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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|brawl=y}}
{{disambig2|Ike's appearance in ''Brawl''|other uses|Ike}}
{{disambig2|Ike's appearance in ''Super Smash Bros. Brawl''|other uses|Ike}}
{{Infobox Character
{{Infobox Character
|name         = Ike
|name = Ike
|image       = [[File:Ike SSBB.jpg|250px|Ike]]
|image = [[File:Ike SSBB.jpg|250px]]
|game         = SSBB
|game = SSBB
|ssbgame1 = SSB4
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier         = D
|tier = D
|ranking     = 23
|ranking = 23
}}
}}
'''Ike''' ({{ja|アイク}}, ''Aiku'') is a character appearing in ''[[Super Smash Bros. Brawl]]''. Revealed in the [[Smash Bros. DOJO!!]] on August 1st, 2007, Ike is a newcomer to the franchise. He is the protagonist of ''[[Fire Emblem: Path of Radiance]]'', and also appears in ''[[Fire Emblem: Radiant Dawn]]''. His sword from ''Fire Emblem: Path of Radiance'', [[Ragnell]], is a two-handed sword, but he is known to wield it with one hand, showing his incredible strength. Ike is the first, and currently the only, playable ''Fire Emblem'' character in the ''Super Smash Bros.'' series to speak English (as the remake of the very first ''Fire Emblem'' game, starring Marth where he speaks English, was released after ''Brawl''). Additionally, he is the first ''Fire Emblem'' character available as a starter character in the ''Super Smash Bros.'' series.
'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a newcomer appearing in ''[[Super Smash Bros. Brawl]]''. He was revealed in the [[Smash Bros. DOJO!!]] on August 1st, 2007. Ike is voiced by Michihiko Hagi in the Japanese version and by Jason Adkins in the English version, both of whom voiced the character in the respective versions of both ''Fire Emblem: Path of Radiance'' and ''Radiant Dawn''.


A common belief is that Ike "replaced" {{SSBM|Roy}} from ''[[Super Smash Bros. Melee]]'', primarily as they are characters who wield swords from the ''Fire Emblem'' series, who both have a [[neutral special]] that is similar in function (a powerful special attack that involves charging their sword in flames, that can [[OHKO]] opponents but deal damage to themselves at the same time). However, there is no evidence that Ike was intended to replace or exist as a [[clone]] of Roy in ''Brawl''; on the contrary, [[Beta elements (SSBB)#Scrapped characters|leftover data on Brawl's disc]] indicate that the two were intended to appear together in ''Brawl''. Additionally, their movesets and overall character designs are vastly different, lending even less credence to the claim that Ike was included as a replacement for Roy.
Ike is ranked 23rd on the [[tier list]] in mid-tier, making this his best placement in the series. Ike possesses extreme power throughout his moveset, with some of the strongest attacks in ''Brawl'', and nearly all of his attacks can KO under 150%. In addition to being one of, if not the strongest character overall, Ike possesses arguably the greatest average [[reach]] in ''Brawl'', made better by nearly every attack having [[disjointed hitbox|disjointed reach]] and [[transcendent priority]]. He also has great endurance thanks to his high [[weight]] and strong [[momentum cancelling]] abilities, as well as fearsome [[edge guarding]] capabilities. Ike's biggest boon is his amazing [[jab]], which is fast, possesses great reach for a [[jab]], deals high damage and knockback, and can [[jab]]-cancel to create highly damaging [[combo]]s and setups into KO moves (such as [[up tilt]] and [[back aerial]]). Despite these strengths, he also has severe weaknesses, which are perhaps intent on counteracting such advantages. Most of his attacks have incredibly high startup and ending lag, making his overall attack speed some of the slowest in ''Brawl'' alongside {{SSBB|Ganondorf}}. As a result, he is highly reliant on reads and [[spacing]] to land even a single hit when his opponents are outside his jab range. Additionally, his recovery is linear, predictable, and highly susceptible to [[gimp]]ing, with [[semi-spike]]s being especially deadly. His recovery is also exacerbated by his very fast [[falling speed]] and low double [[jump]]. Finally, Ike lacks any [[projectile]], which combines with his large size and subpar mobility to make it difficult for him to break through opposing [[camp]]ing, as well as being completely incapable of [[camp]]ing or forcing approaches from characters. Overall, this results in average [[matchup]]s (with remarkably few counters for a mid-tier character, plus even matchups against three top/high tier characters, though his especially terrible matchup against {{SSBB|Meta Knight}} is problematic), and Ike has achieved above-average [[tournament]] results.
 
Ike is currently ranked 23rd on the [[tier list]] in middle tier. Ike possesses extreme power throughout his moveset, with some of the strongest attacks in ''Brawl'', and nearly every attack of his is capable of KOing under 150%. In addition to this, Ike possess arguably the greatest average [[reach]] in ''Brawl'', made better by nearly every attack having [[disjointed hitbox|disjointed reach]], and possessing many attacks with [[transcendent priority]]. Ike also has a recovery that protects him greatly, great endurance thanks to his heavy [[weight]] and great [[momentum cancelling]] abilities, and fearsome [[edge guarding]] capabilities. Ike's biggest boon however, is his amazing [[jab]], that is fast, possesses great reach for a jab, deals high damage, and can jab cancel to create highly damaging [[combo]]s and setups into KO moves (such as [[up tilt]] and [[back aerial]]). Ike suffers greatly though from his incredibly slow and laggy moves, with the speed of his attacks being on par with {{SSBB|Ganondorf}} for the worst in ''Brawl''. As a result, Ike is highly reliant on reads and [[spacing]] to land hits when his opponents are outside his jab range. Additionally, Ike's recovery gains short distance, and is very susceptible to [[gimp]]ing, with [[semi-spike]]s being especially deadly. Ike also lacks any [[projectile]], which when combined with his large size and below average movement speed plus mobility, makes it difficult for him to break through [[camp]]ing, as well as being incapable of camping himself. This overall results in average [[matchup]]s (with remarkably few counters for a mid tier character, plus an even matchup against three characters in the top/high tiers, though his especially terrible matchup against {{SSBB|Meta Knight}} is problematic), and Ike has achieved above average [[tournament]] results.


==Attributes==
==Attributes==
Ike is a moderately [[Weight#SSBB_Weight_Ranking|heavy]] character with very slow but powerful attacks. Most of his attacks though possess high damage, high knockback, and good range, giving Ike excellent KO potential at low damages. Ike is also one of the best characters to crouch-cancel a jab with, as the move can accrue upwards of 20% on opponents when crouch-canceling the original hit into another jab a few times (the initial jab can itself be linked easily from a neutral-aerial). Ike works best when playing the range game, best maximized by using his forward aerial whenever retreating. His forward aerial has the distinction of having the most horizontal attack range of any normal aerial in the game. Though Ike himself is slow, his attacks will surprise opponents when hitting from maximum range. Using the attack to effectively approach depending on the situation, Ike can pursue follow ups such as more forward aerials, his far-reaching dash attack, or an attempt at outwitting the foe into his [[Quick Draw]] side special. However, all three of those moves are very punishable if they miss. At a distance, one can even use Quick Draw to punish [[Floor recovery|floor recoveries]] and [[floor attack]]s because of the move's ability to be held indefinitely.
Ike is a moderately [[Weight#SSBB_Weight_Ranking|heavy]] character with very slow but powerful attacks. Although Ike himself is also slow, his attacks will surprise opponents when hitting from maximum range. Most of his attacks possess high damage, great knockback, and outstanding range, giving Ike excellent KO potential at low damages. Ike is also one of the best characters to crouch-cancel a jab with, as the move can accrue upwards of 20% on opponents when crouch-canceling the original hit into another jab a few times. Ike works best when playing the range game, best maximized by using his [[forward aerial|forward]] and [[back aerial|back]] aerials whenever retreating. His forward aerial has the distinction of having the most horizontal attack range of any normal aerial in the game. Using the attack to effectively approach depending on the situation, Ike can pursue follow ups such as more forward aerials, his far-reaching dash attack, or an attempt at outwitting the foe into his [[Quick Draw]] side special. However, all three of these moves have high ending lag and are quite punishable if they miss. At a distance, one can even use Quick Draw to punish [[Floor recovery|floor recoveries]] and [[floor attack]]s because of the move's ability to be held indefinitely.


Should Ike have to deal with opponents close in, he can easily use his competent jab to either put the spacing back on or to transfer to a throw, with either the back or forward variants capable of putting the opponent in a vulnerable position should they be at the edge. Though more effective as a [[KO]] move, Ike's back aerial is amazingly fast and can catch opponents off-guard but has high ending lag, should the player be in a position to chase or attack in-close. If the close-in war is being waged at the edge, Ike can be an effective edge guarder, having his long-ranged forward aerial, his down tilt [[meteor smash]], his [[Aether]] special, and his deadly down aerial meteor smash or back aerial as options to harass the opponent (as well as the aforementioned jab/throws). Ike is also one of the game's deadliest air-dodge/roll trappers, given his far-reaching forward smash and its tremendous power; it is a useful move so long as Ike is never predictable with it. Up-smash can be also be used in this fashion due to its similarly wide sweeping motion, and is preferable to Ike's down-smash for punishing excessive rolling and also giving him the ability to have a surprisingly long hyphen smash considering his dash speed.
Should Ike have to deal with opponents close in, he can easily use his competent jab to either put the spacing back on or to transfer to a throw, with either the back or forward variants capable of putting the opponent in a vulnerable position should they be at the edge. Though more effective as a [[KO]] move, Ike's back aerial has very fast startup (especially when considering its power) and can catch opponents off-guard but has high ending lag, should the player be in a position to chase or attack in-close. If the close-in war is being waged at the edge, Ike can be an effective edge guarder, having his long-ranged forward aerial, his down tilt [[meteor smash]], his [[Aether]] special, and his deadly down aerial meteor smash or back aerial as options to harass the opponent (as well as the aforementioned jab/throws). Ike is also one of the game's deadliest air-dodge/roll trappers, given his far-reaching forward smash and its tremendous power; it is a useful move so long as Ike is never predictable with it. Up-smash can be also be used in this fashion due to its similarly wide sweeping motion, and is preferable to Ike's down-smash for punishing excessive rolling and also giving him the ability to have a surprisingly long hyphen smash considering his dash speed.


