Ike (PM)
Ike in Project M and Project+ | |
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Universe | Fire Emblem |
Base game appearance | Brawl |
Moveset inspiration | Ike (SSBB) |
Alternate costume | Hector Ike |
Ike is a playable character in the Brawl mod Project M. As Ike's first appearance in the series is as a fighter in Brawl, his general speed has been significantly increased to fit the mechanics of Project M. In particular, Ike has had his combo starting abilities buffed, from his more versatile quick-draw to his low lag back aerial and quick up aerial.
Overview
The rough and tough leader of the Greil Mercenaries makes his Project M debut! Ike is one opponent you won't want to be careless around - his extreme power may not surprise you, but his uncanny agility forces you to keep on your toes.
In Super Smash Bros. Brawl, Ike is an intimidating yet predictable character; but no longer. When started from the ground, his Quickdraw ability can now be canceled with a jump, which allows him much greater flexibility in approaching. Lower landing lag, exceptional shield stun, and high shield damage allow him to pressure opponents far better than ever before. Don't make an error around Ike - it may be your last!
Ground Attacks
ke is obviously a very powerful character, but, as a powerful character, he often finds himself in danger when power alone won't suffice. His infamous jab is still around; although Project M's mechanics and Ike's greater flexibility makes him less dependent on it than he used to be. Ike's forward-tilt is one of his greatest assets; it is fast, has great range, and is quite powerful. His up-tilt has been significantly sped up from Brawl to be a great combo starter on faster-falling characters as well as an excellent anti-air attack. His meteoring down-tilt, while slow to start up, has low ending lag and great range in front of him. Space those recoveries just right when fighting against Ike, or you'll regret it!
His smash attacks remain very dangerous and can be combined with his agility to terrify any opponent. His up-smash can be jump-canceled out of Quickdraw to chase after opponents, and forward-smash is still as frightening as ever. The most changed of Ike's smash attacks is his down-smash; the attack is now an optional two-swipe attack, similar to Link's forward-smash, and both hits send at a low trajectory towards his backside. Use this well against Falco and he really will have spawned at "kill percent!"
Aerials
Ike's aerials serve him well in many different ways. His massive forward aerial can be used to space, punish, and gimp opponents at low percentages off-stage. Back-air is used to space, pressure, and punish. His down-aerial can meteor on-stage as a combo-starter, or kill/gimp off-stage with either the strong initial hit, or the flub that comes out afterwards. Ike's up-aerial can either combo opponents or kill off of the top of the stage, depending on how it is timed. And, finally, his neutral-air is a wide-hitting combo starter that remains potent throughout all of the move's duration.
Quickdraw
Quickdraw is a very powerful move and is an important accessory in Ike's move set. It is extremely important to note the changes in functionality of the move as compared to Brawl's incarnation. The move can now be jump-canceled if done from the ground, and it is possible to turn around when jumping for a backwards facing approach. Ike will also no longer automatically swing at the opponent; if nothing is pressed while Ike rushes forward he will simply pass through the opponent. If the Attack button is held Ike will attack an opponent once he is within range, as the move worked in Brawl. If the Special button is pressed Ike will manually attack, which is useful for optimizing spacing of the attack, or simply to make Ike stop in his tracks on command.
Although it cannot be jump-canceled if begun in the air, Ike is no longer put into free-fall if he swings and hits the opponent. Also, Ike can now wall jump one time out of Quickdraw, which allows him to recover from far below the ledge on some stages.
A well timed fully-charged Quickdraw is said to be a very effective attack...
Other Specials
Ike's other specials have less dramatic changes. His counter is still slower and stronger than Marth's, but activates slightly faster than before. Eruption maintains its super armor that allows him to break through attacks, and is capable of meteoring the opponent if only the tip of the sword connects when it is brought downwards. Aether no longer maintains its super armor on its startup, and instead only has some resistance to weak knockback hits. You must be careful when using it to recover, lest you be knocked right back off the stage.
Attributes
Changes from Brawl to PM
- Foward tilt is sped up.
- Up tilt is now quicker, and has a sweetspot which does more damage making it a better KO move.
- Down tilt is much faster and can interrupt much sooner, and can combo into itself at lower percents.
- Up smash hitboxes do more damage and knockback.
- Down smash hitboxes send backwards and the first hit does slightly more damage with stronger knockback, the second hit does slightly less damage and is a stronger KO move.
- Down aerial has slightly faster start-up, does slightly more damage, however knockback is not compensated on the ground, but it's meteor smash capabilities have improved.
