Super Smash Bros. 4

Ike (SSB4): Difference between revisions

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==Moveset==
==Moveset==
{{incomplete}}
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=3
|neutralcount=3
|neutralname=-
|neutralname= 
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback.
|neutraldesc=Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback.
|ftiltname=
|ftiltname= 
|ftiltdmg=14%
|ftiltdmg=14% (blade), 12% (hilt)
|ftiltdesc=Ike swings Ragnell horizontally. Can be angled.
|ftiltdesc=Ike swings Ragnell horizontally. Can be angled.
|utiltname=
|utiltname= 
|utiltdmg=14% sweetspot, 10% sourspot
|utiltdmg=14% (clean), 10% (late)
|utiltdesc=An upward slash, which starts from the ground. Has good vertical range. Sourspot is on the very end of the attack.
|utiltdesc=An upward slash, which starts from the ground. Has good vertical range.
|dtiltname=
|dtiltname= 
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A low, sweeping slash.
|dtiltdesc=A low, sweeping slash.
|dashname=
|dashname= 
|dashdmg=8%
|dashdmg=10% (clean tip), 8% (clean blade), 5% (late)
|dashdesc=Ike swings Ragnell upward after charging forward. This attack has some delay before coming out.
|dashdesc=Ike swings Ragnell upward after charging forward. This attack has some delay before coming out.
|fsmashname=-
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|22}}
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (early), {{ChargedSmashDmgSSB4|22}} (clean blade), {{ChargedSmashDmgSSB4|17}} (clean tip)
|fsmashdesc=Ike preforms a very powerful overhead swing. It has some delay before beginning to charge, and it has long ending lag. However, it has very high KO potential at low percentages.
|fsmashdesc=Ike preforms a very powerful overhead swing. It has some delay before beginning to charge, and it has long ending lag. However, it has very high KO potential at low percentages.
|usmashname=
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|17}}
|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|usmashdesc=Ike swings Ragnell in an arc above his head.
|usmashdesc=Ike swings Ragnell in an arc above his head.
|dsmashname=
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|14}} in front, {{ChargedSmashDmgSSB4|17}} in back
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|17}} (hit 2 clean), {{ChargedSmashDmgSSB4|8}} (hit 2 late)
|dsmashdesc=Ike slashes in front and then in back. Somewhat difficult to land, and both hits land on the same fighter only under certain circumstances. Can be good for surprising.
|dsmashdesc=Ike slashes in front and then in back. Somewhat difficult to land, and both hits land on the same fighter only under certain circumstances. Can be good for surprising.
|nairname=
|nairname= 
|nairdmg=9% sweetspot, 6% sourspot
|nairdmg=9% (clean), 6% (late)
|nairdesc=Ike swings in a circular motion around himself. The sourspot occurs at the very end of the attack.
|nairdesc=Ike swings in a circular motion around himself.
|fairname=
|fairname= 
|fairdmg=12%
|fairdmg=12%
|fairdesc=A powerful, overhead swing. Has a somewhat short delay, but a long ending lag.  
|fairdesc=A powerful, overhead swing. Has a somewhat short delay, but a long ending lag.  
|bairname=
|bairname= 
|bairdmg=14%
|bairdmg=14%
|bairdesc=Ike quickly swings Ragnell backward. Has a narrow hitbox, but comes out very fast.
|bairdesc=Ike quickly swings Ragnell backward. Has a narrow hitbox, but comes out very fast.
|uairname=
|uairname= 
|uairdmg=11%
|uairdmg=11%
|uairdesc=Ike swings Ragnell in a helicopter motion above his head. Hitbox stays out for some time.
|uairdesc=Ike swings Ragnell in a helicopter motion above his head. Hitbox stays out for some time.
|dairname=
|dairname= 
|dairdmg=15%
|dairdmg=15%
|dairdesc=A downward swing. Unless the hit lands on near the hilt, this attack is a [[meteor smash]].
|dairdesc=A downward swing. Unless the hit lands on near the hilt, this attack is a [[meteor smash]].
|grabname=
|grabname= 
|grabdesc=An average grab.
|grabdesc=An average grab.
|pummelname=
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Headbutts opponent.
|pummeldesc=Headbutts opponent.
|fthrowname=
|fthrowname= 
|fthrowdmg=7%
|fthrowdmg=3% (hit 1), 4% (throw)
|fthrowdesc=Ike tosses his opponent forward.
|fthrowdesc=Ike tosses his opponent forward.
|bthrowname=
|bthrowname= 
|bthrowdmg=7%
|bthrowdmg=3% (hit 1), 4% (throw)
|bthrowdesc=Kicks foe backward.
|bthrowdesc=Kicks foe backward.
|uthrowname=
|uthrowname= 
|uthrowdmg=7%
|uthrowdmg=3% (hit 1), 4% (throw)
|uthrowdesc=Ike throws foe upward. Knockback is not very dependent on damage.
|uthrowdesc=Ike throws foe upward. Knockback is not very dependent on damage.
|dthrowname=
|dthrowname= 
|dthrowdmg=4%, 3%
|dthrowdmg=3% (hit 1), 4% (throw)
|dthrowdesc=After throwing foe on the ground, Ike jumps on victim. At low percentages, this can be followed by Aether.
|dthrowdesc=After throwing foe on the ground, Ike jumps on victim. At low percentages, this can be followed by Aether.
|floorfname=
|floorfname= 
|floorfdmg=?%
|floorfdmg=7%
|floorfdesc=
|floorfdesc=
|floorbname=
|floorbname= 
|floorbdmg=?%
|floorbdmg=7%
