Ike (SSB4)
Ike in Super Smash Bros. 4 | |
---|---|
Universe | Fire Emblem |
Other playable appearance | in Brawl |
Availability | Starter |
Final Smash | Great Aether |
Tier | D (35) |
Ike (アイク, Ike) is a playable character in Super Smash Bros. 4. His return to the series was announced in a Director's Room Miiverse post on May 23rd, 2014,[1] which coincided with the ninth anniversary of the North American release of Fire Emblem: The Sacred Stones. Jason Adkins and Michihiko Hagi reprise their roles as Ike's voice actors in the English and Japanese versions, respectively, albeit via voice clips recycled from Super Smash Bros. Brawl.
Ike is currently ranked 35th out of 58 on the tier list, placing him at the top of the D tier. This is very similar to his placement in Brawl, where he was ranked 23rd out of 38. In addition to retaining the majority of his renowned power and range, Ike's overall mobility has noticeably improved, thanks to his higher double jump and faster dashing and air speeds. His frame data has also become fairly better, with the most apparent improvements being to his tilt and aerial attacks. Ike also benefits from the changes to gameplay mechanics: the rage mechanic supplements his power, the changes to hitstun canceling have made his up and down throws into very useful combo starters, and the updated edge mechanics supplement his recovery.
However, Ike retains his flaws from Brawl: his heavy weight renders his overall mobility as below average at best despite its improvements, his very small number of fast grounded attacks often leaves him vulnerable against rushdowns, combos, and camping, and his recovery is still easily predictable due to its linearity. He has also gained new weaknesses: his already large hurtbox is slightly larger, several of his attacks have decreased damage outputs, knockback and ranges, and his very useful jab cancel is now extremely situational at best due to being significantly more difficult to perform into itself.
Ike has attained some success at various levels of play, owing to a rather large number of players who represent him at tournaments, such as Rango, Ryo, San and Waldo; the success of these players, however, started to stagnate after 1.1.6. As a result, Ike's current tier ranking has been disputed, with a number of players arguing that he is either too high or too low on the list.
Attributes
Ike is a heavyweight, being tied with Wario as the eighth heaviest character in SSB4. Unsurprisingly, he has below average walking speed and air acceleration, slightly below average dashing speed, above average falling speed, air speed and gravity, and a low jump and double jump.
Ike's good approach is a noticeable divergence from the heavyweight archetype, though it is a trait shared with his fellow heavyweight swordsmen Shulk and Cloud. His sword, Ragnell, grants him a very long and disjointed range that is surpassed only by Shulk's Monado and Cloud's Buster Sword. Ike's neutral, forward, and back aerials are good approach options, as the former has low landing lag, while the latter two deal high shieldstun thanks to their damage outputs and ability to auto-cancel with a short hop, making them safe on shield. His forward aerial stands out the most, however, thanks to its good damage output, high knockback growth and large range in front of Ike. Aside from being his most reliable approach option because of these traits, it also makes him a surprisingly difficult character to punish when it is spaced properly. In addition, his aerials' speed and ranges make him capable at pressuring opponents.
Ike's combo game consists of numerous moves that are able to flow consistently with each other up to medium percentages. His neutral aerial, down tilt, up throw and down throw all launch opponents at favorable angles, allowing him to follow up with his aerials and thus perform short, yet impressively damaging combos. Up throw is particularly notable, as its low knockback growth enables it to potentially lead into his forward or up aerials even at high percentages, which provides Ike with a few invaluable KO set-ups. Although not as consistent as his aforementioned moves, Ike's up tilt, forward aerial and back throw also have combo potential: up tilt can set up juggles, forward aerial can combo into itself up to three times at medium percentages when auto-canceled, and back throw can tech-chase into his dash attack at medium percentages.
All of Ike's smash attacks are among the strongest of their respective kinds, with his forward smash being notable as the seventh strongest forward smash in the game. His forward and up smashes both have long ranges, which also grants them utility against both grounded and aerial opponents. Up smash in particular covers a wide, overhead arc around Ike, and has a large number of active frames, making it a deadly option at the edge and a good option for punishing rolls. While these moves suffer from extreme amounts of start-up and ending lag, Ike is not reliant on them to KO. In addition to their aforementioned approach potentials, his forward and back aerials boast respectable strength, making them safe KOing options near the edge, while he also has his aforementioned KO set-ups from his up throw. Ike has an effective edge-guarding game, courtesy of a number of powerful options: his forward and back aerials, his down aerial's meteor smashing hitbox, and his neutral special, Eruption, which is chargeable and possesses a large hitbox. Furthermore, his excellent endurance enables him to use the rage mechanic effectively, boosting his already high power.
However, Ike has a number of flaws. His size, weight, and falling speed leave him vulnerable to combos and rushdown-oriented characters, which is further compounded by his lack of options to quickly and reliably break out of them. As he is a melee-oriented character, Ike lacks a projectile, putting him at a disadvantage against camping tactics. Ike's weak out of shield potential further compounds his susceptibility to pressure: his very low traction hinders his otherwise great grab game, while he lacks options to immediately retaliate due to several of his grounded attacks having moderate start-up lag. By extension, his grounded attacks' lag issues render his grounded approach as comparatively poor and overall predictable. While his aerial approach is decent, it nonetheless requires proper spacing and timing of his aerials in order to be effective, as they can be punished if misused due to their noticeable ending lag.
