Ike in Super Smash Bros. 4 | |
---|---|
Universe | Fire Emblem |
Other playable appearances | in Brawl in Ultimate |
Availability | Starter |
Final Smash | Great Aether |
Tier | E (40) |
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, 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 40th out of 55 on the tier list, placing him at the top of the E tier. This is a moderate drop from his placement in Brawl, where he was ranked 23rd out of 38. In addition to largely retaining his renowned power and range, Ike's overall mobility has noticeably improved, thanks to his faster dashing and air speeds, and higher double jump.
Ike's frame data has also become fairly better, with the most obvious improvements being to his tilt and aerial attacks. Ike also benefits from the changes to gameplay mechanics: rage 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 in spite of its improvements; he is vulnerable to rushdowns, combos, and camping because of his very small number of sufficiently fast moves; and his recovery is still easily predictable because of its linearity.
Ike has also gained new weaknesses: his already large hurtbox is slightly larger; several of his attacks have slightly lower damage outputs, less knockback and shorter ranges; and his jab cancel is now extremely situational at best because of his neutral attack's higher lag.
Despite having mediocre representation, Ike has attained some success at various levels of play, thanks to the likes of Ryo, Rango, SM, San, and Waldo. Due to his playerbase's success stagnating after 1.1.6, however, Ike's current tier ranking has become disputable.
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. Neutral, forward and back aerials are good approach options: in addition to their ability to auto-cancel with a short hop, the former has low landing lag, whereas the latter two are safe on shield thanks to their high shieldstun. Forward aerial, in particular, boasts a 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 used 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 down tilt, SHFF'd neutral aerial, 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 combo into 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, up tilt, forward aerial and back throw also have combo potential: up tilt is a useful anti-air attack that can also be used for juggles; forward aerial can combo into itself up to three times at medium percentages when auto-canceled; and back throw can tech-chase into dash attack at low to medium percentages.
All of Ike's smash attacks are among the strongest of their respective kinds; his clean tipped forward smash, in particular, is notably the seventh strongest forward smash in the game. 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; when coupled with its long duration, it is a deadly option while at the edge and for punishing rolls. Although Ike's smash attacks suffer from extreme amounts of start-up and ending lag, he is not reliant on them to KO.
In addition to their aforementioned approach potentials, Ike's forward and back aerials boast impressive power, making them safe KOing options while near the edge or especially while edge-guarding. On a related note, Ike also has an effective edge-guarding game: in addition to forward and back aerials, down aerial's tip is an impressively damaging meteor smash, while Eruption is a chargeable move that boasts a large hitbox regardless of its charge, and devastating power even when it is only partially charged. Furthermore, Ike's excellent endurance enables him to use rage effectively, which boosts 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 below-average grab range and very low traction hinder his otherwise great grab game, while he lacks options to immediately retaliate because the overwhelming majority of his grounded moves have moderate start-up lag. By extension, the lag issues within Ike's moveset hinder his overall approach: it renders his grounded approach as comparatively poor and overall predictable, whereas his aerial approach requires proper spacing and timing in order to be effective.
Ike's recovery is also problematic. Aether and Quick Draw are highly predictable because they function strictly as vertical and strictly horizontal recovery options, respectively. In addition to rendering Ike susceptible to semi-spikes, both of these 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 cannot be used in tandem with Aether. In comparison, Aether's horizontal distance is almost nonexistent even with directional input, 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. Aether Wave is executed faster, making it harder to gimp. It is also an excellent edge-guarding option, as it slings an energy wave upon landing. However, it covers slightly less vertical distance, has little trapping potential, and cannot meteor smash. Paralyzing Counter functions almost identically to Disable: it allows Ike to stun the opponent instead of counterattacking, but deals minuscule damage as a trade-off. Lastly, Smash Counter functions oppositely: 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, and must utilize his useful combo game to deal damage and set up KOs. Like Luigi, Ike's weaknesses are exploitable, but circumventing them with careful play can result in him being a formidable character, 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 improved: he has noticeably faster dashing and air speeds, as well as a higher double jump, the latter of which also improved his neutral game and recovery. 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, lower start-up lag, and ability to auto-cancel with a short hop. By extension, his forward, back, up and down aerials also have significantly reduced landing lag. Lastly, Ike benefits from the changes to gameplay mechanics. The changes to hitstun canceling significantly improve his combo game; the removal of edge-hogging improves Aether and Quick Draw's recovery potentials; and 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 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 was an essential aspect of his playstyle in Brawl, is now extremely situational because of his neutral attack's higher start-up and ending lag.
Aside from Counter, his other special moves have been nerfed in particular ways. Eruption has been the most noticeably affected, as it now deals less damage, has less knockback, and only grants super armor when it is fully charged. Ike's aerials have also lost their transcendent priority, which results in his auto-canceled neutral, forward and back aerials becoming slightly less safe for approaching. Lastly, Ike's already large hurtbox is slightly larger, and he is slightly heavier. When coupled with the changes to hitstun canceling, these changes 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 initially being minimal, it has expanded 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 as a Hero in Fire Emblem: Radiant Dawn.
