Ike (SSBB): Difference between revisions
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===Ground attacks=== | ===Ground attacks=== | ||
====Normal==== | ====Normal==== | ||
*[[Neutral attack]] - Punches with his left hand (making him the only sword fighter who uses his fist in one of his moves), then a step-forward kick, then an overhead swing of Ragnell, moving forward with each blow. This move alone gives Ike a great close range game, forcing the opponent to stay away from his jab range. | *[[Neutral attack]] - Punches with his left hand (making him the only sword fighter who uses his fist in one of his moves), then a step-forward kick, then an overhead swing of Ragnell, moving forward with each blow. This move alone gives Ike a great close range game, forcing the opponent to stay away from his jab range. It's very difficult to punish even when shielded for characters with poor [[out of shield]] options and is also great at punishing [[spot dodge]]s. Excellent when crouch-canceled due to the first two hits having zero knockback and having high amount of hitstun, though it can be SDIed out of it. Comes out on frame 3. Its speed makes it a good [[out of shield]] option as well. One of the strongest neutral attacks in the game along with Snake, being capable of KOing opponents around 150%. Does 4%, 5%, then 7%, for a total of 16% damage, but usually deals about 20 or even 25% when [[jab cancel]]ed. | ||
*[[Dash attack]] - Ike lunges forward with Ragnell with excellent range, but is slow and predictable. Good surprise move at a distance. Does 8%. Hits on frame 18. | *[[Dash attack]] - Ike lunges forward with Ragnell with excellent range, but is slow and predictable. Good surprise move at a distance. Does 8%. Hits on frame 18. | ||
*[[Forward tilt]] - A horizontal slash. Has a slow startup (17 frames) but high knockback and good range. Can be angled up or down. Unlike other angle-able moves, this move does not get stronger when angled upward or weaker when angled downward. Strongest forward tilt in the game in terms of knockback. Does 15% damage. | *[[Forward tilt]] - A horizontal slash. Has a slow startup (17 frames) but high knockback and good range. Can be angled up or down. Unlike other angle-able moves, this move does not get stronger when angled upward or weaker when angled downward. Strongest forward tilt in the game in terms of knockback. Does 15% damage. | ||
*[[Up tilt]] - Ike holds his sword out parallel to the ground and raises it to above his head in a bunny hop motion. Deceptive range with a quick, long-lasting hitbox, good for low-percent combos, but punishable if it misses like nearly all of his other moves and it also has a giant sourspot. Reliable killer at about 80%-100% on most characters. It is as powerful as King Dedede's and Snake's up tilt, but slower and | *[[Up tilt]] - Ike holds his sword out parallel to the ground and raises it to above his head in a bunny hop motion. Deceptive range with a quick, long-lasting hitbox, good for low-percent combos, but punishable if it misses like nearly all of his other moves and it also has a giant sourspot. Reliable killer at about 80%-100% on most characters. It is as powerful as King Dedede's and Snake's up tilt, but slower and with a weaker sourspot. 12% sweetspot, 9% sourspot. Hitbox out on frame 13-29. The sweetspot is right in the beginning of the move, when Ike starts to lift the sword. | ||
*[[Down tilt]] - Slashes along the ground. If this hits the opponent while they are off-stage, they are meteor smashed with great power. If Ike hits with the handle, it sends them horizontally with great power. It is by far the strongest tilt meteor and it is arguably the best tilt meteor in the game. Can be used after jab canceling near the edge. Decent range, but cripplingly slow (has a start-up of 16 frames, but a very long cooldown). This is the strongest down tilt in the game. Does 14% close up, 10% closer to the tip. | *[[Down tilt]] - Slashes along the ground. If this hits the opponent while they are off-stage, they are meteor smashed with great power. If Ike hits with the handle, it sends them horizontally with great power. It is by far the strongest tilt meteor and it is arguably the best tilt meteor in the game. Can be used after jab canceling near the edge. Decent range, but cripplingly slow (has a start-up of 16 frames, but a very long cooldown). This is the strongest down tilt in the game. Does 14% close up, 10% closer to the tip. | ||
====[[Smash attack]]s==== | ====[[Smash attack]]s==== | ||