- Back aerial sweetspot does more damage and has stronger knockback, sourspot does slightly more damage with slightly less knockback than the brawl sweetspot.
- Foward aerial has slightly faster start-up, and a sweetspot that does more damage and more knockback.
- Neutral aerial is faster and does much more damage and has more knockback.
- A fully charged Eruption now acts much like Roy's Flare Blade: it does 50% damage with OHKO potential, plus a semi-spike trajectory. The attack additionally meteor smashes opponents when connecting with the tip, bolstering its edgeguarding capacities.
- Quick Draw has been revamped. It now charges much faster, and does not auto-attack by default; the attack button must be held if one wishes to do so, and attacking manually requires a press of the special button. Ike can additionally continue charging the move past the fully charged point; while fully charging Quick Draw takes less than a second, "super" charging it takes an additional four seconds. A super charged Quick Draw becomes a very quick flaming dash that covers most stages entirely. While Ike himself does 4% damage with no knockback to enemies he passes through, hitting with a perfectly-timed attack will deal 50% and always OHKO. He will then perform a down taunt, and say "You're through" instead of the regular "Hmph." If the attack is incorrectly timed, it will instead deal over 20% damage with higher knockback than a fully charged Quick Draw attack, but under the OHKO threshold of the perfectly timed super charged Quick Draw. Ike can also jump or wall jump out of a Quick Draw. He can only jump out of a Quick Draw begun from the ground, but he can wall jump out of it as long as he meets the normal wall jumping requirements, and up to two times. Ike is additionally no longer put into helpless state if he connects with Quick Draw in midair.
- The gaps in the hitbox of Aether have been filled, allowing Aether to flow and combo better than before. In addition, the amount of horizontal distance Ike can travel with Aether has been increased, improving his recovery.
- Counter has faster start-up and a slightly higher multilpier.
- Dash attack deals more damage and has a more advantageous angle.
- The general amount of landing lag Ike experiences has been reduced.
- Dash speed and jump momentum has increased, making him faster.
- Both shield stun and shield damage capabilities have been greatly improved.
- Jab combo deals less damage.
- Foward tilt has much less knockback.
- Down tilt does less damage and is no longer a reliable KO move.
- Down aerial has a flub spot which is weaker in damage and knockback than the sourspot.
- Up aerial does slightly less damage and knockback is not compensated form brawl.
- Quick Draw can no longer be held indefinitely, and the fully charged attack deals less damage and knockback.
- Aether's super armor is now light armor.
- Eruption's super armor is only retained if it is fully charged; otherwise, it has heavy armor.
- Dash attack has slightly less reach.
- Eruption's flame color is changed from red to blue.
Revisions
2.1
- Ike cannot grab the ledge backwards after a certain point during his Up-B
- Ike's Quick Draw OHKO now cannot cause a permanent color tint
2.5
- Ike's Run is slightly slower but the start of his Dash is significantly faster, improving quick pivots and his jump cancel slide
- Ike's Dash to Run transition is slightly faster
- Ike's Weight is put back to vBrawl weight (a slight decrease in weight)
- Ike's tip hitboxes on Up Tilt, Down Tilt, Neutral Air, and Up Air send more horizontally like other tips do rather than more vertically
- Ike's Neutral/Forward/Back/Up/Down Air body hitboxes adjusted to be smaller in size like his ground attacks to aid in landing the hilt sweetspot
- Ike's Dash Attack hitbox priority adjusted; tip no longer hits so often over the others
- Ike's Dash Attack animation adjusted to have the forward movement at more appropriate parts, and also does not raise the sword quite as high. Now capable of Boost Up Smashing and Boost Turn Grabbing
- Ike's Dash Attack weak hit duration decreased slightly