However, Ike definitely has his drawbacks. His dash speed is very slow, and he is a large target (though, most heavyweights have this problem). His Counter is quite slow, requiring some prediction to use effectively (it takes approximately six frames longer than {{SSBB|Marth}}'s counter compared to Marth's which takes only four frames for the counter frames to start). On the other hand, Ike's counter frames end six frames later than Marth's (both of their counters last for about 59 frames, 23 of them being counter frames), making him less vulnerable afterwards. His throws do low damage. Ike's recovery is also somewhat predictable, because he has a short double jump and only two main recovery moves (Quick Draw and Aether) which have limited trajectories and cannot both be used in the same recovery. Quick Draw needs to be charged to get far, and is easily blocked by anyone willing to get hit by it before Ike can reach the ledge, making him extremely vulnerable to low-angle attacks and edge guarding. Aether is very predictable but also difficult to guard against by any character with short ranged attack, due to the knockback resistance the move grants and the fact that Ike's sword reaches the ledge long before he does. Still, he is vulnerable to edgehogging as it does not grab the ledge until he is descending with the attack and most characters have at least one attack that can knock Ike out of aether. It is also vulnerable to [[gimp]]s from moves that push others away (e.g. {{SSBB|Mario}}'s [[FLUDD]] or {{SSBB|Squirtle}}'s [[Water Gun]]). Also, Ike lacks a projectile, and is himself extremely vulnerable to projectile camping from characters such as {{SSBB|Falco}} and {{SSBB|Pikachu}}.His attacks can generally be avoided/dodged easily because of the massive starting lag on all of his attacks. Additionally, he is arguably the easiest character in the game to punish a missed move due to the extreme ending lag on his attacks and extreme unsafeness on his moves when shielded. Because he is a large heavyweight with fast falling speed, he is susceptible to [[chain grab]]s and [[Wall of pain|walls of pain]].
However, Ike definitely has his drawbacks. His dash speed is fairly slow, and he is a somewhat tall target. His [[counter]] is quite slow, requiring some prediction to use effectively (it takes approximately six frames longer than {{SSBB|Marth}}'s counter compared to Marth's which takes only four frames for the counter frames to start). On the other hand, Ike's counter frames end six frames later than Marth's (both of their counters last for about 59 frames, 23 of them being counter frames), making him less vulnerable afterwards. His throws do low damage. Ike's recovery is also somewhat predictable, because he has a short double jump and only two main recovery moves (Quick Draw and Aether) which have limited trajectories and cannot both be used in the same recovery. Quick Draw needs to be charged to get far, and is easily blocked by anyone willing to get hit by it before Ike can reach the ledge, making him extremely vulnerable to low-angle attacks and edge guarding. Aether is very predictable but also difficult to guard against by any character with short ranged attack, due to the knockback resistance the move grants and the fact that Ike's sword reaches the ledge long before he does. Still, he is vulnerable to edgehogging as it does not grab the ledge until he is descending with the attack and most characters have at least one attack that can knock Ike out of Aether. It is also vulnerable to [[gimp]]s from moves that push others away (e.g. {{SSBB|Mario}}'s [[F.L.U.D.D.]] or {{SSBB|Squirtle}}'s [[Water Gun]]). Also, Ike lacks a projectile, and is himself extremely vulnerable to projectile camping from characters such as {{SSBB|Falco}} and {{SSBB|Pikachu}}. His attacks can generally be avoided/dodged easily because of the massive starting lag on all of his attacks. Additionally, he is one of the easiest characters in the game to punish a missed move due to the extreme ending lag on his attacks and extreme unsafeness on his moves when shielded. Because he is a large heavyweight with fast falling speed, he is susceptible to [[chain grab]]s and [[Wall of pain|walls of pain]].


In the end, Ike must rely on careful prediction and spacing of the opponent to even land a single attack, much less win the match, but when effectively doing so, smart Ike players can end or mostly obliterate a stock within a matter of seconds. Still, Ike cannot handle many high-level match-ups, due to his lack of fast aerials and slow speed overall that forces over-reliance on the opponent's mistakes.
In the end, Ike must rely on careful prediction and spacing of the opponent to even land a single attack, much less win the match, but when effectively doing so, smart Ike players can end or mostly obliterate a stock within a matter of seconds. Still, Ike cannot handle many high-level match-ups, due to his lack of fast aerials and slow speed overall that forces over-reliance on the opponent's mistakes.


==Moveset==
==Moveset==
===Ground attacks===
''For a gallery of Ike's hitboxes, see [[Ike (SSBB)/Hitboxes|here]].''
====Normal====
{{MovesetTable
*[[Neutral attack]] - Punches with his left hand (making him the only sword fighter who uses his fist in one of his moves), then a step-forward kick, then an overhead swing of Ragnell, moving forward with each blow. This move alone gives Ike a great close range game, forcing the opponent to stay away from his jab range. Its very difficult to punish even when shielded for characters with poor [[out of shield]] options and is also great at punishing [[spot dodge]]s. Excellent when crouch-canceled due to the first two hits having zero knockback and having high amount of hitstun, though it can be SDIed out of it. Comes out on frame 3. Its speed makes it a good [[out of shield]] option as well. One of the strongest neutral attacks in the game along with Snake, being capable of KOing opponents around 150%. Does 4%, 5%, then 7%, for a total of 16% damage, but usually deals about 20 or even 25% when [[jab cancel]]ed.
|game=SSBB
*[[Dash attack]] - Ike lunges forward with Ragnell with excellent range, but is slow and predictable. Good surprise move at a distance. Does 8%. Hits on frame 18.
|neutralcount=3
*[[Forward tilt]] - A horizontal slash. Has a slow startup (17 frames) but high knockback and good range. Can be angled up or down. Unlike other angle-able moves, this move does not get stronger when angled upward or weaker when angled downward. Strongest forward tilt in the game in terms of knockback. Does 15% damage.
|neutralname= 
*[[Up tilt]] - Ike holds his sword out parallel to the ground and raises it to above his head in a bunny hop motion. Deceptive range with a quick, long-lasting hitbox, good for low-percent combos, but punishable if it misses like nearly all of his other moves and it also has a giant sourspot. Reliable killer at about 80%-100% on most characters. It is as powerful as King Dedede's and Snake's up tilt, but slower and having a weaker sourspot. 12% sweetspot, 9% sourspot. Hitbox out on frame 13-29. The sweetspot is right in the beginning of the move, when Ike starts to lift the sword.
|neutral1dmg=4%
*[[Down tilt]] - Slashes along the ground. If this hits the opponent while they are off-stage, they are meteor smashed with great power. If Ike hits with the handle, it sends them horizontally with great power. It is by far the strongest tilt meteor and it is arguably the best tilt meteor in the game. Can be used after jab canceling near the edge. Decent range, but cripplingly slow (has a start-up of 16 frames, but a very long cooldown). This is the strongest down tilt in the game. Does 14% close up, 10% closer to the tip.
|neutral2dmg=5%
|neutral3dmg=7%
|neutraldesc=Ike jabs, kicks, and then executes an overhead slash. Ike's fastest move. One of the strongest neutral attacks in the game along with {{SSBB|Snake}}, being capable of KOing opponents around 150%. It also has deceptive range on the first hit. The first hit is also a strong combo tool, confirming into quite a few moves, such as itself. Strong contender for the best neutral attack in the game.
|ftiltname= 
|ftiltdmg=15% (blade), 14% (upper body), 12% (lower body)
|ftiltdesc=Ike swings Ragnell horizontally. Has a slow startup but high knockback and good range. Can be angled.
|utiltname= 
|utiltdmg=12% (clean), 9% (clean hilt), 10% (late)
|utiltdesc= Ike holds Ragnell out parallel to the ground and raises it to above his head in a bunny hop motion. Deceptive range and good start up for it's power, but punishable if it misses. Above average knockback.
|dtiltname= 
|dtiltdmg=14%
|dtiltdesc=Swings Ragnell horizontally across the ground. The tip of the sword can [[meteor smash]] airborne opponents and launch grounded opponents upwards for followup attacks at low to mid percentages.
|dashname= 
|dashdmg=8% (tip), 7% (blade)
|dashdesc=Ike swings Ragnell upward after charging forward. This attack has some delay before coming out, and Ike speeds up once he swings Ragnell. Good surprise move at a distance but is slow and predictable.
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|22}} (early & clean blade), {{ChargedSmashDmgSSBB|20}} (clean body), {{ChargedSmashDmgSSBB|17}} (clean tip)
|fsmashdesc=Ike performs a very powerful overhead swing. The move starts with Ike slowly heaving Ragnell over his head before striking with a heavy downwards slash, and it is one of the slowest forward smashes in the game, startup and endlag wise. Very powerful KO move at relatively low percentages, but requires careful timing to use effectively. Long range and high arc allow for edge and recovery interceptions. It also hits characters standing on platforms above Ike and hits diagonally down on characters hanging on the ledge. The power behind the smash is enough to KO an opponent at as low as 30% when fully charged. Second strongest smash in the game (only King Dedede's forward smash is stronger, but Ike's is even stronger at extreme percentages due to slightly higher knockback scaling [the highest in the game]).
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBB|17}} (blade), {{ChargedSmashDmgSSBB|19}} (slam)
|usmashdesc=Ike holds Ragnell on his left, before heaving it in a wide arc over himself, slamming Ragnell to his right. The attack's speed and its very wide arc allow it to intercept foes air-dodging back to the stage near Ike, or it can be used to punish rolls. The smash carries enough power to KO an opponent at relatively low damages
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBB|13}} (hit 1), {{ChargedSmashDmgSSBB|16}} (hit 2 clean), {{ChargedSmashDmgSSBB|8}} (hit 2 late)
|dsmashdesc=Ike does a stab in front of him, then behind him after a pause. The second hit behind Ike deals more damage and knockback, good for hitting rolling opponents.
|nairname= 
|nairdmg=9%
|nairdesc=Ike swings Ragnell in an arc around his body. The attack is shorter ranged than most of his aerials, but covers almost 360°.
|fairname= 
|fairdmg=13%
|fairdesc=A powerful, overhead swing downwards. Relatively fast and powerful enough to KO at high percentages, but has some startup, like most of Ike's aerials.
|bairname= 
|bairdmg=14%
|bairdesc= Ike quickly swings Ragnell behind him. This is Ike's fastest aerial and performs greatly with [[RAR]], due to its high KO potential. However, the hitbox ends quickly and has long aerial ending lag despite the autocanceling frames coming out noticeably earlier.
|uairname= 
|uairdmg=14%
|uairdesc=Ike swings Ragnell in a helicopter motion above his head. The attack stays out for a long time and has good horizontal range, though low vertical range limits its usefulness, considering Ike's inferior jumping capabilities. Has great vertical knockback.
|dairname= 
|dairdmg=16% (clean), 12% (late)
|dairdesc=Ike thrusts Ragnell down under him. If the move hits while the blade is swinging down, it will powerfully [[meteor smash]] the target downwards. Will send foes upwards rather powerfully if hit after the initial swing. Has noticeable endlag.
|grabname= 
|grabdesc= 
|pummelname= 
|pummeldmg=3%
|pummeldesc=Headbutts opponent. A slow pummel.
|fthrowname= 
|fthrowdmg=2% (hit 1), 4% (throw)
|fthrowdesc=Ike throws opponent forwards while kicking them. Can chain grab in walls.
|bthrowname= 
|bthrowdmg=2% (hit 1), 4% (throw)
|bthrowdesc=Ike throws the opponent backwards while kicking them.
|uthrowname= 
|uthrowdmg=2% (hit 1), 4% (throw)
|uthrowdesc=Ike throws Ragnell into the ground and uppercuts the target into the air.
|dthrowname= 
|dthrowdmg=2% (hit 1), 4% (throw)
|dthrowdesc=Ike throws the target down to the ground and stomps on them, sending them upward. Places low-damaged foes in a perfect position to follow up with an [[Aether]] (without DI). This is Ike´s strongest throw knockback wise.
|floorfname= 
|floorfdmg=6%
|floorfdesc=Gets up and slash both sides of himself.
|floorbname= 
|floorbdmg=6%
|floorbdesc=Gets up while doing a rising spin slash.
|floortname= 
|floortdmg=5%
|floortdesc=Does circular swing while getting up.
|edgefname= 
|edgefdmg=8% (blade), 6% (hilt & body)
|edgefdesc=Ike leaps up and spins upward with Ragnell.
|edgesname= 
|edgesdmg=10%
|edgesdesc=Ike slowly gets up and does a horizontal slash with Ragnell.
|nsname=Eruption
|nsdmg=9% (uncharged), 37%/28%/26% (fully charged bottom/middle/top)
|nsdesc=Ike charges Ragnell before thrusting it in the ground, creating a pillar of red fire. If fully charged, Ike receives 10% recoil damage. The uncharged tip of the blade can meteor smash. High vertical range which increases as the move charges. Good for edgeguarding.
|ssname=Quick Draw
|ssdmg=9% (uncharged), 16% (fully charged)
|ssdesc=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. Using the move while airborne causes Ike to become [[helpless]], regardless whether he hits someone or not.
|usname=Aether
|usdmg=6% (hit 1), 4% (hit 2), 2% (hits 3-6), 3% (descent), 6% (landing)
|usdesc=Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits. 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, but good vertical distance.
|dsname=Counter
|dsdmg=1.2x damage of countered attacks, 10% minimum
|dsdesc=Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back.
|fsname=Great Aether
|fsdmg=5% (hit 1), 3% (hits 2-8), 2% (hits 9-10), 3% (hit 11-14), 5% (hit 15-16), 12% (hit 17)
|fsdesc=Ike performs a fiery uppercut with Ragnell. If he catches anyone, Ike throws his blade into the air along with the opponents, jumps after them, catches Ragnell, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line.
}}
 