*[[Forward smash]] - Overhead swing of his sword to the ground in front of him. Long ranged and very powerful, but very slow (hits on frame 31-34) and punishable if he misses or it gets shielded (it has the most ending lag out of all the forward smashes). Superior KO move at relatively low perecentage, but requires timing to use effectively. Long range and high arc allow for edge and recovery interceptions. It also hits characters standing on platform's above Ike and hits diagonally down on characters hanging on the ledge. The power behind the smash is enough to KO an opponent at as low as 30%. The tip is weaker (and does vertical knockback instead), but still very powerful wherever it connects. Second strongest smash in the game (only King Dedede's forward smash is stronger, but Ike's is even stronger at extreme percentages due to slightly higher knockback scaling, (the highest in the game). Does 17%-24% tip, 23%-30% non-tip. | *[[Forward smash]] - Overhead swing of his sword to the ground in front of him. Long ranged and very powerful, but very slow (hits on frame 31-34) and punishable if he misses or it gets shielded (it has the most ending lag out of all the forward smashes). Superior KO move at relatively low perecentage, but requires careful timing to use effectively. Long range and high arc allow for edge and recovery interceptions. It also hits characters standing on platform's above Ike and hits diagonally down on characters hanging on the ledge. The power behind the smash is enough to KO an opponent at as low as 30%. The tip is weaker (and does vertical knockback instead), but still very powerful wherever it connects. Second strongest smash in the game (only King Dedede's forward smash is stronger, but Ike's is even stronger at extreme percentages due to slightly higher knockback scaling, (the highest in the game). Does 17%-24% tip, 23%-30% non-tip. | ||
*[[Up smash]] - Swings his sword from his feet, over his head, to behind him. Also powerful, long-ranged, and slow (weaker but faster than his forward smash). The attack's speed and its very wide arc allow it to intercept foes air-dodging back to the stage near Ike, or it can be used like his down smash to punish rolls. Does 17% damage uncharged, 24% fully charged. Like the side smash, when fully charged, the smash carries enough power to KO an opponent at relatively low damages (60% and beyond). Hits on frame 25-31. | *[[Up smash]] - Swings his sword from his feet, over his head, to behind him. Also powerful, long-ranged, and slow (weaker but faster than his forward smash). The attack's speed and its very wide arc allow it to intercept foes air-dodging back to the stage near Ike, or it can be used like his down smash to punish rolls. Does 17% damage uncharged, 24% fully charged. Like the side smash, when fully charged, the smash carries enough power to KO an opponent at relatively low damages (60% and beyond). Hits on frame 25-31. | ||
*[[Down smash]] - Slashes toward the ground on either side. First slash is rather weak (especially when compared to Ike's other attacks) but the second slash is powerful, and it is Ike's fastest smash attack on start-up, but still possesses his trademark ending lag, and has pitiful range overall compared to his other attacks. Does 13% damage typically, 16% if hit from behind. Fully charged does 18% in the front and 22% in the back. This move is the fifth strongest down smash in the game when hit with the attack from behind. First slash hits on frame 13-16, second slash on frame 32-44. | *[[Down smash]] - Slashes toward the ground on either side. First slash is rather weak (especially when compared to Ike's other attacks) but the second slash is powerful, and it is Ike's fastest smash attack on start-up, but still possesses his trademark ending lag, and has pitiful range overall compared to his other attacks. Does 13% damage typically, 16% if hit from behind. Fully charged does 18% in the front and 22% in the back. This move is the fifth strongest down smash in the game when hit with the attack from behind. First slash hits on frame 13-16, second slash on frame 32-44. |
Revision as of 08:28, March 21, 2014
Ike in Super Smash Bros. Brawl | |
---|---|
Universe | Fire Emblem |
Availability | Starter |
Final Smash | Great Aether |
Tier | D (23) |
Ike (アイク, Aiku) is a character appearing in Super Smash Bros. Brawl. Revealed in the Smash Bros. DOJO!! on August 1st, 2007, Ike is a newcomer to the franchise. He is the protagonist of Fire Emblem: Path of Radiance, and also appears in Fire Emblem: Radiant Dawn. His sword from Fire Emblem: Path of Radiance, Ragnell, is a two-handed sword, but he is known to wield it with one hand, showing his incredible strength. Ike is the first, and currently the only, playable Fire Emblem character in the Super Smash Bros. series to speak English (as the remake of the very first Fire Emblem game, starring Marth where he speaks English, was released after Brawl). Additionally, he is the first Fire Emblem character available as a starter character in the Super Smash Bros. series.
