Super Smash Bros. 4

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{{disambig2|Ike's appearance in ''Super Smash Bros. 4''|the character in other contexts|Ike}}
{{disambig2|Ike's appearance in ''Super Smash Bros. 4''|the character in other contexts|Ike}}
{{Infobox Character
{{Infobox Character
|name         = Ike
|name     = Ike
|image       = [[Image:Ike SSB4.png|250px|Ike]]
|image = [[File:Ike SSB4.png|250px]]
|game         = SSB4
|game = SSB4
|ssbgame1     = SSBB
|ssbgame1 = SSBB
|ssbgame2 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = D
|tier = E
|ranking = 35
|ranking = 39
}}
}}
'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was confirmed in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on May 23rd, 2014, the same day that ''{{s|fireemblemwiki|Fire Emblem: The Sacred Stones}}'' was released in North America in 2005. Jason Adkins (via voice clips recycled from ''Brawl'') and Michihiko Hagi reprise their roles as Ike's voice actors in the English and Japanese versions, respectively.
'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a playable character in ''[[Super Smash Bros. 4]]''. His return to the series was announced in a [[List of Director's Room Miiverse posts|Director's Room Miiverse post]] on May 23rd, 2014, which coincided with the ninth anniversary of the North American release of ''{{s|fireemblemwiki|Fire Emblem: The Sacred Stones}}''.


Ike is currently ranked 35th out of 58 on the [[tier list]], placing him at the top of the D tier. This is very similar to his placement in ''Brawl'', where he was ranked 23rd out of 38. Ike largely retains his high power and impressive range, but now boasts improved overall mobility and frame data. He has also gained an effective combo game, thanks to his neutral aerial and down tilt's altered angles, and his up and down throws benefiting from the changes to hitstun canceling.
Jason Adkins and Michihiko Hagi reprise their roles as Ike's voice actors in the English and Japanese versions, respectively, albeit via recycled voice clips from ''[[Super Smash Bros. Brawl]]''.


However, Ike retains his flaws from ''Brawl'': his heavy [[weight]] renders his overall mobility as below average at best despite its improvements, his very minimal amount of fast grounded attacks often leaves him vulnerable against rushdowns, combos, and [[projectile]] [[camping]], while his [[recovery]] is still linear and easily predictable despite being long-distanced and benefiting from the new edge mechanic. He has also gained new weaknesses: his already large hurtbox is slightly larger, several of his attacks have decreased ranges and knockback, and his very useful [[jab cancel]] is extremely situational at best due to being significantly more difficult to perform into itself.
Ike is ranked 39th out of 54 on the [[tier list]], placing him near the top of the E tier. This is a moderate drop from his placement in ''Brawl'', where he was ranked 23rd out of 38. In addition to largely retaining his renowned power and range, Ike's overall mobility has noticeably improved, thanks to his faster [[dash]]ing and [[air speed]]s, and higher [[double jump]]. His frame data has also fairly improved, with the most obvious improvements being his tilts and aerials. He also benefits from the changes to gameplay mechanics: [[rage]] supplements his power; the changes to [[hitstun canceling]] have made his up and down throws into very useful combo starters; and the updated edge mechanics supplement his [[recovery]].


Overall, Ike's buffs have helped him remain viable despite his nerfs, as evident by him achieving a decent level of success at all levels of play, thanks to {{Sm|Rango}}, {{Sm|Ryo}}, {{Sm|San}} and {{Sm|Waldo}}.  
However, Ike has received some nerfs, and he also retains his flaws from ''Brawl''. His [[jab cancel]], which was perhaps his best damage-racking option in the previous game, is now extremely situational due to his [[neutral attack]]’s higher overall lag. His high [[weight]] renders his overall mobility as below-average at best in spite of its improvements, making him vulnerable to rushdowns and combos. His lack of any [[projectile]] also leaves him susceptible to [[camp]]ing. Ike also has very few sufficiently fast moves (with [[jab]] and [[back aerial]] being some of his only moves that come out faster than frame 10), as well as high ending lag in many attacks. In return for Ike’s attacks having better frame data overall, most of them have significantly decreased knockback, slightly lower damage output, and shorter range. His already large hurtbox is slightly taller. Finally, Ike’s recovery is still predictable and linear, making it vulnerable to attacks when ascending.
 
While Ike has attained greater degrees of success prior to [[1.1.6]], thanks to the likes of {{Sm|Ryo}}, {{Sm|SM}}, {{Sm|San}}, and {{Sm|Waldo}}, his playerbase's success has stagnated afterwards.


==Attributes==
==Attributes==
Ike is a [[Weight|heavyweight]], being tied with {{SSB4|Wario}} as the eighth heaviest character in ''SSB4''. As such, he possesses slow yet powerful attacks, below average [[walking]] speed and [[air acceleration]], slightly below average [[dash]]ing speed, above average [[falling speed]], [[air speed]] and [[gravity]], and low [[jump]]s.  
Ike is a [[Weight|heavyweight]], being tied with {{SSB4|Wario}} as the eighth heaviest character in ''SSB4''. Unsurprisingly, he has below-average [[walk]]ing speed and [[air acceleration]]; slightly below-average [[dash]]ing speed; above-average [[falling speed]], [[air speed]] and [[gravity]]; and a low [[jump]] and [[double jump]].


Ike's good [[approach]] is a noticeable divergence from the heavyweight archetype, though it is a trait shared with his fellow heavyweight swordsmen {{SSB4|Shulk}} and {{SSB4|Cloud}}. His sword, {{s|fireemblemwiki|Ragnell}}, grants him a very long and disjointed range that is surpassed only by Shulk's Monado and Cloud's Buster Sword. Ike's neutral, forward, and back aerials are good approach options, as the former has low landing lag, while the latter two deal high shieldstun due to their damage outputs and ability to [[auto-cancel]] with a [[short hop]], making them safe on shield. His forward aerial stands out the most, however, due to its good damage output, high knockback growth and large range in front of Ike. Aside from being his most reliable approach option thanks to these traits, it also makes him a surprisingly difficult character to [[punish]] when it is spaced properly. In addition, his aerials' speed and ranges make him capable at [[Pressure|pressuring]] opponents.
Ike's good [[approach]] is a noticeable divergence from the heavyweight archetype, though it is a trait shared with his fellow heavyweight swordsmen {{SSB4|Shulk}} and {{SSB4|Cloud}}. His sword, {{s|fireemblemwiki|Ragnell}}, grants him a very long and disjointed range that is surpassed only by Shulk's Monado and Cloud's Buster Sword. Neutral, forward and back aerials are good approach options: in addition to their ability to [[Auto-canceling|auto-cancel]] with a [[short hop]], the former has low landing lag, whereas the latter two are safe on shield thanks to their high [[shieldstun]]. Forward aerial, in particular, boasts a good damage output, high knockback growth, and large range in front of Ike. Aside from being his most reliable approach option because of these traits, it also makes him a surprisingly difficult character to [[Punishment|punish]] when it is used properly. In addition, his aerials' speed and ranges make him capable at [[Pressure|pressuring]] opponents.


Ike's [[combo]] game consists of numerous moves that are able to flow consistently with each other up to medium percentages. His neutral aerial, down tilt, up throw and down throw all launch opponents at favorable angles, allowing him to follow up with his aerials and thus perform short, yet impressively damaging combos. Up throw in particular is noteworthy, as its low knockback growth enables it to potentially lead into his forward or up aerials even at high percentages, which provides Ike with a few invaluable KO set-ups. In addition to its aforementioned benefits, forward aerial is also a good combo tool; if auto-canceled properly, it can chain into itself up to three times at medium percentages, racking up roughly 35%. Although not as consistent as the aforementioned moves, his up tilt and back throw also have combo potential: the former can lead to juggle situations, while the latter can combo into his dash attack at medium percentages if the opponent misses their [[tech]].
Ike's [[combo]] game consists of numerous moves that are able to flow consistently with each other up to medium percentages. His down tilt, [[Short hop fast fall L-cancel#Short hop fast fall|SHFF]]'d neutral aerial, up throw and down throw all launch opponents at favorable angles, allowing him to follow up with his aerials and thus perform short, yet impressively damaging combos. Up throw is particularly notable, as its low knockback growth enables it to combo into forward or up aerials even at high percentages, which provides Ike with a few invaluable KO set-ups. Although not as consistent as his aforementioned moves, up tilt, forward aerial and back throw also have combo potential: up tilt is a useful anti-air attack that can also be used for [[juggle]]s; forward aerial can combo into itself up to three times at medium percentages when auto-canceled; and back throw can [[Tech-chasing|tech-chase]] into dash attack at low to medium percentages.


All of Ike's smash attacks are among the strongest of their respective kinds, with his forward smash being noteworthy as the seventh strongest forward smash in the game. His forward and up smashes both have long ranges, which also grants them utility against both grounded and aerial opponents. Up smash in particular covers a wide, overhead arc around Ike and has a large number of active frames, making it a deadly option at the edge and a good option for punishing [[roll]]s. While these moves suffer from extreme amounts of start-up and ending lag, Ike is not reliant on them to KO. In addition to their aforementioned approach potentials, his forward and back aerials boast respectable strength, making them safe KOing options near the edge, while he also has his aforementioned KO set-ups from his up throw. Ike has an effective edge-guarding game, courtesy of a number of powerful options: his forward and back aerials, his down aerial's [[meteor smash]]ing hitbox, and his neutral special, [[Eruption]], which is chargeable and possesses a large hitbox. Furthermore, his excellent endurance enables him to use the [[rage]] mechanic effectively, boosting his already strong power.
All of Ike's smash attacks are among the strongest of their respective kinds; his clean tipped forward smash, in particular, is notably the seventh strongest forward smash in the game. Forward and up smashes both have long ranges, which also grants them utility against both grounded and aerial opponents. Up smash, in particular, covers a wide, overhead arc around Ike; when coupled with its long duration, it is a deadly option while at the edge and for punishing [[roll]]s. Although Ike's smash attacks suffer from extreme amounts of start-up and ending lag, he is not reliant on them to KO.


However, Ike has a number of flaws. His size, weight, and falling speed leave him vulnerable to combos and rushdown-oriented characters, most notably {{SSB4|Sheik}}, which is further compounded by his lack of options to reliably break out of them. As he is a melee-oriented character, Ike lacks a projectile, putting him at a disadvantage against [[camp]]ing tactics. Ike's weak [[out of shield]] potential further compounds his susceptibility to pressure, as his very low traction hinders his grab game, and he lacks options to immediately retaliate due to several of his grounded attacks having high start-up lag. By extension, his grounded attacks' lag issues render his grounded approach as comparatively poor and overall predictable. While his aerial approach is decent, it nonetheless requires proper spacing and timing of his aerials in order to be effective, as they can be punished if misused due to their noticeable ending lag.  
In addition to their aforementioned approach potentials, Ike's forward and back aerials boast impressive power, making them safe KOing options while near the edge or especially while edge-guarding. On a related note, Ike also has an effective edge-guarding game: in addition to forward and back aerials, down aerial's tip is an impressively damaging [[meteor smash]], while [[Eruption]] is a [[charge]]able move that boasts a large hitbox regardless of its charge, and devastating power even when it is only partially charged. Furthermore, Ike's excellent endurance enables him to use [[rage]] effectively, which boosts his already high power.


Ike's recovery is also problematic. He is vulnerable to [[semi-spike]]s, as [[Aether]] and [[Quick Draw]] are highly predictable due to functioning as strictly vertical and strictly horizontal recovery options, respectively. However, both moves are further compounded by specific faults. Quick Draw must be charged in order to cover more distance and unless it hits an opponent, it renders Ike [[helpless]] and thus unable to be used in tandem with Aether. In comparison, Aether covers almost no horizontal distance, which can lead to an invariable [[self-destruct]] if it is used too far from the edge.
However, Ike has a number of flaws. His size, weight and falling speed leave him vulnerable to combos and rushdown-oriented characters, which is further compounded by his lack of options to quickly and reliably break out of them. As he is a melee-oriented character, Ike lacks a projectile, putting him at a disadvantage against [[camp]]ing tactics. Ike's weak [[out of shield]] potential further compounds his susceptibility to pressure: his below-average grab range and very low [[traction]] hinder his otherwise great grab game, while he lacks options to immediately retaliate because the overwhelming majority of his grounded moves have moderate start-up lag. By extension, the lag issues within Ike's moveset hinder his overall approach: it renders his grounded approach as comparatively poor and overall predictable, whereas his aerial approach requires proper spacing and timing in order to be effective.


Ike gains some benefits from his [[Character customization|custom moves]]. Both Tempest and Furious Eruption improve his already good edge-guarding potential, yet possess noticeable traits. Tempest charges faster and generates a windbox that pushes opponents far and/or [[gimp]] recoveries, and stalls Ike's descent when used in the air similarly to [[Cape]]. In comparison, Furious Eruption is noticeably stronger than Eruption, has more vertical range and launches opponents upward, making it very good on stages with low ceilings. Close Combat grants transcendent priority during its dash, which allows it to ignore projectiles and shields, making it even better for recovering. Aether Drive functions as a diagonal recovery option that Ike lacks with Aether and Quick Draw, but at the cost of losing his only means of vertical recovery. Paralyzing Counter allows Ike to [[stun]] the opponent, but at the cost of his counterattack being significantly weaker. Lastly, Smash Counter functions oppositely, as it boasts knockback strong enough to [[one-hit KO]] many strong moves, although its lag is significant enough that many moves with low lag will end fast enough for the opponent to block the counterattack.
Ike's recovery is also problematic. [[Aether]] and [[Quick Draw]] are highly predictable because they function strictly as vertical and strictly horizontal recovery options, respectively. In addition to rendering Ike susceptible to [[semi-spike]]s, both of these moves are further compounded by specific faults. Quick Draw must be charged in order to cover more distance, and unless it hits an opponent, it renders Ike [[helpless]] and thus cannot be used in tandem with Aether. In comparison, Aether's horizontal distance is almost nonexistent even with directional input, which can lead to an invariable [[self-destruct]] if it is used too far from the edge.


Overall, Ike's weaknesses are exploitable, yet his strengths are also prevalent. While his predictable recovery and susceptibility to combos, juggles and camping are noticeable flaws, they can be worked around with careful play, as shown by players such as {{Sm|Ryo}}.
Ike gains some benefits from his [[Character customization|custom moves]]. Both Tempest and Furious Eruption improve his already good edge-guarding potential, yet possess noticeable traits. Tempest charges faster and, like [[Cape]], stalls Ike's descent when used in the air and can [[gimp]] recoveries. In comparison, Furious Eruption is noticeably stronger than Eruption, has more vertical range and launches opponents vertically, which makes it a very potent KOing option on stages with low ceilings. Close Combat grants transcendent priority during its dash, which allows it to ignore projectiles and shields, making it even better for recovering.


==Changes from ''Brawl''==
Aether Drive functions as a diagonal recovery option unlike Aether and Quick Draw, but covers less vertical distance. Aether Wave is executed faster, making it harder to gimp. It is also an excellent edge-guarding option, as it slings an energy wave upon landing. However, it covers slightly less vertical distance, has little trapping potential, and cannot meteor smash. Paralyzing Counter functions almost identically to [[Disable]]: it allows Ike to [[stun]] the opponent instead of counterattacking, but deals minuscule damage as a trade-off. Lastly, Smash Counter functions oppositely: its much higher damage multiplier enables it to [[one-hit KO]] many strong moves, although its lag is significant enough that many moves with low ending lag will allow the opponent to block the counterattack.
Ike had received a mix of buffs and nerfs from ''Brawl'' to ''SSB4''. His attack speed is noticeably faster; in particular, his forward aerial has decreased start-up lag and auto-cancels from a short hop, and, combined with its range, gives Ike a very reliable approach option. Most of his aerials have significantly reduced landing lag as well. His mobility has been improved, with a quicker dash speed and considerably faster air speed. As such, Ike has a better [[neutral game]] than in ''Brawl''. He also benefits from the universal gameplay changes. The changes to [[hitstun]] canceling improve his combo game by making his down tilt, up throw, and down throw into reliable combo starters into his aerials at a variety of percentages. The new edge mechanics aid his recovery greatly, as [[Aether]] was very susceptible to [[edge-hogging]] in ''Brawl''. Ike is also heavier then he was in ''Brawl'', improving his endurance. Lastly, the introduction of [[rage]] boosts Ike's already high power, while his heavy weight allows him to make great use of this mechanic.


However, Ike has also received some significant nerfs. His range has been reduced, making it slightly more difficult for Ike to space out his opponents. To compensate for his increased attack speed, many of his moves deal less damage and knockback. Ike's jab cancel, which he made extensive use of in ''Brawl'', is now extremely situational due to becoming significantly difficult to perform into itself and having down tilt as its only reliable follow-up. Aside from [[Counter]], his specials have been nerfed, with [[Eruption]] being the most noticeably affected, as it deals less damage, knockback, and only grants super armor when fully charged. His aerials have also lost their [[transcendent priority]], although this is a double-edged sword rather than an outright nerf; while Ike's aerials can now cancel out other moves upon clashing, his forward aerial is now his only aerial that is a consistently effective approach option. Ike's hurtbox is now slightly larger, which combined with his increased weight make him more vulnerable to combos then he was in ''Brawl''.
Overall, Ike's optimal playstyle is largely the same as it was in ''Brawl'': he is still effective at spacing and punishing, and must utilize his useful combo game to deal damage and set up KOs. Like {{SSB4|Luigi}}, Ike's weaknesses are exploitable, but circumventing them with careful play can result in him being a formidable character, as shown by players such as {{Sm|Ryo}}.


Overall, Ike is generally considered to be a better character than in ''Brawl'' due to his buffs being more helpful. While initially having poor representation in competitive play, it has improved over time due to the numerous buffs he received from game updates. Additionally, even though his playerbase is still relatively small, the efforts of players like {{Sm|Ryo}} have resulted in Ike's competitive representation and results being average.  
==Changes from ''[[Super Smash Bros. Brawl]]''==
Ike had received a mix of buffs and nerfs from ''Brawl'' to ''SSB4''. Ike's mobility has improved: he has noticeably faster [[dash]]ing and [[air speed]]s, as well as a higher [[double jump]], the latter of which also improved his [[neutral game]] and recovery. His overall frame data is also fairly better, with his forward aerial in particular now being a very useful approach option thanks to its range, lower start-up lag, and ability to auto-cancel with a short hop. By extension, his forward, back, up and down aerials also have significantly reduced landing lag, and no longer possess [[transcendent priority]], aiding in Ike's approach by allowing him to cancel out [[projectile]]s. Lastly, Ike benefits from the changes to gameplay mechanics. The changes to hitstun canceling significantly improve his combo game; the removal of [[edge-hogging]] improves [[Aether]] and [[Quick Draw]]'s recovery potentials; and [[rage]] boosts Ike's already high power, while his heavier weight makes him a very effective user of it.
 
However, Ike has also received some nerfs. To compensate for the general improvements to his frame data, his renowned power has been somewhat toned down via decreases to his damage output and the knockback of the majority of his moveset. Ike's overall range has also been decreased, making it slightly more difficult for him to space out his opponents. Ike's [[jab cancel]], which was an essential aspect of his playstyle in ''Brawl'', is now extremely situational because of his neutral attack's higher start-up and ending lag.
 
Aside from [[Counter]], his other special moves have been nerfed in particular ways. [[Eruption]] has been the most noticeably affected, as it now deals less damage, has less knockback, and only grants super [[armor]] when it is fully charged. Lastly, Ike's already large hurtbox is slightly larger, and he is slightly heavier. When coupled with the changes to hitstun canceling, these changes collectively make him more susceptible to combos than in ''Brawl''.
 
Overall, Ike has been re-balanced with his weaknesses becoming less severe at the cost of his previous strengths being noticeably toned down. Ike is faster both in terms of mobility and frame data and has a better recovery in exchange for less range and power (especially when relative to the cast). While he gained a few new useful tools (most of which due to the changes to the game's mechanics), he also lost one of his most vital tools in the form of his jab. His representation in competitive play: despite initially being minimal, it has expanded over time thanks to the numerous buffs he received from game updates, while his still relatively small playerbase has managed to achieve average results at regional and even national tournaments.