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 105
|rweight    = 11
|dash      = 1.5
|rdash      = 14-21
|run        = 1.371
|rrun      = 28-29
|walk      = 0.88
|rwalk      = 28
|trac      = 0.044
|rtrac      = 35
|airfric    = 0.009
|rairfric  = 23
|air        = 0.9212
|rair      = 22
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.04
|raddaccel  = 31-35
|gravity    = 0.0837
|rgravity  = 18-19
|fall      = 1.65
|rfall      = 7-8
|ff        = 2.31
|rff        = 8-9
|jumpsquat  = 6
|rjumpsquat = 27-35
|jumpheight = 29.39181256
|rjumpheight= 31
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
|ellag      = 3
|rellag    = 1-29
}}


====[[Smash attack]]s====
===[[Announcer]] call===
*[[Forward smash]] - Overhead swing of his sword to the ground in front of him. Long ranged and very powerful, but very slow (hits on frame 31-34) and punishable if he misses or it gets shielded (it has the most ending lag out of all the forward smashes). Superior KO move at relatively low perecentage, but requires timing to use effectively. Long range and high arc allow for edge and recovery interceptions. It also hits characters standing on platform's above Ike and hits diagonally down on characters hanging on the ledge. The power behind the smash is enough to KO an opponent at as low as 30%. The tip is weaker (and does vertical knockback instead), but still very powerful wherever it connects. Second strongest smash in the game (only King Dedede's forward smash is stronger, but Ike's is even stronger at extreme percentages due to slightly higher knockback scaling, (the highest in the game). Does 17%-24% tip, 23%-30% non-tip.
{{audio|Needs announcer calls from other languages.}}
*[[Up smash]] - Swings his sword from his feet, over his head, to behind him. Also powerful, long-ranged, and slow (weaker but faster than his forward smash). The attack's speed and its very wide arc allow it to intercept foes air-dodging back to the stage near Ike, or it can be used like his down smash to punish rolls. Does 17% damage uncharged, 24% fully charged. Like the side smash, when fully charged, the smash carries enough power to KO an opponent at relatively low damages (60% and beyond). Hits on frame 25-31.
<gallery>
*[[Down smash]] - Slashes toward the ground on either side. First slash is rather weak (especially when compared to Ike's other attacks) but the second slash is powerful, and it is Ike's fastest smash attack on start-up, but still possesses his trademark ending lag, and has pitiful range overall compared to his other attacks. Does 13% damage typically, 16% if hit from behind. Fully charged does 18% in the front and 22% in the back. This move is the fifth strongest down smash in the game when hit with the attack from behind. First slash hits on frame 13-16, second slash on frame 32-44.
Ike English Announcer SSBB.wav|English/Japanese
</gallery>


====Other attacks====
===[[Wii Remote selection sound]]===
*[[Ledge attack]]- Picks himself up and slashes at an upwards angle. Short horizontal range. 8% damage
{{SelectSound|char=Ike|desc=Ike says "Prepare yourself." in a different tone than his side taunt.}}
*100% ledge attack- Slowly gets up and slashes forward in a similar fashion to his forward tilt, only faster and obviously weaker. 10% damage.
*[[Floor attack]] (face-down)- Performs a fast swing on both of his sides. 6% damage.
*Floor attack (face-up)- Swings his sword in an angled arc above him. 6% damage.


===[[Aerial attack]]s===
===[[On-screen appearance]]===
*[[Neutral aerial]] - Ike swings Ragnell in an arc around his body. Low knockback (although it can still KO at high percentages). The attack is shorter ranged than most of his aerials, but covers almost 360°. The wide arc allows it to punish dodges, and the move can be auto-canceled, which makes it excellent for setting up jabs or bair if the opponent is behind the player. Easy to [[SD]] if no platforms are below due to ending lag being just long enough to be unable to recover; commonly occurs when Ike is shield-pushed near the edge and the player buffers a command for a jab. Ike's most useful aerial due to combo potential and landing-cancel. Does 9% no matter where it hits. Has a start-up of 15 frames and it ends on frame 32.
{{Appearance
*[[Forward aerial]] - Ike performs an overhead swing with Ragnell down to below him that is reminiscent of his Hero-Class 'Critical' animation in ''Radiant Dawn''. Has the most horizontal range of any normal aerial in the game, but does not possess as much knockback as some of his other aerials, though it can still KO at relatively high percentages. Its incredible range also makes it a very good edge guarding move. Manageable ending lag given attack range. One of Ike's best aerials, along with neutral aerial. Does 13% damage. Hits on frame 18-21.
|desc=Warps onto the stage using warp magic, then slashes Ragnell.
*[[Back aerial]] - Ike quickly swings Ragnell behind him. This is Ike's fastest aerial and performs greatly with [[Reverse Aerial Rush|RAR]], due to its high KO potential. However, the hitbox ends quickly and has long aerial ending lag despite the autocanceling frames coming out noticeably earlier. Difficult to land on short grounded opponents because of its strictly horizontal hitbox. A good out-of-shield option when facing the opposite direction. Does 14% damage. Hitbox out on frame 7-9.
|char=Ike
*[[Up aerial]] - Ike spins Ragnell in a helicopter motion. Hits on frame 15-31. Great vertical knockback. The attack stays out for a long time and has good horizontal range, though low vertical range limits its usefulness, considering Ike's inferior jumping capabilities. It can also hit larger characters on the ground. Does 14% damage.
|game=SSBB}}
*[[Down aerial]] - Ike thrusts Ragnell down under him. If the move hits while the blade is swinging down, it will powerfully meteor smash the target. It is the second strongest meteor on airborne opponents and third strongest on grounded opponents (only Ganondorf's down aerial meteor is stronger in every situation). Will send foes upwards rather powerfully if hit after the initial swing. Useful for edge-guarding. Does 16% if meteor smashed, 12% otherwise. It has a start-up of 16 frames and it ends on frame 30.


