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'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. | '''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 | 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. | 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'' | 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}}. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Ike is a tall | 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'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). | 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 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. | 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. | 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. | 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. | ||
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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. | ||
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 | 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. | ||
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 | 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 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. | ||
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==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, | 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. | ||
To compensate for | 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, | 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. | ||
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. | 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. | ||
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! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Ike Cheer English | |[[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 | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Ike Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Ike Cheer Spanish NTSC | |[[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 | ! 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> | ||
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''See also: [[:Category:Ike players (SSBU)]]'' | ''See also: [[:Category:Ike players (SSBU)]]'' | ||
*{{Sm| | *{{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. | ||
*{{Sm|PsyKoD|USA}} - | *{{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|Ryuga|USA}} - The best Ike player in | *{{Sm|MkLeo|Mexico}} - Played Ike in the early months of ''Ultimate'' and won {{Trn|GENESIS 6}} with mostly Ike, which stands as the only major/supermajor win for an Ike player as well as the best tournament run from an Ike player. Since dropping the character, no other Ike player has ever achieved his results, and his GENESIS 6 run remains the only top 8 finish for an Ike player. | ||
*{{Sm|Tora|Japan}} - The best Ike player | *{{Sm|PsyKoD|USA}} - One of the best Ike players in North America since 2022, best known for placing 9th at {{Trn|The Big House 10}} defeating {{Sm|BassMage}} and {{Sm|IcyMist}}, one of the highest major performances for Ike 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}}. | ||
*{{Sm|Yez|USA}} - First known for his online performances during the pandemic, where he was ranked 7th on the [[Wi-Fi Warrior Rank v7]] | *{{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 2019 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|Tora|Japan}} - The best Ike player since 2023. Although her major performances have remained inconsistent, she regularly performs well at a regional level, including placing 5th at the superregionals {{Trn|Kurobra 40}} and {{Trn|KOWLOON 10}}. She is also known for having some of the best Ike wins since the early metagame, including defeating {{Sm|Doramigi}} at {{Trn|Maesuma TOP 7}}, {{Sm|Gackt}} at {{Trn|Maesuma TOP 15 "FINAL"}}, and {{Sm|Umeki}} at {{Trn|Maesuma TOP 13}}. | |||
*{{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}}. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
In the early metagame, Ike was seen as a significantly improved character from his low-mid | 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. | ||
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 | 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 | 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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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}} | 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. | ||
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==[[Spirit]]s== | ==[[Spirit]]s== | ||
Ike's ''Path of Radiance'' fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | 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''. | ||
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*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. | *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. | ||
*Ike is the only ''Fire Emblem'' character whose Classic Mode route does not involve traveling to any stages from | *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. | ||
*Ike is the only returning character from ''Brawl'' whose Codec Conversation cannot be triggered through | *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. | ||
*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 | **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 | *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. | ||
**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}}. | **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}}. | ||
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*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. | *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}}. | **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 | *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 | *** 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 | *** 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 | *** 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 | *** 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 | *** 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 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". | ||
*Ike is the only ''Fire Emblem'' character | *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== | ==References== |