Super Smash Bros. 4

Ike (SSB4): Difference between revisions

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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Ike appears to be buffed overall. While some of his attacks deal slightly less damage, they are generally faster, making it easier for him to land blows on opponents.
Ike has buffed mobility and attack speed at the cost of less power and reach.


===Aesthetics===
===Aesthetics===
*{{change|Most of his moves that involve flames have changed to be a blue color, rather than a red color.}}
*{{change|Most of his moves that involve flames have changed to be a blue color, rather than a red color.}}
===Attributes===
===Attributes===
*{{change|Ike is slightly heavier.}}
*{{buff|Ike is slightly heavier.}}
*{{buff|Ike dashes faster.}}
*{{buff|Ike dashes faster.}}
*{{buff|Ike jumps higher.}}
*{{buff|Ike has improved [[air speed]].}}
*{{buff|[[Double jump]] has greater vertical height.}}
*{{nerf|The majority of Ike's attacks have less [[reach]] because of reduced hitbox sizes and altered placements.}}
 
===Ground attacks===
===Ground attacks===
*{{nerf|Jab combo deals less damage.}}
*{{nerf|Neutral attack hits 1 frame later, deals 5% less damage and has lost all KO power.}}
*{{nerf|Forward tilt does less damage.}}
*{{nerf|The initial hits of neutral attack have fewer interruptibility frames, taking away his effective [[jab cancel]].}}
*{{buff|Up tilt is stronger.}}
*{{buff|Dash attack deals 2% more damage and is stronger.}}
*{{buff|Down tilt is faster.}}
*{{buff|Forward tilt has reduced start-up and less [[cool down]].}}
*{{nerf|Down tilt no longer has a meteor smash.}}
*{{nerf|Forward tilt deals less damage and knockback.}}
*{{change|Down tilt no longer deals horizontal knockback but deals vertical knockback instead, leading to follow-ups but removing gimping potential.}}
*{{buff|Up tilt has reduced start-up, deals 2% more damage and is stronger.}}
*{{buff|Dash attack is stronger.}}
*{{buff|Down tilt is significantly faster with less cool down.}}
*{{buff|Down smash is slightly stronger.}}
*{{nerf|Down tilt deals 6% less damage and can no longer [[meteor smash]] opponents.}}
*{{buff|Forward smash has a more active hitbox, increasing its reliability against aerial opponents.}}
*{{nerf|Forward smash is much weaker.}}
*{{buff|Down smash deals 1% more damage and is stronger.}}
*{{buff|Up smash is slightly stronger.}}
 
===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral air is slightly sped up.}}
*{{buff|Neutral aerial has reduced start-up.}}
*{{buff|Forward air has slightly less start up lag.}}
*{{nerf|Neutral aerial has slightly more landing lag.}}
*{{nerf|Forward aerial and back aerial do less damage.}}
*{{buff|Forward aerial has reduced start-up and can now [[auto-cancel]] in a short hop. It also has less landing lag.}}
*{{nerf|Forward aerial has a less active hitbox, less reach below Ike and deals 1% less damage.}}
*{{buff|Back aerial has less landing lag.}}
*{{buff|Up aerial is slightly faster and has less landing lag.}}
*{{nerf|Up aerial deals 3% less damage and is weaker.}}
*{{nerf|Down aerial deals 1% less damage, has an added sour-spot and has lost its lingering hitbox.}}
 
===Throws/other attacks===
===Throws/other attacks===
*{{buff|All throws are stronger.}}
*{{buff|All throws deal 1% more damage.}}
 
===Special moves===
===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.}}
*{{change|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]].}}
*{{nerf|Eruption is weaker overall.}}
*{{nerf|Eruption deals less damage and is weaker.}}
*{{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|An uncharged Eruption has lost its [[super armor]] frames.}}
*{{buff|[[Quick Draw]] no longer leaves Ike in a [[helpless]] state when it hits an opponent, 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.}}
*{{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.}}
*{{buff|[[Counter]] comes out faster.}}
*{{nerf|Aether deals less damage and Ike can no longer grab edges that are behind him while using it. It can also only meteor at the start of the descent.}}
*{{nerf|[[Aether]] deals 5% less damage and can no longer grab edges from behind. It can now only meteor at the start of the descent.}}
*{{nerf|[[Great Aether]]'s total damage has been lowered from 78% to 60%.}}
*{{nerf|[[Great Aether]]'s total damage has been lowered from 78% to 60%.}}



Revision as of 16:18, January 27, 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, Ike) 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

Ike has buffed mobility and attack speed at the cost of less power and reach.

Aesthetics

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

Attributes

  • Buff Ike is slightly heavier.
  • Buff Ike dashes faster.
  • Buff Ike has improved air speed.
  • Buff Double jump has greater vertical height.
  • Nerf The majority of Ike's attacks have less reach because of reduced hitbox sizes and altered placements.

Ground attacks

  • Nerf Neutral attack hits 1 frame later, deals 5% less damage and has lost all KO power.
  • Nerf The initial hits of neutral attack have fewer interruptibility frames, taking away his effective jab cancel.
  • Buff Dash attack deals 2% more damage and is stronger.
  • Buff Forward tilt has reduced start-up and less cool down.
  • Nerf Forward tilt deals less damage and knockback.
  • Buff Up tilt has reduced start-up, deals 2% more damage and is stronger.
  • Buff Down tilt is significantly faster with less cool down.
  • Nerf Down tilt deals 6% less damage and can no longer meteor smash opponents.
  • Buff Forward smash has a more active hitbox, increasing its reliability against aerial opponents.
  • Nerf Forward smash is much weaker.
  • Buff Down smash deals 1% more damage and is stronger.
  • Buff Up smash is slightly stronger.

Aerial attacks

  • Buff Neutral aerial has reduced start-up.
  • Nerf Neutral aerial has slightly more landing lag.
  • Buff Forward aerial has reduced start-up and can now auto-cancel in a short hop. It also has less landing lag.
  • Nerf Forward aerial has a less active hitbox, less reach below Ike and deals 1% less damage.
  • Buff Back aerial has less landing lag.
  • Buff Up aerial is slightly faster and has less landing lag.
  • Nerf Up aerial deals 3% less damage and is weaker.
  • Nerf Down aerial deals 1% less damage, has an added sour-spot and has lost its lingering hitbox.

Throws/other attacks

  • Buff All throws deal 1% more damage.

Special moves

  • Change 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.
  • Nerf Eruption deals less damage and is weaker.
  • Nerf An uncharged Eruption has lost its super armor frames.
  • Buff Quick Draw no longer leaves Ike in a helpless state when it hits an opponent, 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 5% less damage and can no longer grab edges from behind. It can now 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 1.2x damage of countered attacks, 10% minimum 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

Trophy Descriptions

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