===[[Grab]]s and [[throw]]s===
===[[Taunt]]s===
All of Ike's throws do 6% damage.
{{Taunt/SSBB
*[[Pummel]] - Headbutts them. A slow pummel. Does 3% damage per hit.
|char=Ike
*[[Up throw]] - Ike throws Ragnell into the ground and uppercuts the target into the air with one hand. 6% damage.
|desc-up=Charges up Ragnell as wind blows into his cape, grunting loudly.
*[[Down throw]] - Ike throws the target down to the ground and stomps on them, sending them upward. Places low-damaged foes in a perfect position to follow up with an Aether (without DI). 6% damage. This is Ike´s strongest throw knockback wise and can Star KO most characters around 170%.
|desc-side=Holds out Rangell to his side and says "Prepare yourself!" ({{ja|覚悟しろ。|Kakugo Shiro.}}, ''Get prepared.'')
*[[Back throw]] - Ike throws the opponent backwards while kicking them. This can be immediately followed up by his dash attack, which is a true combo in everyone from about 30% to 100%. It can also set-up a forward throw in walls which is a true combo. 6% damage.
|desc-down=Wind blows into his cape as he slams Ragnell into the ground and grunts, before removing it.}}
*[[Forward throw]] - Ike throws opponent forwards while kicking them. Can chain grab in walls. 6% damage.


===[[Special move]]s===
===[[Idle pose]]s===
{{Special Moves|char=Ike|game=SSBB}}
{{Idle
|desc-1=Tap Ragnell on his shoulder.
|desc-2=Rubs the edge of Ragnell.
|image-1=Ike Idle Pose 2 Brawl .png
|image-2=Ike Idle Pose 1 Brawl.png}}


===[[Taunt]]s===
===[[Crowd cheer]]===
*'''Up:''' Swings Ragnell above his head then holds it out in front of him like his pose from the DOJO!!, and growls while bringing it closer to himself as if charging it. His cape blows in the wind toward the end.
{| class="wikitable"
*'''Side:''' Does his attacking stance from ''Radiant Dawn'', saying "Prepare yourself!" ({{ja|あなた自身を準備!|Anata jishin o junbi!}} in Japan; this in turn roughly translates to 'Prepare Yourself').
|-
*'''Down:''' Thrusts his sword into the ground in disgust, crosses his arms and says "Hmph." Again, wind blows at his cape. If a character was under Ike at the time, it will have the appearance that Ike stuck the sword into him/her.
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese)
!Cheer (German)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Ike Cheer English SSBB.ogg|center]]||[[File:Ike Cheer Japanese SSBB.ogg|center]]||[[File:Ike Cheer German SSBB.ogg|center]]||rowspan="4"|[[File:Ike Cheer Korean SSBB.ogg|center]]
|-
! scope="row"|Description
|We - like - Ike! || Ike! || Ike hat's drauf!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (Italian)
!Cheer (Spanish)
|-
! scope="row"|Cheer
|[[File:Ike Cheer French SSBB.ogg|center]]||[[File:Ike Cheer Italian SSBB.ogg|center]]||[[File:Ike Cheer Spanish SSBB.ogg|center]]
|-
! scope="row"|Description
|Tous avec Ike ! || Ike! Ike! Ike! || Mucho Ike! Mucho Ike! Eh! Eh! || Iiii - ke!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
*Performs [[Aether]].
{{Victory/SSBB
*Swings Ragnell twice, saying "I fight for my friends".
|victory-theme=FireEmblemTheme.ogg
*Thrusts Ragnell into the ground, saying "You'll get no sympathy from me".
|victory-desc=A small orchestral cover from the title theme of the first Fire Emblem game.
|desc-up=Forcefully plants his sword into the ground, folds his arms, and says, "You'll get no sympathy from me!" ({{ja|手加減してやるほど、俺は甘くは無い|Tekagen shite yaru hodo, ore wa amaku wanai.}}, ''I'm not so naive to hold back on you.'')
|desc-left=Slashes his sword twice and says, "I fight for my friends!" ({{ja|守るべきものの為、戦うだけだ|Mamorubekimono no tame, tatakau dakeda.}}, ''I fight for what I must protect.'')
|desc-right=Grunts while performing [[Aether]] and finishes by landing in front of the screen.
|char=Ike}}
 
==In [[competitive play]]==
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Ike players (SSBB)]]''
*{{Sm|Kirk|USA}}
*{{Sm|Komorikiri|Japan}}
*{{Sm|Mr. Doom|USA}}
*{{Sm|Ryo|USA}}
*{{Sm|San|USA}}
 
===Tier placement and history===
Ike initially placed 25th on the first tier list for ''Brawl'', with most noting that his below-average speed with his high raw power made him a solid middle tier character. The changing metagame of ''Brawl'', however, began to favor characters that had either superb [[camping]] prowess or the mobility to counter it, which were two things that Ike lacked. As a result, Ike began to consistently fall on the tier list; on the fourth list, Ike had fallen to 29th place, and it was widely assumed that he would eventually fall into the bottom tiers. At this point, Ike was frequently derided as a "noob character" in the competitive ''Brawl'' community who relied far too heavily on abusing opponents' errors to KO.
 
The sudden appearance of {{Sm|San}}, however, caused Ike's perceived viability to immediately reverse. At [[Apex 2010]], a tournament that was known for hosting some of the best smashers at the time, San's 9th place finish with Ike in a pool of over 63 other smashers was an upset to the community, and his continued dominance at [[low tier tournaments]] also caused a revitalization of Ike's metagame. San pioneered the use of Ike's surprisingly flexible and powerful jab in his metagame, as well as demonstrating that Ike's aerial and spacing powers were more powerful than previously thought. As a result, Ike jumped four places to the 25th spot on the fifth tier list. He currently ranks at 23rd in the game, higher than any of his previous placings; while he is still unable to consistently win against more powerful characters, Ike is currently seen as a solid mid-tier character, as evidenced by a surprising fifth place finish by {{Sm|Ryo}} in [[WHOBO 4]], as well as continued strong showings in mid-tier tournaments.


===[[Idle poses]]===
==In Solo Modes==
*Tap his sword to his shoulder
==={{SSBB|Classic Mode}}===
*Rubs his sword from the middle to the edge of his sword
In Classic Mode, Ike can appear as an opponent or ally in Stage 4 along with {{SSBB|Marth}}, {{SSBB|Ness}}, and {{SSBB|Lucas}} on [[Castle Siege]] or [[New Pork City]]. Ike can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 4.


===[[Cheer]]===
===[[All-Star Mode]]===
[[File:Ike Cheer NTSC Brawl.ogg|thumb|Ike's NTSC and PAL cheer]]
In All-Star Mode, Ike is fought in Stage 11 alongside {{SSBB|Marth}} on [[Castle Siege]].
We Like Ike!


===''Brawl'' manual description===
===[[Event Match]]es===
Commander of the Greil mercenaries. He's so strong, he wields a two-handed sword like a normal blade.
====Solo Events====
*'''[[Event 9: The Monster Beneath the Earth]]''': Ike must defeat two {{SSBB|Diddy Kong}}s on [[Castle Siege]] before stage transitions to the underground cavern. Failing to do so makes the player also face a giant {{SSBB|Donkey Kong}}.
*'''[[Event 39: All-Star Battle x2]]''': Ike is one of the eight opponents fought in this event along with {{SSBB|King Dedede}}, {{SSBB|Lucario}}, {{SSBB|R.O.B.}}, {{SSBB|Toon Link}}, {{SSBB|Snake}}, {{SSBB|Sonic}}, and {{SSBB|Wolf}}.


==In [[competitive play]]==
====Co-Op Events====
===Matchups===
*'''[[Co-Op Event 11: The Great Remodeling Battle]]''': {{SSBB|Luigi}} and {{SSBB|Peach}} must collect 300 coins from {{SSBB|Marth}} and Ike without destroying any of the breakable pillars on [[Luigi's Mansion]].
{{SSBBMatchupTable|ike=yes}}
*'''[[Co-Op Event 13: Blades of the Quick and Mighty]]''': Marth and Ike must defeat {{SSBB|Link}}, {{SSBB|Meta Knight}}, and {{SSBB|Ganondorf}} on [[Temple]].
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.


===Notable players===
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
:''See also: [[:Category:Ike professionals (SSBB)]]''
<center>
*{{sm|Blubolouis|France}}
<gallery>
*{{sm|Kirk|USA}}
Ike Congratulations Screen Classic Mode Brawl.png|Classic Mode
*{{sm|Mr. Doom|USA}}
Ike Congratulations Screen All-Star Brawl.png|All-Star Mode
*{{sm|Ryo|USA}}
</gallery>
*{{sm|San|USA}}
</center>


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
Ike's first appearance is at the Battlefield Fortress, helping out fellow Fire Emblem hero, {{SSBB|Marth}}, and his new partner, {{SSBB|Meta Knight}}, by halting the [[Ancient Minister]]'s escape with his trusted [[Aether]] move (though he says Great Aether), which also destroys the [[Subspace Bomb]] (making Ike the only character in ''the Subspace Emissary'' to successfully disarm a Subspace Bomb). He then teams up with the two swordsmen. Getting Ike to join your party in the SSE results in unlocking the music '''Ike's Theme''' for use on the stage [[Castle Siege]].  
[[File:Ike Subspace Emissary.jpg|thumb|300px|Ike in ''[[SSE]]''.]]
Ike's first appearance is at [[The Battlefield Fortress]], helping out fellow ''Fire Emblem'' hero, {{SSBB|Marth}}, and his new partner, {{SSBB|Meta Knight}}, who both miss, by halting the [[Ancient Minister]]'s escape with his trusted [[Aether]] move (though he says "Great Aether!"), which also destroys the [[Subspace Bomb]] (making Ike the only character in the Subspace Emissary to successfully disarm a Subspace Bomb). He then teams up with the two swordsmen.
 