Ike's recovery is also problematic. He is vulnerable to semi-spikes, as Aether and Quick Draw are highly predictable due to functioning as strictly vertical and strictly horizontal recovery options, respectively. However, both moves are further compounded by specific faults. Quick Draw must be charged in order to cover more distance and unless it hits an opponent, it renders Ike helpless and thus unable to be used in tandem with Aether. In comparison, Aether covers almost no horizontal distance, which can lead to an invariable self-destruct if it is used too far from the edge.
Ike gains some benefits from his custom moves. Both Tempest and Furious Eruption improve his already good edge-guarding potential, yet possess noticeable traits. Tempest charges faster and, like Cape, stalls Ike's descent when used in the air and can gimp recoveries. In comparison, Furious Eruption is noticeably stronger than Eruption, has more vertical range and launches opponents vertically, which makes it a very potent KOing option on stages with low ceilings. Close Combat grants transcendent priority during its dash, which allows it to ignore projectiles and shields, making it even better for recovering. Aether Drive functions as a diagonal recovery option unlike Aether and Quick Draw, but covers less vertical distance. Paralyzing Counter allows Ike to stun the opponent, but at the cost of dealing minuscule damage. Lastly, Smash Counter functions oppositely, as its much higher damage multiplier enables it to one-hit KO many strong moves, although its lag is significant enough that many moves with low ending lag will allow the opponent to block the counterattack.
Overall, Ike's optimal playstyle is largely the same as it was in Brawl: he is still effective at spacing and punishing, but due to his significantly weaker jab cancel, he must now utilize his newfound combo starters to deal damage and set up KOs. Although Ike's weaknesses are exploitable, they can be worked around with careful play, as shown by players such as Ryo.
Changes from Brawl
Ike had received a mix of buffs and nerfs from Brawl to SSB4. Ike's mobility has noticeably improved: he has faster dashing and air speeds, and a higher double jump, which also improved his neutral game and recovery by extension. His overall frame data is also fairly better, with his forward aerial in particular now being a very useful approach option thanks to its range, decreased start-up lag and ability to auto-cancel with a short hop. By extension, all but one of his aerials also have significantly reduced landing lag. He also benefits from the general gameplay changes. The changes to hitstun canceling improve his combo game by making his up and down throws into reliable combo starters into his aerials at a variety of percentages. Additionally, the removal of edge-hogging improves Aether and Quick Draw's recovery potentials. Lastly, rage boosts Ike's already high power, while his heavier weight makes him a very effective user of it.
However, Ike has also received some significant nerfs. To compensate for the general improvements to his frame data, his renowned power has been somewhat toned down via decreases to the damage outputs and knockback of the majority of his moveset. Ike's overall range has also been decreased, making it slightly more difficult for him to space out his opponents. Ike's jab cancel, which he made extensive use of in Brawl, is now extremely situational after becoming significantly difficult to perform into itself. Aside from Counter, his special moves have been nerfed; Eruption has been the most noticeably affected, as it now deals less damage, knockback and only grants super armor when fully charged. His aerials have also lost their transcendent priority, although this is a double-edged sword instead of an outright nerf; while Ike's aerials can now cancel out other moves upon clashing, his forward aerial is now his only aerial that is a consistently effective approach option. Lastly, Ike's slightly larger hurtbox and heavier weight collectively make him more susceptible to combos than in Brawl.
Overall, Ike's buffs have resulted in him generally being viewed as a better character than in Brawl. This has been reflected with his representation in competitive play: despite being initially poor, it has improved over time thanks to the numerous buffs he received from game updates, while his still relatively small playerbase has managed to achieve average results at regional and even national tournaments.
Aesthetics
- Ike's design is now based on his appearance in Fire Emblem: Radiant Dawn.[2] He has a taller and significantly more muscular physique, slightly shorter hair, slightly smaller eyes, and wears his attire as a Hero class unit.
- Ike's eye color is slightly subdued, and Ragnell's pommel and the upper portion of its grip are darker. These changes are original to SSB4.
- Ike is slightly more expressive.
- Ike's boots' sound clips are much higher pitched.
- Ragnell's blade is satin sheen gold, instead of metallic gold. Additionally, the base of its blade is very slightly wider, similarly to its tip, and has a very small circular gem embedded in it. Lastly, its grip, cross-guard and pommel are slightly larger. Altogether, these changes make Ragnell appear more in line with its appearances in Fire Emblem: Path of Radiance and Radiant Dawn.
- Ragnell's flames are sky blue, instead of orange. This makes them appear virtually identical to the fiery aura that Ike emits upon being blessed by Yune during the final battle against Ashera in Radiant Dawn. Its swings' sound clips are also much higher pitched.
- Up and side taunts have updated sound effects.
Attributes
- Ike is taller. This makes his hurtbox slightly larger. While this would also improve his overall range, this is largely mitigated by the majority of his attacks having decreased ranges due to having smaller hitboxes and altered hitbox placements.