|floorbdesc=
|floorbdesc=
|floortname=
|floortname= 
|floortdmg=?%
|floortdmg=5%
|floortdesc=
|floortdesc=
|edgename=
|edgename= 
|edgedmg=
|edgedmg=8%
|edgedesc=
|edgedesc=
|nsdefname=Eruption
|nsdefname=Eruption
|nsdefdmg=10% uncharged, 35% fully charged
|nsdefdmg=9% (uncharged), 35%/28%/26% (fully charged bottom/middle/top)
|nsdefdesc=Ike charges Ragnell before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Ike receives 10% recoil damage. Upon being fully charged, Ragnell flashes. If the button is released when the flash occurs, Eruption occurs slightly sooner, but has all the effects of a fully charged Eruption.
|nsdefdesc=Ike charges Ragnell before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Ike receives 10% recoil damage.
|nsc1name=Tempest
|nsc1name=Tempest
|nsc1dmg=
|nsc1dmg=1% (uncharged), 8% (ground fully charged), 14% (air fully charged)
|nsc1desc=Instead of fire, Ike generates a vortex of air around him, generating a windbox that pushes enemies away.
|nsc1desc=Instead of fire, Ike generates a vortex of air around him, generating a windbox that pushes enemies away.
|nsc2name=Furious Eruption
|nsc2name=Furious Eruption
|nsc2dmg=
|nsc2dmg=7% (uncharged), 27%/20% (ground fully charged bottom/top), 32%/25% (air fully charged bottom/top)
|nsc2desc=The vertical hitbox of the pillar of fire is larger, especially when charged, but Ike takes 15% recoil damage when it's fully charged, even before when he's forced to release the charge (after the flash).
|nsc2desc=The vertical hitbox of the pillar of fire is larger, especially when charged, but Ike takes 15% recoil damage when it's fully charged.
|ssdefname=Quick Draw
|ssdefname=Quick Draw
|ssdefdmg=6% uncharged, 13% charged
|ssdefdmg=6% uncharged, 13% charged
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|ssc2desc=Ike has super armor for the duration of the charge and the lunge but both range and the speed are shorter.
|ssc2desc=Ike has super armor for the duration of the charge and the lunge but both range and the speed are shorter.
|usdefname=Aether
|usdefname=Aether
|usdefdmg=20% total
|usdefdmg=6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 6% (landing)
|usdefdesc=Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits and trapping foes. Then Ike jumps up and grabs Ragnell, followed by a downward slam. Ike has [[super armor]] for most of the move's duration. It offers poor horizontal recovery.
|usdefdesc=Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits and trapping foes. Then Ike jumps up and grabs Ragnell, followed by a downward slam. Ike has [[super armor]] for most of the move's duration. It offers poor horizontal recovery.
|usc1name=Aether Dive
|usc1name=Aether Dive
|usc1dmg=
|usc1dmg=9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2), 5% (descent), 9% (landing)
|usc1desc=Ike can throw his sword much further, but not as high. This moves offers much greater horizontal recovery at the cost of some vertical recovery.
|usc1desc=Ike can throw his sword much further, but not as high. This moves offers much greater horizontal recovery at the cost of some vertical recovery.
|usc2name=Aether Wave
|usc2name=Aether Wave
|usc2dmg=
|usc2dmg=6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing)
|usc2desc=Releases a wave when Ike slams the ground, but the entire attack deals less damage overall. The entire attack animation is also significantly sped up with little trapping potential.
|usc2desc=Releases a wave when Ike slams the ground, but the entire attack deals less damage overall. The entire attack animation is also significantly sped up with little trapping potential.
|dsdefname=Counter
|dsdefname=Counter
|dsdefdmg=10%?
|dsdefdmg=9% (base)
|dsdefdesc=Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back.
|dsdefdesc=Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back.
|dsc1name=Paralyzing Counter
|dsc1name=Paralyzing Counter
|dsc1dmg=
|dsc1dmg=1% (base)
|dsc1desc=Ike's counter stuns the opponent, allowing for a follow up attack.
|dsc1desc=Ike's counter stuns the opponent, allowing for a follow up attack.
|dsc2name=Smash Counter
|dsc2name=Smash Counter
|dsc2dmg=
|dsc2dmg=9% (base)
|dsc2desc=When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and has a larger hitbox.
|dsc2desc=When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and has a larger hitbox.
|fsname=Great Aether
|fsname=Great Aether
|fsdmg=
|fsdmg=5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17)
|fsdesc=
|fsdesc=
}}
}}
===Special Moves===
In ''Super Smash Bros. 4'', [[special move]]s can be swapped out for different variants, but Ike's have yet to be seen in action. He retains all of his original special moves. These are Ike's special moves:
<center>
{| class="wikitable" style="text-align:center"
!Special Move!!Basic!!Custom 1!!Custom 2
|-
|[[Neutral Special]]||[[Eruption]]||Tempest||Furious Eruption
|-
|[[Side Special]]||[[Quick Draw]]||Close Combat||Unyielding Blade
|-
|[[Up Special]]||[[Aether]]||Aether Dive||Aether Wave
|-
|[[Down Special]]||[[Counter]]||Paralyzing Counter||Smash Counter
|-
|[[Final Smash]]||colspan="3"| [[Great Aether]]
|}
</center>
{{clear}}