A common belief is that Ike "replaced" Roy from Super Smash Bros. Melee, primarily as they are characters who wield swords from the Fire Emblem series, who both have a neutral special that is similar in function (a powerful special attack that involves charging their sword in flames, that can OHKO opponents but deal damage to themselves at the same time). However, there is no evidence that Ike was intended to replace or exist as a clone of Roy in Brawl; on the contrary, leftover data on Brawl's disc indicate that the two were intended to appear together in Brawl. Additionally, their movesets and overall character designs are vastly different, lending even less credence to the claim that Ike was included as a replacement for Roy.
Ike is currently ranked 23rd on the tier list in middle tier. Ike possesses extreme power throughout his moveset, with some of the strongest attacks in Brawl, and nearly every attack of his is capable of KOing under 150%. In addition to this, Ike possess arguably the greatest average reach in Brawl, made better by nearly every attack having disjointed reach, and possessing many attacks with transcendent priority. Ike also has a recovery that protects him greatly, great endurance thanks to his heavy weight and great momentum cancelling abilities, and fearsome edge guarding capabilities. Ike's biggest boon however, is his amazing jab, that is fast, possesses great reach for a jab, deals high damage, and can jab cancel to create highly damaging combos and setups into KO moves (such as up tilt and back aerial). Ike suffers greatly though from his incredibly slow and laggy moves, with the speed of his attacks being on par with Ganondorf for the worst in Brawl. As a result, Ike is highly reliant on reads and spacing to land hits when his opponents are outside his jab range. Additionally, Ike's recovery gains short distance, and is very susceptible to gimping, with semi-spikes being especially deadly. Ike also lacks any projectile, which when combined with his large size and below average movement speed plus mobility, makes it difficult for him to break through camping, as well as being incapable of camping himself. This overall results in average matchups (with remarkably few counters for a mid tier character, plus an even matchup against three characters in the top/high tiers, though his especially terrible matchup against 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. Most of his attacks though possess high damage, high knockback, and good range, giving Ike excellent KO potential at low damages. Ike is also one of the best characters to crouch-cancel a jab with, as the move can accrue upwards of 20% on opponents when crouch-canceling the original hit into another jab a few times (the initial jab can itself be linked easily from a neutral-aerial). Ike works best when playing the range game, best maximized by using his forward aerial whenever retreating. His forward aerial has the distinction of having the most horizontal attack range of any normal aerial in the game. Though Ike himself is slow, his attacks will surprise opponents when hitting from maximum range. Using the attack to effectively approach depending on the situation, Ike can pursue follow ups such as more forward aerials, his far-reaching dash attack, or an attempt at outwitting the foe into his Quick Draw side special. However, all three of those moves are very punishable if they miss. At a distance, one can even use Quick Draw to punish floor 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 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.