Ike's team is later seen in [[The Wilds]], tracking a tank. The three then chase after it, only to find that it is the Subspace robot, [[Galleom]]. Galleom is defeated, but jumps off the cliff and into [[The Ruined Hall]], where {{SSBB|Lucas}} and the {{SSBB|Pokémon Trainer}} defeat it once more. Upon its defeat, Galleom grabs the two and attempts suicide with its built in Subspace Bomb. Fortunately, Meta Knight rescues Lucas and Pokémon Trainer, and brings them back to Marth and Ike.


Ike's team is later seen in the [[The Wilds]], tracking a tank. The three then chase after it, only to find that it is the Subspace robot, [[Galleom]]. Galleom is defeated, but jumps off the cliff and into [[The Ruined Hall]], where {{SSBB|Lucas}} and the {{SSBB|Pokémon Trainer}} defeat it once more. Upon its defeat, Galleom grabs the two and attempts suicide with its built in Subspace Bomb. Fortunately, Meta Knight rescues Lucas and Pokémon Trainer, and brings them back to Marth and Ike.
[[File:Ike Subspace Emissary.jpg|thumb|300px|Ike in the ''[[SSE]]'']]
Ike is briefly seen at the Glacial Peak level when they see the battle between the [[Halberd]] and [[Great Fox]], in which at that point, Meta Knight leaves the party. The {{SSBB|Ice Climbers}}, who have fallen off the mountain, join Ike's group just in time for a large battle with the [[Subspace Army]]. Luckily, {{SSBB|Mario}} and {{SSBB|Link}}'s team arrive to help out, after which they join up.
Ike is briefly seen at the Glacial Peak level when they see the battle between the [[Halberd]] and [[Great Fox]], in which at that point, Meta Knight leaves the party. The {{SSBB|Ice Climbers}}, who have fallen off the mountain, join Ike's group just in time for a large battle with the [[Subspace Army]]. Luckily, {{SSBB|Mario}} and {{SSBB|Link}}'s team arrive to help out, after which they join up.


Ike's next appearance is at the Entrance to Subspace level, where he can be used. Ike is one of the many to be turned into a trophy by [[Tabuu]]'s Off Waves. Fortunately, his trophy can be picked up at the first Subspace level. Once he has rejoined the team, he is available for use in the [[The Great Maze]], as well as in the Tabuu battle.
Ike's next appearance is at the Entrance to Subspace level, where he can be used. Ike is one of the many to be turned into a trophy by [[Tabuu]]'s Off Waves. His trophy can be picked up at the first Subspace level. Once he has rejoined the team, he is available for use in [[The Great Maze]], as well as in the Tabuu battle.


===Cameo appearances===
===Cameo appearances===
 
*[[The Ruined Hall]]
*[[The Ruined Hall]]  
*[[The Glacial Peak]]
*[[The Glacial Peak]]  
*[[The Canyon]]
*[[The Canyon]]
*[[The Subspace Bomb Factory (Part II)]]
*[[The Subspace Bomb Factory (Part II)]]


===Playable appearances===
===Playable appearances===
After [[The Ruined Hall]] is completed, Ike, {{SSBB|Marth}}, the {{SSBB|Pokémon Trainer}} & {{SSBB|Lucas}} only make cameo appearances until [[Entrance to Subspace]].


After [[The Ruined Hall]] is completed, Ike, {{SSBB|Marth}}, {{SSBB|Pokemon Trainer}} & {{SSBB|Lucas}} only make cameo appearances until [[Entrance to Subspace]].
*[[The Battlefield Fortress]]
 
*[[The Battlefield Fortress]]  
*[[The Wilds (Part I)]]
*[[The Wilds (Part I)]]
*[[Entrance to Subspace]]
*[[Entrance to Subspace]]
*[[The Great Maze]] (if rescued in [[Subspace (Part I)]]
*[[The Great Maze]] (if rescued in [[Subspace (Part I)]]


===Exclusive stickers===
===Exclusive [[sticker]]s===
These stickers can only be used by Ike or by a select few including Ike.
These stickers can only be used by Ike or Marth.
*Ashnard: [Slash] resistance +39
*Ashnard: [Slash] Resistance +39
*Deke: [Slash] attack +9
*Deke: [Slash] Attack +9
*Eirika: [Slash] attack +17
*Eirika: [Slash] Attack +17
*Eliwood: [Flame] resistance +31
*Eliwood: [Flame] Resistance +31
*Greil: [Throwing] attack +14
*Greil: [Throwing] Power +14
*Ike (Path of Radiance): [Weapon] attack +23
*Ike (Path of Radiance): [Weapon] Attack +23
*Ike (Radiant Dawn): [Slash] attack +27
*Ike (Radiant Dawn): [Slash] Attack +27
*Lilina: [Leg] attack +5
*Lilina: [Leg] Attack +5
*Marth: [Weapon] attack +19
*Marth: [Weapon] Attack +19
*Micaiah: [Weapon] attack +21
*Micaiah: [Weapon] Attack +21
*Mist: [Slash] attack +8
*Mist: [Slash] Attack +8
*Ninian: [Arm, Leg] attack +6
*Ninian: [Arm, Leg] Attack +6
*Rutoga: [Slash] resistance +12
*Rutoga: [Slash] Resistance +12
*Shiida: [Specials: Direct] attack +7
*Shiida: [Specials: Direct] Attack +7


==Trophy==
==[[Trophies]]==
[[File:Ike - Brawl Trophy.png|thumb|135x235px|Ike's Trophy in ''Brawl''.]]
Ike's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Ike.
''A member of Crimea's top fighting force, the Greil Mercenaries. He's a man of few words whose blunt manner gives the impression that he's uncaring, but he's actually a passionate hero. He was crucial to the reconstruction of Crimea. In Radiant Dawn, he continues to show his deep sense of honor and leads the Greil Mercenaries to the aid of the Laguz Alliance.''
{{Trophy games|console1=GC|game1=Fire Emblem: Path of Radiance|console2=Wii|game2=Fire Emblem: Radiant Dawn}}
<br clear="all" />


==[[Palette swap (SSBB)#Ike|Costumes]]==
{{Trophy/Fighter
[[Image:Ike Palette (SSBB).png|frame|center|Ike's alternate costumes in SSBB]]
|name=Ike
|image=Ike - Brawl Trophy.png
|mode=Classic
|desc=A member of Crimea's top fighting force, the Greil Mercenaries. He's a man of few words whose blunt manner gives the impression that he's uncaring, but he's actually a passionate hero. He was crucial to the reconstruction of Crimea. In Radiant Dawn, he continues to show his deep sense of honor and leads the Greil Mercenaries to the aid of the Laguz Alliance.
|gamelist={{Trophy games|console1=GCN|game1={{iw|fireemblemwiki|Fire Emblem: Path of Radiance}}|console2=Wii|game2={{iw|fireemblemwiki|Fire Emblem: Radiant Dawn}}}}
|game=Brawl
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Great Aether
|image=Great Aether - Brawl Trophy.png
|desc=Ike's Final Smash--a powered-up version of his signature move, Aether. Ike faces a foe and swings his sword up for a hit, then tosses his sword into the air, performs multiple nasty strikes, and finally unleashes a mighty overhand blow to send his opponent plummeting down. It's a very impressive sight, but if Ike misses with the first upward swing, he can't use the move.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}
 
==[[Alternate costume (SSBB)#Ike|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=6|[[File:Ike Palette (SSBB).png]]
|-
|{{Head|Ike|g=SSBB|s=25px}}
|{{Head|Ike|g=SSBB|s=25px|cl=Yellow}}
|{{Head|Ike|g=SSBB|s=25px|cl=Red}}
|{{Head|Ike|g=SSBB|s=25px|cl=Blue}}
|{{Head|Ike|g=SSBB|s=25px|cl=Green}}
|{{Head|Ike|g=SSBB|s=25px|cl=Brown}}
|}
 
==Gallery==
<gallery>
Ike posing in Battlefield.jpg|[[Idle|Idling]] on {{SSBB|Battlefield}}.
SSBBDojoIke2.jpg|Attacking {{SSBB|Samus}} on [[Lylat Cruise]].
Ike fighting Link.jpg|Using his [[back aerial]] on {{SSBB|Link}} on [[Bridge of Eldin]].
SSBBDojoIke4.jpg|Posing on [[Skyworld]].
Marth and Ike SSBB.jpg|{{SSBB|Marth}} next to Ike in [[Norfair]].
BetaSnakeGrab.jpg|{{SSBB|Snake}} grabbing Ike.
Erupt.jpg|Ike using [[Eruption]].
Ike quickdraw aerial.jpg|Ike using [[Quick Draw]].
Aether.jpg|Ike starting to use [[Aether]] against Samus.
BrawlAetherIke.jpg|Ike finishing Aether.
Countermarth.jpg|Ike being [[Counter|countered]] by Marth
Ike metaknight counter.jpg|Ike using Counter.
Great Aether.jpg|Ike using [[Great Aether]].
</gallery>