- Ike is heavier (105 → 107). This improves his endurance, but makes him more susceptible to combos.
- Ike walks slower (0.88 → 0.869).
- Ike dashes faster (1.371 → 1.5).
- Ike's air speed is faster (0.9212 → 1.08).
- Double jump is higher.
- Jumpsquat is slower (6 frames → 7).
Ground attacks
- Neutral attack deals less damage (4% (hit 1)/5% (hit 2)/7% (hit 3) → 3% (hits 1-2)/5% (hit 3)), removing its last hit's KO potential. Additionally, its first hit has increased start-up (frame 3 → 4) and ending lag (frame 17 → 24), and its second hit has increased ending lag (frame 20 → 28), significantly hindering its jab cancel potential. Lastly, its third hit has a shorter duration (frames 10-14 → 5-8).
- Neutral attack's third hit has decreased start-up lag (frame 10 → 5). This makes neutral attack transition faster overall.
- Dash attack deals more damage (8% (tip)/7% (blade) → 14%/11%), has increased knockback growth (70 → 78) and has decreased start-up lag (frame 18 → 15). It also received a late hitbox that deals 9% and is stronger than the move's previous knockback (70 (base)/70 (growth) → 60/100). Altogether, these changes improve its KO potential.
- Due to consisting of one hitbox instead of three, forward tilt now deals consistent damage (15% (blade)/14% (upper body)/12% (lower body) → 12.5%).
- Forward tilt has decreased knockback (38 (base)/100 (growth) → 30/97), hindering its KO potential.
- Forward tilt has decreased start-up (frame 17 → 13) and ending lag (frame 56 → 42).
- Up tilt deals 2% more damage (12% → 14%), improving its KO potential. It also has decreased start-up (frame 13 → 11) and ending lag (frame 50 → 48).
- Up tilt has decreased base knockback (70 → 50). Sourspotted up tilt also has a shorter duration (frames 14-29 → 14-21).
- Down tilt deals 6% less damage (14% → 8%). Due to its angles being altered (270°/270°/361°/361° → 80° (all)), it is also no longer a meteor smash.
- Down tilt has altered knockback (55 (base)/100 (growth) → 70/70), decreased start-up (frame 16 → 7) and ending lag (frame 55 → 29). When coupled with its altered angle, these changes significantly improve its combo potential.
- Forward smash's clean tip deals 2% more damage (17% → 19%). Forward smash also has a longer duration (frames 31-34 → 31-35).
- Forward smash has decreased knockback (50 (base)/100 (growth) → 40/90), hindering its KO potential. It also has increased ending lag (frame 80 → 84).
- Up and down smashes have lost their transcendent priority. When coupled with Ike's decreased overall range, these changes hinder their utility.
- Up smash has increased knockback growth (85 → 86), slightly improving its KO potential.
- Down smash's first and clean second hits deal 1% more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%). Down smash also has increased base knockback (30 → 40) and altered angles (65°/70°/75°/82° (both) → 48° (both)/61° (late hit 2)). Altogether, these changes improve its KO potential.
- Down smash's late second hit has a shorter duration (frames 34-44 → 34-36).
Aerial attacks
- All aerials have lost their transcendent priority, which allows them to cancel out non-transcendent projectiles. This improves their safety, but hinders their approach potentials.
- Neutral aerial deals 1% more damage (9% → 10%), has decreased start-up (frame 15 → 12) and ending lag (frame 76 → 60), and its angle has been altered (70° → 80°). Altogether, these changes significantly improve its combo potential.
- Neutral aerial has received a sourspot that deals 7%. It also has increased landing lag (12 frames → 14).
- Forward, back, up, and down aerials have decreased landing lag (21 frames → 18 (forward), 21 frames → 19 (back), 18 frames → 15 (up), 28 frames → 23 (down)).
- Forward aerial has increased base knockback (20 → 30), decreased start-up (frame 18 → 12) and ending lag (frame 60 → 55), and can now auto-cancel with a short hop. Altogether, these changes improve its KO potential, and grant it approach potential.
- Up aerial deals 3% less damage (14% → 11%), although its knockback was somewhat compensated (40 (base)/100 (growth) → 55/94), hindering its KO potential.
- Up aerial has decreased start-up lag (frame 15 → 13).
- Down aerial deals less damage (16% → 15%) and has decreased base knockback (40 → 30), hindering its KO potential. Additionally, it received a non-meteor smash hitbox that has less knockback growth. Lastly, due to losing its late hitbox, it has a shorter duration (frames 16-30 → 16-17).
Throws/other attacks
- All grabs have increased ending lag (frame 30 → 33 (standing), frame 40 → 41 (dash), frame 36 → 39 (pivot)).
- Dash grab has decreased start-up lag (frame 12 → 10).
- Pivot grab has increased start-up lag (frame 9 → 11).
- All throws deal 1% more damage (6% → 7%).
- Forward throw has increased knockback (50 (base)/50 (growth) → 55/75). This improves its spacing potential, but hinders its tech-chasing potential.
