Ike (SSB4): Difference between revisions
(Changes in ==Changes from ''Brawl''== & ===Attributes=== (first line)) |
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==Update history== | ==Update history== | ||
'''{{GameIcon|ssb4-3ds}} 1.0.4''' | '''{{GameIcon|ssb4-3ds}} 1.0.4''' | ||
*{{Buff| | *{{Buff|Third jab hits on frame 8 instead on 9, making all three hits for his neutral jab connect more reliably.}} | ||
*{{Buff|Forward air's animation is much faster overall.}} | *{{Buff|Forward air's animation is much faster overall.}} | ||
*{{Buff|Forward air's hitboxes are also about 10% larger.}} | *{{Buff|Forward air's hitboxes are also about 10% larger.}} | ||
*{{Buff|Forward tilt has reduced ending lag.}} | |||
*{{Buff|Down tilt now does 8% damage instead of 7%.}} | *{{Buff|Down tilt now does 8% damage instead of 7%.}} | ||
*{{Buff|Down tilt also has slightly reduced ending lag.}} | *{{Buff|Down tilt also has slightly reduced ending lag.}} | ||
Line 76: | Line 77: | ||
*{{Nerf|Down tilt has slightly reduced range.}} | *{{Nerf|Down tilt has slightly reduced range.}} | ||
*{{buff|Down smash has a more horizontal knockback.}} | *{{buff|Down smash has a more horizontal knockback.}} | ||
*{{buff|Down tilt now knocks the opponent vertically instead of horizontally, allowing | *{{buff|Down tilt now knocks the opponent vertically instead of horizontally, allowing follow ups}} | ||
*{{change|Some of the hitboxes in Great Aether are now 24% further away from Ike.}} | *{{change|Some of the hitboxes in Great Aether are now 24% further away from Ike.}} | ||
'''{{GameIcon|ssb4}} 1.0.6''' | '''{{GameIcon|ssb4}} 1.0.6''' |
Revision as of 13:53, May 16, 2015
Ike in Super Smash Bros. 4 | |
---|---|
Universe | Fire Emblem |
Other playable appearance | in Brawl |
Availability | Starter |
Final Smash | Great Aether |
Ike (アイク, Ike) returns as a playable character in Super Smash Bros. 4. He was announced on May 23rd, 2014, in a Director's Room Miiverse post, which was the same day that Fire Emblem: The Sacred Stones was released in North America back in 2005.
Ike is once again voiced by Michihiko Hagi in the Japanese version, and by Jason Adkins in non-Japanese versions, using the same voice clips from Brawl.
Changes from Brawl
Ike has received a mix of buffs and nerfs in the transition from Brawl to SSB4. While he retains his raw power, most of his attacks have been weakened. To further compound this, his attacks now have shorter range. He also lost his effective jab cancel and with thus, an effective way to rack up damage. However, the significant buffs to his mobility on the ground and in the air compensate for the aforementioned nerfs and now enable him additional follow-up options from his throws and aerials. His tilts and most of his aerials are faster, making them more reliable to rack up damage and some of his smash attack have increased knockback. Another buff he received was an improved combo game.
Ike is one of the more potent edge-guarders in the game, with Eruption and his forward aerial being good options against predictable recoveries. The introduction of edge-stealing allows him to effectively use his fast and strong back aerial to get early KO's. The additional landing lag for air dodging allows Ike to threaten and punish bad decisions with charged smash attacks. As a heavy character, he also benefits from the rage mechanic, increasing his already strong knockback even further and allowing him to survive attacks even at high percentages.
Overall, Ike has become weaker, but faster and is considered to be buffed since his appearance in Brawl.
Aesthetics
- Rather than using his design from Fire Emblem: Path of Radiance as was the case in Brawl, his design is now based on his appearance in Path of Radiance's sequel, Radiant Dawn.
- Moves that involve the use of flames have changed to be a blue color, which match his Japanese title as the "Hero of the Blue Flames".
Attributes
- Ike is slightly heavier (from 105 in Brawl to 107 in SSB4).
- Ike dashes faster (from 1.371 in Brawl to 1.5 in SSB4).
- Ike has improved air speed (from 0.9212 in Brawl to 1.08 in SSB4).
- Double jump has greater vertical height.
- The majority of Ike's attacks have less reach because of reduced hitbox sizes and altered placements.
Ground attacks
- Neutral attack hits 1 frame later, deals 5% less damage and has lost all KO power.
- The initial hits of neutral attack have fewer interruptibility frames, taking away his effective jab cancel.
- Dash attack deals 3% more damage and is stronger at the tip, and does 1% damage at the base.