However, Ike definitely has his drawbacks. His dash speed is very slow, and he is a large target (though, most heavyweights have this problem). His Counter is quite slow, requiring some prediction to use effectively (it takes approximately six frames longer than 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 FLUDD 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 arguably the easiest character in the game to punish a missed move due to the extreme ending lag on his attacks and extreme unsafeness on his moves when shielded. Because he is a large heavyweight with fast falling speed, he is susceptible to chain 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
Ground attacks
Normal
- Neutral attack - Punches with his left hand (making him the only sword fighter who uses his fist in one of his moves), then a step-forward kick, then an overhead swing of Ragnell, moving forward with each blow. This move alone gives Ike a great close range game, forcing the opponent to stay away from his jab range. It's very difficult to punish even when shielded for characters with poor out of shield options and is also great at punishing spot dodges. Excellent when crouch-canceled due to the first two hits having zero knockback and having high amount of hitstun, though it can be SDIed out of it. Comes out on frame 3. Its speed makes it a good out of shield option as well. One of the strongest neutral attacks in the game along with Snake, being capable of KOing opponents around 150%. Does 4%, 5%, then 7%, for a total of 16% damage, but usually deals about 20 or even 25% when jab canceled.
- Dash attack - Ike lunges forward with Ragnell with excellent range, but is slow and predictable. Good surprise move at a distance. Does 8%. Hits on frame 18.
- Forward tilt - A horizontal slash. Has a slow startup (17 frames) but high knockback and good range. Can be angled up or down. Unlike other angle-able moves, this move does not get stronger when angled upward or weaker when angled downward. Strongest forward tilt in the game in terms of knockback. Does 15% damage.
- Up tilt - Ike holds his sword out parallel to the ground and raises it to above his head in a bunny hop motion. Deceptive range with a quick, long-lasting hitbox, good for low-percent combos, but punishable if it misses like nearly all of his other moves and it also has a giant sourspot. Reliable killer at about 80%-100% on most characters. It is as powerful as King Dedede's and Snake's up tilt, but slower and with a weaker sourspot. 12% sweetspot, 9% sourspot. Hitbox out on frame 13-29. The sweetspot is right in the beginning of the move, when Ike starts to lift the sword.
- Down tilt - Slashes along the ground. If this hits the opponent while they are off-stage, they are meteor smashed with great power. If Ike hits with the handle, it sends them horizontally with great power. It is by far the strongest tilt meteor and it is arguably the best tilt meteor in the game. Can be used after jab canceling near the edge. Decent range, but cripplingly slow (has a start-up of 16 frames, but a very long cooldown). This is the strongest down tilt in the game. Does 14% close up, 10% closer to the tip.
Smash attacks
- Forward smash - Overhead swing of his sword to the ground in front of him. Long ranged and very powerful, but very slow (hits on frame 31-34) and punishable if he misses or it gets shielded (it has the most ending lag out of all the forward smashes). Superior KO move at relatively low perecentage, but requires careful timing to use effectively. Long range and high arc allow for edge and recovery interceptions. It also hits characters standing on platform's above Ike and hits diagonally down on characters hanging on the ledge. The power behind the smash is enough to KO an opponent at as low as 30%. The tip is weaker (and does vertical knockback instead), but still very powerful wherever it connects. Second strongest smash in the game (only King Dedede's forward smash is stronger, but Ike's is even stronger at extreme percentages due to slightly higher knockback scaling, (the highest in the game). Does 17%-24% tip, 23%-30% non-tip.
- Up smash - Swings his sword from his feet, over his head, to behind him. Also powerful, long-ranged, and slow (weaker but faster than his forward smash). The attack's speed and its very wide arc allow it to intercept foes air-dodging back to the stage near Ike, or it can be used like his down smash to punish rolls. Does 17% damage uncharged, 24% fully charged. Like the side smash, when fully charged, the smash carries enough power to KO an opponent at relatively low damages (60% and beyond). Hits on frame 25-31.