===Aesthetics===
===Aesthetics===
*{{change|Ike's design is now based on his appearance in ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'', the sequel to ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}''. As such, he now sports his attire as a {{s|fireemblemwiki|Hero}} class {{s|fireemblemwiki|unit}}, a taller and muscular physique, slightly shorter hair, a stern expression and slightly smaller eyes. Unlike in ''Path of Radiance'', ''Radiant Dawn'' and ''Brawl'', his eyes are a very slightly lighter shade of blue. Ike is also more expressive overall.}}
*{{change|Ike's design is now based on his appearance as a {{s|fireemblemwiki|Hero}} in ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}''.}}
*{{change|Ike's boots' sound clips are much higher pitched.}}
*{{change|Ike has received three new [[alternate costume]]s, which are based on his father {{s|fireemblemwiki|Greil}}, the [[Black Knight]], and [[Chrom]], respectively.}}
*{{change|{{s|fireemblemwiki|Ragnell}}'s flames are now sky blue, rather than reddish orange. This is a reference to Ike's "Hero of the Blue Flame" title in the Japanese version of ''Radiant Dawn''. Its swings' sound clips are also much higher pitched.}}
*{{change|Ike's eye color is now slightly subdued. {{s|fireemblemwiki|Ragnell}}'s pommel and the upper portion of its grip are also now darker. These changes are unique to ''SSB4''.}}
*{{change|Ike is slightly more expressive.}}
*{{change|Ike's boots' sound clips are higher pitched.}}
*{{change|Ragnell's blade is now satin sheen gold, instead of metallic gold. Additionally, the base of its blade is now very slightly wider, similarly to its tip, and has a very small circular gem embedded in it. Lastly, its grip, cross-guard and pommel are now slightly larger. Altogether, these changes make Ragnell appear more in line with its appearances in ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' and ''Radiant Dawn''.}}
*{{change|Ragnell's flames are now sky blue, instead of orange. This makes them appear virtually identical to the fiery aura that Ike emits upon being blessed by {{s|fireemblemwiki|Yune}} during the final battle against {{s|fireemblemwiki|Ashera}} in ''Radiant Dawn''. Its swings' sound clips are also higher pitched.}}
*{{change|Up and side [[taunt]]s have updated sound effects.}}
*{{change|Ike's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
*{{nerf|Ike is taller. This makes his hurtbox slightly larger and while this would improve his overall [[range]], this is largely mitigated by the majority of his attacks having decreased ranges due to smaller hitboxes and altered hitbox placements.}}
*{{nerf|Ike is taller, making his hurtbox slightly larger.}}
*{{change|Ike is [[weight|heavier]] (105 → 107). This improves his endurance, but makes him more susceptible to combos.}}
*{{nerf|Ike [[walk]]s slower (0.88 → 0.869).}}
*{{nerf|Ike [[walk]]s slower (0.88 → 0.869).}}
*{{buff|Ike [[dash]]es faster (1.371 → 1.5).}}
*{{buff|Ike [[dash]]es faster (1.371 → 1.5).}}
*{{buff|Ike's [[air speed]] is faster (0.9212 → 1.08).}}
*{{buff|Ike's [[air speed]] is noticeably higher (0.9212 → 1.08), going from the 22nd fastest out of 39 characters to the 21st highest out of 58.}}
*{{buff|[[Double jump]] is higher.}}
*{{buff|Ike is [[weight|heavier]] (105 → 107).}}
*{{nerf|Ike's [[jumpsquat]] is slower (6 frames → 7).}}
*{{buff|Ike's [[double jump]] is higher (height multiplier: 0.88x → 1.037x).}}
*{{change|Ike's [[gravity]] is higher (0.0837 → 0.092).}}
*{{buff|[[Roll]]s have less ending lag (FAF 34 (front)/ 38 (back) → 33 (both)).}}
*{{nerf|Rolls have a slightly shorter duration (frames 4-19 4-18).}}
*{{buff|Air dodge has less startup (frame 4 → 3) and ending lag (FAF 40 → 34).}}
*{{nerf|Spot dodge has more startup lag with a shorter duration (frames 2-20 → 3-18) and it has increased ending lag (FAF 26 → 28).}}
*{{buff|Ike's item throw is stronger (1 → 1.023333).}}
*{{change|The changes to [[hitstun canceling]] and [[Directional Influence]] both help and hinder Ike. They significantly improve his combo potential out of specific moves, but make him more susceptible to combos and preventing him from making use of [[momentum canceling]], hindering his endurance.}}


===Ground attacks===
===Ground attacks===
*{{nerf|Neutral attack deals less damage (4% (hit 1)/5% (hit 2)/7% (hit 3) → 3%/3%/5%). Its first hit has increased start-up (frame 3 → 4) and ending lag (FAF 17 → 24) and its second hit has increased ending lag (FAF 20 → 28). These changes significantly hinder its [[jab cancel]] potential. Its third hit also has a shorter duration (frames 10-14 5-8) and has lost its KO potential.}}
*[[Neutral attack]]:
*{{buff|Neutral attack's third hit has decreased start-up lag (frame 10 5). This makes neutral attack transition faster overall.}}
**{{nerf|Neutral attack deals less damage (4% (hit 1)/5% (hit 2)/7% (hit 3) → 3% (hits 1-2)/5% (hit 3)) and the final hit's knockback was not compensated, hindering its damage racking and KO potential.}}
*{{buff|Dash attack deals more damage (8% (tip)/7% (blade) → 14%/11%), has increased knockback growth (70 78) and has decreased start-up lag (frame 18 15). It also received a late hitbox that deals 9% and is stronger than the move's previous knockback (70 (base)/70 (growth) → 60/100). Altogether, these changes improve its KO potential.}}
**{{nerf|All three hits have more ending lag (FAF 17 (hit 1)/20 (hit 2)/38 (hit 3) 24/28/39), hindering their safety as well as the first two hits' [[jab cancel]]ing potential.}}
*{{nerf|Forward tilt now deals consistent damage (15% (blade)/14% (upper body)/12% (lower body) → 12.5%).}}
**{{nerf|The first hit has more startup lag (frame 3 → 4).}}
*{{nerf|Forward tilt has decreased knockback (38 (base)/100 (growth) → 30/97), hindering its KO potential.}}
**{{nerf|The first hit resets itself later when held (frame 15 → 20).}}
*{{buff|Forward tilt has decreased start-up (frame 17 13) and ending lag (FAF 56 42).}}
**{{buff|The first hit transitions into the second hit earlier (frame 12 → 11).}}
*{{buff|Up tilt deals 2% more damage (12% → 14%) and has decreased start-up (frame 13 → 11) and ending lag (FAF 50 48).}}
**{{buff|The first hit has an altered animation where Ike now moves forward more. This gives it more range despite it now having a static hitbox.}}
*{{nerf|Up tilt has decreased base knockback (70 → 50). Sourspotted up tilt also has a shorter duration (frames 14-29 → 14-21).}}
***{{nerf|However, the hitbox does not extend as far inside of Ike, giving it less range inside of him.}}
*{{nerf|Down tilt deals 6% less damage (14% → 8%) and can no longer [[meteor smash]].}}
**{{change|The first hit now has one extended hitbox instead of three separate hitboxes giving it consistent set knockback (50/40/30 50).}}
*{{buff|Down tilt has altered knockback (55 (base)/100 (growth) → 70/70), decreased start-up (frame 16 7) and ending lag (FAF 55 29), and altered angles (270°/270°/40°/40° 80° (all)). Altogether, these changes significantly improve its combo potential.}}
***{{buff|This gives the move more hitstun at far ranges, improving its jab canceling potential (although this is offset by the move's higher ending lag).}}
*{{buff|Sourspotted forward smash deals 2% more damage (17% → 19%). Forward smash also has a longer duration (frames 31-34 31-35).}}
***{{nerf|However, this also hinders its ability to lead into the second hit at far ranges, especially since it launches opponents at a lower angle compared to the previous far hitbox (70° → 65°).}}
*{{nerf|Forward smash has decreased knockback (50 (base)/100 (growth) → 40/90), hindering its KO potential. It also has increased ending lag (FAF 80 84).}}
**{{nerf|The second hit transitions into the third hit later (frame 8 → 12).}}
*{{nerf|Up and down smashes have lost their [[transcendent]] priority. When coupled with Ike's decreased overall range, these changes hinder their utility.}}  
**{{nerf|The second hit transitions into the first hit later when held later (frame 13 → 18).}}
*{{buff|Up smash has increased knockback growth (85 → 86), slightly improving its KO potential.}}
**{{nerf|The second hit has a new animation where Ike does not kick as far forward and the move now uses smaller static hitboxes (5u/5u/5u 3.5u/3.5u/4.5u). This gives the move less range.}}
*{{buff|Down smash deals 1% more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%), has increased base knockback (30 → 40) and has altered angles (65°/70°/75°/82° (both) → 48° (hit 1, hit 2)/61° (late hit 2)). Altogether, these changes improving its KO potential.}}
***{{buff|However, the move now has two far hitboxes which are positioned at different heights, giving the move more vertical range.}}
*{{nerf|Down smash's late second hit has a shorter duration (frames 34-44 → 34-36).}}
**{{buff|The second hit's further hitboxes deal less knockback (50/40 (set), 80/100 (scaling) → (40/25)/80), improving the move's ability to lead into the third hit.}}
***{{change|The second hit's higher hitbox also launches opponents at a higher angle (65° → 80°).}}
***{{nerf|However, when combined with the move's higher ending lag, this significantly hinders its jab canceling potential.}}
**{{nerf|The second hit's nearest hitbox has higher set knockback (30 50) and it launches opponents at a higher angle (20° 65°), hindering its ability to lead into the third hit.}}
***{{buff|However, this also improves its jab canceling potential (although this is offset by the move's higher ending lag).}}
**{{buff|The third hit has less startup lag (frame 10 → 5).}}
**{{nerf|The third hit has a shorter duration (frames 10-14 → 5-8).}}
**{{buff|The third hit's nearest hitboxes are larger (3u/2.5u → 4u/3.3u).}}
**{{nerf|The third hits furthest hitbox has been moved closer to Ike (y offset: 13 → 12) while the nearest hitbox has been moved further away from him (y offset: 0 1), reducing its range.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup (frame 17 → 13) and ending lag (FAF 56 → 44).}}
**{{nerf|Forward tilt has a shorter duration (frames 17-19 → 13-14).}}
**{{nerf|Forward tilt deals less damage (15% (blade)/14% (upper body) 12.5%) and knockback (38 (base), 100 (scaling) → 30/97), significantly hindering its KO potential.}}
***{{buff|However, it does deal more damage than the previous lower body hitbox (12% → 12.5%), although its knockback is still lower.}}
**{{nerf|Forward tilt now consists of one extended hitbox instead of four normal hitboxes. This hitbox is the same size as the previous upper body hitbox and it also does not extend as far horizontally (particularly for the angled variants), giving it less range, especially the down angled version.}}
***{{nerf|The move also does not cover Ike's lower body, giving it less range below him, especially the up angled version.}}
**{{change|Forward tilt's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis.}}
*[[Up tilt]]:
**{{buff|Up tilt has less startup lag (frame 13 11) with its total duration subsequently reduced (FAF 50 48).}}
**{{buff|The clean hit deals more damage, especially behind Ike (9% (behind)/12% (sword) → 14%).}}
**{{change|Up tilt now uses one extended hitbox rather than four normal hitboxes.}}
***{{nerf|This new hitbox does not extend as far behind the sword (y offset: -2 → y stretch: 1) and the late hit also does not extend as far away from the sword (y offset: 13 → 12), giving up tilt less range in all directions overall.}}
**{{nerf|Up tilt has a shorter duration (frames 13-15 (clean)/16-28 (late) 11-13/14-21).}}
**{{nerf|Up tilt has lower base knockback (70 → 50). This hinders the clean hit's KO potential on tournament legal stages (excluding the previous sourspot) as well as noticeably hindering the late hit's KO potential.}}
**{{nerf|Up tilt now launches opponents at a consistent angle (85°/88°/92°/95° → 95° (clean)/85° (late), making it easier to DI as well as hindering its KO potential at the middle of the sword.}}
**{{nerf|The clean hit has a smaller hitbox (6u → 5u).}}
*[[Down tilt]]:
**{{buff|Down tilt has drastically lower startup (frame 16 → 7) and ending lag (FAF 55 → 29).}}
**{{nerf|Down tilt deals much less damage (14% → 8%) and knockback (55 (base), 100 (scaling) → 70/70), greatly hindering its KO potential.}}
**{{change|Down tilt now consistently launches opponents upwards (270° (tip)/361° (hilt) → 80° (all)), no longer being a [[meteor smash]].}}
***{{buff|When combined with its much faster speed, lower power and the changes to hitstun canceling and DI, these changes greatly improve its combo potential at lower percents.}}
***{{nerf|However, these changes also significantly hinder its edgeguarding and spacing potential.}}
**{{nerf|Down tilt has smaller hitboxes (4u/4u/4u/4u → 3.8u/3.8u/3.8u/3.8u) and the furthest hitboxes have been moved closer to Ike (y offset: 10/16 → 9/13), reducing its range.}}
*[[Dash attack]]:
**{{buff|Dash attack has less startup lag (frame 18 → 15).}}
**{{buff|Dash attack deals more damage (8% (far)/7% (near) → 14%/11%) and has increased knockback scaling (70 → 78), greatly improving its KO potential despite its less favorable launch angle (361° (far)/80° (back) → 52°).}}
**{{buff|Dash attack now has a late hitbox from frames 17-19 which deals 9%, more knockback (70 (base), 70 (scaling) 60/100) and launches opponents at a 45° angle. This extends dash attack's duration (frames 18-19 → 15-16/17-19).}}
**{{nerf|Dash attack has more ending lag (FAF 51 53).}}
**{{nerf|Dash attack covers less distance.}}
**{{nerf|Dash attack has smaller hitboxes (7u/5u/5u → 6u/4u). When combined with its shorter distance, this reduces dash attack's range despite its longer duration as well as the far hitbox being moved further away from Ike (z offset: 17 17.5).}}
**{{nerf|The near hit now uses one extended hitbox which does not extend as far behind Ike (z offset: -2 → 2.5), giving dash attack less range behind Ike.}}
*[[Forward smash]]:
**{{buff|Forward smash has a longer duration (frames 31-32 (clean)/33-34 (late) → 31-32/33-35).}}
**{{buff|Forward smash has a new animation where Ike does a larger sword swing. This gives it slightly more range.}}
**{{buff|The late hit's far hitbox deals more damage (17% → 19%).}}
**{{buff|The late hit's hilt hitbox is larger (5u → 5.3u).}}
**{{change|The late hit's middle hitbox has been moved further away from Ike (y offset: 6.5 → 7).}}
**{{change|The late hit's far hitbox launches opponents at a lower angle (60° → 57°).}}
**{{change|The late hit's far hitbox is positioned lower (z offset: -5 → -4).}}
**{{nerf|Forward smash has more ending lag (FAF 80 → 84).}}
**{{nerf|The early hit deals less damage (22% → 19%) and knockback (50 (base), 100 (scaling) → 40/90), considerably hindering its KO potential.}}
**{{nerf|The early hit has smaller hitboxes (6u/5u → 4u/3u).}}
**{{nerf|The late hit deals less knockback (45/50 (base), 100 (scaling) 40/86), hindering its KO potential, even for the far hit despite its higher damage.}}
**{{nerf|The late hit's back hitbox has been removed and the hilt hitbox has been moved further away from Ike (y offset: 0 → 2), giving it much less range behind Ike.}}
**{{nerf|The late hit's far hitbox is smaller (6u → 5.5u) although it has been moved further away from Ike to retain its horizontal range (y offset: 10.5 → 11).}}
*[[Up smash]]:
**{{buff|Up smash's clean hit has slightly increased knockback scaling (85 → 86), slightly improving its KO potential.}}
**{{buff|The clean hit's hitboxes have swapped priority, making the hitboxes with higher launch angles easier to land.}}
**{{buff|The late hit now uses one extended hitbox which extends further inside of Ike (z offset: 2 → z stretch: 6), giving it more range in front of Ike.}}
**{{change|Up smash no longer has [[transcendent priority]].}}
**{{nerf|Up smash has more ending lag (FAF 67 → 71).}}
**{{nerf|The clean hit's far hitboxes have been moved closer to Ike (y offset: 12/8 → 11/7.5) and the move has a new animation where Ike does not swing his sword as far horizontally, reducing its range.}}
**{{nerf|The late hit deals much less damage (19% → 10%), greatly hindering its KO potential.}}
**{{nerf|The removal of [[DACUS]] slightly hinders up smash's approach potential.}}
*[[Down smash]]:
**{{buff|Down smash's first and clean second hits deal more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%) and have higher base knockback (30 → 40).}}
**{{change|Down smash no longer has transcendent priority.}}
**{{change|The first and clean second hit launch opponents at a lower, consistent angle (65°/70°/75°/82° → 48°).}}
***{{buff|This improves their KO potential near the horizontal blastzone.}}
***{{nerf|However, this also hinders their KO potential from centre stage and especially when near the vertical blastzone, particularly when landing the hilt.}}
**{{nerf|Down smash has more ending lag (FAF 70 → 71).}}
**{{nerf|Down smash has a new animation where Ike does not swing his sword as far in either direction. This gives it less range despite the first and clean second hit's hitboxes being moved further away from Ike (y offset: 12/-12 → 15/-15).}}
**{{nerf|Down smash does not extend as far inside of Ike (y offset: 0 → y stretch: 4), giving it less range inside of Ike.}}
**{{nerf|Down smash has a shorter duration (frames 13-16 (hit 1)/32-35 (hit 2 clean)/36-44 (hit 2 late) 13-15/32-33/34-36).}}
**{{nerf|The first and clean second hit have smaller hitboxes (5u (hit 1)/6u (clean hit 2) → 4.2u (both)).}}
**{{nerf|The late second hit launches opponents at a lower, consistent angle (65°/70°/75°/82° → 61°) which overall hinders its KO potential, particularly when landing the hilt.}}


===Aerial attacks===
===Aerial attacks===
*{{change|All aerials have lost their [[transcendent]] priority, which allows them to cancel out non-transcendent [[projectile]]s. This improves their safety, but hinders their approach potentials.}}
*{{buff|All aerials no longer have transcendent priority, allowing them to cancel out projectiles.}}
*{{buff|Neutral aerial deals 1% more damage (9% 10%), has decreased start-up (frame 15 → 12) and ending lag (FAF 76 → 60), and its angle has been altered (70° → 80°). Altogether, these changes significantly improve its combo potential.}}
*{{buff|All aerials except for neutral aerial have less landing lag (21 frames → 18 (forward), 21 frames → 19 (back), 18 frames → 15 (up), 28 frames → 23 (down)).}}
*{{nerf|Neutral aerial has received a sourspot that deals 7%. It also has increased landing lag (13 frames → 14).}}
*{{nerf|All aerials except for down aerial have shorter initial [[auto-cancel]] windows (frames 1-7 → 1-5 (neutral), frames 1-4 (forward/back) 1 (forward)/1-2 (back), frames 1-8 → 1-5 (up)).}}
*{{buff|Forward, back, up, and down aerials have decreased landing lag (22 frames → 18 (forward), 22 frames 19 (back), 19 frames 16 (up), 29 frames → 23 (down)).}}
*[[Neutral aerial]]:
*{{buff|Forward aerial has increased base knockback (20 → 30). Additionally, it has decreased start-up (frame 18 → 12) and ending lag (FAF 60 → 55). Lastly, it can now [[auto-cancel]] with a short hop. Altogether, these changes improve its KO potential and grant it approach potential.}}
**{{buff|Neutral aerial has less startup (frame 15 → 12) and ending lag (FAF 75 → 60).}}
*{{nerf|Up aerial deals 3% less damage (14% → 11%), but its knockback was not compensated enough (40 (base)/100 (growth) → 55/94), hindering its KO potential. However, it is still one of the strongest up aerials in ''SSB4''.}}
**{{buff|Neutral aerial has a shorter animation (74 frames → 71), decreasing the amount of time Ike cannot grab ledges after performing the move.}}
*{{buff|Up aerial has decreased start-up lag (frame 15 13).}}
***{{change|This new animation gives the move slightly more range above and behind Ike but gives it less range in front of him.}}
*{{nerf|Clean down aerial deals 1% less damage (16% → 15%) and has decreased base knockback (40 → 30), hindering its KO potential. Down aerial also received a non-meteor smash sourspot and lost its late hitbox.}}
**{{buff|Neutral aerial auto-cancels earlier (frame 67 → 64).}}
**{{buff|Neutral aerial deals more damage (9% → 10%) and it launches opponents at a higher angle (70° → 80°), improving its KO potential.}}
***{{buff|The move's higher launch angle combined with the changes to hitstun canceling and DI significantly improves the move's combo potential despite its higher landing lag.}}
**{{nerf|Neutral aerial has a shorter duration (frames 15-32 → 12-21 (clean)/22-27 (late)) and the move has received a new late hit which deals less damage (9% → 7%).}}
***{{buff|The new late hit however improves the move's combo potential at higher percents.}}
**{{nerf|Neutral aerial has more landing lag (12 frames → 14).}}
**{{nerf|The nearest hitbox has been removed.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has less startup lag with a longer duration (frames 18-21 12-16).}}
***{{buff|Additionally, the move's hitboxes now start directly above Ike, giving it more vertical range.}}
***{{nerf|However, its total duration was not fully compensated (FAF 60 56), giving it more ending lag.}}
**{{buff|Forward aerial auto-cancels earlier (frame 45 38), allowing it to do so in a short hop.}}
**{{buff|Forward aerial has more base knockback (20 → 30), improving its KO potential.}}
**{{buff|Forward aerial has larger hitboxes (4.5u/4.5u/4u/4u → 5u/5u/5u) which have more favorable positions along the sword (y offset: 10/7/4/0 → 12/7.5/3).}}
***{{nerf|However, the nearest hitbox has been removed, giving the move less range inside of Ike.}}
**{{change|Forward aerial only makes a medium slam sound effect when it connects instead of a strong slam.}}
**{{change|Forward aerial has a modified animation: the sword swing is smoother and carries more momentum at the end, instead of the slash abruptly stopping near Ike's feet.}}
***{{nerf|The new animation means Ike does not swing his sword as far. This gives the move less horizontal and downwards range despite its improved hitboxes.}}
***{{buff|However, this new animation is shorter (59 frames → 55), decreasing the amount of time Ike cannot grab ledges after performing the move.}}
*[[Up aerial]]:
**{{buff|Up aerial has less startup lag (frame 15 → 13).}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{buff|Up aerial auto-cancels earlier (frame 53 → 51).}}
**{{nerf|Up aerial deals less damage (14% → 11%), without full compensation on its knockback (40 (base), 100 (scaling) → 55/94), hindering its KO potential.}}
*[[Down aerial]]:
**{{buff|Down aerial has larger hitboxes (5.2u/5.2u/5.2u → 6.0u/5.5u/6.3u).}}
**{{change|Down aerial's hitboxes have been moved slightly to the right (z offset: 0 → 1).}}
**{{change|The upper hitbox now launches opponents horizontally (270° → 50°), no longer being a meteor smash. This hinders its edgeguarding potential but improves its KO potential on stage.}}
**{{nerf|Down aerial no longer has a late hit, greatly reducing its duration (frames 16-17 (clean)/18-30 (late) 16-17).}}
**{{nerf|Down aerial deals less damage (16% → 15%) and knockback (40 (base), 100 (scaling) (30/20)/(100/90)) hindering its KO potential, especially the lower hitboxes.}}
**{{nerf|The highest and lowest hitboxes have been moved closer to Ike (y offset: 3/-7 → 2/-6). This gives the move slightly less range above Ike although it does have marginally more range below him due to the lower hitbox's larger size.}}
**{{buff|The removal of [[Meteor smash#Meteor canceling|meteor canceling]] improves down aerial's reliability.}}