- Back throw has increased knockback (50 (base)/50 (growth) → 55/75). This improves its edge-guarding potential, but hinders its tech-chasing potential at high percentages.
- Up throw has decreased ending lag. When coupled with the changes to hitstun canceling, this significantly improves its combo potential at low to high percentages.
- The changes to hitstun canceling improve down throw's combo potential at low to medium percentages.
Special moves
- Uncharged Eruption deals 1% more damage (9% → 10%). It also reaches its charged stages faster and Ike is able to release a fully charged Eruption without receiving any recoil damage, improving its reliability.
- Uncharged Eruption has lost its super armor, hindering its safety.
- Fully charged Eruption deals 2% less damage (37% → 35%) at its bottom and has decreased knockback (30 (base)/80 (growth) → 20/70). Eruption's second through eighth charged stages also deal less damage and knockback, hindering its KO potential and removing its ability to one-hit KO.
- Eruption has updated sound effects.
- Quick Draw deals 3% less damage (9% (uncharged)/16% (fully charged) → 6%/13%). It also takes longer to fully charge (60 frames → ≈88) and has increased ending lag (frame 42 → 57) when it does not hit an opponent, hindering its safety.
- Quick Draw has increased base knockback (50 → 70). It also has decreased start-up (frame 17 → 16) and landing lag, covers more distance, and no longer renders Ike helpless if he hits something. Altogether, these changes improve its spacing and recovery potentials, respectively.
- Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 5% (25% → 20%). Additionally, its descending hitbox can now only meteor smash at its start, hindering its KO potential. Lastly, it has decreased super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential, respectively.
- The weakening of SDI makes Aether significantly more difficult to escape from.
- Aether no longer moves Ike forward without directional input.
- Counter has decreased start-up (frame 11 → 9) and ending lag (frame 60 → 59 (Counter), frame 37 → 35 (counterattack)). It also has altered knockback (50 (base)/62 (growth) → 48/100), significantly improving its KO potential.
- Counter's counterattack has increased start-up lag (frame 4 → 5) and a shorter duration (frames 4-7 → 5-6).
- Counter has updated sound effects.
- Great Aether deals 18% less damage (78% → 60%).
- Great Aether has updated sound effects.
Update history
Ike has been heavily buffed via game updates. The most notable buffs were brought about by update 1.0.8, which decreased the lag of his grounded and aerial attacks, and in some cases, increased their power. The increased shieldstun in update 1.1.1 were a mixed bag: while it makes Ike's sluggish, yet powerful attacks safer on shield, it results in his out of shield options becoming slightly more situational because of his poor traction.
- The third hit of neutral attack has less startup lag (frame 8 → 6), allowing it to connect more reliably.
- However, its total duration was not fully compensated (FAF 40 → 39), giving it slightly more ending lag.
- Forward tilt has considerably lower ending lag (FAF 54 → 45).
- Down tilt has considerably lower ending lag (FAF 39 → 29).
- Down tilt deals more damage (7% → 8%).
- Down tilt has smaller hitboxes (4u → 3.8u/3u).
- Down tilt now launches opponents vertically (361° → 80°) and it has more base knockback but less knockback scaling (50 (base), 90 (scaling) → 70/70). When combined with its lower ending lag, this grants down tilt combo potential.
- However, this also hinders its edgeguarding potential.
- Down smash has less ending lag (FAF 74 → 71).
- Down smash launches opponents at a lower angle (52° (hit 1/hit 2 (clean))/65° (hit 2, late) → 48°/61°.
- Forward aerial has less startup (frame 16 → 13) and ending lag (FAF 60 → 55).
- Forward aerial auto-cancels earlier (frame 42 → 38), now being able to do so in a short hop.
- Forward aerial has a shorter duration (frames 16-20 → 13-16).
- Forward aerial has a shorter initial auto-cancel window (frames 1-5 → 1).
- Forward aerial has larger hitboxes (4.5u → 5u) although the far hitboxes have been moved closer to Ike to compensate for their horizontal range (y offsets: 9.5/6.5 → 9/6.2).
- Back aerial deals more damage (13% → 14%), improving its KO potential.
- Down aerial has larger hitboxes (4.8u/4.5u/5.3u → 6u/5.5u/6.3u).
- Great Aether's multi hits extend further away from Ike (z offset: 50/10/22/34/46 → 62/12/24/38/52), giving them more range.
- Fixed a glitch where Aether Drive behaved erratically when used in slow motion.
- Counter's knockback growth increased: 74 → 100, improving its KO potential.
- Neutral attack has been improved. It transitions faster and the last hit now hits above Ike, matching its animation.
- Forward tilt deals consistent damage: 14%/12% → 12.5%, though it is less than the average between the previous sweetspot and sourspot's damage, making it weaker overall.
- Forward tilt's startup decreased: 15 frames → 12.
- Up tilt's hitbox lasts longer has increased vertical increased.
- Dash attack improved. It deals 4% more damage: 10% (sweet)/7% (sour)/5% (late) → 14%/11%/9%, its overall range and knockback have been increased, it launches opponents at a more horizontal angle, making it a reliable KOing option, and has 4 frames less of startup: 18 frames → 15.
