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


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


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


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


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


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

Revision as of 22:32, April 11, 2020

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

Availability Starter
Final Smash Great Aether
Tier D (23)
Ike (SSBB)
Commander of the Greil mercenaries. He's so strong, he wields a two-handed sword like a normal blade.
Brawl manual description

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

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

Attributes

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

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

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

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

Moveset

  Name Damage Description
Neutral attack   4% Ike jabs, kicks, and then executes an overhead slash. One of the strongest neutral attacks in the game along with Snake, being capable of KOing opponents around 150%.
5%
7%
Forward tilt   15% (blade), 14% (upper body), 12% (lower body) Ike swings Ragnell horizontally. Has a slow startup but high knockback and good range. Can be angled.
Up tilt   12% (clean), 9% (clean hilt), 10% (late) Ike holds Ragnell out parallel to the ground and raises it to above his head in a bunny hop motion. Deceptive range with a quick, good for low-percent combos, but punishable if it misses. Above average knockback.
Down tilt   14% Swings Ragnell horizontally across the ground. The tip of the sword can meteor smash airborne opponents and launch grounded opponents upwards for followup attacks at low to mid percentages.
Dash attack   8% (tip), 7% (blade) Ike swings Ragnell upward after charging forward. This attack has some delay before coming out, and Ike speeds up once he swings Ragnell. Good surprise move at a distance but is slow and predictable.
Forward smash   22% (early & clean blade), 20% (clean body), 17% (clean tip) Ike performs a very powerful overhead swing. The move starts with Ike slowly heaving Ragnell over his head before striking with a heavy downwards slash, and it is one of the slowest forward smashes in the game, startup and endlag wise. Superior KO move at relatively low percentage, but requires careful timing to use effectively. Long range and high arc allow for edge and recovery interceptions. It also hits characters standing on platforms above Ike and hits diagonally down on characters hanging on the ledge. The power behind the smash is enough to KO an opponent at as low as 30% when fully charged. Second strongest smash in the game (only King Dedede's forward smash is stronger, but Ike's is even stronger at extreme percentages due to slightly higher knockback scaling [the highest in the game]).
Up smash   17% (blade), 19% (slam) Ike holds Ragnell on his left, before heaving it in a wide arc over himself, slamming Ragnell to his right. The attack's speed and its very wide arc allow it to intercept foes air-dodging back to the stage near Ike, or it can be used to punish rolls. The smash carries enough power to KO an opponent at relatively low damages
Down smash   13% (hit 1), 16% (hit 2 clean), 8% (hit 2 late) Ike does a stab in front of him, then behind him after a pause. The second hit behind Ike deals more damage and knockback, good for hitting rolling opponents.
Neutral aerial   9% Ike swings Ragnell in an arc around his body. The attack is shorter ranged than most of his aerials, but covers almost 360°.
Forward aerial   13% A powerful, overhead swing downwards. Relatively fast and powerful enough to KO at high percentages, but has some startup, like most of Ike's aerials.
Back aerial   14% Ike quickly swings Ragnell behind him. This is Ike's fastest aerial and performs greatly with RAR, due to its high KO potential. However, the hitbox ends quickly and has long aerial ending lag despite the autocanceling frames coming out noticeably earlier.
Up aerial   14% Ike swings Ragnell in a helicopter motion above his head. The attack stays out for a long time and has good horizontal range, though low vertical range limits its usefulness, considering Ike's inferior jumping capabilities. Has great vertical knockback.
Down aerial   16% (clean), 12% (late) Ike thrusts Ragnell down under him. If the move hits while the blade is swinging down, it will powerfully meteor smash the target downwards. Will send foes upwards rather powerfully if hit after the initial swing. Has noticeable endlag.
Grab    
Pummel   3% Headbutts opponent. A slow pummel.
Forward throw   2% (hit 1), 4% (throw) Ike throws opponent forwards while kicking them. Can chain grab in walls.
Back throw   2% (hit 1), 4% (throw) Ike throws the opponent backwards while kicking them.
Up throw   2% (hit 1), 4% (throw) Ike throws Ragnell into the ground and uppercuts the target into the air.
Down throw   2% (hit 1), 4% (throw) Ike throws the target down to the ground and stomps on them, sending them upward. Places low-damaged foes in a perfect position to follow up with an Aether (without DI). This is Ike´s strongest throw knockback wise.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up and slash both sides of himself.
Floor attack (back)
Floor getups (back)
  6% Gets up while doing a rising spin slash.
Floor attack (trip)
Floor getups (trip)
  5% Does circular swing while getting up.
Edge attack (fast)
Edge getups (fast)
  8% (blade), 6% (hilt & body) Ike leaps up and spins upward with Ragnell.
Edge attack (slow)
Edge getups (slow)
  10% Ike slowly gets up and does a horizontal slash with Ragnell.
Neutral special Eruption 9% (uncharged), 37%/28%/26% (fully charged bottom/middle/top) Ike charges Ragnell before thrusting it in the ground, creating a pillar of red fire. If fully charged, Ike receives 10% recoil damage. The uncharged tip of the blade can meteor smash. High vertical range which increases as the move charges. Good for edgeguarding.
Side special Quick Draw 9% (uncharged), 16% (fully charged) Ike charges, and rushes forward upon releasing. If Ike comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. Charge can be held indefinitely. If Ike does not hit, the move has long ending lag. Using the move while airborne causes Ike to become helpless, regardless whether he hits someone or not.
Up special Aether 6% (hit 1), 4% (hit 2), 2% (hits 3-6), 3% (descent), 6% (landing) Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits. Then, Ike jumps up and grabs Ragnell, followed by a downward slam. Ike has super armor for most of the move's duration. It offers poor horizontal recovery, but good vertical distance.
Down special Counter 1.2x damage of countered attacks, 10% minimum Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back.
Final Smash Great Aether 5% (hit 1), 3% (hits 2-8), 2% (hits 9-10), 3% (hit 11-14), 5% (hit 15-16), 12% (hit 17) Ike performs a fiery uppercut with Ragnell. If he catches anyone, Ike throws his blade into the air along with the opponents, jumps after them, catches Ragnell, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line.

On-screen appearance

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

Taunts

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

Idle poses

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

Crowd cheer

English Japanese
Cheer File:Ike Cheer NTSC Brawl.ogg File:Ike Cheer JP Brawl.ogg
Description We-Like-Ike! Ike!
Pitch Group chant Group chant

Wii Remote selection sound

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

Victory poses

A small orchestral cover from the title theme of the first Fire Emblem game.
  • Up: Forcefully plants his sword into the ground, folds his arms, and says, "You'll get no sympathy from me!"
  • Left: Slashes his sword twice and says, "I fight for my friends!"
  • Right: Performs Aether while facing the screen.
Up Left Right
Ike-VictoryUp-SSBB.gif Ike-VictoryLeft-SSBB.gif Ike-VictoryRight-SSBB.gif

In competitive play

Matchups

Notable players

See also: Category:Ike professionals (SSBB)

Tier placement and history

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

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

Role in The Subspace Emissary

Ike in SSE

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

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

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

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

Cameo appearances

Playable appearances

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

Exclusive stickers

These stickers can only be used by Ike or by a select few including Ike.

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

In Event Matches

Solo Events

Co-op Events

Trophies

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

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

Alternate costumes

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

Trivia

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

External links