===Throws/other attacks===
===Throws/other attacks===
*{{nerf|All grabs have increased ending lag (FAF 30 → 33 (standing), FAF 40 → 41 (dash), FAF 36 → 39 (pivot)).}}
*[[Grab]]s:
*{{buff|Dash grab has decreased start-up lag (frame 12 → 10).}}
**{{nerf|All grabs have more ending lag (FAF 30 (standing)/40 (dash)/36 (pivot) → 33/41/39).}}
*{{nerf|Pivot grab has increased start-up lag (frame 9 → 11).}}
**{{buff|Dash grab has less startup lag (frame 12 → 10).}}
*{{buff|All throws deal 1% more damage (6% → 7%).}}
**{{nerf|Pivot grab has more startup lag (frame 9 → 11).}}
*{{change|Forward throw has increased knockback (50 (base)/50 (growth) → 55/75). This improves its spacing potential, but hinders its [[tech-chasing]] potential.}}
**{{nerf|All grabs have smaller grabboxes (4.3u/3.5u → 3.1u (standing/pivot)/2.5u (dash)).}}
*{{change|Back throw has increased knockback (50 (base)/50 (growth) → 55/75). This improves its edge-guard potential, but hinders its tech-chasing potential at high percentages.}}
**{{buff|All grabs extend further inside of Ike (z offset: 5 (standing/dash)/-5 (pivot) → 4/-4).}}
*{{buff|Up throw has decreased ending lag.}}
**{{nerf|Standing grab does not extend as far away from Ike (z offset: 10 → 9.4) which along with its smaller grabbox, reduces its range.}}
*{{buff|The changes to hitstun canceling improve up and down throws' combo potentials at low to medium percentages.}}
**{{buff|Dash and Pivot grab extend further away from Ike (z offset: 10 (dash)/-14 (pivot) → z stretch: 11.2/-15.4), giving the latter slightly more horizontal range despite its smaller grabbox.}}
***{{nerf|However, this does not fully compensate for dash grab's smaller grabbox, giving it less range overall.}}
*{{buff|All throws deal more damage on their hitboxes (2% (hit)/6% (total) 3%/7%) and their knockback was not compensated.}}
**{{nerf|However, this also gives these hitboxes a additional frame of hitlag, making the throws slower to execute and easier to DI.}}
*[[Forward throw]]:
**{{buff|Forward throw deals more knockback (50 (base), 50 (scaling) → 55/75), improving its ability to set up edgeguards and tech chases at lower percents.}}
**{{nerf|Forward throw has more ending lag (FAF 24 → 34). When combined with its higher knockback, this hinders its followup potential.}}
*[[Back throw]]:
**{{buff|Back throw deals more knockback (50 (base), 50 (scaling) → 55/75), improving its ability to set up edgeguards and tech chases at lower percents.}}
**{{buff|The hitbox has a longer duration (frame 20 → 20-21).}}
**{{nerf|Ike releases opponents from back throw later (frame 21 → 22) and it has more ending lag (FAF 33 → 38). When combined with its higher knockback, this hinders its followup potential.}}
*[[Up throw]]:
**{{buff|Ike releases opponents from up throw later (frame 27 → 28) and it has less ending lag (FAF 55 → 43) When combined with the changes to hitstun canceling and DI, these changes significantly improve its combo potential.}}
**{{buff|The hitbox has a longer duration (frame 26 → 26-27).}}
**{{nerf|Up throw launches opponents at a slightly lower angle (90° → 87°).}}
*[[Down throw]]:
**{{buff|The changes to hitstun canceling and DI significantly improve down throw's combo potential, especially at lower percents.}}
**{{change|The hitbox has been moved closer to Ike (x offset: -7 → -5).}}


===Special moves===
===Special moves===
*{{buff|Uncharged [[Eruption]] deals 1% more damage (9% → 10%). It also reaches its charged stages faster and Ike is able to release a fully charged Eruption without receiving any [[recoil damage]], improving its reliability.}}
*[[Eruption]]:
*{{nerf|Uncharged Eruption has lost its [[super armor]] frames, hindering its safety.}}
**{{buff|Eruption reaches its charged stages faster. Ike is also now able to use fully charged Eruption without receiving [[recoil damage]]. These changes improve its reliability.}}
*{{nerf|Fully charged Eruption deals 2% less damage (37% → 35%) at its bottom and has decreased knockback (30 (base)/80 (growth) → 20/70). Its second through eighth charged stages also deal less damage and knockback. Altogether, these changes hinder its KO potential and remove its ability to [[one-hit KO]].}}
**{{nerf|Uncharged Eruption has lost its super [[armor]], hindering its safety. It also has decreased base knockback (60 → 40) hindering its KO potential despite its higher damage.}}
*{{change|Eruption has updated sound effects.}}
**{{nerf|Eruption's second through eighth charged stages deal less damage and knockback, removing its ability to [[one-hit KO]].}}
*{{nerf|[[Quick Draw]] deals 3% less damage (9% (uncharged)/16% (fully charged) → 6%/13%). It also takes longer to fully charge (60 frames ≈88) and has increased ending lag (FAF 42 57) when it does not hit an opponent, hindering its safety.}}
**{{nerf|Fully charged Eruption's base deals 2% less damage (37% → 35%). Fully charged Eruption's base, mid and top also have decreased knockback (30 (base), 80 (scaling) → 20/70), slightly hindering their KO potentials.}}
*{{buff|Quick Draw has increased base knockback (50 70). It also has decreased start-up (frame 17 → 16) and landing lag, covers more distance, and no longer renders Ike [[helpless]] if he hits something, improving its recovery potential.}}
**{{buff|Eruption has updated visual effects. Ragnell's blade now shines briefly when it reaches its non-recoil fully charged stage.}}
*{{nerf|[[Aether]] deals 5% less damage (25% → 20%) and can now only [[spike]] at the start of its descent, hindering its KO potential. It also has decreased super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential, respectively.}}
**{{change|Eruption has updated sound effects. Ike now uses his fully charged Eruption voice clip from ''Brawl'' during a partially charged Eruption, and stays silent during a fully charged Eruption.}}
*{{change|Aether no longer moves Ike forward without directional input.}}
**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Eruption's shield pressuring potential.}}
*{{buff|[[Counter]] has decreased start-up (frame 11 → 9) and ending lag (FAF 60 → 59 (Counter), FAF 37 → 35 (counterattack)). It also has altered knockback (50 (base)/62 (growth) → 48/100), significantly improving its KO potential.}}
*[[Quick Draw]]:
*{{nerf|Counter's counterattack has increased start-up lag (frame 4 → 5) and a shorter duration (frames 4-7 → 5-6).}}
**{{buff|Quick Draw has a shorter startup animation (17 frames → 15).}}
*{{change|Counter now grants [[intangibility]], rather than [[invincibility]].}}
**{{buff|Charging Quick Draw increases Ike's speed more, especially in the air (0.06 (grounded)/0.04 (aerial) → 0.07 (both)), increasing its distance when charged.}}
*{{change|Counter has updated sound effects.}}
**{{change|Ike retains more momentum when Quick Draw ends on the ground (0.25x → 0.38x).}}
*{{nerf|[[Great Aether]] deals 18% less damage (78% → 60%).}}
**{{nerf|Ike retains less momentum when Quick Draw ends in the air (0.5x → 0.42x).}}
*{{change|Great Aether has updated sound effects.}}
**{{nerf|The dash has more ending lag (14 frames → 27).}}
**{{buff|The attack has less ending lag (FAF 59 → 45).}}
***{{buff|When used in the air, this notably allows Ike to now cancel the move before he becomes [[helpless]], improving its recovery potential.}}
**{{buff|Ike decelerates more when landing the attack (0.5 (grounded)/0.3 (aerial) → 0.8/0.4), making it safer.}}
**{{change|The attack's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis.}}
**{{nerf|The attack deals less damage (9% (uncharged)/16% (fully charged) → 6%/13%), with only an increase to its base knockback (50 70), hindering its KO potential.}}
**{{nerf|The attack now has one smaller extended hitbox (5u/5u/5u/5u 3.5u) which does not extend as far as the previous hitboxes, reducing its range.}}
***{{nerf|This also means that the attack now has a consistent launch angle, keeping the lowest launch angle from the previous furthest hitbox (60°/65°/70°/75° 60°). This hinders its KO potential when landed at close range.}}
**{{nerf|Ike cannot grab ledges out of the attack as soon (frame 8 → 13).}}
*[[Aether]]:
**{{nerf|Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (27% → 20%). However, its last hit's knockback was compensated (50 (base), 60 (scaling) → 70/80). Due to its descending hitbox's angle being altered (80°/270°/270° → 70°/270°/60°), Aether can now only meteor smash during its beginning frames.}}
**{{buff|Aether's loop hits' angles have been altered (85°/60°/270° → [[Autolink angle|366°]]). This makes them connect together better.}}
**{{nerf|Aether has less super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential.}}
**{{buff|The weakening of [[Smash directional influence|SDI]] makes Aether significantly more difficult to escape from.}}
**{{nerf|Aether is no longer [[unblockable]].}}
**{{change|Aether no longer moves Ike forward without directional input.}}
**{{bugfix|The double Ragnell glitch has been removed.}}
*[[Counter]]:
**{{change|Counter has updated sound effects. Additionally, the activation and triggering sound effects when using the move are now in sync with the animation.}}
**{{buff|Counter has less startup lag with a longer duration (frames 11-33 → 9-35).}}
**{{buff|Counter has more [[invincibility]] (frames 11-16 → 9-16).}}
**{{buff|Both the counter and the attack have slightly less ending lag (FAF 60 (counter)/37 (attack) → 59/36).}}
**{{buff|The attack deals more knockback (50 (base), 62 (scaling) → 48/100), significantly improving its KO potential.}}
**{{buff|The attack uses one larger extended hitbox (6u/6u/6u/7u → 9u).}}
***{{nerf|However, this hitbox does not extend as far as the previous hitboxes, giving less horizontal range.}}
**{{change|The attack's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis, as well as hindering its vertical range.}}
**{{nerf|The attack has more startup lag with a shorter duration (frames 4-7 → 5-6).}}
**{{nerf|The attack has less invincibility (frames 1-6 → 1-5).}}
**{{nerf|The attack is now capped at 50% damage.}}
*[[Great Aether]]:
**{{change|Great Aether has updated sound effects.}}
**{{nerf|Most of Great Aether's multi hits (3% → 2%), the falling hit (5% → 4%) and the final hit (12% → 10%) all deal less damage, significantly reducing the move's maximum damage output (78% → 60%).}}
**{{nerf|The nearest trap hitbox is smaller (17u → 15u) and the closest and furthest sword trap hitboxes have been removed, reducing Great Aether's range during its startup.}}
**{{buff|The multi hits now use one larger extended hitbox (8u/8u/8u → 10u) with much more horizontal range.}}
***{{nerf|However, they are now static, giving them less vertical range.}}
**{{buff|The multi hits now have set knockback (50 (base), 0 (set), 100 (scaling) → 35/100) making them connect more reliably against bystanders.}}
**{{buff|The falling hit has gained a new hitbox further away from Ike, giving it more range.}}
**{{buff|The final hit has higher base knockback (60 → 100), improving its KO potential, even when considering the rest of the move's lower damage output.}}
**{{buff|The final hit's hitboxes are positioned further away from Ike (z offset: 13/28/40 → 18/36/50), improving its range.}}
**{{nerf|The final hit's furthest hitbox is smaller (20u → 18u).}}


==Update history==
==Update history==
Ike has been heavily buffed via game updates. The most notable buffs were brought about by update 1.0.8, which decreased the lag of his grounded and aerial attacks, and in some cases, increased their power. The increased [[shieldstun]] in update [[1.1.1]] also helps Ike's sluggish yet very powerful attacks by making them safer on shield, though this results in his [[out of shield]] options becoming slightly more situational due to his poor traction.
Ike has been buffed significantly via game updates. Update [[1.0.4]] made neutral attack and forward tilt safer; re-purposed down tilt into a useful combo starter; decreased forward aerial's start-up and ending lag, but also decreased the move’s hitbox duration, and slightly improved back aerial's KO potential. Update [[1.0.6]] noticeably increased [[Counter]]'s knockback growth to the point that it is much more rewarding when successful.
 
Ike's most notable buffs were brought about by update [[1.0.8]]. It made neutral attack and forward aerial more reliable; improved dash attack to the point of making it safer and granting it KO potential; and decreased the lag of several attacks. The changes to shield mechanics brought about updates [[1.1.0]] and [[1.1.1]] both help and hinder Ike: they make his most powerful attacks safer on shield, yet they also slightly hinder his [[out of shield]] options because of his poor [[traction]].
 
Lastly, update [[1.1.4]] made sourspotted forward smash safer; noticeably improved neutral aerial's combo potential; improved forward aerial's KO and spacing potential; and increased [[Eruption]]'s duration.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Ike}}
{{UpdateList/1.0.4|char=Ike}}
'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{bugfix|Fixed a glitch where Aether Drive behaved erratically when used in slow motion.}}
*{{bugfix|Fixed a glitch where Aether Drive behaved erratically when used in slow motion.}}
*{{buff|[[Counter]]'s knockback growth increased|74|100, improving its KO potential.}}
*{{buff|[[Counter]]'s knockback scaling increased (74 100), significantly improving its KO potential.}}
 
'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Neutral attack transitions faster and its last hit's hitbox now matches its animation.}}
{{UpdateList/1.0.8|char=Ike}}
*{{change|Forward tilt's damage output altered due to it now consisting of one hitbox instead of two|14% (clean)/12% (late)|12.5%.}}
*{{buff|Forward tilt's start-up lag decreased|frame 15|13.}}
*{{buff|Up tilt's duration and vertical range increased.}}
*{{buff|Dash attack improved. It deals 4% more damage|10% (clean tip)/7% (clean blade)/5% (late)|14%/11%/9%, its start-up lag decreased: frame 18 → 15, its overall range and knockback increased, and it launches opponents at a more horizontal angle.}}
*{{buff|Neutral, up and down aerials' landing lag decreased|16 frames (neutral)/18 frames (up)/26 frames (down)|14/15/23.}}
*{{buff|Forward aerial improved. It has decreased start-up|frame 14|12 and ending lag: FAF 57 → 55 and its hitbox now matches its animation.}}
*{{buff|All variations of [[Quick Draw]] have had their start-up lag decreased|frame 19|16.}}
*{{change|[[Aether]]'s vacuum properties altered.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{change|Up aerial's knockback altered|40 (base)/100 (growth)|55/94.}}
*{{buff|Up aerial deals more knockback (40 (base)/100 (scaling) 55/94).}}
*{{buff|Down throw's collateral hitbox moved forward|-7u|-5u.}}
*{{change|Down throw's collateral hitbox has been moved forwards (x offset: -7 → -5).}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} [[1.1.1]]'''
*{{buff|Tempest improved. Uncharged Tempest deals 4% more damage|1%|5%, its hitboxes' duration increased by 2 frames and it ends 4 frames faster. Additionally, charged and fully charged Tempest's initial windboxes' durations increased by 2 frames and are adjusted slightly backward. Lastly, its later frames' durations increased by 3 frames and it ends 4 and 2 frames faster, respectively.}}
*{{buff|Tempest improved. Uncharged Tempest deals 4% more damage|1%|5%; its hitbox durations increased by 2 frames; and it ends 4 frames faster. Additionally, charged and fully charged Tempest's initial windbox durations increased by 2 frames, and are adjusted slightly backward. Lastly, its later frames' durations increased by 3 frames, and it ends 4 and 2 frames faster, respectively.}}
*{{buff|Furious Eruption improved. Its sweetspot and fully charged sourspot's hitbox sizes increased|7u (uncharged sweetspot)/8u (charged sweetspot)/10u (fully charged sweetspot)/15u (fully charged sourspot)|8.5u/10u/12.5u/16u and have been adjusted upward. Its other hitboxes' durations increased: 12 frames (uncharged second)/16 frames (charged second)/16 frames (fully charged second) → 15/19/19.}}
*{{buff|Furious Eruption improved. Its sweetspot and fully charged sourspot's hitbox sizes increased (7u (uncharged sweetspot)/8u (charged sweetspot)/10u (fully charged sweetspot)/15u (fully charged sourspot) 8.5u/10u/12.5u/16u) and have been adjusted upward. Its other hitboxes' durations increased (12 frames (uncharged second)/16 frames (charged second)/16 frames (fully charged second) → 15/19/19).}}
*{{nerf|Furious Eruption's first hit's duration decreased|12 frames (uncharged)/16 frames (fully charged)|10/14.}}
*{{nerf|Furious Eruption's first hit's duration decreased (12 frames (uncharged)/16 frames (fully charged) 10/14).}}
*{{change|Smash Counter's knockback altered|48 (base)/100 (growth)|90/70.}}
*{{change|Smash Counter's knockback altered (48 (base)/100 (scaling) 90/70).}}
*{{change|Third [[victory pose]]'s animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.}}
*{{change|Third victory pose's animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.}}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} [[1.1.4]]'''
Line 144: Line 325:


==Moveset==
==Moveset==
''For a gallery of Ike's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
Line 151: Line 333:
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=A jab, followed by a front kick, followed by a kneeling downward slash. It comes out on frame 4, has a respectable overall damage output, moderate knockback, and its second and third hits' range making it very useful for damage racking and spacing. Although its ability to [[jab cancel]] into itself has been significantly weakened, it can still jab cancel into a down tilt due to the latter's minimal start-up lag.
|neutraldesc=A jab, followed by a front kick, followed by a kneeling downward slash. Due to it hitting on frame 4, it has the lowest amount of start-up lag out of Ike's entire moveset. When coupled with its respectable overall damage output, moderate knockback and its last hit's impressive range, it is very useful for damage racking and spacing. Unlike in ''Brawl'', it is significantly less effective at [[jab cancel]]ing into itself. Despite this, it's first hit can still be jab canceled quite reliably into down tilt because of the latter's minimal start-up lag.
|ftiltname= 
|ftiltname= 
|ftiltdmg=12.5%  
|ftiltdmg=12.5%
|ftiltdesc=An outward slash. It has a moderate amount of start-up lag due to coming out on frame 13, and moderate ending lag. However, it can be angled, has impressive range and deals high knockback growth, which allows it to KO middleweights at 133% while near the edge.
|ftiltdesc=A lunging outward slash. It can be angled and has a respectable damage output, high knockback growth, and impressive range for a tilt attack. It KOs middleweights at 121%/110% (''3DS''/''Wii U'') while near the edge of {{SSB4|Final Destination}}. However, its moderate start-up and ending lag make it punishable.
|utiltname= 
|utiltname= 
|utiltdmg=14% (clean), 10% (late)
|utiltdmg=14% (clean), 10% (late)
|utiltdesc=Hops to thrust Ragnell's blade upward while holding it parallel to the ground. It deals high knockback growth, with its clean hitbox being capable of KOing middleweights at 126%, but has moderate start-up and ending lag. It also has good vertical range and numerous active frames.
|utiltdesc=Hops to thrust Ragnell upward while holding it parallel to the ground. It has an impressive damage output for a tilt attack, as its clean hitbox KOs middleweights at 112%/104% (''3DS''/''Wii U'') from anywhere on Final Destination. It can also hit grounded opponents, while its good vertical range and fairly long duration make it useful for juggling, or as an anti-air attack. However, its moderate start-up and ending lag make it punishable.
|dtiltname= 
|dtiltname= 
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=A kneeling inward slice. One of Ike's best combo starters due to it coming out on frame 7, having fairly average ending lag, good range and launching at 80°. Its range also makes it good for [[edge-guard]]ing. However, its average base knockback and average knockback growth render it unable to combo past medium percentages or KO at reasonable percentages.
|dtiltdesc=A kneeling inward slash. Due to it hitting on frame 7, it is Ike's fastest tilt attack. It also has average base knockback and knockback growth; fairly average ending lag; good range; and launches at 80°. Altogether, these traits make it a useful combo starter into [[reverse aerial rush]]ed back aerial at low percentages, and neutral and forward aerials at low to medium percentages. However, its average damage output and knockback making it unreliable for combos at high percentages, or KOing at reasonable percentages.
|dashname= 
|dashname= 
|dashdmg=14% (clean tip), 11% (clean blade), 9% (late)
|dashdmg=14% (clean tip), 11% (clean blade), 9% (late)
|dashdesc=A lunging upward slice. One of the slower dash attacks in the game, due to coming out on frame 15, but it has very impressive range since Ike gains a speed boost when using it. It deals high knockback, with its clean tip hitbox being capable of KOing middleweights at 132% while near the edge. It can be used to efficiently punish poor landings, though it should be used wisely when doing so due to its considerable ending lag.
|dashdesc=A lunging, two-handed upward slash. Its clean tip hitbox is tied with {{SSB4|Link}} and {{SSB4|Ganondorf}}'s clean dash attacks as the most damaging in the game. When coupled with its impressive range and its clean hitboxes' [[Priority#Moves that cannot rebound|anti-rebounding priority]], it is potent at punishing and KOing. Its clean hitbox KOs middleweights at 118%/105% (''3DS''/''Wii U'') while near the edge of Final Destination. It is also a useful follow-up from back throw at low to medium percentages. However, it hits on frame 15 and has 32 frames of ending lag, which make it one of the slowest dash attacks in the game.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (early), {{ChargedSmashDmgSSB4|22}} (clean blade), {{ChargedSmashDmgSSB4|19}} (clean tip)
|fsmashdmg={{ChargedSmashDmgSSB4|19}} (early), {{ChargedSmashDmgSSB4|22}} (clean blade), {{ChargedSmashDmgSSB4|19}} (clean tip)
|fsmashdesc=A lunging downward slash. Deals very impressive damage overall and fairly high knockback growth, making it the seventh strongest forward smash in the game, though it was previously the second strongest in ''Brawl''. Its clean blade hitbox KOs middleweights at 86% while near the edge. Although it works best when punishing the opponent, the move itself is very punishable as well, as its extreme amounts of start-up and ending lag make it one of the slowest smash attacks in the game.
|fsmashdesc=A lunging, two-handed downward slash. Thanks to its clean blade hitbox's outstanding damage output, it is the seventh strongest forward smash in the game. As a result, its clean blade hitbox KOs middleweights at 64%/55% (''3DS''/''Wii U'') while near the edge of Final Destination. Its early and clean tip's hitboxes are also very strong, but KO noticeably later because of their slightly lower damage outputs. However, it hits on frame 31 and has 48 frames of ending lag, making it one of the slowest smash attacks as well. As such, it is best suited for punishing.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|10}} (late)
|usmashdesc=An overhead arcing slash. Its clean hitbox deals impressive damage and fairly high knockback, which allow it to KO middleweights at 112%. Unlike his other smash attacks, it hits on both sides and above Ike due to him swinging Ragnell on a 180° arc. However, it has extreme amounts of start-up and ending lag, though not as severely as his forward smash. A reliable KOing option against aerial or rolling opponents, as well as being better than his down smash at punishing the latter because of its greater range.
|usmashdesc=An overhead arcing slash. Its clean hitbox's impressive damage output makes it strong enough to KO middleweights at 95%/88% (''3DS''/''Wii U'') from anywhere on Final Destination. Due to Ike swinging Ragnell on a 180° arc, it is also reliable at punishing airborne or rolling opponents. However, it hits on frame 25 and has 39 frames of ending lag, making it is one of the slowest smash attacks in the game too. As such, it is best suited for punishing.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|17}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 2 late)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1), {{ChargedSmashDmgSSB4|17}} (hit 2), {{ChargedSmashDmgSSB4|8}} (hit 2 late)
|dsmashdesc=A kneeling outward slash in front of himself and then behind himself. Ike's fastest smash attack in regard to start-up lag, due to coming out on frame 13. Both hits deal high knockback, but the first hit deals less damage and KOs middleweights at 119% while near the edge. In comparison, the clean second hit deals more damage and KOs middleweights at 99% while near the edge. However, it has the same amount of ending lag as his up smash, while its second hit's short range makes it difficult to hit rolling opponents.
|dsmashdesc=A kneeling, two-handed outward slash in front of himself and then behind himself. Due to it hitting on frame 13, it has the lowest amount of start-up lag out Ike's smash attacks. Both of its hitboxes have very high knockback growth, but also have distinct properties: its first hit deals consistent damage, whereas its second hit consists of a clean hitbox and a late hitbox. As a result, its first hit is consistent at KOing, whereas its second hit KOs is capable of KOing earlier and has a slightly longer duration. Its first hit KOs middleweights at 105%/95% (''3DS''/''Wii U'') while near the edge of Final Destination. Conversely, its clean second hit KOs middleweights at 83%/74% (''3DS''/''Wii U'') while near the edge of Final Destination. However, its noticeable start-up lag and 34 frames of ending lag make it punishable, and thus best suited for punishing. In addition, its second hit's late hitbox and short range make it inconsistent at KOing and ineffective at punishing rolls, respectively.
|nairname= 
|nairname= 
|nairdmg=10% (clean), 7% (late)
|nairdmg=10% (clean), 7% (late)
|nairdesc=A circular slash around himself. Has a large number of active frames and impressive range due to Ike swinging Ragnell almost 360°, making it a reliable and safe spacing option. Due to it launching at 80° and having both low base knockback and low landing lag, it is also a great combo starter into grabs, tilts and aerials when performed with a short hop and depending on the opponent's damage. However, it has a moderate amount of start-up lag due to coming out on frame 12, and very high aerial ending lag.
|nairdesc=A semi-circular slash in front of himself. It has a long duration and impressive range, which make its clean hitbox a reliable and safe spacing option. Its clean hitbox also has low base knockback; very high knockback growth; low landing lag; and launches at 80°. Altogether, these traits make it a reliable combo starter when [[SHFF]]'d. Its clean hitbox can combo into neutral attack, tilts and a grab at 0%-10%; and into itself, forward, and up aerials at low to medium percentages. In addition to its spacing and combo potential, its clean hitbox can function as a safe, yet capable KOing option near the upper [[blast line]]. Its clean hitbox KOs middleweights at 112%/102% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. However, its moderate start-up lag and high aerial ending lag make it punishable outside of a SHFF.
|fairname= 
|fairname= 
|fairdmg=13%
|fairdmg=13%
|fairdesc=A downward slash. Covers the entirety of Ike's front, making it capable of hitting above himself and below himself. It comes out on frame 12 like his neutral aerial and has moderate landing lag, although this can be mitigated by auto-canceling with a non-fast falling short hop. When coupled with its high knockback growth, these traits make it Ike's most viable approach option. It is also a viable KOing option, as it KOs middleweights at 125% while near the edge.
|fairdesc=A two-handed downward slash. It covers the entirety of Ike's foreside, making it capable of hitting above and below himself. It has moderate start-up and landing lag, although this can be mitigated by auto-canceling with a non-fast falling short hop. By extension, its respectable damage output and very high knockback growth make it both Ike's most viable approach option and a viable KOing option. It KOs middleweights at 112%/101% (''3DS''/''Wii U'') while near the edge of Final Destination.
|bairname= 
|bairname= 
|bairdmg=14%
|bairdmg=14%
|bairdesc=Quickly turns around to perform an outward slash. Comes out on frame 7, making it Ike's fastest aerial. When coupled with its high knockback growth, impressive range and ability to be auto-canceled with a short hop, it is one of Ike's most viable KOing options, as it KOs middleweights at 117% while near the edge. Additionally, it is a viable approach option when used as a part of a [[reverse aerial rush]]. Despite its range, it has a narrow hitbox with a minimal number of active frames. It also suffers from considerable aerial ending lag and moderate landing lag.
|bairdesc=Quickly turns around to perform an outward slash. Due to it hitting on frame 7, it is Ike's fastest aerial. When coupled with its impressive damage output; very high knockback growth; long range; and ability to auto-cancel with a short hop, it is one of Ike's most viable KOing options. These traits also make it a useful approach option via reverse aerial rush. It KOs middleweights at 103%/93% (''3DS''/''Wii U'') while near the edge of Final Destination. However, it has 45 frames of ending lag, which is the highest amount of ending lag out of his aerials. It also has very minimal vertical range.
|uairname= 
|uairname= 
|uairdmg=11%
|uairdmg=11%
|uairdesc=A circular overhead slash. It has numerous active frames, with its hitbox starting behind Ike, as well as good horizontal range. However, it has minimal vertical range. Like his back aerial, its fairly high knockback growth makes it a viable KOing option, as it KOs middleweights at 112% while near the upper [[blast line]].
|uairdesc=A circular overhead slash. It has the longest duration out of his aerials, as well as good horizontal range for an up aerial. When coupled with its decent damage output and high knockback growth, it is a useful juggling option and anti-air attack, as well as a viable KOing option. It KOs middleweights at 97%/84% (''3DS''/''Wii U'') while near the upper blast line of Final Destination. However, it has moderate start-up and ending lag, as well as minimal vertical range.
|dairname= 
|dairname= 
|dairdmg=15%
|dairdmg=15%
|dairdesc=A downward slash between his legs. It is Ike's most damaging aerial and has high knockback growth, which allows it to KO middleweights at 123% while they are on-stage and near the edge. It also has impressive range below him, and is a very powerful [[meteor smash]] when hitting with Ragnell's tip during the initial portion of the swing. However, it only consists of 2 active frames, has the highest amount of start-up and landing lag out of his aerials, as well as moderately high landing lag.
|dairdesc=A two-handed downward slash between his legs. It is Ike's most damaging aerial and has very high knockback growth, which make it very powerful even against grounded opponents. It KOs middleweights at 108%/99% (''3DS''/''Wii U'') while they are on-stage and near the edge of Final Destination. It also has impressive range below him, while Ragnell's tip is a powerful [[meteor smash]] during the initial portion of the swing. However, it hits on frame 16 and has 23 frames of landing lag, which are the highest amounts of respective lag out of his aerials. It also has the shortest duration out of his aerials.
|grabname= 
|grabname= 
|grabdesc=Reaches out with his free hand. Ike's overall grab range is average.
|grabdesc=Reaches out with his free hand. Ike's overall grab range is below-average; his standing grab, in particular, is tied with {{SSB4|Ryu}}'s for the eighth shortest ranged in the game.
|pummelname= 
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game.
|pummeldesc=A headbutt. Moderately slow, but one of the most damaging pummels in the game.
|fthrowname= 
|fthrowname= 
|fthrowdmg=3% (hit 1), 4% (hit 2)
|fthrowdmg=3% (hit 1), 4% (throw)
|fthrowdesc=A front kick. It is a [[semi-spike]] and thus a reliable edge-guard set-up at high percentages, but oddly has very minimal [[tech-chasing]] potential.
|fthrowdesc=A front kick. It is a [[semi-spike]], which makes it a reliable edge-guard set-up at high percentages. However, its high ending lag makes it very unreliable for [[tech-chasing]].
|bthrowname= 
|bthrowname= 
|bthrowdmg=3% (hit 1), 4% (hit 2)
|bthrowdmg=3% (hit 1), 4% (throw)
|bthrowdesc=A reverse roundhouse kick. It is a semi-spike like his forward throw, making it a reliable edge-guard set-up at high percentages. Unlike forward throw, it is much better at tech-chasing, which it can do alongside a dash attack from low to medium percentages.
|bthrowdesc=A spinning back kick. It is a semi-spike like forward throw, which also makes it a reliable edge-guard set-up at high percentages. Due to having much less ending lag compared to forward throw, it is reliable for tech-chasing, most notably into dash attack at low to medium percentages.
|uthrowname= 
|uthrowname= 
|uthrowdmg=3% (hit 1), 4% (hit 2)
|uthrowdmg=3% (hit 1), 4% (throw)
|uthrowdesc=Plunges Ragnell into the ground and [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handles]] the opponent upward. It has average base knockback, average knockback growth and launches at 87°, which give it good combo potential into his aerials until high percentages.
|uthrowdesc=Plunges Ragnell into the ground and then [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handles]] the opponent upward. It has average base knockback and knockback growth, and launches at 87°. These traits make it a reliable combo starter into [[Aether]] at low percentages; into forward, reverse aerial rushed back, and up aerials at low to medium percentages; and into neutral aerial at low to high percentages. However, its Aether combo is virtually unusable against lightweights and/or [[floaty]] characters.
|dthrowname= 
|dthrowname= 
|dthrowdmg=3% (hit 1), 4% (hit 2)
|dthrowdmg=3% (hit 1), 4% (throw)
|dthrowdesc=A one-handed body slam followed by a [[Wikipedia:Professional wrestling attacks#Knee drop|double knee drop]]. It has average base knockback, very high knockback growth and launches at 80°, which give it decent combo potential at low percentages, with one notable combo being into [[Aether]] at 0%. Its knockback growth also makes it Ike's strongest throw, although it will not KO middleweights until 183% and while Ike is affected by maximum rage.
|dthrowdesc=A one-handed [[Wikipedia:Professional wrestling throws#Body slam|body slam]] followed by a [[Wikipedia:Professional wrestling attacks#Knee drop|knee drop]]. It has average base knockback, very high knockback growth, and launches at 80°. These traits make it a reliable combo starter into neutral, forward, reverse aerial rushed back, and up aerials at low to medium percentages. It can also combo into Aether, albeit only at 0%-15%. Despite having the highest knockback growth out of his throws, it is virtually unusable for KOing because of its throw hitbox's low damage output. In addition, its Aether combo is virtually unusable against lightweights and/or floaty characters.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 218: Line 400:
|edgedesc=Performs an outward slash while climbing up.
|edgedesc=Performs an outward slash while climbing up.
|nsdefname=Eruption
|nsdefname=Eruption
|nsdefdmg=10% (uncharged), 35% (fully charged bottom), 28% (fully charged middle), 26% (fully charged top)
|nsdefdmg=10% (uncharged), 35% (fully charged base), 28% (fully charged mid), 26% (fully charged top)
|nsdefdesc=Lifts and holds Ragnell in front of himself with both hands in a reverse grip before plunging it into the ground to emit an explosive pillar of fire. Has [[Priority#Transcendent priority|transcendent priority]] and is chargeable. While uncharged, it has a longer downward reach until fully charged and the tip of Ragnell's blade can meteor smash. It has high vertical range, which increases as it charges, making it good for edge-guarding. When fully charged, it grants super armor frames upon being performed and can KO as low as 45%, but Ike receives 10% [[recoil damage]].
|nsdefdesc=Lifts Ragnell in front of himself in a two-handed reverse grip before plunging it into the ground to generate an explosion. It has [[transcendent priority]] and is [[charge]]able, during which it becomes engulfed in [[flame]]s that become more prominent the longer it is charged. When uncharged, it has fairly long range below Ike until fully charged, and the tip of Ragnell's blade can meteor smash aerial opponents. However, it also has impressive vertical range, which increases as it charges, and thus makes it useful for edge-guarding. When fully charged, it grants super [[armor]] on frames 234-238, but deals 10% [[recoil damage]]. When uncharged, it KOs middleweights at 152%/143% (''3DS''/''Wii U'') from anywhere on Final Destination. Conversely, its fully charged base KOs middleweights at 46%/38% (''3DS''/''Wii U'') while near the edge of Final Destination.
|nsc1name=Tempest
|nsc1name=Tempest
|nsc1dmg=5% (uncharged), 8% (grounded fully charged), 14% (aerial fully charged)
|nsc1dmg=5% (uncharged), 14% (fully charged)
|nsc1desc=Emits a vortex of wind instead of a pillar of fire. The vortex is a [[Push|windbox]] that pushes opponents away and stalls Ike's descent if used in midair, making it excellent for edge-guarding and useful for aiding his recovery. It also charges faster than Eruption and Furious Eruption and, unlike either move, does not deal recoil damage. However, it also deals much less damage.
|nsc1desc=Generates a vortex of wind, instead of an explosion. The vortex can [[gimp]] recoveries, thanks to it [[push]]ing opponents away. It also stalls his descent, similarly to [[Cape]]. It also charges faster and does not deal recoil damage, but lacks KO potential because of its much lower damage output.
|nsc2name=Furious Eruption
|nsc2name=Furious Eruption
|nsc2dmg=7% (uncharged), 27% (grounded fully charged bottom), 20% (grounded fully charged top), 32% (aerial fully charged bottom), 25% (aerial fully charged top)
|nsc2dmg=7% (uncharged), 32% (fully charged base), 25% (fully charged top)
|nsc2desc=The pillar of fire's vertical hitbox is larger, especially when charged, and the move stays out a few frames longer than Eruption. However, Ike receives 10% recoil damage when charged halfway and 15% recoil damage when fully charged. When fully charged, it KOs as early as 30% and launches opponents vertically, making it better at KOing than Eruption. It also grants transcendent priority.
|nsc2desc=The explosion's vertical range is larger, especially when charged. It also has a slightly longer duration and, like Eruption, has transcendent priority. When fully charged, it KOs middleweights at 29% from anywhere on Final Destination in {{for3ds}}. However, it lacks KO potential when uncharged. In addition, it deals 10% recoil damage when charged halfway, and 15% recoil damage when fully charged.
|ssdefname=Quick Draw
|ssdefname=Quick Draw
|ssdefdmg=6% (uncharged), 13% (fully charged)
|ssdefdmg=6% (uncharged), 13% (fully charged)
|ssdefdesc=Kneels on one knee and readies himself to charge forward and perform an outward slash upon contact. The charge can be held indefinitely. However, failing to hit anything results in high ending lag and, if used in midair, rendering Ike [[helpless]].
|ssdefdesc=Kneels on one knee and readies himself to charge forward. If Ike make contact with an opponent, he will perform a lunging, outward slash. It takes ≈88 frames (≈1.46 seconds) to [[charge]], and its charge can be held indefinitely. When fully charged, the slash is strong enough to KO middleweights at 123%/114% (''3DS''/''Wii U'') while near the edge of Final Destination. However, failing to hit an opponent results in high ending lag and, if used in midair, Ike being rendered [[helpless]]. Has high momentum when charged in mid-air.
|ssc1name=Close Combat
|ssc1name=Close Combat
|ssc1dmg=4% (uncharged, fully charged), 7% (fully charged far)
|ssc1dmg=4% (uncharged, fully charged near), 7% (fully charged clean far), 3% (fully charged late far)
|ssc1desc=Performs a shoulder tackle instead of an outward slash. It pierces opponents, launches them upward, grants transcendent priority during the dash, and is better for recovery than Quick Draw. However, this comes at the cost of dealing less damage.
|ssc1desc=A shoulder tackle. It charges slightly faster, pierces opponents, and its dash has transcendent priority, which make it better for recovery. However, it lacks KO potential because of its lower damage output. It also renders Ike helpless while in the air, even if he hits an opponent.
|ssc2name=Unyielding Blade
|ssc2name=Unyielding Blade
|ssc2dmg=7% (uncharged), 19% (fully charged)
|ssc2dmg=7% (uncharged), 19% (fully charged)
|ssc2desc=Deals more damage and grants super armor for the duration of the charge and the lunge. However, this comes at the cost of its range and speed being decreased.
|ssc2desc=Deals more damage, to the point that when fully charged, it KOs middleweights at 93% while near the edge of Final Destination in the ''3DS'' version. It also grants super armor for the duration of its charge and lunge. However, it is much slower and has less range, which make it virtually unusable for recovery.
|usdefname=Aether
|usdefname=Aether
|usdefdmg=6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 6% (landing)
|usdefdmg=6% (hit 1 clean), 4% (hit 1 late), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)
|usdefdesc=[[fireemblemwiki:Aether|Performs the Aether skill]] by throwing Ragnell upward, launching nearby opponents in the air while Ragnell spins in place and hits a few times while trapping opponents, before Ike leaps up and grabs Ragnell to perform a descending slash. It grants 4 frames of [[super armor]] starting on frame 18 and ending on frame 21. It covers respectable vertical distance, and can even [[spike]] opponents if used correctly, but covers poor horizontal distance. Aside from its initial hitbox, its other hitboxes have transcendent priority, a trait that also applies to its custom moves.
|usdefdesc=Performs the [[fireemblemwiki:Sol (skill)|Sol]] portion of {{s|fireemblemwiki|Aether}}. It covers a respectable amount of vertical distance, but covers almost no horizontal distance. It grants super armor on frames 18-21, while all but its first hitbox have transcendent priority, a trait that also applies to its custom variations. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hitboxes connect. The start of its descending hitbox is also able to [[spike]] aerial opponents.
|usc1name=Aether Drive
|usc1name=Aether Drive
|usc1dmg=9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2), 5% (descent), 9% (landing)
|usc1dmg=9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2-5), 5% (descent), 9% (landing)
|usc1desc=Ragnell is thrown much farther outward, but not as high, granting it much greater horizontal distance at the cost of some vertical distance. It also deals more damage.
|usc1desc=Ragnell is thrown diagonally and much farther outward. This allows it to cover much more horizontal distance, but less vertical distance. It also deals more damage.
|usc2name=Aether Wave
|usc2name=Aether Wave
|usc2dmg=6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing)
|usc2dmg=6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10% (landing), 8% (energy wave near), 6% (energy wave mid), 4% (energy wave far)
|usc2desc=Ragnell [[fireemblemwiki:Range|emits an energy wave upon landing]], but the entire attack deals less damage overall. Its entire animation is also significantly faster than Aether's and Aether Drive's, which results in it having minimal trapping potential in comparison to them. Based on Ragnell's ability in ''Fire Emblem: Path of Radiance'' and ''Fire Emblem: Radiant Dawn'' to attack at a longer range by firing an energy wave.
|usc2desc=Ragnell is thrown much faster and [[fireemblemwiki:Range|emits an energy wave]] upon landing. However, it deals less damage, which is further compounded by its overall faster animation having almost no trapping potential. Despite the in-game description claiming the move is weaker, the energy wave allows it deal at least the same damage most of the time or is able to deal even more damage than the default Aether. It is based on Ragnell's ability in ''Fire Emblem: Path of Radiance'' and ''Fire Emblem: Radiant Dawn'' to attack at a longer range by firing an energy wave.
|dsdefname=Counter
|dsdefname=Counter
|dsdefdmg=1.2x (min 10%)
|dsdefdmg=1.(minimum 10%)
|dsdefdesc=[[fireemblemwiki:Counter|Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash]]. It comes out on frame 9 and has a duration of 26 frames.
|dsdefdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with a reverse gripped downward slash. Due to having a duration of 26 frames, it is the second longest-lasting counterattack, being surpassed only by [[Double Team]] and [[Vision]]. It also has the lowest amount of ending lag out of every counterattack. Due to it coming out on frame 9, however, it has the second highest amount of start-up lag out of every counterattack, being surpassed only by [[Toad]] and {{SSB4|Palutena}}'s [[Counter (Palutena)|Counter]].
|dsc1name=Paralyzing Counter
|dsc1name=Paralyzing Counter
|dsc1dmg=1% (base)
|dsc1dmg=1%
|dsc1desc=The counterattack [[stun]]s the opponent, similarly to {{SSB4|Mewtwo}}'s [[Disable]]. Like Disable, the stun's duration is longer the more damaged the opponent is, but it also deals minuscule damage due to not being a true counterattack. It comes out on frame 11 and has a narrower counter window due to having a duration of 13 frames.  
|dsc1desc=The counterattack [[stun]]s the opponent, similarly to [[Disable]]. Like Disable, the stun's duration is longer the more damaged the opponent is. Due to not being a true counterattack, it deals minuscule damage. It also comes out on frame 11 and has a duration of 13 frames.
|dsc2name=Smash Counter
|dsc2name=Smash Counter
|dsc2dmg=≈1.5x (9% (base), 15% (min))
|dsc2dmg=1.(minimum 15%)
|dsc2desc=The counterattack has a larger hitbox and deals more damage and considerably more knockback. However, Ike counterattacks after a delay instead of instantly. As a result, opponents can easily avoid it, especially if it is used in the air. As a result, it is best used against moves that have considerable ending lag. It comes out on frame 11 and has a duration of 27 frames.
|dsc2desc=The counterattack has a larger hitbox and a much higher damage multiplier. However, Ike counterattacks after a delay, instead of instantly. As a result, opponents can easily avoid it, especially if it is used in the air. As a result, it is best used against moves that have considerable ending lag. It also comes out on frame 11 and has a duration of 27 frames.
|fsname=Great Aether
|fsname=Great Aether
|fsdmg=5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17)
|fsdmg=5% (hit 1), 10% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18)
|fsdesc=Performs an upward slash while Ragnell's blade is engulfed in flames. If any opponents are hit, they are launched upward and Ike throws Ragnell into the air along with them. He then leaps up, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes and thrusts as well as two alternating kicks. Ike then concludes the combo with a descending, two-handed slash that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent and any bystanders towards the upper blast line.
|fsdesc=Performs an upward slash while Ragnell's blade is engulfed in flames. If any opponents are hit, they are launched upward and Ike throws Ragnell into the air along with them. He then leaps upward, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a wheel kick and a roundhouse kick. Ike then concludes the attack with a descending, two-handed slash that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent and any bystanders toward the upper blast line. It is one of the strongest [[Final Smash]]es in the game, as it will KO middleweights at 19% from anywhere on Final Destination in the ''3DS'' version. However, it is possible for its second hit to miss if Ike is slightly far away from the opponent.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 107
|rweight = 8-9
|dash = 1.5
|rdash = 25-41
|run = 1.5
|rrun = 38
|walk = 0.869
|rwalk = 50
|trac = 0.044
|rtrac = 53-54
|airfric = 0.009
|rairfric = 33-36
|air = 1.08
|rair = 21-23
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.04
|raddaccel = 46-53
|gravity = 0.092
|rgravity = 22-25
|fall = 1.65
|rfall = 17-21
|ff = 2.64
|rff = 18-22
|jumpsquat = 7
|rjumpsquat = 52-57
|jumpheight = 29.9
|rjumpheight = 48
|shorthop = 16
|rshorthop = 36-37
|djump = 31
|rdjump = 40-41
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ike English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Warps onto the stage using [[fireemblemwiki:Warp (staff)|warp magic]] and grunts while briefly slashing outward.
|desc=Warps onto the stage using [[fireemblemwiki:Warp (staff)|warp magic]] and grunts while briefly performing an inward slash.
|char=Ike
|char=Ike
|game=SSB4}}
|game=SSB4}}
Line 267: Line 492:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Ike
|char=Ike
|desc-up=Holds Ragnell with both hands and in front of himself while growling loudly as wind blows through his cape.
|desc-up=Holds Ragnell with both hands in front of himself while growling loudly as wind blows through his cape.
|desc-side=Holds Ragnell to his side, saying "Prepare yourself!" In the Japanese version, he says {{ja|覚悟しろ。|Kakugo shiro.}} (''Get prepared.'')
|desc-side=Rears back and then holds Ragnell to his side while saying "Prepare yourself!" In the Japanese version, he says {{ja|覚悟しろ。|Kakugo shiro.}} (''Get prepared.'')
|desc-down=Plunges Ragnell into the ground, folds his arms and says "Hmph!" as wind blows through his cape, then removes Ragnell from the ground.}}
|desc-down=Plunges Ragnell into the ground, then folds his arms while saying "Hmph!" as wind blows through his cape, then removes Ragnell from the ground.}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Taps Ragnell's blade on his shoulder.  
|desc-1=Taps Ragnell's blade on his shoulder.
|desc-2=Rubs the edge of Ragnell's blade.
|desc-2=Rubs the edge of Ragnell's blade.
|image-1=IkeIdlePose1WiiU.jpg
|image-1=IkeIdlePose1WiiU.jpg
Line 291: Line 516:
|victory-theme=FireEmblemTheme.ogg
|victory-theme=FireEmblemTheme.ogg
|victory-desc=An orchestral excerpt of the title theme from ''{{s|fireemblemwiki|Fire Emblem: Shadow Dragon and the Blade of Light}}'', which has since become the main theme of the ''Fire Emblem'' series.
|victory-desc=An orchestral excerpt of the title theme from ''{{s|fireemblemwiki|Fire Emblem: Shadow Dragon and the Blade of Light}}'', which has since become the main theme of the ''Fire Emblem'' series.
|desc-1=Plunges Ragnell into the ground and then folds his arms, saying "You'll get no sympathy from me."
|desc-1=Plunges Ragnell into the ground and then folds his arms while saying "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-2=Swings Ragnell twice, then casually holds it while its blade rests on his shoulder while saying "I fight for my friends." In the Japanese version, Ike says "{{ja|守る べき もの の ため 戦う だけ だ|Mamoru beki mono no tame, tatakau dake da.}}" Because the Japanese quote is significantly longer than the English quote, there is a moment of silence before his name is announced in non-Japanese versions.
|desc-2=Swings Ragnell twice, then casually holds it by resting its blade on his shoulder while saying "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-3=Uses [[Aether]].
|desc-3=Uses [[Aether]] and lands while looking down at his sword.
|char=Ike}}
|char=Ike}}