==Trivia==
==Trivia==
*It is interesting to note that the Aether he uses to destroy the Subspace Bomb looks like a normal Aether, although he shouts "Great Aether".
*The Aether Ike uses to destroy the Subspace Bomb looks like a normal Aether, although he shouts "Great Aether". This is because "Aether" is said with two syllables in Japanese (天空 Ten-kū, literally "Sky"), thus necessitating the changed battle cry.
**This is because "Aether" is said in two parts in Japanese (天空 Ten-kū, lit. "Sky"), so it was needed to fill the line.
*While Ike is an infamously slow character in ''Brawl'', he actually has very good speed stats in all of his ''Fire Emblem'' appearances. In addition, while having the highest overall KO power in ''Brawl'', multiple characters in both of his games can have higher strength than him.
*While Ike is a slow character in Brawl, he has very good speed stats in the ''Fire Emblem'' games he appears in. In ''Path of Radiance'', Ike's max speed is always higher than his strength (which is low compared to some other characters in the same game). In ''Radiant Dawn'', Ike's max speed is higher than his max strength while he is in his Hero class. When he is promoted to his Vanguard class, however, they become even.
**In his first game, Ike is actually likely to be faster than he is strong throughout the game. This trend continues into the second game, though the endgame of this game can cause him to have roughly equal speed and power.
*Ike's [[on-screen appearance]] is shown as Warp Magic or Warp Powder from the Fire Emblem series. However, no warp items are usable in either game Ike appears in, although Warp Powder is used by the [[Black Knight]] and Warp Staffs appear for enemies only in the end game of Radiant Dawn.
**Similarly, while Ragnell is visually a heavy weapon in ''Brawl'' that seemingly slows Ike down, and has a weight of 20 (versus a weight of 7 for Ike's older preferred weapon, the [[fireemblemwiki:Regal Sword|Regal Sword]]) in both ''Path of Radiance'' and ''Radiant Dawn'', Ike statistically is more likely to be able to wield Ragnell without any problems than he is to be weighed down by it in the ''Fire Emblem'' games.
*Ike is the only playable Fire Emblem character in the Smash Bros. series that speaks English.
** In contrast to ''Brawl'' making the young form of Ike one of the more heavier characters in the game, in ''Path of Radiance'', Ike is not a particularly heavy character. For example, Volke and Bastian, a middle aged thief and Aristocratic magic user respectively, have higher constitution and weight stats then Ike.
*Though Ike's original appearance in Path of Radiance is his character design in Brawl, Ike never came to possess Ragnell in PoR until after he automatically changes "classes" and thus appearance, gaining a metal shoulderplate, different bandana, and other more advanced visual touches. This leaves Ike's old body+Ragnell design in Brawl a huge inconsistency. It is not known why the designers did not catch or refused to change such a thing.
*Ike's [[on-screen appearance]] is shown as Warp Magic or Warp Powder from the ''Fire Emblem'' series. However, neither of the two games he appeared in allowed him to use warp magic in any capacity; a variety of items that could be used to warp were only ever seen used by opposing armies and characters.
*In the [[Subspace Emissary]] mode, Ike is the only character who managed to destroy a [[Subspace Bomb]] while the [[Ancient Minister]] was holding it.
*Ike's appearance in ''Brawl'' is based on his default class appearance and official art in ''Path of Radiance''; however, the aforementioned class, the Ranger, is unable to wield Ragnell in any capacity. Ike's second class, the Lord, allows him to wield Ragnell, but this class features him wearing different clothing than that found in ''Brawl''.
*Ike's [[forward smash]] has the same amount of frames in its duration as King Dedede's and Snake's forward smash. When compared to these two, Ike's forward smash has the least start-up lag out of the three, but it has the most ending lag.
*Ike's "We Like Ike" [[List of crowd cheers (SSBB)|chant]] is a reference to the "I like Ike" slogan of the "{{s|wikipedia|Draft Eisenhower}}" campaign that led {{s|wikipedia|Dwight Eisenhower}} to become President of the United States.
*Even though Ragnell is heavy and even visually slows down Ike in ''Brawl'', he is able to lift and wield it in ''Path of Radiance'' and ''Radiant Dawn'' with absolutely no difficulty (provided his strength is at least 20, which should normally occur long before Ike gains access to it), swinging the heavy weapon with lightning fast reflexes.
*On custom stages, Ike's sword trail animations on his aerial attacks will only play if done at the peak or near the peak of his jump and midair jump; when attacking after or before the peak of a jump Ike's sword will simply glow and leave no trail, except his up aerial. This also happens to {{SSBB|Marth}}.
*The "We Like Ike" chant is a reference to the "I like Ike" slogan of the "{{s|wikipedia|Draft Eisenhower}}" campaign that led {{s|wikipedia|Dwight Eisenhower}} to become President of the United States.
*Ike's sword trail animations on his aerial attacks will only play if done at the peak or near the peak of his jump and midair jump, when attacking after or before the peak of a jump Ike's sword will simply glow and leave no trail, except his up aerial. This also happens to {{SSBB|Marth}}.
*There is a [[glitch]] relating to Ike on [[Corneria]]. On the far left of the back fin on the Great Fox, he must grab {{SSBB|King Dedede}}. He will rotate infinitely between his aerial and grounded grab animations.
*There is a [[glitch]] relating to Ike on [[Corneria]]. On the far left of the back fin on the Great Fox, he must grab {{SSBB|King Dedede}}. He will rotate infinitely between his aerial and grounded grab animations.
*Ike is one of the first''Fire Emblem'' characters in the ''Super Smash Bros.'' series to speak English, with the other being [[Lyn]].
**Additionally, he is the first ''Fire Emblem'' character available as a starter character in the ''Super Smash Bros.'' series, as {{SSBM|Marth}} and {{SSBM|Roy}} were previously unlockable in ''Melee'' and in the transition to ''Brawl'', Marth remained unlockable while Roy was cut.
*It was a common belief around the time of ''Brawl's'' release that Ike "replaced" Roy from ''Melee'', due to them having a similar [[neutral special]], and both being sword wielders from ''Fire Emblem''. However, [[Beta elements (SSBB)#Scrapped characters|leftover data on Brawl's disc]] shows that both Ike and Roy were planned to be playable in ''Brawl''. A similar and equally untrue belief existed for {{SSBB|Lucario}} and {{SSBM|Mewtwo}}.


==External links==
==External links==
*[http://www.smashbros.com/wii/en_us/characters/ike.html Smash Bros. DOJO!! Page.]
*[http://www.smashbros.com/wii/en_us/characters/ike.html Smash Bros. DOJO!! Page.]
*[http://www.youtube.com/watch?v=EDcjWBHH0JA Ike's Final Smash]
*[http://www.youtube.com/watch?v=EDcjWBHH0JA Ike's Final Smash]
*[http://www.smashboards.com/showthread.php?t=170241 Ike Character Guide at SWF]
*[http://www.smashboards.com/showthread.php?t=170241 Ike Character Guide on SmashBoards]
 
{{SSBBCharacters}}
{{SSBBCharacters}}
{{Fire Emblem universe}}
{{Fire Emblem universe}}
[[Category:Fire Emblem universe]]
[[Category:Ike (SSBB)| ]]
[[Category:Ike (SSBB)]]
[[Category:Trophies (SSBB)]]
[[es:Ike (SSBB)]]

Latest revision as of 07:28, December 16, 2024

This article is about Ike's appearance in Super Smash Bros. Brawl. For other uses, see Ike.
Ike
in Super Smash Bros. Brawl
Ike SSBB.jpg
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearances in SSB4
in Ultimate

Availability Starter
Final Smash Great Aether
Tier D (23)
Ike (SSBB)

Ike (アイク, Ike) is a newcomer appearing in Super Smash Bros. Brawl. He was revealed in the Smash Bros. DOJO!! on August 1st, 2007. Ike is voiced by Michihiko Hagi in the Japanese version and by Jason Adkins in the English version, both of whom voiced the character in the respective versions of both Fire Emblem: Path of Radiance and Radiant Dawn.

Ike is ranked 23rd on the tier list in mid-tier, making this his best placement in the series. Ike possesses extreme power throughout his moveset, with some of the strongest attacks in Brawl, and nearly all of his attacks can KO under 150%. In addition to being one of, if not the strongest character overall, Ike possesses arguably the greatest average reach in Brawl, made better by nearly every attack having disjointed reach and transcendent priority. He also has great endurance thanks to his high weight and strong momentum cancelling abilities, as well as fearsome edge guarding capabilities. Ike's biggest boon is his amazing jab, which is fast, possesses great reach for a jab, deals high damage and knockback, and can jab-cancel to create highly damaging combos and setups into KO moves (such as up tilt and back aerial). Despite these strengths, he also has severe weaknesses, which are perhaps intent on counteracting such advantages. Most of his attacks have incredibly high startup and ending lag, making his overall attack speed some of the slowest in Brawl alongside Ganondorf. As a result, he is highly reliant on reads and spacing to land even a single hit when his opponents are outside his jab range. Additionally, his recovery is linear, predictable, and highly susceptible to gimping, with semi-spikes being especially deadly. His recovery is also exacerbated by his very fast falling speed and low double jump. Finally, Ike lacks any projectile, which combines with his large size and subpar mobility to make it difficult for him to break through opposing camping, as well as being completely incapable of camping or forcing approaches from characters. Overall, this results in average matchups (with remarkably few counters for a mid-tier character, plus even matchups against three top/high tier characters, though his especially terrible matchup against Meta Knight is problematic), and Ike has achieved above-average tournament results.

Attributes[edit]

Ike is a moderately heavy character with very slow but powerful attacks. Although Ike himself is also slow, his attacks will surprise opponents when hitting from maximum range. Most of his attacks possess high damage, great knockback, and outstanding range, giving Ike excellent KO potential at low damages. Ike is also one of the best characters to crouch-cancel a jab with, as the move can accrue upwards of 20% on opponents when crouch-canceling the original hit into another jab a few times. Ike works best when playing the range game, best maximized by using his forward and back aerials whenever retreating. His forward aerial has the distinction of having the most horizontal attack range of any normal aerial in the game. Using the attack to effectively approach depending on the situation, Ike can pursue follow ups such as more forward aerials, his far-reaching dash attack, or an attempt at outwitting the foe into his Quick Draw side special. However, all three of these moves have high ending lag and are quite punishable if they miss. At a distance, one can even use Quick Draw to punish floor recoveries and floor attacks because of the move's ability to be held indefinitely.