- Neutral (16 frames → 14), forward (20 → 18), up (18 → 15), and down aerial (26 → 23) all have less landing lag.
- Forward aerial has 2 frames less of startup and hits better above and below Ike.
- All variations of Quick Draw have had their startup decreased by 3 frames: 19 frames → 16.
- Aether's vacuum properties altered.
Technical changelist 1.0.8
Change | Old value | New value |
---|---|---|
Jab transition into second hit | frame 13 | frame 10 |
New hitbox replaces hitbox 1 of jab's second hit, which replaces hitbox 2 | ||
The new hitbox 1 angle | 65° | 80° |
The new hitbox weighted knockback | 40/50 | 25 |
The new hitbox knockback growth | 80/100 | 80 |
The new hitbox size | 3.5 | |
Jab 2 (hitbox 0) Y-offset | 8 | 7.5 |
Jab 3 hitbox startup | 7 | 6 |
Jab 3 hitbox duration | 3 | 4 |
Jab 3 hitbox size | 2.5 | 3.2 |
Forward tilt animation speed 1.25x for frames 0-14 | ||
Forward tilt start-up | 15 frames | 12 frames |
All 3 old hitboxes replaced with 1 new one | ||
New forward tilt hitbox damage | 14%/14%/12% | 12.5% |
New forward tilt hitbox bone change | 1000 | 1 |
Up tilt Y-offset | 12/10.5 | 13/12 |
Up tilt hitbox removal | frame 19 | frame 22 |
Dash attack animation speed 1.25x for frames 0-17 | ||
Dash attack startup | 18 | 15 |
Dash attack damage | 10%/7%/5% | 14%/11%/9% |
Dash attack angle (all but sourspot) | 55° | 52° |
Dash attack knockback growth (all but sourspot) | 70 | 78 |
Dash attack sweetspot size | 6 | 6.3 |
Dash attack sweetspot hitlag multiplier | 1 | 1.2 |
Neutral air landing lag | 16 frames | 13 frames |
Forward air startup | 16 frames | 14 frames |
Forward aerial hitbox y-positioning | 9.0/6.2/4.0 | 10.5/6.75/3.0 |
Forward air landing lag reduced | 19 frames | 18 frames |
Some 1.25x animation speed added to a couple unknown minor actions (non-attacks) for forward aerial | ||
Up air landing lag reduced | 18 frames | 15 frames |
Down air landing lag reduced | 26 frames | 23 frames |
Quick Draw and all custom variants startup reduced | 19 frames | 16 frames |
- Up aerial's knockback altered: 40 (base)/100 (growth) → 55/94.
- Down throw's collateral hitbox moved forward: -7u → -5u.
- Tempest improved. Uncharged Tempest deals 4% more damage: 1% → 5%, its hitboxes' duration increased by 2 frames and it ends 4 frames faster. Additionally, charged and fully charged Tempest's initial windboxes' durations increased by 2 frames and are adjusted slightly backward. Lastly, its later frames' durations increased by 3 frames and it ends 4 and 2 frames faster, respectively.
- Furious Eruption improved. Its sweetspot and fully charged sourspot's hitbox sizes increased: 7u (uncharged sweetspot)/8u (charged sweetspot)/10u (fully charged sweetspot)/15u (fully charged sourspot) → 8.5u/10u/12.5u/16u and have been adjusted upward. Its other hitboxes' durations increased: 12 frames (uncharged second)/16 frames (charged second)/16 frames (fully charged second) → 15/19/19.
- Furious Eruption's first hit's duration decreased: 12 frames (uncharged)/16 frames (fully charged) → 10/14.
- Smash Counter's knockback altered: 48 (base)/100 (growth) → 90/70.
- Third victory pose's animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.
- Sourspotted forward smash deals 2% more damage: 17% → 19%.
- Sourspotted forward smash's angle altered: 60° → 57°.
- Neutral aerial deals 1% more damage: 9% → 10% (clean), 6% → 7% (late).
- Neutral aerial's angle altered, improving its ability as a set-up.: 70° → 80°.
- Forward aerial deals 1% more damage and its range increased.: 12% → 13%
- Eruption's hitbox lasts 2 frames longer.