==In competitive play==
==In [[competitive play]]==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 311: Line 536:
|set10=3111
|set10=3111
}}
}}
===Notable players===
===Most historically significant players===
====Active====
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|Nojinko|Japan}}
 
*{{Sm|Justice|USA}}
''See also: [[:Category:Ike players (SSB4)]]''
*{{Sm|ProBeans|USA}}
*{{Sm|Ryo|USA}}
*{{Sm|San|USA}}
*{{Sm|SM|USA}}
*{{Sm|Waldo|USA}}


====Inactive====
*{{Sm|Ryo|USA}} - The best Ike player of all-time and the only Ike player ever ranked globally, most recently ranking 77th on the [[PGR 100]]. He is the only Ike player to top 8 a major, placing 7th at {{Trn|MLG World Finals 2015}}. Although he later began playing {{SSB4|Corrin}} and {{SSB4|Roy}} alongside Ike, he still managed to have some strong solo-Ike results, most notably 25th at both {{Trn|2GGC: Fire Emblem Saga}} and {{Trn|GENESIS 5}}.
*{{Sm|A|Japan}}
*{{Sm|San|USA}} - One of the best Ike players of all-time with results on-par with Ryo's, including placing 9th at {{Trn|Get On My Level 2016}}, 17th at {{Trn|The Big House 5}}, and 33rd at {{Trn|Pound 2016}}, {{Trn|The Big House 6}}, and {{Trn|2GGC: Fire Emblem Saga}}, playing only Ike in all five events. However, he traveled less frequently than Ryo and as such was never ranked on the [[PGR]].
*{{Sm|Rango|USA}}
*{{Sm|Ryuga|USA}}


===Tier placement and history===
===Tier placement and history===
Upon ''SSB4''{{'}}s release, Ike's buffs to his speed were quickly noticed, but so were the nerfs to the power of some of his moves. Eventually, it became clear Ike had lost a lot of power, with the increased speed not properly compensating for it and other of his flaws from ''Brawl'' not being addressed, and was seen as a non-viable character. However, game updates would buff Ike, to the point that he began achieving respectable results. This was particularly noticeable around the time of update [[1.0.8]], courtesy of players like {{Sm|Rango}}, {{Sm|Ryo}}, {{Sm|Ryuga}}, {{Sm|San}} and {{Sm|Waldo}}. As such, he originally ranked at 26th on the first [[tier list]], a fairly noticeable improvement from his tier placement in ''Brawl''.
Upon ''SSB4''{{'}}s release, players noted both Ike's buffed mobility and nerfed power, with some arguing that the mobility changes were more important in the faster-paced meta, while others believed the nerfs would be more detrimental in the long run. Eventually, the general consensus agreed that his improved mobility did not properly compensate for his unaddressed flaws and loss of some options from ''Brawl''. However, game updates (most notably [[1.0.8]]) would significantly improve Ike; he gained consistent and strong throw combos, improved hitboxes on many moves, and his lack of a midrange option was alleviated by giving his dash attack KO potential. As such, he began achieving respectable results from dedicated players such as {{Sm|Rango}}, {{Sm|Ryo}}, {{Sm|Ryuga}}, {{Sm|San}}, and {{Sm|Waldo}}. As such, he was ranked 26th on the first [[tier list]], a fairly noticeable improvement from his tier placement in ''Brawl''.


Although game updates considerably improved Ike's perception and results, they would also improve other characters to similar degrees, most notably {{SSB4|Bowser}}, {{SSB4|Marth}}, {{SSB4|Lucina}}, and {{SSB4|Mewtwo}}, who in turn would eventually start to surpass Ike in terms of results. This was further compounded by the presence of DLC characters other than Mewtwo: {{SSB4|Corrin}} and {{SSB4|Bayonetta}} would both present impressive offensive potentials that quickly saw them gain respectable and successful playerbases, while Ryuga and Rango dropped Ike in favor of Corrin and Cloud, respectively. Despite his talented playerbase, Ike has since seen lower and more average placings at tournaments, which in turn saw him dropped to 35th on the second tier list, though he would retain this ranking on the third and current tier list. Ike's tier placement is a fair topic of debate, with some arguing he should be placed higher due to his strengths, while some argue he should be placed lower due to his results being stagnant.
Although game updates considerably improved Ike's perception and were pivotal for his success, Ike has since achieved lower and more average placings at tournaments despite his playerbase continuing to advance his metagame. This is due to the improved results of other characters who benefitted more from the balance changes (such as {{SSB4|Bowser}}, {{SSB4|Marth}}, {{SSB4|Lucina}}) and the inclusion of [[Downloadable content|DLC]] characters (notably {{SSB4|Corrin}}, {{SSB4|Mewtwo}} and {{SSB4|Bayonetta}}), who would eventually start to surpass Ike in regard to overall representation and results. In addition, some of his best players, such as Ryuga and Rango, dropped Ike in favor of Corrin and {{SSB4|Cloud}}, respectively. These in turn saw him drop to 35th on the second tier list, and retained this 35th ranking third tier list.


==Trophies==
Ike's perception became rather mixed: some players claimed that his standing was accurate, or should be slightly higher because of his improving placings; evidence stems from Ryo and San, who have earned solid results while taking sets off top players as of 2017, the latter even achieving 4th place at [[Get On My Level 2017]]. However, others claimed he should be ranked lower because of his glaring issues alongside overall mediocre representation and results, citing that he also lacks the growing success of characters ranked below him (such as {{SSB4|Duck Hunt}}, {{SSB4|Link}}, {{SSB4|Samus}}, and {{SSB4|Shulk}}), and putting him among the standing he initially had in ''Brawl''. As a result, Ike continued to drop even further, ranking 39th on the fourth and final tier list, a far cry from his initial placement. To this day, Ike's true tier standing is still greatly up for debate as some smashers like {{Sm|ZeRo}}, {{Sm|ESAM}}, and {{Sm|Raito}} claim that Ike should be ranked lower (the latter claiming that Ike is among the bottom 5 characters in the game) while other smashers like {{Sm|Dabuz}} believe that Ike should be ranked slightly higher due to his strong throw combos and fantastic ledgetraps.


:'''Ike'''
==In Solo Modes==
::{{flag|ntsc}} ''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.''
===[[All-Star Mode]]===
In All-Star Mode, Ike is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version alongside {{SSB4|Roy}}, {{SSB4|Zero Suit Samus}}, {{SSB4|Lucas}}, {{SSB4|Olimar}}, {{SSB4|Lucario}}, {{SSB4|Toon Link}}, {{SSB4|Villager}}, and {{SSB4|Bowser Jr.}}


::{{flag|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.''
==={{GameIcon|SSB4-U}}[[Event Match]]es===
 
====Solo Events====
{{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance (10/2005)|console2=Wii|game2=Fire Emblem: Radiant Dawn (11/2007)}}
* '''[[All-Star Battle: Brawl]]''': Ike is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
 
* '''[[The Ultimate Swordsman]]''': Ike must defeat {{SSB4|Link}}, {{SSB4|Marth}}, {{SSB4|Meta Knight}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin, and {{SSB4|Shulk}}. All of the opponents wield swords.
:'''Ike (Alt.)'''
====Co-op Events====
::{{flag|ntsc}} ''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!''
* '''[[Mirror Magic]]''': Ike and {{SSB4|Lucina}} must defeat {{SSB4|Ganondorf}}, a [[Giant (disambiguation)|giant]] [[Metal Box|metal]] dark Ike, and a giant metal dark Lucina.
 
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
::{{flag|pal}} ''Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, so even though it leaves you open, it's a real winner. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire that hits anyone nearby. If you charge it too long, though, you'll hurt yourself, so be careful!''
 
{{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance (10/2005)|console2=Wii|game2=Fire Emblem: Radiant Dawn (11/2007)}}
 
:'''Great Aether'''
 
::{{flag|ntsc}} ''Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!''
 
::{{flag|pal}} ''Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks his target into the air with an upward swing, and then they're stuck there as he strikes again and again. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!''


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
SSB4-3DS Congratulations Classic Ike.png|Classic Mode
SSB4-3DS Congratulations All-Star Ike.png|All-Star Mode
</gallery>
====Wii U====
<gallery>
<gallery>
IkeTrophy3DS.png|Classic (3DS)
SSB4-Wii U Congratulations Classic Ike.png|Classic Mode
IkeAllStarTrophy3DS.png|Alt. (3DS)
SSB4-Wii U Congratulations All-Star Ike.png|All-Star Mode
IkeTrophyWiiU.png|Classic (Wii U)
IkeAltTrophyWiiU.png|Alt. (Wii U)
GreatAetherTrophyWiiU.png|[[Great Aether]]
</gallery>
</gallery>
</center>
</center>


==In [[Event Match]]es==
==[[Trophies]]==
===Solo Events===
Ike's default trophy is obtained by clearing Classic Mode as Ike. His alternate trophy is obtained by clearing All-Star Mode as Ike in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Great Aether trophy is obtained only in the Wii U version by clearing All-Star Mode as Ike.
* '''[[All-Star Battle: Brawl]]''': Ike is one of the opponents fought in this event. All of the opponents debuted in ''Brawl''.
{{Trophy/Fighter
* '''[[The Ultimate Swordsman]]''': Ike must defeat {{SSB4|Link}}, {{SSB4|Marth}}, {{SSB4|Meta Knight}}, {{SSB4|Toon Link}}, male {{SSB4|Robin}}, female Robin and {{SSB4|Shulk}}. All of the opponents wield swords.
|name=Ike
|image-3ds=IkeTrophy3DS.png
|image-wiiu=IkeTrophyWiiU.png
|mode=Classic
|desc-ntsc=One of the main characters from the Fire Emblem series. Having fought in the {{iw|fireemblemwiki|Mad King's War}}, restored the fallen nation of {{iw|fireemblemwiki|Crimea}}, and taken on the {{iw|fireemblemwiki|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.
|desc-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 Empire, 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.
|gamelist-ntsc={{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance|release1=10/2005|console2=Wii|game2=Fire Emblem: Radiant Dawn|release2=11/2007}}
|gamelist-pal={{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance|release1=11/2005|console2=Wii|game2=Fire Emblem: Radiant Dawn|release2=03/2008}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Ike (Alt.)
|image-3ds=IkeAltTrophy3DS.png
|image-wiiu=IkeAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=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!
|desc-pal=Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, so even though it leaves you open, it's a real winner. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire that hits anyone nearby. If you charge it too long, though, you'll hurt yourself, so be careful!
|gamelist-ntsc={{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance|release1=10/2005|console2=Wii|game2=Fire Emblem: Radiant Dawn|release2=11/2007}}
|gamelist-pal={{Trophy games|console1=GCN|game1=Fire Emblem: Path of Radiance|release1=11/2005|console2=Wii|game2=Fire Emblem: Radiant Dawn|release2=03/2008}}
}}
{{clrl}}


===Co-op Events===
{{Trophy/Fighter
* '''[[Mirror Magic]]''': Ike and {{SSB4|Lucina}} must defeat {{SSB4|Ganondorf}}, a [[Giant (disambiguation)|giant]] [[Metal Box|metal]] dark Ike and a giant metal dark Lucina.
|name=Great Aether
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
|image=GreatAetherTrophyWiiU.png
|desc-ntsc=Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
|desc-pal=Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks his target into the air with an upward swing, and then they're stuck there as he strikes again and again. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Ike|Alternate costumes]]==
==[[Alternate costume (SSB4)#Ike|Alternate costumes]]==
Line 386: Line 626:
|{{Head|Ike|g=SSB4|s=50px|cl=White}}
|{{Head|Ike|g=SSB4|s=50px|cl=White}}
|}
|}
==Gallery==
==Gallery==
<gallery>
<gallery>
Line 398: Line 639:
SSB4_Ike_Screen-5.jpg|Alongside {{SSB4|Marth}}.
SSB4_Ike_Screen-5.jpg|Alongside {{SSB4|Marth}}.
SSB4_Ike_Screen-6.jpg|Ike's other idle pose.
SSB4_Ike_Screen-6.jpg|Ike's other idle pose.
SSB4_Ike_Screen-8.jpg|On [[Halberd]].
SSB4_Ike_Screen-8.jpg|Using his down smash.
SSB4_Ike_Screen-9.jpg|Using his up smash on Samus and {{SSB4|Sheik}} in {{for3ds}}.
SSB4_Ike_Screen-9.jpg|Using his up smash on Samus and {{SSB4|Sheik}} in {{for3ds}}.
SSB4_Ike_Screen-10.jpg|Ike being attacked by the [[fish]] on [[Balloon Fight]].
SSB4_Ike_Screen-10.jpg|Ike being attacked by the [[fish]] on [[Balloon Fight]].
SSB4 Ike Rocket Belt.jpg|Ike using a [[Rocket Belt]] on [[Find Mii]].
SSB4 Ike Rocket Belt.jpg|Using a [[Rocket Belt]].
SSB4 Eruption.jpg|Using [[Eruption]] on {{SSB4|Mario}} in a [[Unused content (SSB4)#Aesthetics|pre-release picture]].
SSB4 Eruption.jpg|Using [[Eruption]] on {{SSB4|Mario}} in a [[Unused content (SSB4)#Aesthetics|pre-release picture]].
SSB4 - Robin Screen-4.jpg|Ike fighting {{SSB4|Robin}}.
SSB4 - Robin Screen-4.jpg|Ike fighting {{SSB4|Robin}}.
Double Team Strike SSB4.jpg|Ike being hit by {{SSB4|Lucario}}'s [[Double Team]]
</gallery>
</gallery>


== Trivia ==
==Trivia==
*Ike is the only ''Fire Emblem'' character in the game with an up aerial that does not involve a backflip or turning around, and an up smash that is not an upward thrust.
*{{s|fireemblemwiki|Ragnell}}'s flames [[Unused content (SSB4)#Aesthetics|initially retained their orange coloration from ''Super Smash Bros. Brawl'']], but were later recolored as sky blue for the final release of ''Super Smash Bros. 4''.
*{{s|fireemblemwiki|Ragnell}}'s flames [[Unused content (SSB4)#Aesthetics|initially retained their reddish orange coloration from ''Brawl'']]. However, they were changed to sky blue in the final release, in reference to Ike's "Hero of the Blue Flame" title in the Japanese version of ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}''.
*During Ike's victory pose in which he swings Ragnell twice, his Japanese quote is significantly longer than his English quote. As a result, there is a moment of silence before his name is announced in non-Japanese versions.
*The start-up lag of Ike's up taunt is almost as long as his forward smash attack's start-up lag.
*As of ''[[Super Smash Bros. Ultimate]]'', ''SSB4'' is the only game in which Ike's ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'' design appears as his default costume.
**His up and side taunts also slightly resemble his forward and up smashes, respectively.
*Ike is supposed to have a 6-frame jumpsquat according to his parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
*Prior to {{SSB4|Corrin}}'s debut in the ''Super Smash Bros.'' series, Ike was the only ''Fire Emblem'' character to have an idle stance that has him lead with his left side and have his sword arm act as his following arm.
*Ike and {{SSB4|Olimar}} are the only characters in ''SSB4'' whose names start with vowels.
 