==[[Alternate costume (SSB4)#Ike|Alternate costumes]]==
==[[Alternate costume (SSB4)#Ike|Alternate costumes]]==

Revision as of 18:27, January 7, 2015

This article is about Ike's appearance in Super Smash Bros. 4. For the character in other contexts, see Ike.
Ike
in Super Smash Bros. 4
Ike
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Brawl


Availability Starter
Final Smash Great Aether
Ike (SSB4)

Ike (アイク, Aiku) returns as a playable character in Super Smash Bros. 4. He was announced on May 23rd, 2014, in a Director's Room Miiverse post. Fire Emblem: The Sacred Stones was released the same day in North America in 2005. Rather than using his design from Fire Emblem: Path of Radiance as was the case in Brawl, his design here is based on his appearance in the game's sequel, Radiant Dawn.

Changes from Brawl

The speed of Ike's notably sluggish moves has been improved with some nerfs to damage.

Aesthetics

  • Change Most of his moves that involve flames have changed to be a blue color, rather than a red color.

Attributes

  • Change Ike is slightly heavier.
  • Buff Ike dashes faster.
  • Buff Ike jumps higher.

Ground attacks

  • Nerf Jab combo deals less damage.
  • Nerf Forward tilt does less damage.
  • Buff Up tilt is stronger.
  • Buff Down tilt is faster.
  • Nerf Down tilt no longer has a meteor smash.
  • Change Down tilt no longer deals horizontal knockback but deals vertical knockback instead, leading to follow-ups but removing gimping potential.
  • Buff Dash attack is stronger.
  • Buff Down smash is slightly stronger.

Aerial attacks

  • Buff Neutral air is slightly sped up.
  • Buff Forward air has slightly less start up lag.
  • Nerf Forward aerial and back aerial do less damage.

Throws/other attacks

  • Buff All throws are stronger.

Special moves

  • Buff When using Eruption, Ragnell will now shine when it has reached its full power before becoming completely charged, providing an indication of when to release it without suffering recoil damage, and seems to charge slightly faster and has a bigger hitbox.
  • Nerf Eruption is weaker overall.
  • Buff Quick Draw no longer leaves Ike in a helpless state when it hits the foe, has less landing lag overall, and covers a greater distance.
  • Nerf Quick Draw is weaker and its ending lag without hitting anyone is significantly increased, no longer allowing Ike to follow up with an attack immediately after dashing.
  • Buff Counter comes out faster.
  • Nerf Aether deals less damage and Ike can no longer edges from behind while using it. It can also only meteor at the start of the descent.
  • Nerf Great Aether's total damage has been lowered from 78% to 60%.