- Ike has received two new alternate costumes, one of which is based on Chrom.
- Ike's eye color is now slightly subdued. Ragnell's pommel and the upper portion of its grip are also now darker. These changes are original to SSB4.
- Ike is slightly more expressive.
- Ike's boots' sound clips are higher pitched.
- Ragnell's blade is now satin sheen gold, instead of metallic gold. Additionally, the base of its blade is now 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 now 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 now 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 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 moveset having smaller hitboxes and/or 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).
- The changes to hitstun canceling both help and hinder Ike. They significantly improve his combo potential, but make him more susceptible to combos.
Ground attacks
- Neutral attack deals less damage (4% (hit 1)/5% (hit 2)/7% (hit 3) → 3% (hits 1-2)/5% (hit 3)), hindering its damage racking potential and removing its last hit's KO potential.
- Neutral attack has increased ending lag (frame 17 → 24 (hit 1), frame 20 → 28 (hit 2), frame 38 → 39 (hit 3)). Its first hit also has increased start-up lag (frame 3 → 4). Altogether, these changes significantly hinder its jab cancel potential. Neutral attack's third hit also has a shorter duration (frames 10-14 → 5-8).
- Neutral attack's third hit has decreased start-up lag (frame 10 → 5). This makes its hits connect together better.
- Dash attack deals more damage (8% (tip)/7% (blade) → 14%/11%) and has increased knockback growth (70 → 78), significantly improving its KO potential. Additionally, it has decreased start-up lag (frame 18 → 15). Lastly, dash attack received a late hitbox that deals 9% and launches at 45°, improving its safety.
- Dash attack has increased ending lag (frame 51 → 52).
- 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%). It also has decreased knockback (38 (base)/100 (growth) → 30/97). These changes hinder 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%), although its base knockback was compensated (70 → 50). It also has decreased start-up (frame 13 → 11) and ending lag (frame 50 → 48).
- Sourspotted up tilt has a shorter duration (frames 14-29 → 14-21).
- Down tilt deals 6% less damage (14% → 8%), although its knockback was somewhat compensated (55 (base)/100 (growth) → 70/70). Additionally, it has decreased start-up (frame 16 → 7) and ending lag (frame 55 → 29). Lastly, due to its angles being altered (270°/270°/361°/361° → 80° (all)), it is no longer a meteor smash. When coupled with the changes to hitstun canceling, these changes significantly improve its combo potential at low to medium percentages.
- Clean forward smash's clean tip deals 2% more damage (17% → 19%). Forward smash also has a longer duration (frames 31-34 → 31-35).
- Early forward smash deals less damage (22% → 19%). Forward smash also has decreased knockback (50 (base)/100 (growth) → 40/90), hindering its KO potential. It also has increased ending lag (frame 80 → 84).
- The 19% damage increase to shields and the increase to shieldstun significantly improve clean smash attacks' shield pressuring potentials.
- Up and down smashes have increased ending lag (frame 67 → 71 (up), frame 70 → 71 (down)) and have lost their transcendent priority.
- Clean up smash has increased knockback growth (85 → 86), slightly improving its KO potential.
- Late up smash deals less damage (19% → 10%), significantly hindering 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 has a shorter hitbox duration (frames 13-16 → 13-15 (hit 1), frames 32-35 → 32-33 (clean hit 2), frames 36-44 → 34-36 (late hit 2). Down smash's first hit and clean second hit also have smaller hitboxes (5u (hit 1)/6u (clean hit 2) → 4.2u (both)).
Aerial attacks
- All aerials have lost their transcendent priority.
- 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)).
- Due to consisting of a clean hitbox and a late hitbox instead of a consistent hitbox, neutral aerial no longer deals consistent damage (9% → 10% (clean)/7% (late)).
- Neutral aerial has decreased start-up (frame 15 → 12) and ending lag (frame 76 → 60). Additionally, it auto-cancels earlier (frame 67> → 64>). Lastly, its angle has been altered (70° → 80°). When coupled with the changes to hitstun canceling, these changes make its clean hitbox significantly better for combos compared to its previous hitbox.
- Neutral aerial has increased landing lag (12 frames → 14) and a shorter duration (frames 15-32 → 12-27).
- Forward aerial has increased base knockback (20 → 30). Additionally, it has decreased start-up (frame 18 → 12) and ending lag (frame 60 → 55), and a longer duration (frames 12-16 → 18-21). Lastly, it auto-cancels earlier (frame 45> → 36>), granting it the ability to auto-cancel with a short hop. Altogether, these changes significantly improve its KO, spacing, and approach potential.