*One of the pictures in the official ''Super Smash Bros.'' Facebook page and Nintendo of Europe's official Twitter account is Ike fighting {{SSB4|Samus}} on [[Pyrosphere]] [https://twitter.com/NintendoEurope/status/577182622843031552] with a description "What do you fight for?", referencing Ike's famous "I fight for my friends" victory line.
**The line is referenced again in Ike's [https://twitter.com/NintendoEurope/status/520997527207030784 entry] on NoE's Twitter, having a description "[[For Fun]]? [[For Glory]]? No. For Friends."
**The line is referenced once again in Alph's [https://twitter.com/NintendoEurope/status/597461297073098753 entry] on the same Twitter, stating "[[Pikmin (species)|His friends]] fight for him."
*Ike’s render for this game bears a resemblance to the pose seen in [https://cdn.fireemblemwiki.org/1/18/FERD_Zelgius.png official artwork] for {{s|fireemblemwiki|Zelgius}}, Ike’s rival in his home games.
{{SSB4Characters}}
{{SSB4Characters}}
{{Fire Emblem universe}}
{{Fire Emblem universe}}
[[Category:Ike (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Ike (SSB4)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Ike (SSB4)]]

Latest revision as of 19:54, November 12, 2024

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 SSB4.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearances in Brawl
in Ultimate

Availability Starter
Final Smash Great Aether
Tier E (39)
Ike (SSB4)

Ike (アイク, Ike) is a playable character in Super Smash Bros. 4. His return to the series was announced in a Director's Room Miiverse post on May 23rd, 2014, which coincided with the ninth anniversary of the North American release of Fire Emblem: The Sacred Stones.

Jason Adkins and Michihiko Hagi reprise their roles as Ike's voice actors in the English and Japanese versions, respectively, albeit via recycled voice clips from Super Smash Bros. Brawl.

Ike is ranked 39th out of 54 on the tier list, placing him near the top of the E tier. This is a moderate drop from his placement in Brawl, where he was ranked 23rd out of 38. In addition to largely retaining his renowned power and range, Ike's overall mobility has noticeably improved, thanks to his faster dashing and air speeds, and higher double jump. His frame data has also fairly improved, with the most obvious improvements being his tilts and aerials. He also benefits from the changes to gameplay mechanics: rage supplements his power; the changes to hitstun canceling have made his up and down throws into very useful combo starters; and the updated edge mechanics supplement his recovery.

However, Ike has received some nerfs, and he also retains his flaws from Brawl. His jab cancel, which was perhaps his best damage-racking option in the previous game, is now extremely situational due to his neutral attack’s higher overall lag. His high weight renders his overall mobility as below-average at best in spite of its improvements, making him vulnerable to rushdowns and combos. His lack of any projectile also leaves him susceptible to camping. Ike also has very few sufficiently fast moves (with jab and back aerial being some of his only moves that come out faster than frame 10), as well as high ending lag in many attacks. In return for Ike’s attacks having better frame data overall, most of them have significantly decreased knockback, slightly lower damage output, and shorter range. His already large hurtbox is slightly taller. Finally, Ike’s recovery is still predictable and linear, making it vulnerable to attacks when ascending.

While Ike has attained greater degrees of success prior to 1.1.6, thanks to the likes of Ryo, SM, San, and Waldo, his playerbase's success has stagnated afterwards.

Attributes[edit]

Ike is a heavyweight, being tied with Wario as the eighth heaviest character in SSB4. Unsurprisingly, he has below-average walking speed and air acceleration; slightly below-average dashing speed; above-average falling speed, air speed and gravity; and a low jump and double jump.

Ike's good approach is a noticeable divergence from the heavyweight archetype, though it is a trait shared with his fellow heavyweight swordsmen Shulk and Cloud. His sword, Ragnell, grants him a very long and disjointed range that is surpassed only by Shulk's Monado and Cloud's Buster Sword. Neutral, forward and back aerials are good approach options: in addition to their ability to auto-cancel with a short hop, the former has low landing lag, whereas the latter two are safe on shield thanks to their high shieldstun. Forward aerial, in particular, boasts a good damage output, high knockback growth, and large range in front of Ike. Aside from being his most reliable approach option because of these traits, it also makes him a surprisingly difficult character to punish when it is used properly. In addition, his aerials' speed and ranges make him capable at pressuring opponents.

Ike's combo game consists of numerous moves that are able to flow consistently with each other up to medium percentages. His down tilt, SHFF'd neutral aerial, up throw and down throw all launch opponents at favorable angles, allowing him to follow up with his aerials and thus perform short, yet impressively damaging combos. Up throw is particularly notable, as its low knockback growth enables it to combo into forward or up aerials even at high percentages, which provides Ike with a few invaluable KO set-ups. Although not as consistent as his aforementioned moves, up tilt, forward aerial and back throw also have combo potential: up tilt is a useful anti-air attack that can also be used for juggles; forward aerial can combo into itself up to three times at medium percentages when auto-canceled; and back throw can tech-chase into dash attack at low to medium percentages.

All of Ike's smash attacks are among the strongest of their respective kinds; his clean tipped forward smash, in particular, is notably the seventh strongest forward smash in the game. Forward and up smashes both have long ranges, which also grants them utility against both grounded and aerial opponents. Up smash, in particular, covers a wide, overhead arc around Ike; when coupled with its long duration, it is a deadly option while at the edge and for punishing rolls. Although Ike's smash attacks suffer from extreme amounts of start-up and ending lag, he is not reliant on them to KO.

In addition to their aforementioned approach potentials, Ike's forward and back aerials boast impressive power, making them safe KOing options while near the edge or especially while edge-guarding. On a related note, Ike also has an effective edge-guarding game: in addition to forward and back aerials, down aerial's tip is an impressively damaging meteor smash, while Eruption is a chargeable move that boasts a large hitbox regardless of its charge, and devastating power even when it is only partially charged. Furthermore, Ike's excellent endurance enables him to use rage effectively, which boosts his already high power.

However, Ike has a number of flaws. His size, weight and falling speed leave him vulnerable to combos and rushdown-oriented characters, which is further compounded by his lack of options to quickly and reliably break out of them. As he is a melee-oriented character, Ike lacks a projectile, putting him at a disadvantage against camping tactics. Ike's weak out of shield potential further compounds his susceptibility to pressure: his below-average grab range and very low traction hinder his otherwise great grab game, while he lacks options to immediately retaliate because the overwhelming majority of his grounded moves have moderate start-up lag. By extension, the lag issues within Ike's moveset hinder his overall approach: it renders his grounded approach as comparatively poor and overall predictable, whereas his aerial approach requires proper spacing and timing in order to be effective.

Ike's recovery is also problematic. Aether and Quick Draw are highly predictable because they function strictly as vertical and strictly horizontal recovery options, respectively. In addition to rendering Ike susceptible to semi-spikes, both of these moves are further compounded by specific faults. Quick Draw must be charged in order to cover more distance, and unless it hits an opponent, it renders Ike helpless and thus cannot be used in tandem with Aether. In comparison, Aether's horizontal distance is almost nonexistent even with directional input, which can lead to an invariable self-destruct if it is used too far from the edge.

Ike gains some benefits from his custom moves. Both Tempest and Furious Eruption improve his already good edge-guarding potential, yet possess noticeable traits. Tempest charges faster and, like Cape, stalls Ike's descent when used in the air and can gimp recoveries. In comparison, Furious Eruption is noticeably stronger than Eruption, has more vertical range and launches opponents vertically, which makes it a very potent KOing option on stages with low ceilings. Close Combat grants transcendent priority during its dash, which allows it to ignore projectiles and shields, making it even better for recovering.

Aether Drive functions as a diagonal recovery option unlike Aether and Quick Draw, but covers less vertical distance. Aether Wave is executed faster, making it harder to gimp. It is also an excellent edge-guarding option, as it slings an energy wave upon landing. However, it covers slightly less vertical distance, has little trapping potential, and cannot meteor smash. Paralyzing Counter functions almost identically to Disable: it allows Ike to stun the opponent instead of counterattacking, but deals minuscule damage as a trade-off. Lastly, Smash Counter functions oppositely: its much higher damage multiplier enables it to one-hit KO many strong moves, although its lag is significant enough that many moves with low ending lag will allow the opponent to block the counterattack.

Overall, Ike's optimal playstyle is largely the same as it was in Brawl: he is still effective at spacing and punishing, and must utilize his useful combo game to deal damage and set up KOs. Like Luigi, Ike's weaknesses are exploitable, but circumventing them with careful play can result in him being a formidable character, as shown by players such as Ryo.

Changes from Super Smash Bros. Brawl[edit]

Ike had received a mix of buffs and nerfs from Brawl to SSB4. Ike's mobility has improved: he has noticeably faster dashing and air speeds, as well as a higher double jump, the latter of which also improved his neutral game and recovery. His overall frame data is also fairly better, with his forward aerial in particular now being a very useful approach option thanks to its range, lower start-up lag, and ability to auto-cancel with a short hop. By extension, his forward, back, up and down aerials also have significantly reduced landing lag, and no longer possess transcendent priority, aiding in Ike's approach by allowing him to cancel out projectiles. Lastly, Ike benefits from the changes to gameplay mechanics. The changes to hitstun canceling significantly improve his combo game; the removal of edge-hogging improves Aether and Quick Draw's recovery potentials; and rage boosts Ike's already high power, while his heavier weight makes him a very effective user of it.

However, Ike has also received some nerfs. To compensate for the general improvements to his frame data, his renowned power has been somewhat toned down via decreases to his damage output and the knockback of the majority of his moveset. Ike's overall range has also been decreased, making it slightly more difficult for him to space out his opponents. Ike's jab cancel, which was an essential aspect of his playstyle in Brawl, is now extremely situational because of his neutral attack's higher start-up and ending lag.

Aside from Counter, his other special moves have been nerfed in particular ways. Eruption has been the most noticeably affected, as it now deals less damage, has less knockback, and only grants super armor when it is fully charged. Lastly, Ike's already large hurtbox is slightly larger, and he is slightly heavier. When coupled with the changes to hitstun canceling, these changes collectively make him more susceptible to combos than in Brawl.

Overall, Ike has been re-balanced with his weaknesses becoming less severe at the cost of his previous strengths being noticeably toned down. Ike is faster both in terms of mobility and frame data and has a better recovery in exchange for less range and power (especially when relative to the cast). While he gained a few new useful tools (most of which due to the changes to the game's mechanics), he also lost one of his most vital tools in the form of his jab. His representation in competitive play: despite initially being minimal, it has expanded over time thanks to the numerous buffs he received from game updates, while his still relatively small playerbase has managed to achieve average results at regional and even national tournaments.

Aesthetics[edit]

  • Change Ike's design is now based on his appearance as a Hero in Fire Emblem: Radiant Dawn.
  • Change Ike has received three new alternate costumes, which are based on his father Greil, the Black Knight, and Chrom, respectively.
  • Change Ike's eye color is now slightly subdued. Ragnell's pommel and the upper portion of its grip are also now darker. These changes are unique to SSB4.
  • Change Ike is slightly more expressive.
  • Change Ike's boots' sound clips are higher pitched.
  • Change Ragnell's blade is now satin sheen gold, instead of metallic gold. Additionally, the base of its blade is now very slightly wider, similarly to its tip, and has a very small circular gem embedded in it. Lastly, its grip, cross-guard and pommel are now slightly larger. Altogether, these changes make Ragnell appear more in line with its appearances in Fire Emblem: Path of Radiance and Radiant Dawn.
  • Change Ragnell's flames are now sky blue, instead of orange. This makes them appear virtually identical to the fiery aura that Ike emits upon being blessed by Yune during the final battle against Ashera in Radiant Dawn. Its swings' sound clips are also higher pitched.
  • Change Up and side taunts have updated sound effects.
  • Change Ike's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.

Attributes[edit]

  • Nerf Ike is taller, making his hurtbox slightly larger.
  • Nerf Ike walks slower (0.88 → 0.869).
  • Buff Ike dashes faster (1.371 → 1.5).
  • Buff Ike's air speed is noticeably higher (0.9212 → 1.08), going from the 22nd fastest out of 39 characters to the 21st highest out of 58.
  • Buff Ike is heavier (105 → 107).
  • Buff Ike's double jump is higher (height multiplier: 0.88x → 1.037x).
  • Change Ike's gravity is higher (0.0837 → 0.092).
  • Buff Rolls have less ending lag (FAF 34 (front)/ 38 (back) → 33 (both)).
  • Nerf Rolls have a slightly shorter duration (frames 4-19 → 4-18).
  • Buff Air dodge has less startup (frame 4 → 3) and ending lag (FAF 40 → 34).
  • Nerf Spot dodge has more startup lag with a shorter duration (frames 2-20 → 3-18) and it has increased ending lag (FAF 26 → 28).
  • Buff Ike's item throw is stronger (1 → 1.023333).
  • Change The changes to hitstun canceling and Directional Influence both help and hinder Ike. They significantly improve his combo potential out of specific moves, but make him more susceptible to combos and preventing him from making use of momentum canceling, hindering his endurance.

Ground attacks[edit]

  • Neutral attack:
    • Nerf Neutral attack deals less damage (4% (hit 1)/5% (hit 2)/7% (hit 3) → 3% (hits 1-2)/5% (hit 3)) and the final hit's knockback was not compensated, hindering its damage racking and KO potential.
    • Nerf All three hits have more ending lag (FAF 17 (hit 1)/20 (hit 2)/38 (hit 3) → 24/28/39), hindering their safety as well as the first two hits' jab canceling potential.
    • Nerf The first hit has more startup lag (frame 3 → 4).
    • Nerf The first hit resets itself later when held (frame 15 → 20).
    • Buff The first hit transitions into the second hit earlier (frame 12 → 11).
    • Buff The first hit has an altered animation where Ike now moves forward more. This gives it more range despite it now having a static hitbox.
      • Nerf However, the hitbox does not extend as far inside of Ike, giving it less range inside of him.
    • Change The first hit now has one extended hitbox instead of three separate hitboxes giving it consistent set knockback (50/40/30 → 50).
      • Buff This gives the move more hitstun at far ranges, improving its jab canceling potential (although this is offset by the move's higher ending lag).
      • Nerf However, this also hinders its ability to lead into the second hit at far ranges, especially since it launches opponents at a lower angle compared to the previous far hitbox (70° → 65°).
    • Nerf The second hit transitions into the third hit later (frame 8 → 12).
    • Nerf The second hit transitions into the first hit later when held later (frame 13 → 18).
    • Nerf The second hit has a new animation where Ike does not kick as far forward and the move now uses smaller static hitboxes (5u/5u/5u → 3.5u/3.5u/4.5u). This gives the move less range.
      • Buff However, the move now has two far hitboxes which are positioned at different heights, giving the move more vertical range.
    • Buff The second hit's further hitboxes deal less knockback (50/40 (set), 80/100 (scaling) → (40/25)/80), improving the move's ability to lead into the third hit.
      • Change The second hit's higher hitbox also launches opponents at a higher angle (65° → 80°).
      • Nerf However, when combined with the move's higher ending lag, this significantly hinders its jab canceling potential.
    • Nerf The second hit's nearest hitbox has higher set knockback (30 → 50) and it launches opponents at a higher angle (20° → 65°), hindering its ability to lead into the third hit.
      • Buff However, this also improves its jab canceling potential (although this is offset by the move's higher ending lag).
    • Buff The third hit has less startup lag (frame 10 → 5).
    • Nerf The third hit has a shorter duration (frames 10-14 → 5-8).
    • Buff The third hit's nearest hitboxes are larger (3u/2.5u → 4u/3.3u).
    • Nerf The third hits furthest hitbox has been moved closer to Ike (y offset: 13 → 12) while the nearest hitbox has been moved further away from him (y offset: 0 → 1), reducing its range.
  • Forward tilt:
    • Buff Forward tilt has less startup (frame 17 → 13) and ending lag (FAF 56 → 44).
    • Nerf Forward tilt has a shorter duration (frames 17-19 → 13-14).
    • Nerf Forward tilt deals less damage (15% (blade)/14% (upper body) → 12.5%) and knockback (38 (base), 100 (scaling) → 30/97), significantly hindering its KO potential.
      • Buff However, it does deal more damage than the previous lower body hitbox (12% → 12.5%), although its knockback is still lower.
    • Nerf Forward tilt now consists of one extended hitbox instead of four normal hitboxes. This hitbox is the same size as the previous upper body hitbox and it also does not extend as far horizontally (particularly for the angled variants), giving it less range, especially the down angled version.
      • Nerf The move also does not cover Ike's lower body, giving it less range below him, especially the up angled version.
    • Change Forward tilt's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis.
  • Up tilt:
    • Buff Up tilt has less startup lag (frame 13 → 11) with its total duration subsequently reduced (FAF 50 → 48).
    • Buff The clean hit deals more damage, especially behind Ike (9% (behind)/12% (sword) → 14%).
    • Change Up tilt now uses one extended hitbox rather than four normal hitboxes.
      • Nerf This new hitbox does not extend as far behind the sword (y offset: -2 → y stretch: 1) and the late hit also does not extend as far away from the sword (y offset: 13 → 12), giving up tilt less range in all directions overall.
    • Nerf Up tilt has a shorter duration (frames 13-15 (clean)/16-28 (late) → 11-13/14-21).
    • Nerf Up tilt has lower base knockback (70 → 50). This hinders the clean hit's KO potential on tournament legal stages (excluding the previous sourspot) as well as noticeably hindering the late hit's KO potential.
    • Nerf Up tilt now launches opponents at a consistent angle (85°/88°/92°/95° → 95° (clean)/85° (late), making it easier to DI as well as hindering its KO potential at the middle of the sword.
    • Nerf The clean hit has a smaller hitbox (6u → 5u).
  • Down tilt:
    • Buff Down tilt has drastically lower startup (frame 16 → 7) and ending lag (FAF 55 → 29).
    • Nerf Down tilt deals much less damage (14% → 8%) and knockback (55 (base), 100 (scaling) → 70/70), greatly hindering its KO potential.
    • Change Down tilt now consistently launches opponents upwards (270° (tip)/361° (hilt) → 80° (all)), no longer being a meteor smash.
      • Buff When combined with its much faster speed, lower power and the changes to hitstun canceling and DI, these changes greatly improve its combo potential at lower percents.
      • Nerf However, these changes also significantly hinder its edgeguarding and spacing potential.
    • Nerf Down tilt has smaller hitboxes (4u/4u/4u/4u → 3.8u/3.8u/3.8u/3.8u) and the furthest hitboxes have been moved closer to Ike (y offset: 10/16 → 9/13), reducing its range.
  • Dash attack:
    • Buff Dash attack has less startup lag (frame 18 → 15).
    • Buff Dash attack deals more damage (8% (far)/7% (near) → 14%/11%) and has increased knockback scaling (70 → 78), greatly improving its KO potential despite its less favorable launch angle (361° (far)/80° (back) → 52°).
    • Buff Dash attack now has a late hitbox from frames 17-19 which deals 9%, more knockback (70 (base), 70 (scaling) → 60/100) and launches opponents at a 45° angle. This extends dash attack's duration (frames 18-19 → 15-16/17-19).
    • Nerf Dash attack has more ending lag (FAF 51 → 53).
    • Nerf Dash attack covers less distance.
    • Nerf Dash attack has smaller hitboxes (7u/5u/5u → 6u/4u). When combined with its shorter distance, this reduces dash attack's range despite its longer duration as well as the far hitbox being moved further away from Ike (z offset: 17 → 17.5).
    • Nerf The near hit now uses one extended hitbox which does not extend as far behind Ike (z offset: -2 → 2.5), giving dash attack less range behind Ike.
  • Forward smash:
    • Buff Forward smash has a longer duration (frames 31-32 (clean)/33-34 (late) → 31-32/33-35).
    • Buff Forward smash has a new animation where Ike does a larger sword swing. This gives it slightly more range.
    • Buff The late hit's far hitbox deals more damage (17% → 19%).
    • Buff The late hit's hilt hitbox is larger (5u → 5.3u).
    • Change The late hit's middle hitbox has been moved further away from Ike (y offset: 6.5 → 7).
    • Change The late hit's far hitbox launches opponents at a lower angle (60° → 57°).
    • Change The late hit's far hitbox is positioned lower (z offset: -5 → -4).
    • Nerf Forward smash has more ending lag (FAF 80 → 84).
    • Nerf The early hit deals less damage (22% → 19%) and knockback (50 (base), 100 (scaling) → 40/90), considerably hindering its KO potential.
    • Nerf The early hit has smaller hitboxes (6u/5u → 4u/3u).
    • Nerf The late hit deals less knockback (45/50 (base), 100 (scaling) → 40/86), hindering its KO potential, even for the far hit despite its higher damage.
    • Nerf The late hit's back hitbox has been removed and the hilt hitbox has been moved further away from Ike (y offset: 0 → 2), giving it much less range behind Ike.
    • Nerf The late hit's far hitbox is smaller (6u → 5.5u) although it has been moved further away from Ike to retain its horizontal range (y offset: 10.5 → 11).
  • Up smash:
    • Buff Up smash's clean hit has slightly increased knockback scaling (85 → 86), slightly improving its KO potential.
    • Buff The clean hit's hitboxes have swapped priority, making the hitboxes with higher launch angles easier to land.
    • Buff The late hit now uses one extended hitbox which extends further inside of Ike (z offset: 2 → z stretch: 6), giving it more range in front of Ike.
    • Change Up smash no longer has transcendent priority.
    • Nerf Up smash has more ending lag (FAF 67 → 71).
    • Nerf The clean hit's far hitboxes have been moved closer to Ike (y offset: 12/8 → 11/7.5) and the move has a new animation where Ike does not swing his sword as far horizontally, reducing its range.
    • Nerf The late hit deals much less damage (19% → 10%), greatly hindering its KO potential.
    • Nerf The removal of DACUS slightly hinders up smash's approach potential.
  • Down smash:
    • Buff Down smash's first and clean second hits deal more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%) and have higher base knockback (30 → 40).
    • Change Down smash no longer has transcendent priority.
    • Change The first and clean second hit launch opponents at a lower, consistent angle (65°/70°/75°/82° → 48°).
      • Buff This improves their KO potential near the horizontal blastzone.
      • Nerf However, this also hinders their KO potential from centre stage and especially when near the vertical blastzone, particularly when landing the hilt.
    • Nerf Down smash has more ending lag (FAF 70 → 71).
    • Nerf Down smash has a new animation where Ike does not swing his sword as far in either direction. This gives it less range despite the first and clean second hit's hitboxes being moved further away from Ike (y offset: 12/-12 → 15/-15).
    • Nerf Down smash does not extend as far inside of Ike (y offset: 0 → y stretch: 4), giving it less range inside of Ike.
    • Nerf Down smash has a shorter duration (frames 13-16 (hit 1)/32-35 (hit 2 clean)/36-44 (hit 2 late) → 13-15/32-33/34-36).
    • Nerf The first and clean second hit have smaller hitboxes (5u (hit 1)/6u (clean hit 2) → 4.2u (both)).
    • Nerf The late second hit launches opponents at a lower, consistent angle (65°/70°/75°/82° → 61°) which overall hinders its KO potential, particularly when landing the hilt.

