Super Smash Bros. 4

Ike (SSB4)

Revision as of 03:51, July 26, 2015 by Nyargleblargle (talk | contribs) (Reverted edits by 173.171.32.114 (talk) to last version by Dragonfirebreath25.)
This article is about Ike's appearance in Super Smash Bros. 4. For the character in other contexts, see Ike.
Ike
in Super Smash Bros. 4
Ike
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Brawl


Availability Starter
Final Smash Great Aether
Ike (SSB4)

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 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 buffed further 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, the latter of which further improved his combo game. 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 buffed even further due to many of his attacks having reduced lag and improved hitbox placements as well as his dash attack now dealing high knockback.

Overall, Ike has become noticeably better since his appearance in Brawl. Despite the nerfs to his range, power, and all but one of his special moves (Counter), the significant improvements to both his combo game and recovery options, lessened lag (start-up, ending and landing) to most of his attacks, his adaptation to the general changes of SSB4, and numerous buffs via updates 1.0.4 and 1.0.8 all strongly mitigate his nerfs. This has lead professionals such as ZeRo to believe that he is either the best mid-tier character or the weakest high-tier character among the cast, which is a considerable improvement from his status of being the best of the low-tier characters before his patch buffs, and being a mid tier character in Brawl. Despite this considerable improvement, Ike still suffers from a lack of representation in the tournament scene other than being used by Ryo.

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 increased knockback scaling (70 → 78) The late hit is stronger (70/70 → 60/100.
  •   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 decreased base knockback (70 → 50), making this move KO 20% later. It also 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 (50/100 → 40/90), 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 (20 → 30) 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 based knockback (40 → 30), 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

  1.0.4

  •   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.

  1.0.6

  •   Aether Drive now behaves normally when in slow motion.
  •   Counter is stronger.

  1.0.8

  •   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 at around 120%. 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 good 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 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.

Victory Poses

  • Forcefully plants his sword into the ground, then folds his arms, saying "You'll get no sympathy from me."
  • Slashes his sword twice, saying "I fight for my friends."
  • Performs Aether while facing the screen.

In Competitive Play

Official Custom Moveset Project

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

Notable Players

Alternate costumes

 
               

Trophies

Ike
  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.
  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.
 : Fire Emblem: Path of Radiance (10/2005)
 : Fire Emblem: Radiant Dawn (11/2007)
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!
 : Fire Emblem: Path of Radiance (10/2005)
 : Fire Emblem: Radiant Dawn (11/2007)
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!

Gallery

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".