Super Smash Bros. 4

Ike (SSB4)

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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. Fire Emblem: The Sacred Stones was released the same day in North America 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

Overall, Ike has received nerfs to his raw power and significant buffs to his mobility between Brawl and SSB4. His attacks have shorter range, reduced knockback and overall less power than their counterparts from the previous game; although to compensate, he now has better combo capabilities than his predecessor from the previous game thanks to his increased dash speed and aerial mobility, as well as additional follow-up options from his throws and aerials.

He is a potent edge-guarder, with most of his attacks capable of keeping his opponents away from the edge with their long reach and his Eruption being an extremely deadly tool for stopping low and middle recoveries. He also has decent kill moves, both ground and air, with notable ones being his up tilt, up smash, forward smash and back aerial.

Aesthetics

  • Change Rather than using his design from Fire Emblem: Path of Radiance as was the case in Brawl, his design here is based on his appearance in the game's sequel, Radiant Dawn.
  • Change Both of his moves that involve flames have changed to be a blue color, which match his title as "Hero of the Blue Flames".

Attributes

  • Change Ike is slightly heavier.
  • Buff Ike dashes faster.
  • Buff Ike has improved air speed.
  • Buff Double jump has greater vertical height.
  • Nerf The majority of Ike's attacks have less reach because of reduced hitbox sizes and altered placements.

Ground attacks

  • Nerf Neutral attack hits 1 frame later, deals 5% less damage and has lost all KO power.
  • Nerf The initial hits of neutral attack have fewer interruptibility frames, taking away his effective jab cancel.
  • Buff Dash attack deals 3% more damage and is stronger at the tip, and does 1% damage at the base.
  • Buff Forward tilt has reduced start-up and less cool down.
  • Nerf Forward tilt deals less damage and knockback.
  • Buff Up tilt has reduced start-up, deals 2% more damage and is stronger.
  • Buff Down tilt is significantly faster with less cool down.
  • Nerf Down tilt deals 6% less damage and can no longer meteor smash opponents, knocking upwards or horizontally depending upon hit.
  • Buff Forward smash has a more active hitbox, increasing its reliability against aerial opponents.
  • Nerf Forward smash is much weaker.
  • Buff Down smash deals 1% more damage and is stronger.
  • Buff Up smash is slightly stronger.

Aerial attacks

  • Buff Neutral aerial has reduced start-up.
  • Nerf Neutral aerial has slightly more landing lag and now has a sourspot at the end dealing 6% damage.
  • Buff Forward aerial has reduced start-up and can now auto-cancel in a short hop. It also has less landing lag.
  • Nerf Forward aerial has a less active hitbox, less reach below Ike and deals 1% less damage.
  • Buff Back aerial has less landing lag.
  • Buff Up aerial is slightly faster and has less landing lag.
  • Nerf Up aerial deals 3% less damage and is weaker.
  • Nerf Down aerial deals 1% less damage, has an added sour-spot and has lost its lingering hitbox.

Throws/other attacks

  • Buff All throws deal 1% more damage.

Special moves

  • Change When using Eruption, Ragnell will now shine when it has reached its full power before becoming completely charged, providing an indication of when to release it without suffering recoil damage.
  • Nerf Eruption deals less damage and is weaker.
  • Nerf An uncharged Eruption has lost its super armor frames.
  • Buff Quick Draw no longer leaves Ike in a helpless state when it hits an opponent, has less landing lag overall, and covers a greater distance.
  • Nerf Quick Draw is weaker and its ending lag without hitting anyone is significantly increased, no longer allowing Ike to follow up with an attack immediately after dashing.
  • Buff Counter comes out faster.
  • Nerf Aether deals 5% less damage and can no longer grab edges from behind. It can now only meteor at the start of the descent.
  • Nerf Great Aether's total damage has been lowered from 78% to 60%.