- Down smash - Slashes toward the ground on either side. First slash is rather weak (especially when compared to Ike's other attacks) but the second slash is powerful, and it is Ike's fastest smash attack on start-up, but still possesses his trademark ending lag, and has pitiful range overall compared to his other attacks. Does 13% damage typically, 16% if hit from behind. Fully charged does 18% in the front and 22% in the back. This move is the fifth strongest down smash in the game when hit with the attack from behind. First slash hits on frame 13-16, second slash on frame 32-44.
Other attacks
- Ledge attack- Picks himself up and slashes at an upwards angle. Short horizontal range. 8% damage
- 100% ledge attack- Slowly gets up and slashes forward in a similar fashion to his forward tilt, only faster and obviously weaker. 10% damage.
- Floor attack (face-down)- Performs a fast swing on both of his sides. 6% damage.
- Floor attack (face-up)- Swings his sword in an angled arc above him. 6% damage.
Aerial attacks
- Neutral aerial - Ike swings Ragnell in an arc around his body. Low knockback (although it can still KO at high percentages). The attack is shorter ranged than most of his aerials, but covers almost 360°. The wide arc allows it to punish dodges, and the move can be auto-canceled, which makes it excellent for setting up jabs or bair if the opponent is behind the player. Easy to SD if no platforms are below due to ending lag being just long enough to be unable to recover; commonly occurs when Ike is shield-pushed near the edge and the player buffers a command for a jab. Ike's most useful aerial due to combo potential and landing-cancel. Does 9% no matter where it hits. Has a start-up of 15 frames and it ends on frame 32.
- Forward aerial - Ike performs an overhead swing with Ragnell down to below him that is reminiscent of his Hero-Class 'Critical' animation in Radiant Dawn. Has the most horizontal range of any normal aerial in the game, but does not possess as much knockback as some of his other aerials, though it can still KO at relatively high percentages. Its incredible range also makes it a very good edge guarding move. Manageable ending lag given attack range. One of Ike's best aerials, along with neutral aerial. Does 13% damage. Hits on frame 18-21.
- Back aerial - 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. Difficult to land on short grounded opponents because of its strictly horizontal hitbox. A good out-of-shield option when facing the opposite direction. Does 14% damage. Hitbox out on frame 7-9.
- Up aerial - Ike spins Ragnell in a helicopter motion. Hits on frame 15-31. Great vertical knockback. The attack stays out for a long time and has good horizontal range, though low vertical range limits its usefulness, considering Ike's inferior jumping capabilities. It can also hit larger characters on the ground. Does 14% damage.
- Down aerial - Ike thrusts Ragnell down under him. If the move hits while the blade is swinging down, it will powerfully meteor smash the target. It is the second strongest meteor on airborne opponents and third strongest on grounded opponents (only Ganondorf's down aerial meteor is stronger in every situation). Will send foes upwards rather powerfully if hit after the initial swing. Useful for edge-guarding. Does 16% if meteor smashed, 12% otherwise. It has a start-up of 16 frames and it ends on frame 30.
Grabs and throws
All of Ike's throws do 6% damage.
- Pummel - Headbutts them. A slow pummel. Does 3% damage per hit.
- Up throw - Ike throws Ragnell into the ground and uppercuts the target into the air with one hand. 6% damage.
- Down throw - Ike throws the target down to the ground and stomps on them, sending them upward. Places low-damaged foes in a perfect position to follow up with an Aether (without DI). 6% damage. This is Ike´s strongest throw knockback wise and can Star KO most characters around 170%.
- Back throw - Ike throws the opponent backwards while kicking them. This can be immediately followed up by his dash attack, which is a true combo in everyone from about 30% to 100%. It can also set-up a forward throw in walls which is a true combo. 6% damage.
- Forward throw - Ike throws opponent forwards while kicking them. Can chain grab in walls. 6% damage.
Special moves
Taunts
- Up: Swings Ragnell above his head then holds it out in front of him like his pose from the DOJO!!, and growls while bringing it closer to himself as if charging it. His cape blows in the wind toward the end.