- Hard tripping now grants five frames of invincibility.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | A jab, followed by a front kick, followed by a kneeling downward slash. Due to it hitting on frame 4, it has the lowest amount of start-up lag out of Ike's entire moveset. When coupled with its respectable overall damage output, moderate knockback and its last hit's impressive range, it is very useful for damage racking and spacing. Although its ability to jab cancel into itself has been significantly hindered, it can still jab cancel into a down tilt because of that attack's minimal start-up lag. | ||
3% | ||||
5% | ||||
Forward tilt | 12.5% | A lunging outward slash. It can be angled and has both impressive range and high knockback growth, to the point that it KOs middleweights at 133% while near the edge. However, it has moderate start-up and ending lag. | ||
Up tilt | 14% (clean), 10% (late) | Hops to thrust Ragnell's blade upward while holding it parallel to the ground. It has an impressive damage output for a tilt attack, as its clean hitbox KOs middleweights at 126%. It also has good vertical range and a fairly long duration, which enable it to ward off aerial opponents. However, it has moderate start-up and ending lag. | ||
Down tilt | 8% | A kneeling inward slice. Due to it hitting on frame 7, it is Ike's fastest tilt attack. When coupled with its fairly average ending lag, good range and it launching at 80°, it is a very useful combo starter and can be used for edge-guarding. However, its average base knockback and average knockback growth render it unable to combo past medium percentages, or KO at reasonable percentages. | ||
Dash attack | 14% (clean tip), 11% (clean blade), 9% (late) | A lunging, two-handed upward slice. It has an impressive damage output for a dash attack, as its clean tip hitbox KOs middleweights at 132% while near the edge. It also has very impressive range, which allows it to efficiently punish poor landings, while its clean hitboxes have anti-rebounding priority. Due to it hitting on frame 15 and having 32 frames of ending lag, it is one of the slowest dash attacks in the game. | ||
Forward smash | 19% (early), 22% (clean blade), 19% (clean tip) | A lunging, two-handed downward slash. As the seventh strongest forward smash in the game, it deals very impressive damage overall and has fairly high knockback growth, to the point that its clean blade hitbox KOs middleweights at 86% while near the edge. However, it hits on frame 31 and has 48 frames of ending lag, making it is one of the slowest smash attacks in the game. As such, it is best used to punish an opponent. | ||
Up smash | 17% (clean), 10% (late) | An overhead arcing slash. Its clean hitbox deals impressive damage, which allows it to KO middleweights at 112%. Due to Ike swinging Ragnell on a 180° arc, it is also reliable at punishing airborne or rolling opponents. However, it hits on frame 25 and has 39 frames of ending lag, making it is one of the slowest smash attacks in the game. As such, it is best used to punish an opponent. | ||
Down smash | 14% (hit 1), 17% (hit 2), 8% (hit 2 late) | A kneeling, two-handed outward slash in front of himself and then behind himself. Due to it hitting on frame 13, it has the lowest amount of start-up lag out Ike's smash attacks. Both of its hitboxes have high knockback, but its first one deals less damage and KOs middleweights at 119% while near the edge. In comparison, its clean second hitbox deals more damage, and KOs middleweights at 99% while near the edge. However, its 34 frames of ending lag make it punishable, while its second hitbox's short range makes it difficult to hit rolling opponents. | ||
Neutral aerial | 10% (clean), 7% (late) | A circular slash around himself. It has a long duration and impressive range, thanks to Ike swinging Ragnell almost 360°, which make it a reliable and safe spacing option. Due to it having low base knockback, low landing lag and launching at 80°, it is also a useful combo starter when short hopped. It can combo into neutral attack, tilt attacks and a grab from 0%-10%, and into itself, forward aerial and up aerial thereafter. In addition to its spacing and combo potentials, its range, high knockback growth and launching angle allow it to KO middleweights at 122% while near the upper blast line. However, it has moderate start-up lag and high aerial ending lag. | ||
Forward aerial | 13% | A two-handed downward slash. It covers the entirety of Ike's foreside, making it capable of hitting above and below himself. It has moderate start-up and landing lag, although this can be mitigated by auto-canceling with a non-fast falling short hop. By extension, its respectable damage output and high knockback growth make it both Ike's most viable approach option and a viable KOing option, as it KOs middleweights at 125% while near the edge. | ||
Back aerial | 14% | Quickly turns around to perform an outward slash. Due to it hitting on frame 7, it is Ike's fastest aerial. When coupled with its impressive damage output, high knockback growth, long range and ability to be auto-canceled with a short hop, it is one of Ike's most viable KOing options, as it KOs middleweights at 117% while near the edge. It is also a viable approach option when used as a part of a reverse aerial rush. However, it has 45 frames of ending lag, which is the highest amount of ending lag out of his aerials, as well as very minimal vertical range. | ||
Up aerial | 11% | A circular overhead slash. It has good horizontal range for an up aerial, and the longest duration out of his aerials. Its fairly high knockback growth also makes it a viable KOing option, as it KOs middleweights at 112% while near the upper blast line. However, it has moderate start-up and ending lag, as well as very minimal vertical range. | ||
Down aerial | 15% | A two-handed downward slash between his legs. It is Ike's most damaging aerial and has high knockback growth, which allow it to KO middleweights at 123% while they are on-stage and near the edge. It also has impressive range below him, and is a very powerful meteor smash when hitting with Ragnell's tip during the initial portion of the swing. However, it has the highest amount of start-up and landing lag out of his aerials, as well as the shortest duration out of them. | ||
Grab | — | Reaches out with his free hand. Ike's overall grab range is average. | ||
Pummel | 3% | A headbutt. Its average speed and high damage output make it one of the best pummels in the game. | ||
Forward throw | 3% (hit 1), 4% (throw) | A front kick. It is a semi-spike and thus a reliable edge-guard set-up at high percentages, but oddly has almost no tech-chasing potential. | ||
Back throw | 3% (hit 1), 4% (throw) | A spinning back kick. It is a semi-spike like his forward throw, which makes it a reliable edge-guard set-up at high percentages. Unlike forward throw, it is actually reliable at starting a tech-chase, which it can do alongside a dash attack from low to medium percentages. | ||
Up throw | 3% (hit 1), 4% (throw) | Plunges Ragnell into the ground and then double axe handles the opponent upward. It has average base knockback, average knockback growth and launches at 87°, which give it good combo potential into his aerials up to high percentages. | ||