- Ike's Up Tilt has slightly less base knockback and more growth, strong hit reaches higher, and weak hit duration reduced
- Ike's Down Tilt hits slightly faster, and the hilt sweetspot meteors while the rest of the attack sends upward
- Ike's Forward Air hit duration adjusted, average damage slightly decreased, base knockback decreased, and growth increased significantly emphasizing the sweetspot
- Ike's Down Air spike on the hilt sweetspot sends slightly outward like other spikes do to be outside meteor trajectory range
- Ike's Side B is jump cancelable on the 3rd frame of the dash, and uncharged covers less distance
- Ike's Up Air early hitboxes slightly decreased in base knockback
- Ike's Standing Grab range reduced slightly
- Ike's non-fully charged Neutral B hitboxes and graphical effects reduced in size a bit, armor duration adjusted, and super armor changed to knockback-based armor; it can be broken through at KOing %
- Ike's Side B wall jump can only be performed twice per airtime
- Ike's Up B sword throw and glow animation cleaned up to match each other better, Ike's movement during the jump smoothed out, and aerial Up B decreased in height a bit
- Ike's Forward Smash hitboxes begin slightly later in the animation, and base knockback decreased a bit
- Ike's Jab 3 base knockback decreased a bit
- Ike's non-tip hitboxes are now slightly more damaging and stronger at the hilt, while being slightly less so on the others
- Ike's Jab 3, Up Tilt, Forward/Up/Down Smash, and Down Air weak hit now follow the tip/middle/hilt system for damage
- Ike's Forward Tilt has slightly less base knockback and more growth, and IASA is slightly later
- Ike's Down Smash base knockback is slightly lower on 1st hit and higher on the 2nd
- Ike's Neutral Air late hit is weaker, sends at a more horizontal angle, and has a slightly shorter hit duration
- Ike's Up Air hitbox priority adjusted to normal tip/middle/hilt spacing
- Ike's Forward Throw animation touched up a bit to look better, and has less base knockback and more growth
- Ike's Back Throw releases slightly faster, slightly decreased in base knockback, and trajectory is a bit higher
- Ike's Up Throw endlag slightly increased, and knockback growth increased
- Ike's Down Throw base knockback slightly decreased, and growth greatly increased
- Ike's Up B hitboxes reworked with new knockback stacking mechanics, and armor duration reduced to be during the time he is crouching before jumping
- Ike's Neutral B graphical effects are now blue
2.6
- New faster neutral air
- D-tilt sped up
- Up B covers more horizontal distance
2.6b
- Jab3 comes out slightly faster.
- Down Tilt knockback, damage, hitbox placement, and angle adjusted to be a more useful move.
- Down Smash1's knockback growth has been slightly increased and its base knockback has been slightly decreased.
- Down Smash2's knockback growth has been slightly increased.
- Neutral Air is significantly faster and has more base knockback.
- Forward Air base knockback slightly increased.
- Standing Grab box and animation adjusted to be slightly more outward.
- Up B air mobility starts sooner, allowing more overall horizontal distance.
- Up B height slightly adjusted between what 2.5 and 2.1 were.
- Up Throw's knockback growth reverted to 2.1.
- Neutral B supercharged hitboxes and armor end sooner.
- Aerial Side B speed charge gain is slightly less per frame.
- Down Tilt comes out slightly earlier and is interruptible sooner.
3.0
- Down Tilt IASAs slightly later
- Counter can no longer be jump-canceled if Ike counters an attack.
3.5
- Ledge grab limit for Aether removed.
- Quickdraw can only wall jump 1 time, from 2.
- Hitbox size for Quickdraw has been decreased.
- Side Special attack IASA increased from 27 to 32.
- Hitbox size for lots of Ike's sword attacks have been decreased.
- Can no longer auto attack by holding attack button during Quickdraw.
- Aerial Quickdraw attack now goes into special fall on hit.
- Hitbox added to down taunt and it spikes if used on recovering opponent or on the edge.
Moveset
Up to date as of version 3.02.