Should Ike have to deal with opponents close in, he can easily use his competent jab to either put the spacing back on or to transfer to a throw, with either the back or forward variants capable of putting the opponent in a vulnerable position should they be at the edge. Though more effective as a KO move, Ike's back aerial has very fast startup (especially when considering its power) and can catch opponents off-guard but has high ending lag, should the player be in a position to chase or attack in-close. If the close-in war is being waged at the edge, Ike can be an effective edge guarder, having his long-ranged forward aerial, his down tilt meteor smash, his Aether special, and his deadly down aerial meteor smash or back aerial as options to harass the opponent (as well as the aforementioned jab/throws). Ike is also one of the game's deadliest air-dodge/roll trappers, given his far-reaching forward smash and its tremendous power; it is a useful move so long as Ike is never predictable with it. Up-smash can be also be used in this fashion due to its similarly wide sweeping motion, and is preferable to Ike's down-smash for punishing excessive rolling and also giving him the ability to have a surprisingly long hyphen smash considering his dash speed.

However, Ike definitely has his drawbacks. His dash speed is fairly slow, and he is a somewhat tall target. His counter is quite slow, requiring some prediction to use effectively (it takes approximately six frames longer than Marth's counter compared to Marth's which takes only four frames for the counter frames to start). On the other hand, Ike's counter frames end six frames later than Marth's (both of their counters last for about 59 frames, 23 of them being counter frames), making him less vulnerable afterwards. His throws do low damage. Ike's recovery is also somewhat predictable, because he has a short double jump and only two main recovery moves (Quick Draw and Aether) which have limited trajectories and cannot both be used in the same recovery. Quick Draw needs to be charged to get far, and is easily blocked by anyone willing to get hit by it before Ike can reach the ledge, making him extremely vulnerable to low-angle attacks and edge guarding. Aether is very predictable but also difficult to guard against by any character with short ranged attack, due to the knockback resistance the move grants and the fact that Ike's sword reaches the ledge long before he does. Still, he is vulnerable to edgehogging as it does not grab the ledge until he is descending with the attack and most characters have at least one attack that can knock Ike out of Aether. It is also vulnerable to gimps from moves that push others away (e.g. Mario's F.L.U.D.D. or Squirtle's Water Gun). Also, Ike lacks a projectile, and is himself extremely vulnerable to projectile camping from characters such as Falco and Pikachu. His attacks can generally be avoided/dodged easily because of the massive starting lag on all of his attacks. Additionally, he is one of the easiest characters in the game to punish a missed move due to the extreme ending lag on his attacks and extreme unsafeness on his moves when shielded. Because he is a large heavyweight with fast falling speed, he is susceptible to chain grabs and walls of pain.

In the end, Ike must rely on careful prediction and spacing of the opponent to even land a single attack, much less win the match, but when effectively doing so, smart Ike players can end or mostly obliterate a stock within a matter of seconds. Still, Ike cannot handle many high-level match-ups, due to his lack of fast aerials and slow speed overall that forces over-reliance on the opponent's mistakes.

Moveset[edit]

For a gallery of Ike's hitboxes, see here.

  Name Damage Description
Neutral attack   4% Ike jabs, kicks, and then executes an overhead slash. Ike's fastest move. One of the strongest neutral attacks in the game along with Snake, being capable of KOing opponents around 150%. It also has deceptive range on the first hit. The first hit is also a strong combo tool, confirming into quite a few moves, such as itself. Strong contender for the best neutral attack in the game.
5%
7%
Forward tilt   15% (blade), 14% (upper body), 12% (lower body) Ike swings Ragnell horizontally. Has a slow startup but high knockback and good range. Can be angled.
Up tilt   12% (clean), 9% (clean hilt), 10% (late) Ike holds Ragnell out parallel to the ground and raises it to above his head in a bunny hop motion. Deceptive range and good start up for it's power, but punishable if it misses. Above average knockback.
Down tilt   14% Swings Ragnell horizontally across the ground. The tip of the sword can meteor smash airborne opponents and launch grounded opponents upwards for followup attacks at low to mid percentages.
Dash attack   8% (tip), 7% (blade) Ike swings Ragnell upward after charging forward. This attack has some delay before coming out, and Ike speeds up once he swings Ragnell. Good surprise move at a distance but is slow and predictable.
Forward smash   22% (early & clean blade), 20% (clean body), 17% (clean tip) Ike performs a very powerful overhead swing. The move starts with Ike slowly heaving Ragnell over his head before striking with a heavy downwards slash, and it is one of the slowest forward smashes in the game, startup and endlag wise. Very powerful KO move at relatively low percentages, but requires careful timing to use effectively. Long range and high arc allow for edge and recovery interceptions. It also hits characters standing on platforms above Ike and hits diagonally down on characters hanging on the ledge. The power behind the smash is enough to KO an opponent at as low as 30% when fully charged. Second strongest smash in the game (only King Dedede's forward smash is stronger, but Ike's is even stronger at extreme percentages due to slightly higher knockback scaling [the highest in the game]).
Up smash   17% (blade), 19% (slam) Ike holds Ragnell on his left, before heaving it in a wide arc over himself, slamming Ragnell to his right. The attack's speed and its very wide arc allow it to intercept foes air-dodging back to the stage near Ike, or it can be used to punish rolls. The smash carries enough power to KO an opponent at relatively low damages
Down smash   13% (hit 1), 16% (hit 2 clean), 8% (hit 2 late) Ike does a stab in front of him, then behind him after a pause. The second hit behind Ike deals more damage and knockback, good for hitting rolling opponents.
Neutral aerial   9% Ike swings Ragnell in an arc around his body. The attack is shorter ranged than most of his aerials, but covers almost 360°.
Forward aerial   13% A powerful, overhead swing downwards. Relatively fast and powerful enough to KO at high percentages, but has some startup, like most of Ike's aerials.
Back aerial   14% Ike quickly swings Ragnell behind him. This is Ike's fastest aerial and performs greatly with RAR, due to its high KO potential. However, the hitbox ends quickly and has long aerial ending lag despite the autocanceling frames coming out noticeably earlier.
Up aerial   14% Ike swings Ragnell in a helicopter motion above his head. The attack stays out for a long time and has good horizontal range, though low vertical range limits its usefulness, considering Ike's inferior jumping capabilities. Has great vertical knockback.
Down aerial   16% (clean), 12% (late) Ike thrusts Ragnell down under him. If the move hits while the blade is swinging down, it will powerfully meteor smash the target downwards. Will send foes upwards rather powerfully if hit after the initial swing. Has noticeable endlag.
Grab    
Pummel   3% Headbutts opponent. A slow pummel.
Forward throw   2% (hit 1), 4% (throw) Ike throws opponent forwards while kicking them. Can chain grab in walls.
Back throw   2% (hit 1), 4% (throw) Ike throws the opponent backwards while kicking them.
Up throw   2% (hit 1), 4% (throw) Ike throws Ragnell into the ground and uppercuts the target into the air.
Down throw   2% (hit 1), 4% (throw) Ike throws the target down to the ground and stomps on them, sending them upward. Places low-damaged foes in a perfect position to follow up with an Aether (without DI). This is Ike´s strongest throw knockback wise.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up and slash both sides of himself.
Floor attack (back)
Floor getups (back)
  6% Gets up while doing a rising spin slash.
Floor attack (trip)
Floor getups (trip)
  5% Does circular swing while getting up.
Edge attack (fast)
Edge getups (fast)
  8% (blade), 6% (hilt & body) Ike leaps up and spins upward with Ragnell.
Edge attack (slow)
Edge getups (slow)
  10% Ike slowly gets up and does a horizontal slash with Ragnell.
Neutral special Eruption 9% (uncharged), 37%/28%/26% (fully charged bottom/middle/top) Ike charges Ragnell before thrusting it in the ground, creating a pillar of red fire. If fully charged, Ike receives 10% recoil damage. The uncharged tip of the blade can meteor smash. High vertical range which increases as the move charges. Good for edgeguarding.
Side special Quick Draw 9% (uncharged), 16% (fully 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. Using the move while airborne causes Ike to become helpless, regardless whether he hits someone or not.
Up special Aether 6% (hit 1), 4% (hit 2), 2% (hits 3-6), 3% (descent), 6% (landing) Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits. 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, but good vertical distance.
Down special 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.
Final Smash Great Aether 5% (hit 1), 3% (hits 2-8), 2% (hits 9-10), 3% (hit 11-14), 5% (hit 15-16), 12% (hit 17) Ike performs a fiery uppercut with Ragnell. If he catches anyone, Ike throws his blade into the air along with the opponents, jumps after them, catches Ragnell, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line.

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing Lag
Value 105 1.5 – Initial dash
1.371 – Run
0.88 0.044 0.009 0.9212 0.01 – Base
0.04 – Additional
0.0837 1.65 – Base
2.31Fast-fall
6 29.39181256 - Base
? - Short hop
? 3

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • Ike says "Prepare yourself." in a different tone than his side taunt.
Ike's selection sound

On-screen appearance[edit]

  • Warps onto the stage using warp magic, then slashes Ragnell.
IkeOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Charges up Ragnell as wind blows into his cape, grunting loudly.
  • Side taunt: Holds out Rangell to his side and says "Prepare yourself!" (覚悟しろ。, Get prepared.)
  • Down taunt: Wind blows into his cape as he slams Ragnell into the ground and grunts, before removing it.
Up taunt Side taunt Down taunt
IkeUpTauntBrawl.gif IkeSideTauntBrawl.gif IkeDownTauntBrawl.gif

Idle poses[edit]

  • Tap Ragnell on his shoulder.
  • Rubs the edge of Ragnell.
Ike Idle Pose 2 Brawl .png Ike Idle Pose 1 Brawl.png

Crowd cheer[edit]

Cheer (English) Cheer (Japanese) Cheer (German) Cheer (Korean)
Cheer
Description We - like - Ike! Ike! Ike hat's drauf!
Cheer (French) Cheer (Italian) Cheer (Spanish)
Cheer
Description Tous avec Ike ! Ike! Ike! Ike! Mucho Ike! Mucho Ike! Eh! Eh! Iiii - ke!

Victory poses[edit]

A small orchestral cover from the title theme of the first Fire Emblem game.
  • Up: Forcefully plants his sword into the ground, folds his arms, and says, "You'll get no sympathy from me!" (手加減してやるほど、俺は甘くは無い, I'm not so naive to hold back on you.)
  • Left: Slashes his sword twice and says, "I fight for my friends!" (守るべきものの為、戦うだけだ, I fight for what I must protect.)
  • Right: Grunts while performing Aether and finishes by landing in front of the screen.
Up Left Right
Ike-VictoryUp-SSBB.gif Ike-VictoryLeft-SSBB.gif Ike-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

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The editor who added this tag believes this page should be cleaned up for the following reason: To fit these guidelines
You can discuss this issue on the talk page or edit this page to improve it.
See also: Category:Ike players (SSBB)

Tier placement and history[edit]

Ike initially placed 25th on the first tier list for Brawl, with most noting that his below-average speed with his high raw power made him a solid middle tier character. The changing metagame of Brawl, however, began to favor characters that had either superb camping prowess or the mobility to counter it, which were two things that Ike lacked. As a result, Ike began to consistently fall on the tier list; on the fourth list, Ike had fallen to 29th place, and it was widely assumed that he would eventually fall into the bottom tiers. At this point, Ike was frequently derided as a "noob character" in the competitive Brawl community who relied far too heavily on abusing opponents' errors to KO.

The sudden appearance of San, however, caused Ike's perceived viability to immediately reverse. At Apex 2010, a tournament that was known for hosting some of the best smashers at the time, San's 9th place finish with Ike in a pool of over 63 other smashers was an upset to the community, and his continued dominance at low tier tournaments also caused a revitalization of Ike's metagame. San pioneered the use of Ike's surprisingly flexible and powerful jab in his metagame, as well as demonstrating that Ike's aerial and spacing powers were more powerful than previously thought. As a result, Ike jumped four places to the 25th spot on the fifth tier list. He currently ranks at 23rd in the game, higher than any of his previous placings; while he is still unable to consistently win against more powerful characters, Ike is currently seen as a solid mid-tier character, as evidenced by a surprising fifth place finish by Ryo in WHOBO 4, as well as continued strong showings in mid-tier tournaments.

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Ike can appear as an opponent or ally in Stage 4 along with Marth, Ness, and Lucas on Castle Siege or New Pork City. Ike can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 4.

All-Star Mode[edit]

In All-Star Mode, Ike is fought in Stage 11 alongside Marth on Castle Siege.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations Screens[edit]

Role in The Subspace Emissary[edit]

Ike in SSE.

Ike's first appearance is at The Battlefield Fortress, helping out fellow Fire Emblem hero, Marth, and his new partner, Meta Knight, who both miss, by halting the Ancient Minister's escape with his trusted Aether move (though he says "Great Aether!"), which also destroys the Subspace Bomb (making Ike the only character in the Subspace Emissary to successfully disarm a Subspace Bomb). He then teams up with the two swordsmen.

Ike's team is later seen in The Wilds, tracking a tank. The three then chase after it, only to find that it is the Subspace robot, Galleom. Galleom is defeated, but jumps off the cliff and into The Ruined Hall, where Lucas and the Pokémon Trainer defeat it once more. Upon its defeat, Galleom grabs the two and attempts suicide with its built in Subspace Bomb. Fortunately, Meta Knight rescues Lucas and Pokémon Trainer, and brings them back to Marth and Ike.

Ike is briefly seen at the Glacial Peak level when they see the battle between the Halberd and Great Fox, in which at that point, Meta Knight leaves the party. The Ice Climbers, who have fallen off the mountain, join Ike's group just in time for a large battle with the Subspace Army. Luckily, Mario and Link's team arrive to help out, after which they join up.

Ike's next appearance is at the Entrance to Subspace level, where he can be used. Ike is one of the many to be turned into a trophy by Tabuu's Off Waves. His trophy can be picked up at the first Subspace level. Once he has rejoined the team, he is available for use in The Great Maze, as well as in the Tabuu battle.

Cameo appearances[edit]

Playable appearances[edit]

After The Ruined Hall is completed, Ike, Marth, the Pokémon Trainer & Lucas only make cameo appearances until Entrance to Subspace.

Exclusive stickers[edit]

These stickers can only be used by Ike or Marth.

  • Ashnard: [Slash] Resistance +39
  • Deke: [Slash] Attack +9
  • Eirika: [Slash] Attack +17
  • Eliwood: [Flame] Resistance +31
  • Greil: [Throwing] Power +14
  • Ike (Path of Radiance): [Weapon] Attack +23
  • Ike (Radiant Dawn): [Slash] Attack +27
  • Lilina: [Leg] Attack +5
  • Marth: [Weapon] Attack +19
  • Micaiah: [Weapon] Attack +21
  • Mist: [Slash] Attack +8
  • Ninian: [Arm, Leg] Attack +6
  • Rutoga: [Slash] Resistance +12
  • Shiida: [Specials: Direct] Attack +7

Trophies[edit]

Ike's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Ike.

Classic Mode trophy
Ike
A member of Crimea's top fighting force, the Greil Mercenaries. He's a man of few words whose blunt manner gives the impression that he's uncaring, but he's actually a passionate hero. He was crucial to the reconstruction of Crimea. In Radiant Dawn, he continues to show his deep sense of honor and leads the Greil Mercenaries to the aid of the Laguz Alliance.
GameCube: Fire Emblem: Path of Radiance
Wii: Fire Emblem: Radiant Dawn
Great Aether trophy
Great Aether
Ike's Final Smash--a powered-up version of his signature move, Aether. Ike faces a foe and swings his sword up for a hit, then tosses his sword into the air, performs multiple nasty strikes, and finally unleashes a mighty overhand blow to send his opponent plummeting down. It's a very impressive sight, but if Ike misses with the first upward swing, he can't use the move.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Ike Palette (SSBB).png
Ike (SSBB) Ike (SSBB) Ike (SSBB) Ike (SSBB) Ike (SSBB) Ike (SSBB)

Gallery[edit]

Trivia[edit]

  • The Aether Ike uses to destroy the Subspace Bomb looks like a normal Aether, although he shouts "Great Aether". This is because "Aether" is said with two syllables in Japanese (天空 Ten-kū, literally "Sky"), thus necessitating the changed battle cry.
  • While Ike is an infamously slow character in Brawl, he actually has very good speed stats in all of his Fire Emblem appearances. In addition, while having the highest overall KO power in Brawl, multiple characters in both of his games can have higher strength than him.
    • In his first game, Ike is actually likely to be faster than he is strong throughout the game. This trend continues into the second game, though the endgame of this game can cause him to have roughly equal speed and power.
    • Similarly, while Ragnell is visually a heavy weapon in Brawl that seemingly slows Ike down, and has a weight of 20 (versus a weight of 7 for Ike's older preferred weapon, the Regal Sword) in both Path of Radiance and Radiant Dawn, Ike statistically is more likely to be able to wield Ragnell without any problems than he is to be weighed down by it in the Fire Emblem games.
    • In contrast to Brawl making the young form of Ike one of the more heavier characters in the game, in Path of Radiance, Ike is not a particularly heavy character. For example, Volke and Bastian, a middle aged thief and Aristocratic magic user respectively, have higher constitution and weight stats then Ike.
  • Ike's on-screen appearance is shown as Warp Magic or Warp Powder from the Fire Emblem series. However, neither of the two games he appeared in allowed him to use warp magic in any capacity; a variety of items that could be used to warp were only ever seen used by opposing armies and characters.
  • Ike's appearance in Brawl is based on his default class appearance and official art in Path of Radiance; however, the aforementioned class, the Ranger, is unable to wield Ragnell in any capacity. Ike's second class, the Lord, allows him to wield Ragnell, but this class features him wearing different clothing than that found in Brawl.
  • Ike's "We Like Ike" chant is a reference to the "I like Ike" slogan of the "Draft Eisenhower" campaign that led Dwight Eisenhower to become President of the United States.
  • On custom stages, Ike's sword trail animations on his aerial attacks will only play if done at the peak or near the peak of his jump and midair jump; when attacking after or before the peak of a jump Ike's sword will simply glow and leave no trail, except his up aerial. This also happens to Marth.
  • There is a glitch relating to Ike on Corneria. On the far left of the back fin on the Great Fox, he must grab King Dedede. He will rotate infinitely between his aerial and grounded grab animations.
  • Ike is one of the firstFire Emblem characters in the Super Smash Bros. series to speak English, with the other being Lyn.
    • Additionally, he is the first Fire Emblem character available as a starter character in the Super Smash Bros. series, as Marth and Roy were previously unlockable in Melee and in the transition to Brawl, Marth remained unlockable while Roy was cut.
  • It was a common belief around the time of Brawl's release that Ike "replaced" Roy from Melee, due to them having a similar neutral special, and both being sword wielders from Fire Emblem. However, leftover data on Brawl's disc shows that both Ike and Roy were planned to be playable in Brawl. A similar and equally untrue belief existed for Lucario and Mewtwo.

External links[edit]