Down throw | 3% (hit 1), 4% (throw) | A one-handed body slam followed by a knee drop. It has average base knockback, very high knockback growth and launches at 80°, which give it good combo potential into his neutral, forward and back aerials from low to medium percentages. One notable combo is into Aether, although this combo is only effective at 0%-5%, and is virtually unusable against lightweights and/or floaty characters. Although this throw has very high knockback growth, and can KO fighters sooner than Ike's other throw options, its KO potential is limited, because of its low damage output. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Swings Ragnell around himself. | ||
Floor attack (back) Floor getups (back) |
7% | Swings Ragnell around himself. | ||
Floor attack (trip) Floor getups (trip) |
5% | Swings Ragnell around himself. | ||
Edge attack Edge getups |
8% | Performs an outward slash while climbing up. | ||
Neutral special | Default | Eruption | 10% (uncharged), 35% (fully charged bottom), 28% (fully charged middle), 26% (fully charged top) | Lifts Ragnell in front of himself in a two-handed reverse grip before plunging it into the ground to generate an explosion. It has transcendent priority and is chargeable, during which it becomes engulfed in flames that become more prominent the longer it is charged. While uncharged, it has fairly long range below Ike until fully charged, and the tip of Ragnell's blade can meteor smash airborne opponents. However, it also has impressive vertical range, which increases as it charges, and thus makes it useful for edge-guarding. When fully charged, it can KO as early as 45% and grants super armor on frames 234-238, but deals 10% recoil damage. |
Custom 1 | Tempest | 5% (uncharged), 8% (grounded fully charged), 14% (aerial fully charged) | Generates a vortex of wind instead of an explosion. The vortex can gimp recoveries due to it pushing opponents away, although it can also aid Ike's recovery, due to it stalling his descent. It also charges faster and does not deal recoil damage, but deals much less damage. | |
Custom 2 | Furious Eruption | 7% (uncharged), 27% (grounded fully charged bottom), 20% (grounded fully charged top), 32% (aerial fully charged bottom), 25% (aerial fully charged top) | The explosion's vertical range is larger, especially when charged. The move also has a slightly longer duration and, like Eruption, has transcendent priority. When fully charged, it KOs as early as 30%, but deals 10% recoil damage when charged halfway, and 15% recoil damage when fully charged. | |
Side special | Default | Quick Draw | 6% (uncharged), 13% (fully charged) | Kneels on one knee and readies himself to charge forward and perform a lunging outward slash upon contact. The charge can be held indefinitely. However, failing to hit anything results in high ending lag and, if used in midair, Ike being rendered helpless. |
Custom 1 | Close Combat | 4% (uncharged, fully charged), 7% (fully charged far) | Performs a shoulder tackle instead of a slash. It pierces opponents and launches them upward, while its dash's transcendent priority makes it better for recovery in comparison to Quick Draw. However, it deals less damage and renders Ike helpless while in the air, even if he hits an opponent. | |
Custom 2 | Unyielding Blade | 7% (uncharged), 19% (fully charged) | Deals more damage and grants super armor for the duration of its charge and lunge. However, it is slower and has less range. | |
Up special | Default | Aether | 6% (hit 1 clean), 4% (hit 1 late), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing) | Performs the Sol portion of Aether. It covers a respectable amount of vertical distance, but covers almost no horizontal distance. It grants super armor on frames 18-21, while all but its first hitbox have transcendent priority, a trait that also applies to its custom variations. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hitboxes connect, while the start of its descending hitbox is able to spike aerial opponents. |
Custom 1 | Aether Drive | 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2-5), 5% (descent), 9% (landing) | Ragnell is thrown much farther outward, which allows it to cover much more horizontal distance, and it deals more damage. However, Ragnell is not thrown as high, which results in it covering less vertical distance. | |
Custom 2 | Aether Wave | 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing, energy wave) | Ragnell is thrown much faster and emits an energy wave upon landing. However, it deals less damage, which is further compounded by its overall faster animation having almost no trapping potential. It is based on Ragnell's ability in Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn to attack at a longer range by firing an energy wave. | |
Down special | Default | Counter | 1.2x (min 10%) | Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash. Due to having a duration of 26 frames, it is the second longest-lasting counterattack, being surpassed only by Double Team and Vision. It also has the lowest amount of ending lag out of every counterattack. Due to it coming out on frame 9, however, it has the second highest amount of start-up lag out of every counterattack, being surpassed only by Toad and Palutena's Counter. |
Custom 1 | Paralyzing Counter | 1% (base) | The counterattack stuns the opponent, similarly to Disable. Like Disable, the stun's duration is longer the more damaged the opponent is, but it also deals minuscule damage due to not being a true counterattack. It also comes out on frame 11 and due to having a duration of 13 frames, it has a narrower counter window. | |
Custom 2 | Smash Counter | ≈1.5x (9% (base), 15% (min)) | The counterattack has a larger hitbox and a much higher damage multiplier. However, Ike counterattacks after a delay instead of instantly. As a result, opponents can easily avoid it, especially if it is used in the air. As a result, it is best used against moves that have considerable ending lag. It also comes out on frame 11 and has a duration of 27 frames. | |
Final Smash | Great Aether | 5% (hit 1), 10% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18) | Performs an upward slash while Ragnell's blade is engulfed in flames. If any opponents are hit, they are launched upward and Ike throws Ragnell into the air along with them. He then leaps up, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a reverse roundhouse kick and a roundhouse kick. Ike then concludes the attack with a descending, two-handed slash that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent and any bystanders towards the upper blast line. Despite its impressive damage output, Great Aether does not KO middleweights until 80%. To further compound this, it is possible for its second hit to miss if Ike himself is slightly far away from the opponent. However, it KOs them as early as 60% if it lands on a platform, and performing it while Ike himself is right next to an opponent will always result in the second hit connecting. |
On-screen appearance
- Warps onto the stage using warp magic and grunts while briefly performing an inward slash.