- Forward tilt has reduced start-up and less cool down.
- Forward tilt deals less damage and knockback.
- Up tilt has reduced start-up, deals 2% more damage and is stronger.
- Down tilt is significantly faster with less cool down.
- Down tilt deals 6% less damage and can no longer meteor smash opponents, knocking upwards or horizontally depending upon hit.
- Forward smash has a more active hitbox, increasing its reliability against aerial opponents.
- Forward smash is much weaker.
- Down smash deals 1% more damage and is stronger.
- Up smash is slightly stronger.
Aerial attacks
- Neutral aerial has reduced start-up.
- Neutral aerial has slightly more landing lag and now has a sourspot at the end dealing 6% damage.
- Forward aerial has reduced start-up and can now auto-cancel in a short hop. It also has less landing lag.
- Forward aerial has a less active hitbox, less reach below Ike and deals 1% less damage.
- Back aerial has less landing lag.
- Up aerial is slightly faster and has less landing lag.
- Up aerial deals 3% less damage and is weaker.
- Down aerial deals 1% less damage, has an added sour-spot and has lost its lingering hitbox.
Throws/other attacks
- All throws deal 1% more damage.
Special moves
- Eruption deals less damage and is weaker. An uncharged Eruption has lost its super armor frames.
- Quick Draw no longer leaves Ike in a helpless state when it hits an opponent, has less landing lag overall, and covers a greater distance.
- Quick Draw is weaker and its ending lag without hitting anyone is significantly increased, no longer allowing Ike to follow up with an attack immediately after dashing.
- Counter comes out faster.
- Aether deals 5% less damage and can no longer grab edges from behind. It can now only meteor at the start of the descent.
- Great Aether's total damage has been lowered from 78% to 60%.
Update history
- Third jab hits on frame 8 instead on 9, making all three hits for his neutral jab connect more reliably.
- Forward air's animation is much faster overall.
- Forward air's hitboxes are also about 10% larger.
- Forward tilt has reduced ending lag.
- Down tilt now does 8% damage instead of 7%.
- Down tilt also has slightly reduced ending lag.
- Down air has a larger hitbox.
- Back air does 14% damage as opposed to 13%.
- Down tilt has slightly reduced range.
- Down smash has a more horizontal knockback.
- Down tilt now knocks the opponent vertically instead of horizontally, allowing follow ups
- Some of the hitboxes in Great Aether are now 24% further away from Ike.
- Uncharged Eruption damage increased from 9% to 10%.
- Aether Drive now behaves normally when in slow motion.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback. | ||
3% | ||||
5% | ||||
Forward tilt | 14% (blade), 12% (hilt) | Ike swings Ragnell horizontally. Can be angled. | ||
Up tilt | 14% (clean), 10% (late) | An upward slash, which starts from the ground. Has good vertical range. | ||
Down tilt | 8% | A low, sweeping slash. | ||
Dash attack | 10% (clean tip), 8% (clean blade), 5% (late) | Ike swings Ragnell upward after charging forward. This attack has some delay before coming out. | ||
Forward smash | 19% (early), 22% (clean blade), 17% (clean tip) | Ike preforms a very powerful overhead swing. It has some delay before beginning to charge, and it has long ending lag. However, it has very high KO potential at low percentages. | ||
Up smash | 17% (clean), 10% (late) | Ike swings Ragnell in an arc above his head. | ||
Down smash | 14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) | Ike slashes in front and then in back. Somewhat difficult to land, and both hits land on the same fighter only under certain circumstances. Can be good for surprising. | ||
Neutral aerial | 9% (clean), 6% (late) | Ike swings in a circular motion around himself. | ||
Forward aerial | 12% | A powerful, overhead swing. Has a somewhat short delay, but a long ending lag. | ||
Back aerial | 14% | Ike quickly swings Ragnell backward. Has a narrow hitbox, but comes out very fast. | ||
Up aerial | 11% | Ike swings Ragnell in a helicopter motion above his head. Hitbox stays out for some time. | ||
Down aerial | 15% | A downward swing. Unless the hit lands on near the hilt, this attack is a meteor smash. | ||
Grab | — | An average grab. | ||
Pummel | 3% | Headbutts opponent. | ||
Forward throw | 3% (hit 1), 4% (throw) | Ike tosses his opponent forward. | ||
Back throw | 3% (hit 1), 4% (throw) | Kicks foe backward. | ||
Up throw | 3% (hit 1), 4% (throw) | Ike throws foe upward. Knockback is not very dependent on damage. | ||
Down throw | 3% (hit 1), 4% (throw) | After throwing foe on the ground, Ike jumps on victim. At low percentages, this can be followed by Aether. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Ike does a rising spin slash. | ||
Floor attack (back) Floor getups (back) |
7% | Ike swings Ragnell around his body. | ||