Moveset

  Name Damage Description
Neutral attack   3% Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback.
3%
5%
Forward tilt   14% (blade), 12% (hilt) Ike swings Ragnell horizontally. Can be angled.
Up tilt   14% (clean), 10% (late) An upward slash, which starts from the ground. Has good vertical range.
Down tilt   8% A low, sweeping slash.
Dash attack   10% (clean tip), 8% (clean blade), 5% (late) Ike swings Ragnell upward after charging forward. This attack has some delay before coming out.
Forward smash   19% (early), 22% (clean blade), 17% (clean tip) Ike preforms a very powerful overhead swing. It has some delay before beginning to charge, and it has long ending lag. However, it has very high KO potential at low percentages.
Up smash   17% (clean), 10% (late) Ike swings Ragnell in an arc above his head.
Down smash   14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) Ike slashes in front and then in back. Somewhat difficult to land, and both hits land on the same fighter only under certain circumstances. Can be good for surprising.
Neutral aerial   9% (clean), 6% (late) Ike swings in a circular motion around himself.
Forward aerial   12% A powerful, overhead swing. Has a somewhat short delay, but a long ending lag.
Back aerial   14% Ike quickly swings Ragnell backward. Has a narrow hitbox, but comes out very fast.
Up aerial   11% Ike swings Ragnell in a helicopter motion above his head. Hitbox stays out for some time.
Down aerial   15% A downward swing. Unless the hit lands on near the hilt, this attack is a meteor smash.
Grab   An average grab.
Pummel   3% Headbutts opponent.
Forward throw   3% (hit 1), 4% (throw) Ike tosses his opponent forward.
Back throw   3% (hit 1), 4% (throw) Kicks foe backward.
Up throw   3% (hit 1), 4% (throw) Ike throws foe upward. Knockback is not very dependent on damage.
Down throw   3% (hit 1), 4% (throw) After throwing foe on the ground, Ike jumps on victim. At low percentages, this can be followed by Aether.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Ike does a rising spin slash.
Floor attack (back)
Floor getups (back)
  7% ke swings Ragnell around his body.
Floor attack (trip)
Floor getups (trip)
  5% Ike does circular swing while getting up.
Edge attack
Edge getups
  8%
Neutral special Default Eruption 9% (uncharged), 35%/28%/26% (fully charged bottom/middle/top) Ike charges Ragnell before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Ike receives 10% recoil damage.
Custom 1 Tempest 1% (uncharged), 8% (ground fully charged), 14% (air fully charged) Instead of fire, Ike generates a vortex of air around him, generating a windbox that pushes enemies away.
Custom 2 Furious Eruption 7% (uncharged), 27%/20% (ground fully charged bottom/top), 32%/25% (air fully charged bottom/top) The vertical hitbox of the pillar of fire is larger, especially when charged, but Ike takes 15% recoil damage when it's fully charged.
Side special Default Quick Draw 6% uncharged, 13% charged Ike charges, and rushes forward upon releasing. If Ike comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. Charge can be held indefinitely. If Ike does not hit, the move has long ending lag. Failing to hit while airborne causes Ike to become helpless.
Custom 1 Close Combat Ike hits and dashes through fighters rather than slashing the first object he comes in contact with. Deals less damage and damaged fighters are launched upwards.
Custom 2 Unyielding Blade Ike has super armor for the duration of the charge and the lunge but both range and the speed are shorter.
Up special Default Aether 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 6% (landing) Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits and trapping foes. Then Ike jumps up and grabs Ragnell, followed by a downward slam. Ike has super armor for most of the move's duration. It offers poor horizontal recovery.
Custom 1 Aether Dive 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2), 5% (descent), 9% (landing) Ike can throw his sword much further, but not as high. This moves offers much greater horizontal recovery at the cost of some vertical recovery.
Custom 2 Aether Wave 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing) Releases a wave when Ike slams the ground, but the entire attack deals less damage overall. The entire attack animation is also significantly sped up with little trapping potential.
Down special Default Counter 1.2x damage of countered attacks, 10% minimum Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back.
Custom 1 Paralyzing Counter 1% (base) Ike's counter stuns the opponent, allowing for a follow up attack.
Custom 2 Smash Counter 9% (base) When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and has a larger hitbox.
Final Smash Great Aether 5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17) Ike performs a fiery uppercut with Ragnell. If he catches anyone, Ike throws his blade into the air along with the opponents, jumps after them, catches Ragnell, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line.

Alternate costumes

Ike Palette (SSB4).png
Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4)

Trophies

Trophy Descriptions

Ike's regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him (3DS version) or purchasing it at the Trophy shop (Wii U version).

Ike
NA: One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
PAL: One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, played a huge part in restoring the fallen nation of Crimea, and taken on the Begnion Emprire, Ike is rightly called a hero. And he has the strength to go with that title. One good swing of his blade can launch even the heaviest of fighters.
Ike (Alt.)
Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!


Gallery