Aerial attacks[edit]

  • Buff All aerials no longer have transcendent priority, allowing them to cancel out projectiles.
  • Buff All aerials except for neutral aerial have less landing lag (21 frames → 18 (forward), 21 frames → 19 (back), 18 frames → 15 (up), 28 frames → 23 (down)).
  • Nerf All aerials except for down aerial have shorter initial auto-cancel windows (frames 1-7 → 1-5 (neutral), frames 1-4 (forward/back) → 1 (forward)/1-2 (back), frames 1-8 → 1-5 (up)).
  • Neutral aerial:
    • Buff Neutral aerial has less startup (frame 15 → 12) and ending lag (FAF 75 → 60).
    • Buff Neutral aerial has a shorter animation (74 frames → 71), decreasing the amount of time Ike cannot grab ledges after performing the move.
      • Change This new animation gives the move slightly more range above and behind Ike but gives it less range in front of him.
    • Buff Neutral aerial auto-cancels earlier (frame 67 → 64).
    • Buff Neutral aerial deals more damage (9% → 10%) and it launches opponents at a higher angle (70° → 80°), improving its KO potential.
      • Buff The move's higher launch angle combined with the changes to hitstun canceling and DI significantly improves the move's combo potential despite its higher landing lag.
    • Nerf Neutral aerial has a shorter duration (frames 15-32 → 12-21 (clean)/22-27 (late)) and the move has received a new late hit which deals less damage (9% → 7%).
      • Buff The new late hit however improves the move's combo potential at higher percents.
    • Nerf Neutral aerial has more landing lag (12 frames → 14).
    • Nerf The nearest hitbox has been removed.
  • Forward aerial:
    • Buff Forward aerial has less startup lag with a longer duration (frames 18-21 → 12-16).
      • Buff Additionally, the move's hitboxes now start directly above Ike, giving it more vertical range.
      • Nerf However, its total duration was not fully compensated (FAF 60 → 56), giving it more ending lag.
    • Buff Forward aerial auto-cancels earlier (frame 45 → 38), allowing it to do so in a short hop.
    • Buff Forward aerial has more base knockback (20 → 30), improving its KO potential.
    • Buff Forward aerial has larger hitboxes (4.5u/4.5u/4u/4u → 5u/5u/5u) which have more favorable positions along the sword (y offset: 10/7/4/0 → 12/7.5/3).
      • Nerf However, the nearest hitbox has been removed, giving the move less range inside of Ike.
    • Change Forward aerial only makes a medium slam sound effect when it connects instead of a strong slam.
    • Change Forward aerial has a modified animation: the sword swing is smoother and carries more momentum at the end, instead of the slash abruptly stopping near Ike's feet.
      • Nerf The new animation means Ike does not swing his sword as far. This gives the move less horizontal and downwards range despite its improved hitboxes.
      • Buff However, this new animation is shorter (59 frames → 55), decreasing the amount of time Ike cannot grab ledges after performing the move.
  • Up aerial:
    • Buff Up aerial has less startup lag (frame 15 → 13).
      • Nerf However, its total duration was unchanged, giving it more ending lag.
    • Buff Up aerial auto-cancels earlier (frame 53 → 51).
    • Nerf Up aerial deals less damage (14% → 11%), without full compensation on its knockback (40 (base), 100 (scaling) → 55/94), hindering its KO potential.
  • Down aerial:
    • Buff Down aerial has larger hitboxes (5.2u/5.2u/5.2u → 6.0u/5.5u/6.3u).
    • Change Down aerial's hitboxes have been moved slightly to the right (z offset: 0 → 1).
    • Change The upper hitbox now launches opponents horizontally (270° → 50°), no longer being a meteor smash. This hinders its edgeguarding potential but improves its KO potential on stage.
    • Nerf Down aerial no longer has a late hit, greatly reducing its duration (frames 16-17 (clean)/18-30 (late) → 16-17).
    • Nerf Down aerial deals less damage (16% → 15%) and knockback (40 (base), 100 (scaling) → (30/20)/(100/90)) hindering its KO potential, especially the lower hitboxes.
    • Nerf The highest and lowest hitboxes have been moved closer to Ike (y offset: 3/-7 → 2/-6). This gives the move slightly less range above Ike although it does have marginally more range below him due to the lower hitbox's larger size.
    • Buff The removal of meteor canceling improves down aerial's reliability.

Throws/other attacks[edit]

  • Grabs:
    • Nerf All grabs have more ending lag (FAF 30 (standing)/40 (dash)/36 (pivot) → 33/41/39).
    • Buff Dash grab has less startup lag (frame 12 → 10).
    • Nerf Pivot grab has more startup lag (frame 9 → 11).
    • Nerf All grabs have smaller grabboxes (4.3u/3.5u → 3.1u (standing/pivot)/2.5u (dash)).
    • Buff All grabs extend further inside of Ike (z offset: 5 (standing/dash)/-5 (pivot) → 4/-4).
    • Nerf Standing grab does not extend as far away from Ike (z offset: 10 → 9.4) which along with its smaller grabbox, reduces its range.
    • Buff Dash and Pivot grab extend further away from Ike (z offset: 10 (dash)/-14 (pivot) → z stretch: 11.2/-15.4), giving the latter slightly more horizontal range despite its smaller grabbox.
      • Nerf However, this does not fully compensate for dash grab's smaller grabbox, giving it less range overall.
  • Buff All throws deal more damage on their hitboxes (2% (hit)/6% (total) → 3%/7%) and their knockback was not compensated.
    • Nerf However, this also gives these hitboxes a additional frame of hitlag, making the throws slower to execute and easier to DI.
  • Forward throw:
    • Buff Forward throw deals more knockback (50 (base), 50 (scaling) → 55/75), improving its ability to set up edgeguards and tech chases at lower percents.
    • Nerf Forward throw has more ending lag (FAF 24 → 34). When combined with its higher knockback, this hinders its followup potential.
  • Back throw:
    • Buff Back throw deals more knockback (50 (base), 50 (scaling) → 55/75), improving its ability to set up edgeguards and tech chases at lower percents.
    • Buff The hitbox has a longer duration (frame 20 → 20-21).
    • Nerf Ike releases opponents from back throw later (frame 21 → 22) and it has more ending lag (FAF 33 → 38). When combined with its higher knockback, this hinders its followup potential.
  • Up throw:
    • Buff Ike releases opponents from up throw later (frame 27 → 28) and it has less ending lag (FAF 55 → 43) When combined with the changes to hitstun canceling and DI, these changes significantly improve its combo potential.
    • Buff The hitbox has a longer duration (frame 26 → 26-27).
    • Nerf Up throw launches opponents at a slightly lower angle (90° → 87°).
  • Down throw:
    • Buff The changes to hitstun canceling and DI significantly improve down throw's combo potential, especially at lower percents.
    • Change The hitbox has been moved closer to Ike (x offset: -7 → -5).

Special moves[edit]

  • Eruption:
    • Buff Eruption reaches its charged stages faster. Ike is also now able to use fully charged Eruption without receiving recoil damage. These changes improve its reliability.
    • Nerf Uncharged Eruption has lost its super armor, hindering its safety. It also has decreased base knockback (60 → 40) hindering its KO potential despite its higher damage.
    • Nerf Eruption's second through eighth charged stages deal less damage and knockback, removing its ability to one-hit KO.
    • Nerf Fully charged Eruption's base deals 2% less damage (37% → 35%). Fully charged Eruption's base, mid and top also have decreased knockback (30 (base), 80 (scaling) → 20/70), slightly hindering their KO potentials.
    • Buff Eruption has updated visual effects. Ragnell's blade now shines briefly when it reaches its non-recoil fully charged stage.
    • Change Eruption has updated sound effects. Ike now uses his fully charged Eruption voice clip from Brawl during a partially charged Eruption, and stays silent during a fully charged Eruption.
    • Buff The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Eruption's shield pressuring potential.
  • Quick Draw:
    • Buff Quick Draw has a shorter startup animation (17 frames → 15).
    • Buff Charging Quick Draw increases Ike's speed more, especially in the air (0.06 (grounded)/0.04 (aerial) → 0.07 (both)), increasing its distance when charged.
    • Change Ike retains more momentum when Quick Draw ends on the ground (0.25x → 0.38x).
    • Nerf Ike retains less momentum when Quick Draw ends in the air (0.5x → 0.42x).
    • Nerf The dash has more ending lag (14 frames → 27).
    • Buff The attack has less ending lag (FAF 59 → 45).
      • Buff When used in the air, this notably allows Ike to now cancel the move before he becomes helpless, improving its recovery potential.
    • Buff Ike decelerates more when landing the attack (0.5 (grounded)/0.3 (aerial) → 0.8/0.4), making it safer.
    • Change The attack's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis.
    • Nerf The attack deals less damage (9% (uncharged)/16% (fully charged) → 6%/13%), with only an increase to its base knockback (50 → 70), hindering its KO potential.
    • Nerf The attack now has one smaller extended hitbox (5u/5u/5u/5u → 3.5u) which does not extend as far as the previous hitboxes, reducing its range.
      • Nerf This also means that the attack now has a consistent launch angle, keeping the lowest launch angle from the previous furthest hitbox (60°/65°/70°/75° → 60°). This hinders its KO potential when landed at close range.
    • Nerf Ike cannot grab ledges out of the attack as soon (frame 8 → 13).
  • Aether:
    • Nerf Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (27% → 20%). However, its last hit's knockback was compensated (50 (base), 60 (scaling) → 70/80). Due to its descending hitbox's angle being altered (80°/270°/270° → 70°/270°/60°), Aether can now only meteor smash during its beginning frames.
    • Buff Aether's loop hits' angles have been altered (85°/60°/270° → 366°). This makes them connect together better.
    • Nerf Aether has less super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential.
    • Buff The weakening of SDI makes Aether significantly more difficult to escape from.
    • Nerf Aether is no longer unblockable.
    • Change Aether no longer moves Ike forward without directional input.
    • Bug fix The double Ragnell glitch has been removed.
  • Counter:
    • Change Counter has updated sound effects. Additionally, the activation and triggering sound effects when using the move are now in sync with the animation.
    • Buff Counter has less startup lag with a longer duration (frames 11-33 → 9-35).
    • Buff Counter has more invincibility (frames 11-16 → 9-16).
    • Buff Both the counter and the attack have slightly less ending lag (FAF 60 (counter)/37 (attack) → 59/36).
    • Buff The attack deals more knockback (50 (base), 62 (scaling) → 48/100), significantly improving its KO potential.
    • Buff The attack uses one larger extended hitbox (6u/6u/6u/7u → 9u).
      • Nerf However, this hitbox does not extend as far as the previous hitboxes, giving less horizontal range.
    • Change The attack's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis, as well as hindering its vertical range.
    • Nerf The attack has more startup lag with a shorter duration (frames 4-7 → 5-6).
    • Nerf The attack has less invincibility (frames 1-6 → 1-5).
    • Nerf The attack is now capped at 50% damage.
  • Great Aether:
    • Change Great Aether has updated sound effects.
    • Nerf Most of Great Aether's multi hits (3% → 2%), the falling hit (5% → 4%) and the final hit (12% → 10%) all deal less damage, significantly reducing the move's maximum damage output (78% → 60%).
    • Nerf The nearest trap hitbox is smaller (17u → 15u) and the closest and furthest sword trap hitboxes have been removed, reducing Great Aether's range during its startup.
    • Buff The multi hits now use one larger extended hitbox (8u/8u/8u → 10u) with much more horizontal range.
      • Nerf However, they are now static, giving them less vertical range.
    • Buff The multi hits now have set knockback (50 (base), 0 (set), 100 (scaling) → 35/100) making them connect more reliably against bystanders.
    • Buff The falling hit has gained a new hitbox further away from Ike, giving it more range.
    • Buff The final hit has higher base knockback (60 → 100), improving its KO potential, even when considering the rest of the move's lower damage output.
    • Buff The final hit's hitboxes are positioned further away from Ike (z offset: 13/28/40 → 18/36/50), improving its range.
    • Nerf The final hit's furthest hitbox is smaller (20u → 18u).

Update history[edit]

Ike has been buffed significantly via game updates. Update 1.0.4 made neutral attack and forward tilt safer; re-purposed down tilt into a useful combo starter; decreased forward aerial's start-up and ending lag, but also decreased the move’s hitbox duration, and slightly improved back aerial's KO potential. Update 1.0.6 noticeably increased Counter's knockback growth to the point that it is much more rewarding when successful.

Ike's most notable buffs were brought about by update 1.0.8. It made neutral attack and forward aerial more reliable; improved dash attack to the point of making it safer and granting it KO potential; and decreased the lag of several attacks. The changes to shield mechanics brought about updates 1.1.0 and 1.1.1 both help and hinder Ike: they make his most powerful attacks safer on shield, yet they also slightly hinder his out of shield options because of his poor traction.

Lastly, update 1.1.4 made sourspotted forward smash safer; noticeably improved neutral aerial's combo potential; improved forward aerial's KO and spacing potential; and increased Eruption's duration.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff The third hit of neutral attack has less startup lag (frame 8 → 6), allowing it to connect more reliably.
    • Nerf However, its total duration was not fully compensated (FAF 40 → 39), giving it slightly more ending lag.
  • Buff Forward tilt has considerably lower ending lag (FAF 54 → 45).
  • Buff Down tilt has considerably lower ending lag (FAF 39 → 29).
  • Buff Down tilt deals more damage (7% → 8%).
  • Nerf Down tilt has smaller hitboxes (4u → 3.8u/3u).
  • Buff Down tilt now launches opponents vertically (361° → 80°) and it has more base knockback but less knockback scaling (50 (base), 90 (scaling) → 70/70). When combined with its lower ending lag, this grants down tilt combo potential.
    • Nerf However, this also hinders its edgeguarding potential.
  • Buff Down smash has less ending lag (FAF 74 → 71).
  • Change Down smash launches opponents at a lower angle (52° (hit 1/hit 2 (clean))/65° (hit 2, late) → 48°/61°.
  • Buff Forward aerial has less startup (frame 16 → 13) and ending lag (FAF 60 → 55).
  • Buff Forward aerial auto-cancels earlier (frame 42 → 38), now being able to do so in a short hop.
  • Nerf Forward aerial has a shorter duration (frames 16-20 → 13-16).
  • Nerf Forward aerial has a shorter initial auto-cancel window (frames 1-5 → 1).
  • Buff Forward aerial has larger hitboxes (4.5u → 5u) although the far hitboxes have been moved closer to Ike to compensate for their horizontal range (y offsets: 9.5/6.5 → 9/6.2).
  • Buff Back aerial deals more damage (13% → 14%), improving its KO potential.
  • Buff Down aerial has larger hitboxes (4.8u/4.5u/5.3u → 6u/5.5u/6.3u).
  • Buff Great Aether's multi hits extend further away from Ike (z offset: 50/10/22/34/46 → 62/12/24/38/52), giving them more range.


Super Smash Bros. 4 1.0.6

  • Bug fix Fixed a glitch where Aether Drive behaved erratically when used in slow motion.
  • Buff Counter's knockback scaling increased (74 → 100), significantly improving its KO potential.

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack has been improved. It transitions faster and the last hit now hits above Ike, matching its animation.
  • Nerf Forward tilt deals consistent damage: 14%/12% → 12.5%, though it is less than the average between the previous sweetspot and sourspot's damage, making it weaker overall.
  • Buff Forward tilt's startup decreased: 15 frames → 12.
  • Buff Up tilt's hitbox lasts longer has increased vertical increased.
  • Buff Dash attack improved. It deals 4% more damage: 10% (sweet)/7% (sour)/5% (late) → 14%/11%/9%, its overall range and knockback have been increased, it launches opponents at a more horizontal angle, making it a reliable KOing option, and has 4 frames less of startup: 18 frames → 15.
  • Buff Neutral (16 frames → 14), forward (20 → 18), up (18 → 15), and down aerial (26 → 23) all have less landing lag.
  • Buff Forward aerial has 2 frames less of startup and hits better above and below Ike.
  • Buff All variations of Quick Draw have had their startup decreased by 3 frames: 19 frames → 16.
  • Change Aether's vacuum properties altered.

Technical changelist 1.0.8

Change Old value New value
Jab transition into second hit frame 13 frame 10
New hitbox replaces hitbox 1 of jab's second hit, which replaces hitbox 2
The new hitbox 1 angle 65° 80°
The new hitbox weighted knockback 40/50 25
The new hitbox knockback growth 80/100 80
The new hitbox size 3.5
Jab 2 (hitbox 0) Y-offset 8 7.5
Jab 3 hitbox startup 7 6
Jab 3 hitbox duration 3 4
Jab 3 hitbox size 2.5 3.2
Forward tilt animation speed 1.25x for frames 0-14
Forward tilt start-up 15 frames 12 frames
All 3 old hitboxes replaced with 1 new one
New forward tilt hitbox damage 14%/14%/12% 12.5%
New forward tilt hitbox bone change 1000 1
Up tilt Y-offset 12/10.5 13/12
Up tilt hitbox removal frame 19 frame 22
Dash attack animation speed 1.25x for frames 0-17
Dash attack startup 18 15
Dash attack damage 10%/7%/5% 14%/11%/9%
Dash attack angle (all but sourspot) 55° 52°
Dash attack knockback growth (all but sourspot) 70 78
Dash attack sweetspot size 6 6.3
Dash attack sweetspot hitlag multiplier 1 1.2
Neutral air landing lag 16 frames 13 frames
Forward air startup 16 frames 14 frames
Forward aerial hitbox y-positioning 9.0/6.2/4.0 10.5/6.75/3.0
Forward air landing lag reduced 19 frames 18 frames
Some 1.25x animation speed added to a couple unknown minor actions (non-attacks) for forward aerial
Up air landing lag reduced 18 frames 15 frames
Down air landing lag reduced 26 frames 23 frames
Quick Draw and all custom variants startup reduced 19 frames 16 frames


Super Smash Bros. 4 1.1.0

  • Buff Up aerial deals more knockback (40 (base)/100 (scaling) → 55/94).
  • Change Down throw's collateral hitbox has been moved forwards (x offset: -7 → -5).

Super Smash Bros. 4 1.1.1

  • Buff Tempest improved. Uncharged Tempest deals 4% more damage: 1% → 5%; its hitbox durations increased by 2 frames; and it ends 4 frames faster. Additionally, charged and fully charged Tempest's initial windbox durations increased by 2 frames, and are adjusted slightly backward. Lastly, its later frames' durations increased by 3 frames, and it ends 4 and 2 frames faster, respectively.
  • Buff Furious Eruption improved. Its sweetspot and fully charged sourspot's hitbox sizes increased (7u (uncharged sweetspot)/8u (charged sweetspot)/10u (fully charged sweetspot)/15u (fully charged sourspot) → 8.5u/10u/12.5u/16u) and have been adjusted upward. Its other hitboxes' durations increased (12 frames (uncharged second)/16 frames (charged second)/16 frames (fully charged second) → 15/19/19).
  • Nerf Furious Eruption's first hit's duration decreased (12 frames (uncharged)/16 frames (fully charged) → 10/14).
  • Change Smash Counter's knockback altered (48 (base)/100 (scaling) → 90/70).
  • Change Third victory pose's animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.

