Eruption]] on [[Prism Tower]].
SSBUWebsiteIke5.jpg|Charging [[Eruption]] on [[Prism Tower]].
SSBUWebsiteIke6.jpg|{{s|fireemblemwiki|Hero}} Ike performing his neutral aerial on Coliseum.
SSBUWebsiteIke6.jpg|{{s|fireemblemwiki|Hero}} Ike performing his neutral aerial on Coliseum.
Line 530: Line 557:
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=-aV6h3jWO6c}}
{{#widget:YouTube|id=-aV6h3jWO6c}}


==Trivia==
==Trivia==
*Ike is the only character who uses different voice clips for alternate costumes while still being the same person, as opposed to gender-swapping ([[Robin]], [[Corrin]], etc.) or becoming a completely different character ([[Bowser Jr.]]).
*Ike is the only character who uses different voice clips in alternate costumes while still being the same person, as opposed to gender-swapping ([[Robin]], [[Corrin]], etc.) or becoming a completely different character ([[Bowser Jr.]]).
**{{SSBU|Bayonetta}} also uses different voice clips in her alternate costumes, though this only applies to the Japanese version of the game.
**{{SSBU|Bayonetta}} also uses different voice clips in her alternate costumes, though this only applies to the Japanese version of the game.
*Ike, like {{SSBU|Pokémon Trainer}}, {{SSBU|Wii Fit Trainer}}, {{SSBU|Inkling}}, and {{SSBU|Byleth}}, is one of the few characters to have {{SSBU|alternate costume}}s with different animations. In Ike's case, his ''Radiant Dawn'' design features a different defeated/No Contest animation.
*Ike, {{SSBU|Inkling}} and {{SSBU|Pokémon Trainer}} are the only characters to have {{SSBU|alternate costume}}s with different animations. Ike's ''Radiant Dawn'' alternate costume has a different defeated/No Contest animation.
*In the segment in which Ike uses [[Great Aether]] from his character showcase video, there is an error in which his portrait displays him in his ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'' design despite currently featuring his ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' design.
*In the segment in which Ike uses [[Great Aether]] from his character showcase video, there is an error in which his portrait displays him in his ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'' outfit despite currently being in his ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' outfit.
*Ike's pose in his official artwork resembles the {{SSB4|Mii Swordfighter}}'s artwork from ''Super Smash Bros. 4'' and his [[sidestep]] in the same game.
*Ike's pose in his official artwork resembles the {{SSB4|Mii Swordfighter}}'s artwork from ''Super Smash Bros. 4'' and his [[sidestep]] in the same game.
*As with his down taunt, when Ike sticks Ragnell into the ground and removes it again during his up throw, a sound effect accompanies it. This is more subtle than with his down taunt, however.
*Several of Ike's new Japanese victory quotes are taken directly from his original games.
*Ike is the only ''Fire Emblem'' character whose Classic Mode route does not involve traveling to any stages from his home series or fighting any fellow ''Fire Emblem'' representatives.
**In his ''Path of Radiance'' costume, he can say "{{ja|極めれば…誰にも負けはしない|Kiwamereba… darenimo make wa shinai}}" (''To the end... I will not lose to anyone.''), which originally appeared during Ike's battle with the Black Knight in Chapter 27 of ''Path of Radiance''. The line was originally translated as "My sword-fighting skills were given to me by my father. If I stay true to them, I cannot lose." ''Ultimate'' uses the pre-existing line, "You'll get no sympathy from me."
*Ike is the only returning character from ''Brawl'' whose Codec Conversation cannot be triggered through his alternate look (his ''Radiant Dawn'' alternate costume). This is unlike {{SSBU|Olimar}} and {{SSBU|Pokémon Trainer}}, who will still activate their respective [[Codec Conversations]] meant for Olimar and the male Pokémon Trainer when playing as Alph and the female Pokémon Trainer.
**In his ''Radiant Dawn'' costume, he can say "{{ja|どうして俺の前に立った|Doshite ore no mae ni tatta}}" (''Why do you stand before me?''), which originally appeared when Micaiah confronted Ike in Chapter 3-13 of ''Radiant Dawn''. The line was originally translated as "Why would you seek me out?" ''Ultimate'' translates it to "Don't stand in my way."
**In his ''Radiant Dawn'' costume, he can also say "{{ja|俺には守るべき物が在る|Ore ni ha mamoru beki mono ga aru}}" (''I have things in which I must protect.''), which originally appeared before Ike's battle with the goddess Ashera in the the final chapter of ''Radiant Dawn'', Rebirth 5. The line was originally translated as "This battle means more than any of the others, because it’s for the life of every person that I’ve ever cared about." ''Ultimate'' uses the pre-existing line, "I fight for my friends."
*Ike's [[amiibo]] selects his ''Radiant Dawn'' alternate costume, which was the basis for the figure and his ''SSB4'' design, by default.
*Ike's [[amiibo]] selects his ''Radiant Dawn'' alternate costume, which was the basis for the figure and his ''SSB4'' design, by default.
**This makes Ike the only veteran who currently has no amiibo that can scan in his default costume.
**This makes Ike the only veteran who currently has no amiibo that can scan in his default costume.  
*Both Ike's ''Path of Radiance'' and ''Radiant Dawn'' costumes use different knockout voice clips in [[Stamina Mode]] when knocked out of HP during his final stock. ''Path of Radiance'' Ike uses the standard KO voice clip and ''Radiant Dawn'' Ike uses the alternate KO voice clip.
*Both Ike's ''Path of Radiance'' and ''Radiant Dawn'' costumes uses different knockout voice clips when KO'd in [[Stamina Mode]]. ''Path of Radiance'' Ike uses the standard KO voice clip and ''Radiant Dawn'' Ike uses the alternate KO voice clip.
**In the Japanese version, the voice clips are reversed.
**In the Japanese version, the voice clips are reversed.
**By extension, Ike is one of the only two characters who use their alternate KO voice clip when KO'd, with the other being {{SSBU|Marth}}.
*Ike is the only fighter with multiple [[fighter spirit]]s whose main fighter spirit can be obtained in a method other than completing {{SSBU|Classic Mode}} or buying it from the shop, as his ''Path of Radiance'' Spirit can be obtained by completing a challenge.
*When using Aether, there's a visual glitch on Ike's cape where it will suddenly snap back down during the looping portion of his descent.
**This also happens to {{SSBU|Ganondorf}} whenever he descends on a {{b|ladder|stage element}}.
*All of Ike's new Japanese victory quotes are derived from his original games and in all but one case are direct quotations.
**In his ''Path of Radiance'' costume:
*** His "{{ja|誰にも、譲る気はない|Darenimo yuzuruki wa nai}}" (''I have no intention of yielding to anyone.'') is taken from a conversation he has with Mist in the prelude to Chapter 27 of ''Path of Radiance'', prior to his duel with the Black Knight, but is taken out of context for ''Ultimate'': it was originally Ike expressing his determination to fight the Black Knight at all and refusal to let anyone talk him out of it, not a refusal to lose. Accordingly, the English version of ''Path of Radiance'' translated the line as "That's one thing I won't let anyone else do in my stead," while ''Ultimate'' translates it as "I submit to no one."
*** His "{{ja|あんたの戦い…見事だった|Anta no tatakai... migotodatta}}" (''You fought... well.'') line originates from his battle with Bryce in the Endgame of Path of Radiance; this line was originally translated in that game as "You fought...a good fight." ''Ultimate'' translates this as "Your skills were... remarkable."
*** His "{{ja|極めれば…誰にも負けはしない|Kiwamereba… darenimo make wa shinai}}" (''To the end... I will not lose to anyone.'') line originates from his battle with the Black Knight in Chapter 27 of ''Path of Radiance''. In the English version of ''Path of Radiance'', this was translated as "My sword-fighting skills were given to me by my father. If I stay true to them, I cannot lose." The English version of ''Ultimate'' replaces it with the pre-existing "You'll get no sympathy from me" line from prior ''Smash'' games.
**In his ''Radiant Dawn'' costume:
*** His "{{ja|どうして俺の前に立った|Doshite ore no mae ni tatta}}" (''Why do you stand before me?'') line originates in Part 3 Chapter 13 of ''Radiant Dawn'', in which he appears as a boss besieging Micaiah's army, and is said when one of Micaiah's allies engages in combat with him. The line was originally translated as "Why would you seek me out?" ''Ultimate'' translates this to "Don't stand in my way."
*** His "{{ja|俺には守るべき物が在る|Ore ni wa mamoru beki mono ga aru}}" (''I have things I must protect.'') line is taken from the prelude to the final battle with the goddess Ashera in the final chapter of ''Radiant Dawn''. The line was originally translated as "This battle means more than any of the others because it’s for the life of every person that I’ve ever cared about." The English version of ''Ultimate'' replaces it with the pre-existing "I fight for my friends" line from prior ''Smash'' games.
*** His "{{ja|俺は前に進む|Ore wa mae ni susumu}}" (''I move forward.'') line is a condensed version of a line he speaks in the aftermath of his slaying of the Black Knight in the Part 4 Endgame: {{ja|俺は立ち止まらん。死ぬまで前に進み続ける。|Ore wa tachitomasen. Shinu made mae ni susumitsuzukeru.}} (''I will not stop. I will keep moving forward until I die.'') In the English localization of Radiant Dawn, this was translated as "I will keep fighting. I won't stop until I die," while ''Ultimate'' translates the shortened version simply as "I must move forward".
*Ike is the only ''Fire Emblem'' character to have a unique crumple animation. Ike crumples frontward, whereas the rest of the ''Fire Emblem'' characters crumple on their back.
==References==
{{reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}

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