Taunts
- Up taunt: Holds Ragnell with both hands in front of himself while growling loudly as wind blows through his cape.
- Side taunt: Rears back and then holds Ragnell to his side while saying "Prepare yourself!" In the Japanese version, he says 覚悟しろ。 (Get prepared.)
- Down taunt: Plunges Ragnell into the ground, then folds his arms while saying "Hmph!" as wind blows through his cape, then removes Ragnell from the ground.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Taps Ragnell's blade on his shoulder.
- Rubs the edge of Ragnell's blade.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | We like Ike! | Ai-ku! |
Pitch | Group chant | Male |
Victory poses
- Plunges Ragnell into the ground and then folds his arms while saying "You'll get no sympathy from me."
- Swings Ragnell twice, then casually holds it by resting its blade on his shoulder while saying "I fight for my friends." In the Japanese version, Ike says "守る べき もの の ため 戦う だけ だ"
- Uses Aether.
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Ike | 2222 | 2122 | 2212 | 2232 | 3222 |
3122 | 3212 | 3232 | 2111 | 3111 |
Notable players
Active
- Justice
- Nojinko
- ProBeans
- Ryo - The best Ike player in the world. Placed 25th at CEO 2017.
- San
- SM
- Waldo
Inactive
Tier placement and history
Upon SSB4's release, players noted both Ike's buffed mobility and nerfed power. Eventually, the general consensus was that Ike was a non-viable character, due to his improved mobility not properly compensating for his weakened power and unaddressed flaws from Brawl. However, game updates would buff Ike to the point that he began achieving respectable results. This was particularly noticeable around the time of update 1.0.8, thanks to the efforts of players like Rango, Ryo, Ryuga, San and Waldo. As such, he was ranked 26th on the first tier list, a fairly noticeable improvement from his tier placement in Brawl.
Although game updates considerably improved Ike's perception and were pivotal for his success, they would also improve other characters to similar degrees. The most notable examples were Bowser, Marth, Lucina, and Mewtwo, who in turn would eventually start to surpass Ike in terms of results. This was further compounded by the presence of DLC characters other than Mewtwo: Corrin and Bayonetta would both present impressive offensive potentials that quickly saw them gain respectable and successful playerbases, while Ryuga and Rango dropped Ike in favor of Corrin and Cloud, respectively. Despite his talented playerbase, Ike has since achieved lower and more average placings at tournaments, which in turn saw him drop to 35th on the second tier list, a ranking he has retained on the third and current tier list. Incidentally, Ike's tier placement is somewhat debatable: some argue that he should be placed higher because of his strengths, whereas others argue that he should be placed lower because of his results stagnating.
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)
In Event Matches
Solo Events
- All-Star Battle: Brawl: Ike is one of the opponents fought in this event. All of the opponents debuted in Brawl.
- The Ultimate Swordsman: Ike must defeat Link, Marth, Meta Knight, Toon Link, male Robin, female Robin, and Shulk. All of the opponents wield swords.
Co-op Events
- Mirror Magic: Ike and Lucina must defeat Ganondorf, a giant metal dark Ike, and a giant metal dark Lucina.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Ike's amiibo.
Using Aether on Zero Suit Samus.
Using Counter against Little Mac's Straight Lunge.
Alongside a taunting Villager.
One of Ike's idle poses.
Using his dash attack against Samus' dash attack.
A close-up of Ike in Super Smash Bros. for Wii U.
Alongside Marth.
Using his up smash on Samus and Sheik in Super Smash Bros. for Nintendo 3DS.
Ike being attacked by the fish on Balloon Fight.
Ike using a Rocket Belt.
Using Eruption on Mario in a pre-release picture.
Ike fighting Robin.
Trivia
- Ragnell's flames initially retained their orange coloration from Brawl, but were later recolored as sky blue for the final release of SSB4.
- During Ike's victory pose in which he swings Ragnell twice, his Japanese quote is significantly longer than his English quote. As a result, there is a moment of silence before his name is announced in non-Japanese versions.
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 |