Super Smash Bros. 4 1.1.4

  • Buff Sourspotted forward smash deals 2% more damage: 17% → 19%.
  • Change Sourspotted forward smash's angle altered: 60° → 57°.
  • Buff Neutral aerial deals 1% more damage: 9% → 10% (clean), 6% → 7% (late).
  • Buff Neutral aerial's angle altered, improving its ability as a set-up.: 70° → 80°.
  • Buff Forward aerial deals 1% more damage and its range increased.: 12% → 13%
  • Buff Eruption's hitbox lasts 2 frames longer.
  • Buff Hard tripping now grants five frames of invincibility.


Moveset[edit]

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

  Name Damage Description
Neutral attack   3% A jab, followed by a front kick, followed by a kneeling downward slash. Due to it hitting on frame 4, it has the lowest amount of start-up lag out of Ike's entire moveset. When coupled with its respectable overall damage output, moderate knockback and its last hit's impressive range, it is very useful for damage racking and spacing. Unlike in Brawl, it is significantly less effective at jab canceling into itself. Despite this, it's first hit can still be jab canceled quite reliably into down tilt because of the latter's minimal start-up lag.
3%
5%
Forward tilt   12.5% A lunging outward slash. It can be angled and has a respectable damage output, high knockback growth, and impressive range for a tilt attack. It KOs middleweights at 121%/110% (3DS/Wii U) while near the edge of Final Destination. However, its moderate start-up and ending lag make it punishable.
Up tilt   14% (clean), 10% (late) Hops to thrust Ragnell upward while holding it parallel to the ground. It has an impressive damage output for a tilt attack, as its clean hitbox KOs middleweights at 112%/104% (3DS/Wii U) from anywhere on Final Destination. It can also hit grounded opponents, while its good vertical range and fairly long duration make it useful for juggling, or as an anti-air attack. However, its moderate start-up and ending lag make it punishable.
Down tilt   8% A kneeling inward slash. Due to it hitting on frame 7, it is Ike's fastest tilt attack. It also has average base knockback and knockback growth; fairly average ending lag; good range; and launches at 80°. Altogether, these traits make it a useful combo starter into reverse aerial rushed back aerial at low percentages, and neutral and forward aerials at low to medium percentages. However, its average damage output and knockback making it unreliable for combos at high percentages, or KOing at reasonable percentages.
Dash attack   14% (clean tip), 11% (clean blade), 9% (late) A lunging, two-handed upward slash. Its clean tip hitbox is tied with Link and Ganondorf's clean dash attacks as the most damaging in the game. When coupled with its impressive range and its clean hitboxes' anti-rebounding priority, it is potent at punishing and KOing. Its clean hitbox KOs middleweights at 118%/105% (3DS/Wii U) while near the edge of Final Destination. It is also a useful follow-up from back throw at low to medium percentages. However, it hits on frame 15 and has 32 frames of ending lag, which make it one of the slowest dash attacks in the game.
Forward smash   19% (early), 22% (clean blade), 19% (clean tip) A lunging, two-handed downward slash. Thanks to its clean blade hitbox's outstanding damage output, it is the seventh strongest forward smash in the game. As a result, its clean blade hitbox KOs middleweights at 64%/55% (3DS/Wii U) while near the edge of Final Destination. Its early and clean tip's hitboxes are also very strong, but KO noticeably later because of their slightly lower damage outputs. However, it hits on frame 31 and has 48 frames of ending lag, making it one of the slowest smash attacks as well. As such, it is best suited for punishing.
Up smash   17% (clean), 10% (late) An overhead arcing slash. Its clean hitbox's impressive damage output makes it strong enough to KO middleweights at 95%/88% (3DS/Wii U) from anywhere on Final Destination. Due to Ike swinging Ragnell on a 180° arc, it is also reliable at punishing airborne or rolling opponents. However, it hits on frame 25 and has 39 frames of ending lag, making it is one of the slowest smash attacks in the game too. As such, it is best suited for punishing.
Down smash   14% (hit 1), 17% (hit 2), 8% (hit 2 late) A kneeling, two-handed outward slash in front of himself and then behind himself. Due to it hitting on frame 13, it has the lowest amount of start-up lag out Ike's smash attacks. Both of its hitboxes have very high knockback growth, but also have distinct properties: its first hit deals consistent damage, whereas its second hit consists of a clean hitbox and a late hitbox. As a result, its first hit is consistent at KOing, whereas its second hit KOs is capable of KOing earlier and has a slightly longer duration. Its first hit KOs middleweights at 105%/95% (3DS/Wii U) while near the edge of Final Destination. Conversely, its clean second hit KOs middleweights at 83%/74% (3DS/Wii U) while near the edge of Final Destination. However, its noticeable start-up lag and 34 frames of ending lag make it punishable, and thus best suited for punishing. In addition, its second hit's late hitbox and short range make it inconsistent at KOing and ineffective at punishing rolls, respectively.
Neutral aerial   10% (clean), 7% (late) A semi-circular slash in front of himself. It has a long duration and impressive range, which make its clean hitbox a reliable and safe spacing option. Its clean hitbox also has low base knockback; very high knockback growth; low landing lag; and launches at 80°. Altogether, these traits make it a reliable combo starter when SHFF'd. Its clean hitbox can combo into neutral attack, tilts and a grab at 0%-10%; and into itself, forward, and up aerials at low to medium percentages. In addition to its spacing and combo potential, its clean hitbox can function as a safe, yet capable KOing option near the upper blast line. Its clean hitbox KOs middleweights at 112%/102% (3DS/Wii U) while near the upper blast line of Final Destination. However, its moderate start-up lag and high aerial ending lag make it punishable outside of a SHFF.
Forward aerial   13% A two-handed downward slash. It covers the entirety of Ike's foreside, making it capable of hitting above and below himself. It has moderate start-up and landing lag, although this can be mitigated by auto-canceling with a non-fast falling short hop. By extension, its respectable damage output and very high knockback growth make it both Ike's most viable approach option and a viable KOing option. It KOs middleweights at 112%/101% (3DS/Wii U) while near the edge of Final Destination.
Back aerial   14% Quickly turns around to perform an outward slash. Due to it hitting on frame 7, it is Ike's fastest aerial. When coupled with its impressive damage output; very high knockback growth; long range; and ability to auto-cancel with a short hop, it is one of Ike's most viable KOing options. These traits also make it a useful approach option via reverse aerial rush. It KOs middleweights at 103%/93% (3DS/Wii U) while near the edge of Final Destination. However, it has 45 frames of ending lag, which is the highest amount of ending lag out of his aerials. It also has very minimal vertical range.
Up aerial   11% A circular overhead slash. It has the longest duration out of his aerials, as well as good horizontal range for an up aerial. When coupled with its decent damage output and high knockback growth, it is a useful juggling option and anti-air attack, as well as a viable KOing option. It KOs middleweights at 97%/84% (3DS/Wii U) while near the upper blast line of Final Destination. However, it has moderate start-up and ending lag, as well as minimal vertical range.
Down aerial   15% A two-handed downward slash between his legs. It is Ike's most damaging aerial and has very high knockback growth, which make it very powerful even against grounded opponents. It KOs middleweights at 108%/99% (3DS/Wii U) while they are on-stage and near the edge of Final Destination. It also has impressive range below him, while Ragnell's tip is a powerful meteor smash during the initial portion of the swing. However, it hits on frame 16 and has 23 frames of landing lag, which are the highest amounts of respective lag out of his aerials. It also has the shortest duration out of his aerials.
Grab   Reaches out with his free hand. Ike's overall grab range is below-average; his standing grab, in particular, is tied with Ryu's for the eighth shortest ranged in the game.
Pummel   3% A headbutt. Moderately slow, but one of the most damaging pummels in the game.
Forward throw   3% (hit 1), 4% (throw) A front kick. It is a semi-spike, which makes it a reliable edge-guard set-up at high percentages. However, its high ending lag makes it very unreliable for tech-chasing.
Back throw   3% (hit 1), 4% (throw) A spinning back kick. It is a semi-spike like forward throw, which also makes it a reliable edge-guard set-up at high percentages. Due to having much less ending lag compared to forward throw, it is reliable for tech-chasing, most notably into dash attack at low to medium percentages.
Up throw   3% (hit 1), 4% (throw) Plunges Ragnell into the ground and then double axe handles the opponent upward. It has average base knockback and knockback growth, and launches at 87°. These traits make it a reliable combo starter into Aether at low percentages; into forward, reverse aerial rushed back, and up aerials at low to medium percentages; and into neutral aerial at low to high percentages. However, its Aether combo is virtually unusable against lightweights and/or floaty characters.
Down throw   3% (hit 1), 4% (throw) A one-handed body slam followed by a knee drop. It has average base knockback, very high knockback growth, and launches at 80°. These traits make it a reliable combo starter into neutral, forward, reverse aerial rushed back, and up aerials at low to medium percentages. It can also combo into Aether, albeit only at 0%-15%. Despite having the highest knockback growth out of his throws, it is virtually unusable for KOing because of its throw hitbox's low damage output. In addition, its Aether combo is virtually unusable against lightweights and/or floaty characters.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swings Ragnell around himself.
Floor attack (back)
Floor getups (back)
  7% Swings Ragnell around himself.
Floor attack (trip)
Floor getups (trip)
  5% Swings Ragnell around himself.
Edge attack
Edge getups
  8% Performs an outward slash while climbing up.
Neutral special Default Eruption 10% (uncharged), 35% (fully charged base), 28% (fully charged mid), 26% (fully charged top) Lifts Ragnell in front of himself in a two-handed reverse grip before plunging it into the ground to generate an explosion. It has transcendent priority and is chargeable, during which it becomes engulfed in flames that become more prominent the longer it is charged. When uncharged, it has fairly long range below Ike until fully charged, and the tip of Ragnell's blade can meteor smash aerial opponents. However, it also has impressive vertical range, which increases as it charges, and thus makes it useful for edge-guarding. When fully charged, it grants super armor on frames 234-238, but deals 10% recoil damage. When uncharged, it KOs middleweights at 152%/143% (3DS/Wii U) from anywhere on Final Destination. Conversely, its fully charged base KOs middleweights at 46%/38% (3DS/Wii U) while near the edge of Final Destination.
Custom 1 Tempest 5% (uncharged), 14% (fully charged) Generates a vortex of wind, instead of an explosion. The vortex can gimp recoveries, thanks to it pushing opponents away. It also stalls his descent, similarly to Cape. It also charges faster and does not deal recoil damage, but lacks KO potential because of its much lower damage output.
Custom 2 Furious Eruption 7% (uncharged), 32% (fully charged base), 25% (fully charged top) The explosion's vertical range is larger, especially when charged. It also has a slightly longer duration and, like Eruption, has transcendent priority. When fully charged, it KOs middleweights at 29% from anywhere on Final Destination in Super Smash Bros. for Nintendo 3DS. However, it lacks KO potential when uncharged. In addition, it deals 10% recoil damage when charged halfway, and 15% recoil damage when fully charged.
Side special Default Quick Draw 6% (uncharged), 13% (fully charged) Kneels on one knee and readies himself to charge forward. If Ike make contact with an opponent, he will perform a lunging, outward slash. It takes ≈88 frames (≈1.46 seconds) to charge, and its charge can be held indefinitely. When fully charged, the slash is strong enough to KO middleweights at 123%/114% (3DS/Wii U) while near the edge of Final Destination. However, failing to hit an opponent results in high ending lag and, if used in midair, Ike being rendered helpless. Has high momentum when charged in mid-air.
Custom 1 Close Combat 4% (uncharged, fully charged near), 7% (fully charged clean far), 3% (fully charged late far) A shoulder tackle. It charges slightly faster, pierces opponents, and its dash has transcendent priority, which make it better for recovery. However, it lacks KO potential because of its lower damage output. It also renders Ike helpless while in the air, even if he hits an opponent.
Custom 2 Unyielding Blade 7% (uncharged), 19% (fully charged) Deals more damage, to the point that when fully charged, it KOs middleweights at 93% while near the edge of Final Destination in the 3DS version. It also grants super armor for the duration of its charge and lunge. However, it is much slower and has less range, which make it virtually unusable for recovery.
Up special Default Aether 6% (hit 1 clean), 4% (hit 1 late), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing) Performs the Sol portion of Aether. It covers a respectable amount of vertical distance, but covers almost no horizontal distance. It grants super armor on frames 18-21, while all but its first hitbox have transcendent priority, a trait that also applies to its custom variations. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hitboxes connect. The start of its descending hitbox is also able to spike aerial opponents.
Custom 1 Aether Drive 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2-5), 5% (descent), 9% (landing) Ragnell is thrown diagonally and much farther outward. This allows it to cover much more horizontal distance, but less vertical distance. It also deals more damage.
Custom 2 Aether Wave 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10% (landing), 8% (energy wave near), 6% (energy wave mid), 4% (energy wave far) Ragnell is thrown much faster and emits an energy wave upon landing. However, it deals less damage, which is further compounded by its overall faster animation having almost no trapping potential. Despite the in-game description claiming the move is weaker, the energy wave allows it deal at least the same damage most of the time or is able to deal even more damage than the default Aether. It is based on Ragnell's ability in Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn to attack at a longer range by firing an energy wave.
Down special Default Counter 1.2× (minimum 10%) Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash. Due to having a duration of 26 frames, it is the second longest-lasting counterattack, being surpassed only by Double Team and Vision. It also has the lowest amount of ending lag out of every counterattack. Due to it coming out on frame 9, however, it has the second highest amount of start-up lag out of every counterattack, being surpassed only by Toad and Palutena's Counter.
Custom 1 Paralyzing Counter 1% The counterattack stuns the opponent, similarly to Disable. Like Disable, the stun's duration is longer the more damaged the opponent is. Due to not being a true counterattack, it deals minuscule damage. It also comes out on frame 11 and has a duration of 13 frames.
Custom 2 Smash Counter 1.5× (minimum 15%) The counterattack has a larger hitbox and a much higher damage multiplier. However, Ike counterattacks after a delay, instead of instantly. As a result, opponents can easily avoid it, especially if it is used in the air. As a result, it is best used against moves that have considerable ending lag. It also comes out on frame 11 and has a duration of 27 frames.
Final Smash Great Aether 5% (hit 1), 10% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18) Performs an upward slash while Ragnell's blade is engulfed in flames. If any opponents are hit, they are launched upward and Ike throws Ragnell into the air along with them. He then leaps upward, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a wheel kick and a roundhouse kick. Ike then concludes the attack with a descending, two-handed slash that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent and any bystanders toward the upper blast line. It is one of the strongest Final Smashes in the game, as it will KO middleweights at 19% from anywhere on Final Destination in the 3DS version. However, it is possible for its second hit to miss if Ike is slightly far away from the opponent.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 107 1.5 – Initial dash
1.5 – Run
0.869 0.044 0.009 1.08 0.01 – Base
0.04 – Additional
0.092 1.65 – Base
2.64Fast-fall
7 29.9 - Base
16 - Short hop
31

Announcer call[edit]

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On-screen appearance[edit]

  • Warps onto the stage using warp magic and grunts while briefly performing an inward slash.
IkeOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Holds Ragnell with both hands in front of himself while growling loudly as wind blows through his cape.
  • Side taunt: Rears back and then holds Ragnell to his side while saying "Prepare yourself!" In the Japanese version, he says 覚悟しろ。 (Get prepared.)
  • Down taunt: Plunges Ragnell into the ground, then folds his arms while saying "Hmph!" as wind blows through his cape, then removes Ragnell from the ground.
Up taunt Side taunt Down taunt
IkeUpTauntSSB4.gif IkeSideTauntSSB4.gif IkeDownTauntSSB4.gif

Idle poses[edit]

  • Taps Ragnell's blade on his shoulder.
  • Rubs the edge of Ragnell's blade.
IkeIdlePose1WiiU.jpg IkeIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description We like Ike! Ai-ku!
Pitch Group chant Male

Victory poses[edit]

An orchestral excerpt of the title theme from Fire Emblem: Shadow Dragon and the Blade of Light, which has since become the main theme of the Fire Emblem series.
  • Plunges Ragnell into the ground and then folds his arms while saying "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.)
  • Swings Ragnell twice, then casually holds it by resting its blade on his shoulder while saying "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.)
  • Uses Aether and lands while looking down at his sword.
IkePose1WiiU.gif IkePose2WiiU.gif IkePose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Ike (SSB4) Ike 2222 2122 2212 2232 3222
3122 3212 3232 2111 3111

Most historically significant players[edit]

See also: Category:Ike players (SSB4)

Tier placement and history[edit]

Upon SSB4's release, players noted both Ike's buffed mobility and nerfed power, with some arguing that the mobility changes were more important in the faster-paced meta, while others believed the nerfs would be more detrimental in the long run. Eventually, the general consensus agreed that his improved mobility did not properly compensate for his unaddressed flaws and loss of some options from Brawl. However, game updates (most notably 1.0.8) would significantly improve Ike; he gained consistent and strong throw combos, improved hitboxes on many moves, and his lack of a midrange option was alleviated by giving his dash attack KO potential. As such, he began achieving respectable results from dedicated players such as Rango, Ryo, Ryuga, San, and Waldo. As such, he was ranked 26th on the first tier list, a fairly noticeable improvement from his tier placement in Brawl.

Although game updates considerably improved Ike's perception and were pivotal for his success, Ike has since achieved lower and more average placings at tournaments despite his playerbase continuing to advance his metagame. This is due to the improved results of other characters who benefitted more from the balance changes (such as Bowser, Marth, Lucina) and the inclusion of DLC characters (notably Corrin, Mewtwo and Bayonetta), who would eventually start to surpass Ike in regard to overall representation and results. In addition, some of his best players, such as Ryuga and Rango, dropped Ike in favor of Corrin and Cloud, respectively. These in turn saw him drop to 35th on the second tier list, and retained this 35th ranking third tier list.

Ike's perception became rather mixed: some players claimed that his standing was accurate, or should be slightly higher because of his improving placings; evidence stems from Ryo and San, who have earned solid results while taking sets off top players as of 2017, the latter even achieving 4th place at Get On My Level 2017. However, others claimed he should be ranked lower because of his glaring issues alongside overall mediocre representation and results, citing that he also lacks the growing success of characters ranked below him (such as Duck Hunt, Link, Samus, and Shulk), and putting him among the standing he initially had in Brawl. As a result, Ike continued to drop even further, ranking 39th on the fourth and final tier list, a far cry from his initial placement. To this day, Ike's true tier standing is still greatly up for debate as some smashers like ZeRo, ESAM, and Raito claim that Ike should be ranked lower (the latter claiming that Ike is among the bottom 5 characters in the game) while other smashers like Dabuz believe that Ike should be ranked slightly higher due to his strong throw combos and fantastic ledgetraps.

In Solo Modes[edit]

All-Star Mode[edit]

In All-Star Mode, Ike is fought in Stage 6 in the 3DS version or Stage 2 in the Wii U version alongside Roy, Zero Suit Samus, Lucas, Olimar, Lucario, Toon Link, Villager, and Bowser Jr.

Super Smash Bros. for Wii UEvent Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Congratulations screens[edit]

3DS[edit]

Wii U[edit]

Trophies[edit]

Ike's default trophy is obtained by clearing Classic Mode as Ike. His alternate trophy is obtained by clearing All-Star Mode as Ike in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Great Aether trophy is obtained only in the Wii U version by clearing All-Star Mode as Ike.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Ike
NTSC 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.
GameCube: Fire Emblem: Path of Radiance (10/2005)
Wii: Fire Emblem: Radiant Dawn (11/2007)
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 Empire, 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.
GameCube: Fire Emblem: Path of Radiance (11/2005)
Wii: Fire Emblem: Radiant Dawn (03/2008)
3DS All-Star Mode trophy
Wii U alternate trophy
Ike (Alt.)
NTSC 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!
GameCube: Fire Emblem: Path of Radiance (10/2005)
Wii: Fire Emblem: Radiant Dawn (11/2007)
PAL Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, so even though it leaves you open, it's a real winner. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire that hits anyone nearby. If you charge it too long, though, you'll hurt yourself, so be careful!
GameCube: Fire Emblem: Path of Radiance (11/2005)
Wii: Fire Emblem: Radiant Dawn (03/2008)
Great Aether trophy
Great Aether
NTSC Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
PAL Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks his target into the air with an upward swing, and then they're stuck there as he strikes again and again. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!

Alternate costumes[edit]

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

Gallery[edit]

Trivia[edit]

  • Ragnell's flames initially retained their orange coloration from Super Smash Bros. Brawl, but were later recolored as sky blue for the final release of Super Smash Bros. 4.
  • During Ike's victory pose in which he swings Ragnell twice, his Japanese quote is significantly longer than his English quote. As a result, there is a moment of silence before his name is announced in non-Japanese versions.
  • As of Super Smash Bros. Ultimate, SSB4 is the only game in which Ike's Fire Emblem: Radiant Dawn design appears as his default costume.
  • Ike is supposed to have a 6-frame jumpsquat according to his parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
  • Ike and Olimar are the only characters in SSB4 whose names start with vowels.
  • One of the pictures in the official Super Smash Bros. Facebook page and Nintendo of Europe's official Twitter account is Ike fighting Samus on Pyrosphere [1] with a description "What do you fight for?", referencing Ike's famous "I fight for my friends" victory line.
    • The line is referenced again in Ike's entry on NoE's Twitter, having a description "For Fun? For Glory? No. For Friends."
    • The line is referenced once again in Alph's entry on the same Twitter, stating "His friends fight for him."
  • Ike’s render for this game bears a resemblance to the pose seen in official artwork for Zelgius, Ike’s rival in his home games.