Name | Damage | Description | |
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Neutral attack | Punch, Kick, Sword | 4%, 3%, 6% (7% sweet, 5% sour) | Ike throws out his left fist, kicks forward, and swings Ragnell down. |
Forward tilt | Power Slash | 13% (15% sweet, 11% sour) | With his arms together, Ike quickly swings his sword from left to right. Has some ending lag. |
Up tilt | Vertical Thrust | 12% (10% late), 14% sweet (11% late), 10% sour (8% late) | Ike hops up while keeping Ragnell straight, thrusting it upwards. Decent as a punish to juggles at low percents; useful at higher percentages as a KO move as well. |
Down tilt | Low Sweep | 12% (14% sweet, 10% sour) | Ike swings low and trips the opponent. Can be interrupted fairly early and does good knockback at low-mid percentages. |
Dash attack | Lunge | 12% (10% late), 14% sweet (9% late), 10% sour (7% late) | Ike takes a step and shifts Ragnell to his other side with a swing. |
Forward smash | Forward Smash | 22% (25% sweet, 18% sour) | Ike twirls Ragnell behind him before forcefully sending it down with all his strength. |
Up smash | Overhead Swing | 19% (22% sweet, 16% sour) | Ragnell is swung in an arc that covers both his sides and overhead. Sends the opponent upward. |
Down smash | Double Slice | 1st hit: 14% (16% sweet, 11% sour 2nd hit: 13% (15% sweet, 11% sour) |
Ike bends low before swinging Ragnell by the ground. If the attack button is pressed again, he will follow up with a back hit. |
Neutral aerial | Air Swipe | 12% (10% late), 14% sweet (11% late), 10% sour (8% late) | A 270-degree slice, starting from above him to his back. Sends opponents at an angle depending on Ragnell's position. |
Forward aerial | Forward Chop | 13% (16% sweet, 10% sour) | An overhead chop that sends opponents backwards. |
Back aerial | Back Slash | 15% (17% sweet, 12% sour) | Ike quickly swings behind him with great reach. Works like most other back aerials, and is Ike's fastest aerial. |
Up aerial | Spinning | 13% (15% late), 15% sweet (17% late), 11% sour (12% late) | Ike slowly twirls Ragnell above his head. Useful for vertical KOs. |
Down aerial | Sword Drop | 14% (9% late), 17% sweet (10% late), 12% sour (7% late) | In a similar motion to his f-air, he swings below him. Has spike properties. |
Grab | — | ||
Pummel | Headbutt | 3% | Ike forces his head into his victim. |
Forward throw | Forward kick | 6% | Ike punts the opponent into the distance. Is good for starting combos |
Back throw | Toss away | 6% | Ike throws the opponent back before quickly kicking them away. |
Up throw | Mighty Punch | 6% | Throwing his sword in the ground, Ike unleashes an uppercut. It can chain some fastfallers at low %s, but as it has very high scaling, it is virtually useless at mid-percents. |
Down throw | Stomp | 6% | Ike throws the opponent on the ground and jumps on them. |
Floor attack (front) | 6% | Ike spins around with Ragnell, hitting slightly higher behind him and then lower as he goes around. | |
Floor attack (back) | 6% | Ike swings his blade behind him before slicing forward. | |
Floor attack (trip) | 5% | Ike spins with Ragnell. This time, it is more leveled. | |
Edge attack (fast) | 8% | Ike leaps up and spins upward with Ragnell. | |
Edge attack (slow) | 10% | Ike slowly climbs up to swing in front of him. | |
Neutral special | Eruption | 10%-34%, 50% fully charged | Ike holds Ragnell above him before slamming it into the ground. A fully charged special damages himself and instantly kills any opponent in range. Also useful for spiking opponents coming from below with a sweet spot at the tip. Aesthetically, the move involves blue fire, which technically uses the aura effect as opposed to the flame effect. While this is mostly a purely cosmetic change to match Ike's origins more (as only Lucario gains any effect from aura attacks), it does mean it no longer interacts with Flame stickers, frozen characters, Blast Boxes, or Red Pikmin. |
Side special | Quick Draw | Normal: 9% (12% sweet, 7% sour)(fixed at 12% after ding) Overcharged: 25% (27% sweet, 23% sour) Flames: 4% OHKO: 50% |
Ike readies a stance to charge at his opponent. The maximum distance can be heard with a ring, but can be overcharged. Overcharging allows for more damage and distance. Any opponent he passes when he turns red takes damage. The player can press B to swing when Ike is charging, or can hold A to function automatically like Brawl; Ike can simply jump out of it as well. Can OHKO if fully charged and timed properly. Leaves Ike helpless if he falls off. |
Up special | Aether | 8% first hit, 2% flipping (four times), 3% down swing, 6% landing | Ike tosses his sword into the air to catch it before flipping back to earth. Any opponents caught at the start will be knocked up. |
Down special | Counter | 1.2 multiplier (1.5 sweet, .5 sour) | Ike brings Ragnell close to him. If attacked in the middle of his flash, he counters with his own swing. Ike does not take damage when hit, instead that damage is used to determine how much he does. |
Final Smash | Great Aether | 64%-78% | Ike becomes invincible and swings his sword in front of him and anybody who he hits is sent upward. He then leaps into the air, slashes the character(s) seven times with his sword aflame, kicks them twice, slashes them four more times, and knocks them downward with a powerful finishing blow with a large explosion that sends the trapped opponent(s) and any opponent that happens to be too close upwards. |
In competitive play
Notable players
Alternate costumes
Ike has an alternate costume based on Hector's armor from Fire Emblem in 3.5.
Gallery
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |