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-
|tier = C-
|ranking = 71
|ranking = 65
}}
}}
'''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.
'''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.


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.
Ike is currently ranked 65th out of 82 on the [[tier list]], placing him on the lower end of the mid tier. This is similar to his tier placement in ''SSB4'', where he was ranked 39th out of 54. Ike's best assets lie in his overall power and range, having some of the strongest moves in the game. His neutral aerial's low landing lag and base knockback collectively make 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.


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.
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. In addition, Ike suffers from a linear recovery and is reliant on his [[double jump]]; therefore, a reasonably strong [[semi-spike]] is generally sufficient to KO him while he is offstage, especially if he has already utilized his double jump.


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}}.
Although Ike originally achieved very promising results during the early metagame of ''Ultimate'', courtesy of players such as {{Sm|MkLeo}} and {{Sm|Ryuga}}, his representation notably declined due to 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|Ravenking}}, {{Sm|Yez}} and {{Sm|PsyKoD}}.


==How to unlock==
==How to unlock==
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==Changes from ''[[Super Smash Bros. 4]]''==
==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 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 tier 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.
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.
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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.
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.


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.
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 highr 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.


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.
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, Ike's initial perception at the game's release has dwindled, and while it's generally agreed that he is more potent than he was in ''SSB4'', Ike has not significantly improved from the previous game, instead performing slightly worse relative to the rest of the cast.


{{SSB4 to SSBU changelist|char=Ike}}
{{SSB4 to SSBU changelist|char=Ike}}
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|dsmashname=Cast Off ({{ja|振り払い|Furi Harai}})
|dsmashname=Cast Off ({{ja|振り払い|Furi Harai}})
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|19}} (clean hit 2), {{ChargedSmashDmgSSBU|9}} (late hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|19}} (clean hit 2), {{ChargedSmashDmgSSBU|9}} (late hit 2)
|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 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.
|nairname=Round Slash ({{ja|斬り回し|Kiri Mawashi}})
|nairname=Round Slash ({{ja|斬り回し|Kiri Mawashi}})
|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 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 percent, 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. Its long duration makes it punishable if used high up in the air, as well as risky to use offstage. It is also unable to autocancel even with a jump, requiring a double jump to do so.
|fairname=Slash Down ({{ja|斬り下ろし|Kiri Oroshi}})
|fairname=Slash Down ({{ja|斬り下ろし|Kiri Oroshi}})
|fairdmg={{ShortHopDmgSSBU|13}}
|fairdmg={{ShortHopDmgSSBU|13}}
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|bairname=Repositioning Slash ({{ja|振り向き斬り|Furimuki Kiri}})
|bairname=Repositioning Slash ({{ja|振り向き斬り|Furimuki Kiri}})
|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 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. 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 ({{ja|振り上げ|Kiri Age}})
|uairdmg={{ShortHopDmgSSBU|11}}
|uairdmg={{ShortHopDmgSSBU|11}}
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|pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}})
|pummelname=Grab Headbutt ({{ja|つかみ頭突き|Tsukami Zutsuki}})
|pummeldmg=1.6%
|pummeldmg=1.6%
|pummeldesc=A headbutt. Slow but strong.
|pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game.
|fthrowname=Kick ({{ja|蹴り|Keri}})
|fthrowname=Kick ({{ja|蹴り|Keri}})
|fthrowdmg=3.5% (hit 1), 4% (throw)
|fthrowdmg=3.5% (hit 1), 4% (throw)
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|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]]. Can also hit slightly behind Ike if sufficiently charged.
|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. 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]].
|ssname=Quick Draw
|ssname=Quick Draw
|ssdmg=9% (uncharged), 13% (fully charged)
|ssdmg=9% (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 a 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% (clean hit 1 clean), 4% (late hit 1), 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 {{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, 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 update 2.0.0, its descending hitbox has less knockback, which makes it slightly less reliable at KOing opponents early. 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.
|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 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. 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
}}
}}


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*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>


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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
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 such as {{Sm|ESAM}} designating him as a high tier fighter.
However, Ike's weaknesses (such as his poor disadvantage state) hampered most of the positive reception he initially received from the competitive scene. Ike's reception would further cool off after MkLeo dropped him in favor of {{SSBU|Lucina}} and following Ryuga's tournament presence waning in regard to both attendance and significant placements. 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.
In the post-online metagame, Yez and Ravenking have managed to achieve respectable placements in offline tournaments, with {{Sm|PsyKoD}} also bolstering Ike's offline viability thanks to his own respectable placements. However, Ike's weaknesses and below-average representation have led most players to perceive him as a mid tier fighter at best; this, in turn, is reflected by him being ranked 65th on the current tier list.
===Most historically significant players===
===Most historically significant players===
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''See also: [[:Category:Ike players (SSBU)]]''
''See also: [[:Category:Ike players (SSBU)]]''


*{{Sm|MkLeo|Mexico}} - The greatest ''Ultimate'' player of all-time who played Ike in the early months of ''Ultimate''. He won {{Trn|GENESIS 6}} with primarily Ike, which stands as the only major win from an Ike player as well as the best tournament run from an Ike player. Since dropping Ike, no other Ike player has ever came close to his results, as his win at GENESIS 6, 2nd-place finish at {{Trn|Frostbite 2019}}, and 4th-place finish at {{Trn|Glitch 6}} remain the only top 8 finishes from an Ike player.
*{{Sm|Bokinchan|Japan}} - One of the best Ike players in Japan during the early metagame. Placed 9th at {{Trn|Karisuma SP 8}}, 13th at {{Trn|Kurobra 19}}, 17th at {{Trn|Umebura SP 2}}, and 25th at {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|Lea}}, {{Sm|Gackt}}, and {{Sm|Jagaimo}}.
*{{Sm|PsyKoD|USA}} - The best Ike player in North America in the post-pandemic metagame, best known for placing 9th at {{Trn|The Big House 10}} defeating {{Sm|BassMage}} and {{Sm|IcyMist}}, one of the highest major performances from an Ike player during this period. His other results include placing 5th at {{Trn|Chain Grab 2}} defeating IcyMist again and placing 49th at {{Trn|Let's Make Big Moves 2023}} and {{Trn|Maesuma TOP 13}}. He picked up {{SSBU|Cloud}} in 2024, although Ike remained in his roster as a co-main.
*{{Sm|Logix|Japan}} - One of the best Ike players in Japan during the early metagame. Placed 9th at {{Trn|TSC 11}}, 17th at {{Trn|Umebura Japan Major 2019}}, and 33rd at {{Trn|EGS Cup 3}}, with wins over {{Sm|kameme}}, {{Sm|Lea}}, {{Sm|Abadango}}. Ranked 81st on the discontinued [[Japan Player Rankings]].
*{{Sm|Ryuga|USA}} - The best Ike player in the world after MkLeo dropped the character and the only solo-Ike player ranked top 50 globally, ranking 33rd on the [[Spring 2019 PGRU]]. His performances in the first half of the year, especially 9th at {{Trn|Frostbite 2019}} and 17th at {{Trn|MomoCon 2019}}, remains some of the best Ike performances of all-time. He became inactive in 2020.
*{{Sm|MkLeo|Mexico}} - The best Ike player in the world during the early metagame. Placed 1st at both {{Trn|GENESIS 6}} and {{Trn|Smash Conference United}}, and 2nd at {{Trn|Frostbite 2019}}. Ranked 1st on the [[Spring 2019 PGRU]].
*{{Sm|Tora|Japan}} - The best Ike player in the post-pandemic metagame. She is known for her many strong superregional performances, including placing 5th at both {{Trn|Kurobra 40}} and {{Trn|KOWLOON 10}} as well as 7th at {{Trn|Kyokkan 6}}, and while her major performances vary, they are still overall more consistent than other Ike players during this time, having placed 17th at {{Trn|UltCore Second}} and 25th at both {{Trn|Maesuma TOP 15 "FINAL"}} and {{Trn|Sumabato SP 50}}. She also has the best Ike wins during this metagame defeating {{Sm|Gackt}} at Maesuma TOP 15 and {{Sm|Umeki}} at {{Trn|Maesuma TOP 13}}.
*{{Sm|PsyKoD|USA}} - Placed 9th at both {{Trn|The Big House 10}} and {{Trn|Bahamut}}, and 25th at both {{Trn|Riptide 2022}} and {{Trn|COST 2022}} with wins over {{Sm|BassMage}}, {{Sm|IcyMist}}, and {{Sm|Stroder}}. Currently ranked 3rd on the [[Ohio Power Rankings]].
*{{Sm|Yez|USA}} - First known for his online performances during the pandemic, where he was ranked 7th on the [[Wi-Fi Warrior Rank v7]] and placed 2nd at {{Trn|Mazer Gaming Gives Back 2}} and 4th at {{Trn|The Box: Lunchbox+}}. Although less prominent when offline returned, he remained the best Ike player in the world in the next two years, seeing some of Ike's best placements since the early metagame including 9th at {{Trn|Kagaribi 8}} and 25th at {{Trn|Super Smash Con 2022}}. He went inactive in 2023.
*{{Sm|Ravenking|USA}} - One of the best Ike players in the United States. Placed 2nd at {{Trn|Tripoint Stadium}}, 5th at {{Trn|Frosty Faustings XIV 2022}}, 17th at {{Trn|Combo Breaker 2022}}, and 33rd at {{Trn|Frostbite 2020}} with wins over {{Sm|Scend}}, {{Sm|Tyroy}}, and {{Sm|Ned}}. Currently ranked 2nd on the [[Chicago Power Rankings#Super Smash Bros. Ultimate|Chicago Ultimate Power Rankings]]. Online, he placed 9th at both {{Trn|The Cosmic Kerfuffle}} and {{Trn|The Airlock}}, 13th at {{Trn|Lockhart Series}}, and 17th at {{Trn|SWT: NA Northeast Ultimate Online Qualifier}}. Currently ranked 37th on the [[Wi-Fi Warrior Rank v7]].
 