Floor attack (trip) Floor getups (trip) |
5% | Ike does circular swing while getting up. | ||
Edge attack Edge getups |
8% | |||
Neutral special | Default | Eruption | 9% (uncharged), 35%/28%/26% (fully charged bottom/middle/top) | Ike charges Ragnell before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Ike receives 10% recoil damage. The uncharged tip of the blade can meteor smash. |
Custom 1 | Tempest | 1% (uncharged), 8% (ground fully charged), 14% (air fully charged) | Instead of fire, Ike generates a vortex of air around him, generating a windbox that pushes enemies away. | |
Custom 2 | Furious Eruption | 7% (uncharged), 27%/20% (ground fully charged bottom/top), 32%/25% (air fully charged bottom/top) | The vertical hitbox of the pillar of fire is larger, especially when charged, but Ike takes 10% recoil damage when charged halfway, and 15% recoil damage when it's fully charged. | |
Side special | Default | Quick Draw | 6% uncharged, 13% charged | Ike charges, and rushes forward upon releasing. If Ike comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. Charge can be held indefinitely. If Ike does not hit, the move has long ending lag. Failing to hit while airborne causes Ike to become helpless. |
Custom 1 | Close Combat | 4% uncharged and fully charged, 7% fully charged (far) | Ike hits and dashes through fighters rather than slashing the first object he comes in contact with. Deals less damage and damaged fighters are launched upwards. | |
Custom 2 | Unyielding Blade | 7% uncharged, 19% fully charged | Ike has super armor for the duration of the charge and the lunge but both range and the speed are shorter. | |
Up special | Default | Aether | 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 6% (landing) | Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits and trapping foes. Then Ike jumps up and grabs Ragnell, followed by a downward slam. Ike has super armor for most of the move's duration. It offers poor horizontal recovery. |
Custom 1 | Aether Dive | 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2), 5% (descent), 9% (landing) | Ike can throw his sword much further, but not as high. This moves offers much greater horizontal recovery at the cost of some vertical recovery. | |
Custom 2 | Aether Wave | 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing) | Releases a wave when Ike slams the ground, but the entire attack deals less damage overall. The entire attack animation is also significantly sped up with little trapping potential. | |
Down special | Default | Counter | 1.2x damage of countered attacks, 10% minimum | Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back. |
Custom 1 | Paralyzing Counter | 1% (base) | Ike's counter stuns the opponent, allowing for a follow up attack. | |
Custom 2 | Smash Counter | 9% (base) | When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and has a larger hitbox. | |
Final Smash | Great Aether | 5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17) | 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. |
Victory Fanfare
This victory theme is a small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series. It is shared with Marth, Robin, and Lucina.
Alternate costumes
Trophies
Trophy Descriptions
Ike's regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him (3DS version) or purchasing it at the Trophy shop (Wii U version).
- Ike
- NA: One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
- PAL: One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, played a huge part in restoring the fallen nation of Crimea, and taken on the Begnion Emprire, Ike is rightly called a hero. And he has the strength to go with that title. One good swing of his blade can launch even the heaviest of fighters.
- Ike (Alt.)
- Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!
- IkeAllStarTrophy3DS.png
Alt. (3DS)
Gallery
Using Counter against Little Mac's Straight Lunge.
Ike with a female Villager.
An idle Ike, wielding Ragnell.
Ike battling Samus.
Alongside fellow Fire Emblem representative Marth.
Aboard the Halberd.
In the 3DS version, launching Samus and Sheik.
On the Balloon Fight stage, attacked by the fish.
Ike using a Rocket Belt on the Find Mii stage.
Ike with a male Robin.
Fighters in Super Smash Bros. 4 | |
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Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Fire Emblem universe | |
---|---|
Fighters | Marth (SSBM · SSBB · SSB4 · SSBU) · Roy (SSBM · SSB4 · SSBU) · Ike (SSBB · SSB4 · SSBU) · Lucina (SSB4 · SSBU) · Robin (SSB4 · SSBU) · Corrin (SSB4 · SSBU) · Chrom (SSBU) · Byleth (SSBU) |
Assist Trophies | Lyn · Black Knight · Tiki |
Stages | Castle Siege · Arena Ferox · Coliseum · Garreg Mach Monastery |
Item | Killing Edge |
Other | Sothis |
Trophies, Stickers and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpieces | Fire Emblem: Shadow Dragon and the Blade of Light · Fire Emblem: Mystery of the Emblem |