- Side: Does his attacking stance from Radiant Dawn, saying "Prepare yourself!". In Japanese (あなた自身を準備!) (Anata jishin o junbi) Translation: Prepare yourself!"
- Down: Thrusts his sword into the ground in disgust, crosses his arms and mutters, "Hmph." With wind blowing in his cape.
Victory poses
- Performs Aether.
- Swings Ragnell twice, saying "I fight for my friends".
- Thrusts Ragnell into the ground, saying "You'll get no sympathy from me".
Idle poses
- Tap his sword to his shoulder
- Rubs his sword from the middle to the edge of his sword
Cheer
We Like Ike!
Brawl manual description
Commander of the Greil mercenaries. He's so strong, he wields a two-handed sword like a normal blade.
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 prefer faster characters, and as a result, Ike began to consistently fall on the tier lists. On the fourth list, Ike had fallen to 29th place, and it was widely assumed that he would eventually fall into the bottom tiers; Ike was frequently derided as a "noob character" that relied far too heavily on abusing opponents' errors to KO.
The sudden appearance of San, however, caused an immediate reversal for the character. At Apex 2010, a tournament that was known for hosting amongst 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 anticipated. Ike jumped four places to the 25th spot on the fifth tier list, and he currently ranks at 23rd in the game, higher than any of his previous placings; while 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'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. Getting Ike to join your party in the SSE results in unlocking the music Ike's Theme for use on the stage Castle Siege.
Ike's team is later seen in the The Wilds, tracking a tank. The three then chase after it, only to find that it is the Subspace robot, Galleom. Galleom is defeated, but jumps off the cliff and into The Ruined Hall, where 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. Fortunately, his trophy can be picked up at the first Subspace level. Once he has rejoined the team, he is available for use in the The Great Maze, as well as in the Tabuu battle.
Cameo appearances
Playable appearances
After The Ruined Hall is completed, Ike, Marth, Pokemon Trainer & Lucas only make cameo appearances until Entrance to Subspace.
- The Battlefield Fortress
- The Wilds (Part I)
- Entrance to Subspace
- The Great Maze (if rescued in Subspace (Part I)
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
Trophy
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.
Costumes
Trivia
- It is interesting to note that the Aether he uses to destroy the Subspace Bomb looks like a normal Aether, although he shouts "Great Aether". 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 a slow character in Brawl, he actually has very good speed stats in all of his Fire Emblem appearances. In addition, while having among the highest raw power in Brawl, multiple characters in both of his games can have higher strength than him.
- In his first game, Ike is actually more likely to be faster than he is stronger 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 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.
- 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 is the only playable Fire Emblem character in the Smash Bros. series that speaks English.
- Ike's appearance in Brawl is based on his default class appearance and official art in Path of Radiance; however, the aforementioned class, the Ranger, is unable to wield Ragnell in any capacity. Ike's second class, the Lord, allows him to wield Ragnell, but this class features him wearing different clothing than that found in Brawl.
- Ike's forward smash has the same amount of frames in its duration as King Dedede's and Snake's forward smash. When compared to these two, Ike's forward smash has the least start-up lag out of the three, but it has the most ending lag.
- The "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.
- 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.
External links
Fighters in Super Smash Bros. Brawl | |
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Veterans | Bowser · Captain Falcon · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Jigglypuff · Kirby · Link · Luigi · Mario · Marth · Mr. Game & Watch · Ness · Peach · Pikachu · Samus · Yoshi · Zelda / Sheik |
Newcomers | Diddy Kong · Ike · King Dedede · Lucario · Lucas · Meta Knight · Olimar · Pit · Pokémon Trainer (Charizard · Ivysaur · Squirtle) · R.O.B. · Snake · Sonic · Toon Link · Wario · Wolf · (Zero Suit Samus) |
Fire Emblem universe | |
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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 |