*{{Sm|Ryuga|USA}} - One of the best Ike players in the world during the early metagame. Placed 9th at {{Trn|Frostbite 2019}}, 17th at both {{Trn|MomoCon 2019}} and {{Trn|Glitch 8 - Missingno}}, and 33rd at both {{Trn|Smash 'N' Splash 5}} and {{Trn|CEO 2019}} with wins over {{Sm|MVD}}, {{Sm|Goblin}}, and {{Sm|Salem}}. Ranked 33rd on the [[Spring 2019 PGRU]].
===Tier placement and history===
*{{Sm|Tora|Japan}} - Placed 17th at both {{Trn|Sumabato SP 27}} and {{Trn|Sumabato SP 22}}, 25th at {{Trn|Sumabato SP 23}}, and 33rd at {{Trn|Maesuma TOP 7}} with wins over {{Sm|Kome}}, {{Sm|Rizeasu}}, and {{Sm|Repo}}. She was ranked 24th on the 7th [[Smashmate]] SP Season.
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|Yez|Japan}} - One of the best Ike players in Japan. Placed 1st at {{Trn|Sweet Spot 6}}, 9th at {{Trn|Kagaribi 8}}, 17th at {{Trn|Combo Breaker 2019}}, 25th at {{Trn|Super Smash Con 2022}}, and 33rd at {{Trn|Mainstage 2021}} with wins over {{Sm|ApolloKage}}, {{Sm|Scend}}, and {{Sm|Raito}}. Online, he placed 4th at {{Trn|SWT: NA Southeast Ultimate Online Qualifier}} and 5th at {{Trn|Smash Out Breast Cancer}}. Formerly ranked 1st on the [[Missouri Power Rankings#Springfield_3|Springfield Power Rankings]] and currently ranked 7th on the [[Wi-Fi Warrior Rank v7]].
 
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.
 
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==
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*All of Ike's new Japanese victory quotes are derived from his original games and in all but one case are direct quotations.
*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:
**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|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 28 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|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.
*** 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:
**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|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 of ''Radiant Dawn'': {{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".
*** 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.
*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.


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