Ike (SSB4): Difference between revisions
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Revision as of 23:38, July 22, 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, but is ultimately considered a notably better character than in Brawl. 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 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 air attacks are faster, making them more reliable to rack up damage and some of his smash attacks have increased knockback. Other buffs he received were an improved combo game and stronger throws.
Ike is one of the more potent edge-guarders in the game, with Eruption and his forward aerial being good options against predictable recoveries and the introduction of edge-stealing allows him to effectively use his fast and strong back aerial to get early KOs. The additional landing lag for air dodging allows Ike to threaten and punish bad decisions with his strong attacks. As a heavy character, he also benefits from the rage mechanic, increasing his already strong knockback even further and allowing him to survive many attacks with proper DI even at high percentages.
Beginning with the 1.0.4 update, Ike was further buffed due to all of his standard non-smash ground attacks (except for up tilt and dash attack) and his forward, down and back air attacks being improved. Additionally, his down tilt received better followup utility despite its reduced range, and his forward and down air attacks had their hitboxes enlarged. With the 1.0.8 update, Ike was even further buffed and many of his attacks have reduced lag and improved hitbox placements. His buffed aerials improve his combo game even further and dash attack has been significantly buffed and delivers now high knockback.
Overall, Ike has been buffed since his appearance in Brawl, especially as balance patches continued to buff him in many areas with almost no nerfs to compensate. He became weaker and his range, power, and all but one of his special moves (Counter) have been nerfed. But overall Ike has a significantly improved combo game, less start-up, ending and landing lag on most of his attacks, while he also benefits from the general changes in SSB4; this has lead professionals (i.e ZeRo) to believe that he is at least the best mid-tier character, or the weakest high-tier character which is a huge improvement from his representation of being the best out of the low-tier characters. Also, Ike's recovery options have been significantly improved. His weight, air speed, double jump height, Quick Draw distance and start-up have been improved and allow him to survive longer than he was able to in Brawl. Unfortunately, Ike suffers from a lack of representation in the Tournament scene other than a professional smasher named Ryo, although it is agreed that his patch buffs have made him into one of the better heavyweights in the game.
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" as well as his empowerment by the goddess Yune during the climax of Radiant Dawn.
Attributes
- Ike is slightly heavier (105 → 107).
- Ike walks slightly slower (0.88 → 0.869).
- Ike dashes faster (1.371 → 1.5). A fairly fast dash for a heavyweight.
- Ike has improved air speed (0.9212 → 1.08).
- 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
- Jab 1 hits on frame 4 instead on frame 3.
- Neutral attack transitions into its later hits faster.
- Neutral attack deals 5% less damage overall and has lost all of its KO power. Additionally, jab 1 and 2 have fewer interruptibility frames, taking away his effective jab cancel.
- Dash attack has reduced start-up (18 frames → 15) deals up to 7% more damage with drastically increased knockback.
- Forward tilt has moderately reduced start-up (17 frames → 12) and less cool down.
- Forward tilt deals 2.5% less damage with decreased knockback.
- Up tilt has reduced start-up (13 frames → 11) and deals 2% more damage.
- Up tilt has a less active hitbox.
- Down tilt is significantly faster (16 frames → 7) with less cool down.
- Down tilt deals 6% less damage and can no longer meteor smash opponents.
- Forward smash has a slightly more active hitbox, increasing its reliability against aerial opponents.
- Forward smash is weaker, though it is still one of the strongest forward smashes in the game, (going from 2nd strongest forward smash in Brawl to 5th strongest forward smash in SSB4).
- Down smash deals 1% more damage, is stronger and sends opponents at a more horizontal angle.
- Down smash has a less active hitbox.
- Up smash is slightly stronger.
Aerial attacks
- Every aerial except neutral aerial has reduced landing lag.
- Neutral aerial has reduced start-up (15 frames → 12) and less ending lag in the air. This allows him to successfully recover if a player accidentally presses A while being pushed off stage.
- Neutral aerial has 1 frame extra landing lag.
- Neutral aerial has a sourspot at the end dealing 6% damage.
- Forward aerial has reduced start-up, increased base knockback and can now auto-cancel in a short hop.
- Forward aerial deals 1% less damage.
- Forward aerial has a new animation with increased range above Ike but decreased range below.
- Up aerial has reduced start-up (15 frames → 13).
- Up aerial deals 3% less damage.
- Down aerial deals 1% less damage with reduced knockback, has a non-meteor sour-spot and has lost its lingering hitbox.
Throws/other attacks
- Ike's grabs have slightly increased ending lag.
- Dash grab comes out 2 frames faster.
- Pivot grab comes out 2 frames slower.
- All throws deal 1% more damage.
- Forward throw has increased knockback.
- Back throw has increased knockback, no longer allowing Ike to follow up with a dash attack.
- Up throw has reduced cool down, making it an effective combo starter.
Special moves
- An uncharged Eruption deals 1% more damage. Also, Ike is able to release a fully charged Eruption without taking any recoil damage and Eruption reaches the fully charged stage faster.
- The first eight stages of Eruption deal much less damage and a fully charged one deals 2% less damage at the bottom. Eruption deals overall less knockback (can no longer One-hit KO) and an uncharged Eruption has lost its super armor frames.
- Quick Draw has less start-up and no longer leaves Ike in a helpless state for a short amount of time when it hits an opponent, has less landing lag overall, and covers a greater distance.
- Quick Draw deals 3% less damage. It has more base knockback, but it is not enough to compensate the reduced knockback from the damage reduction 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 has less super armor frames (from frame 18-38 to frame 18-21). It can now only meteor at the start of the descent and can no longer grab edges from behind.
- Aether no longer sends Ike forwards without player input. In Brawl, it would send him a short distance forwards.
- 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 tilt has reduced ending lag.
- Down tilt now does 8% damage instead of 7%.
- Down tilt also has slightly reduced ending lag.
- Down tilt now knocks the opponent vertically instead of horizontally, allowing additional follow ups.
- Down tilt has slightly reduced range.
- Down smash has a more horizontal knockback.
- Forward air's animation is much faster overall.
- Forward air's hitboxes are also about 10% larger.
- Down air has a larger hitbox.
- Back air does 14% damage as opposed to 13%.
- Some of the hitboxes in Great Aether are now 24% further away from Ike.
- Aether Drive now behaves normally when in slow motion.
- Counter is stronger.
- Jab 1 can transition into jab 2 quicker.
- Jab 3 now properly hits above Ike.
- Forward tilt has reduced start-up (15 frames -> 12-13 frames).
- Forward tilt has now only one hitbox, instead of three (Sweetspot: 14% -> 12.5%. Sourspot: 12% -> 12.5%).
- Up tilt has a longer lasting hitbox and more vertical reach.
- Dash attack deals more damage (Sweet spot: 10% -> 14%. Sour spot: 7% ->11 % and 5% -> 9%), knockback and sends opponents at a more horizontal angle, now being another reliable KO option. It also has less start-up (18 frames -> 14-15 frames) and the sweetspot has more reach.
- Neutral air has less landing lag (18 frames -> 15 frames).
- Up air has less landing lag (19 frames -> 16 frames).
- Forward air has improved hitbox placements (Hits better above and below him) and thus 2 frames less start-up.
- Forward air has less landing lag (20 frames -> 19 frames).
- Down air has less landing lag (27 frames -> 24 frames).
- All variations of Quick Draw have less start-up (19 frames -> 16 frames).
- The suction properties of Aether were tweaked in some way.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback. One of Ike's fastest moves. | ||
3% | ||||
5% | ||||
Forward tilt | 12.5% | Ike swings Ragnell horizontally. Can be angled and decent for spacing. Deals moderate knockback; has slight ending and starting lag. | ||
Up tilt | 14% (clean), 10% (late) | An upward slash, which starts from the ground. The hitbox stays out for a while. Has good vertical range and is a very powerful KO option on mid to high percentages. Has some endlag and startlag. | ||
Down tilt | 8% | A quick low, sweeping slash. Incredibly fast for Ike's slower moveset, making it good for spacing. One of Ike's best combo starters as this move also launches opponents upwards allowing for some combo potential at low to mid percentages. | ||
Dash attack | 14% (clean tip), 11% (clean blade), 9% (late) | Ike swings Ragnell upward after charging forward. This attack has some delay before coming out, and Ike speeds up once he swings Ragnell. Deals high knockback and a good finishing option if one does not expect it, but punishable if telegraphed. | ||
Forward smash | 19% (early), 22% (clean blade), 17% (clean tip) | Ike performs a very powerful overhead swing. It is one of the strongest forward smashes in the game, although not as strong as in Brawl (2nd strongest in Brawl, 5th strongest in SSB4). 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. At high rage, it can kill nearly as early as Ike's Brawl forward smash. It has extremely high base knockback making it almost guaranteed to take a stock if it lands. A wickedly powerful finishing move if the player telegraphs the opponent, but easily telegraphed too, making this attack easy to dodge. | ||
Up smash | 17% (clean), 10% (late) | Ike holds Ragnell on his left, before heaving it in a wide arc over himself, slamming Ragnell to his right. Hits on both sides. Has high knockback similar to his forward smash; however this move is weaker but much faster startup wise, and possesses a huge range which hits both left and right. A reliable KO move against aerial or rolling foes, but the endlag makes it punishable. Better at punishing rolls than his down smash because of its much larger range. | ||
Down smash | 14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) | Ike does a stab in front of him with powerful horizontal knockback, then behind him after a pause. The second hit behind Ike deals more damage and knockback, ok for hitting rolling opponents( his up smash is better suited for this). Ike's fastest and least sluggish smash attack, although somewhat lacking compared to his other smashes in knockback if the front hit connects. The short range on the back swing also makes it hard to hit rolling opponents and suffers from punishable endlag like his other smashes. A good finisher near the edge. | ||
Neutral aerial | 9% (clean), 6% (late) | After a brief pause, Ike swings Ragnell in a circular motion around himself. Large arc range and low endlag makes this one of Ike's better spacing options. This move is also great for combos into grabs, tilts, aerials and even down smash at lower percents. | ||
Forward aerial | 12% | A powerful, overhead swing downwards. Relatively fast and powerful enough to KO at high percentages, though it has a brief beginning pause like most of Ike's aerials. Slight endlag unless auto cancelled from a short hop. | ||
Back aerial | 14% | Ike lashes out with a backwards slash with lightning fast speed. Has a narrow hitbox making it hard to hit short foes, but extremely fast startup for Ike's slower moveset, easily able to surprise opponents while being extremely powerful to boot. Suffers from harsh aerial endlag, however. This move can be auto cancelled from a short hop. Good KO option on stage at around 120%. | ||
Up aerial | 11% | Ike swings Ragnell in a helicopter motion above his head. Narrow vertical hitbox, but stays out for some time. Powerful like his other aerials, and also suffers from endlag. Starts quickly behind Ike. | ||
Down aerial | 15% | A brief pause, then a hard downwards swing. Meteor Smashes powerfully if you hit near (or with) the tip of the sword. No longer has a lasting hitbox like in Brawl. Long endlag. | ||
Grab | — | An average grab. | ||
Pummel | 3% | Headbutts opponent. A great pummel, as it is fast and powerful. | ||
Forward throw | 3% (hit 1), 4% (throw) | Ike kicks his opponent forward. Virtually no follow ups unless a foe is thrown off stage. | ||
Back throw | 3% (hit 1), 4% (throw) | Roundhouse kicks the foe backward. At mid percents, if an opponent does not tech, the throw can combo into dash attack. | ||
Up throw | 3% (hit 1), 4% (throw) | Ike knocks his foe upwards by punching them with his fists cupped together. Knockback is not very dependent on damage. Can combo into Aether, but lighter characters can DI out. Best to use Forward air or Up air after the throw. At higher percents, near the edge, you can kill with a Forward air. | ||
Down throw | 3% (hit 1), 4% (throw) | After throwing a foe on the ground, Ike jumps on the victim. At low percentages, this can be followed by Aether and all of his aerials. At mid percents, it becomes much more difficult to combo with. Ike's strongest throw, but doesn't KO until extremely high percentages (140 - 160%, depending on the character's weight, the stage and Ike's rage). | ||
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 | 10% (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. High vertical range which increases as the move charges. Uncharged has a longer downward reach untill fully charged. At fully charged the move gives super armor frames upon release. Good for edgeguarding. |
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. Stalls if used in the air which can help recover if used correctly. | |
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. The move stays out a few frames longer than standard Eruption. Fully charged, the move kills earlier than standard Eruption and knocks them up, vertically with great power. | |
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. During the dash Ike is given Transcendent Priority. | |
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 at the start of the move. It offers poor horizontal recovery, but good vertical distance. can spike foes if used correctly. |
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, 8% 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. However, it has a narrower hit window. the higher the percent of your foe, the longer the stun. | |
Custom 2 | Smash Counter | 9% (base) Roughly 1.5x damage of countered attacks, 15% minimum | When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and knockback as well as 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, Lucina, and Roy.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Ike | 2222 | 2122 | 2212 | 2232 | 3222 |
3122 | 3212 | 3232 | 2111 | 3111 |
Alternate costumes
Trophies
- Ike
- 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!
- 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!
- Great Aether
- 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!
- 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!
- 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.
Trivia
- Ike is the only character representing the Fire Emblem universe in all Super Smash Bros. games that does not have an up smash that is a quick upwards stab, nor a neutral aerial that can hit twice. He is also the only Fire Emblem fighter to use an arm and leg to attack (in his neutral combo), excluding Marth, Lucina, and Roy's pummels.
- Prior to the release of the game, Ike's Eruption flames were their Brawl colour of orange before being changed to blue flames upon release, in order to fit his ingame title from his origin game, "Hero of Blue Flames".
Fighters in Super Smash Bros. 4 | |
---|---|
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 |