Moveset

  Name Damage Description
Neutral attack   3% Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback.
3%
5%
Forward tilt   14% (blade), 12% (hilt) Ike swings Ragnell horizontally. Can be angled.
Up tilt   14% (clean), 10% (late) An upward slash, which starts from the ground. Has good vertical range.
Down tilt   8% A low, sweeping slash.
Dash attack   10% (clean tip), 8% (clean blade), 5% (late) Ike swings Ragnell upward after charging forward. This attack has some delay before coming out.
Forward smash   19% (early), 22% (clean blade), 17% (clean tip) Ike preforms a very powerful overhead swing. It has some delay before beginning to charge, and it has long ending lag. However, it has very high KO potential at low percentages.
Up smash   17% (clean), 10% (late) Ike swings Ragnell in an arc above his head.
Down smash   14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) Ike slashes in front and then in back. Somewhat difficult to land, and both hits land on the same fighter only under certain circumstances. Can be good for surprising.
Neutral aerial   9% (clean), 6% (late) Ike swings in a circular motion around himself.
Forward aerial   12% A powerful, overhead swing. Has a somewhat short delay, but a long ending lag.
Back aerial   14% Ike quickly swings Ragnell backward. Has a narrow hitbox, but comes out very fast.
Up aerial   11% Ike swings Ragnell in a helicopter motion above his head. Hitbox stays out for some time.
Down aerial   15% A downward swing. Unless the hit lands on near the hilt, this attack is a meteor smash.
Grab   An average grab.
Pummel   3% Headbutts opponent.
Forward throw   3% (hit 1), 4% (throw) Ike tosses his opponent forward.
Back throw   3% (hit 1), 4% (throw) Kicks foe backward.
Up throw   3% (hit 1), 4% (throw) Ike throws foe upward. Knockback is not very dependent on damage.
Down throw   3% (hit 1), 4% (throw) After throwing foe on the ground, Ike jumps on victim. At low percentages, this can be followed by Aether.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7%
Floor attack (back)
Floor getups (back)
  7%
Floor attack (trip)
Floor getups (trip)
  5%
Edge attack
Edge getups
  8%
Neutral special Default Eruption 9% (uncharged), 35%/28%/26% (fully charged bottom/middle/top) Ike charges Ragnell before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Ike receives 10% recoil damage.
Custom 1 Tempest 1% (uncharged), 8% (ground fully charged), 14% (air fully charged) Instead of fire, Ike generates a vortex of air around him, generating a windbox that pushes enemies away.
Custom 2 Furious Eruption 7% (uncharged), 27%/20% (ground fully charged bottom/top), 32%/25% (air fully charged bottom/top) The vertical hitbox of the pillar of fire is larger, especially when charged, but Ike takes 15% recoil damage when it's fully charged.
Side special Default Quick Draw 6% uncharged, 13% charged Ike charges, and rushes forward upon releasing. If Ike comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. Charge can be held indefinitely. If Ike does not hit, the move has long ending lag. Failing to hit while airborne causes Ike to become helpless.
Custom 1 Close Combat Ike hits and dashes through fighters rather than slashing the first object he comes in contact with. Deals less damage and damaged fighters are launched upwards.
Custom 2 Unyielding Blade Ike has super armor for the duration of the charge and the lunge but both range and the speed are shorter.
Up special Default Aether 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 6% (landing) Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits and trapping foes. Then Ike jumps up and grabs Ragnell, followed by a downward slam. Ike has super armor for most of the move's duration. It offers poor horizontal recovery.
Custom 1 Aether Dive 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2), 5% (descent), 9% (landing) Ike can throw his sword much further, but not as high. This moves offers much greater horizontal recovery at the cost of some vertical recovery.
Custom 2 Aether Wave 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing) Releases a wave when Ike slams the ground, but the entire attack deals less damage overall. The entire attack animation is also significantly sped up with little trapping potential.
Down special Default Counter 9% (base) Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back.
Custom 1 Paralyzing Counter 1% (base) Ike's counter stuns the opponent, allowing for a follow up attack.
Custom 2 Smash Counter 9% (base) When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and has a larger hitbox.
Final Smash Great Aether 5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17)

Alternate costumes

Ike Palette (SSB4).png
Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4)

Trophies

Trophies Discriptions

Ike's regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him (3DS version) or purchasing it at the Trophy shop (Wii U version).

Ike
NA: One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
PAL: One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, played a huge part in restoring the fallen nation of Crimea, and taken on the Begnion Emprire, Ike is rightly called a hero. And he has the strength to go with that title. One good swing of his blade can launch even the heaviest of fighters.
Ike (Alt.)
Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!


Gallery