- Up aerial deals 3% less damage (14% → 11%), although its knockback was somewhat compensated (40 (base)/100 (growth) → 55/94).
- Up aerial has decreased start-up lag (frame 15 → 13) and auto-cancels earlier (frame 53> → 51>).
- Due to consisting of a consistent hitbox instead of a clean hitbox and a late hitbox, down aerial now deals consistent damage (16% (clean)/12% (late) → 15%). However, its
- Down aerial has decreased base knockback was compensated (40 → 30 (blade)/20 (tip)) and a shorter duration (frames 16-30 → 16-17). Its tip also has decreased knockback growth (100 → 90).
- Due to its angle being altered (270° → 50°), down aerial's blade is no longer a meteor smash.
- The removal of meteor canceling significantly improves down aerial's tip's reliability.
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), improving its spacing 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 and its angle has been altered (90° → 87°). When coupled with the changes to hitstun canceling, these changes significantly improve its combo potential at low to high percentages.
- The changes to hitstun canceling significantly improve down throw's combo potential at low to medium percentages.
Special moves
- Eruption reaches its charged stages faster. Ike is also now able to use fully charged Eruption without receiving recoil damage. These changes improve its reliability.
- Uncharged Eruption deals 1% more damage (9% → 10%), although its base knockback was compensated (60 → 40).
- Uncharged Eruption has lost its super armor, hindering its safety.
- Eruption's second through eighth charged stages deal less damage and knockback, removing its ability to one-hit KO.
- Fully charged Eruption's base deals 2% less damage (37% → 35%). Fully charged Eruption's base, mid and top also have decreased knockback (30 (base)/80 (growth) → 20/70), slightly hindering their KO potentials.
- Eruption has updated visual effects. Ragnell's blade now shines briefly when it reaches its non-recoil fully charged stage.
- Eruption has updated sound effects. Ike now uses his fully charged Eruption voice clip from Brawl during a partially charged Eruption, and stays silent during a fully charged Eruption.
- The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Eruption's shield pressuring potential.
- Quick Draw deals 3% less damage (9% (uncharged)/16% (fully charged) → 6%/13%), although its base knockback was compensated (50 → 70). It also has increased ending lag (frame 42 → 57 (no contact), frame 58 → 59 (contact)) and takes longer to fully charge (60 frames → ≈88). Altogether, these changes hinder its spacing potential.
- Quick Draw has decreased start-up (frame 17 → 16) and landing lag. It also covers more distance, and no longer renders Ike helpless if he hits something. Altogether, these changes improve its recovery potential.
- Quick Draw's angle has been altered (60°/65°/70°/75° → 60°).
- Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 5% (25% → 20%). However, its last hit's knockback was compensated (50 (base)/60 (growth) → 70/80). Due to its descending hitbox's angle being altered (80°/270°/270° → 70°/270°/60°), Aether can now only meteor smash during its beginning frames.
- Aether's loop hits' angles have been altered (85°/60°/270° → 366°). This makes them connect together better.
- Aether 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.
- The weakening of SDI makes Aether significantly more difficult to escape from.
- Aether no longer moves Ike forward without directional input.
- Counter has altered knockback (50 (base)/62 (growth) → 48/100), significantly improving its KO potential. It also has decreased start-up (frame 11 → 9) and ending lag (frame 60 → 59 (Counter), frame 37 → 35 (counterattack)).
- 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 buffed significantly via game updates. Update 1.0.4 made neutral attack and forward tilt safer; re-purposed down tilt into a useful combo starter; decreased forward aerial's start-up and ending lag; and slightly improved back aerial's KO potential. Update 1.0.6 noticeably increased Counter's knockback growth to the point that it is much more rewarding when successful.
Ike's most notable buffs were brought about by update 1.0.8. It made neutral attack and forward aerial more reliable; improved dash attack to the point of making it safer and granting it KO potential; and decreased the lag of several attacks. The changes to shield mechanics brought about updates 1.1.0 and 1.1.1 both help and hinder Ike: they make his most powerful attacks safer on shield, yet they also slightly hinder his out of shield options because of his poor traction.
Lastly, update 1.1.4 made sourspotted forward smash safer; noticeably improved neutral aerial's combo potential; improved forward aerial's KO and spacing potential; and increased Eruption's duration.
- 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, significantly 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 hitbox durations increased by 2 frames; and it ends 4 frames faster. Additionally, charged and fully charged Tempest's initial windbox 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. Unlike in Brawl, it is significantly less effective at jab canceling into itself. Despite this, it can still be jab canceled into down tilt because of that move's minimal start-up lag. | ||
3% | ||||
5% | ||||
Forward tilt | 12.5% | A lunging outward slash. It can be angled and has a respectable damage output, high knockback growth, and impressive range for a tilt attack. It KOs middleweights at 121%/110% (3DS/Wii U) while near the edge of Final Destination. However, its moderate start-up and ending lag make it punishable. | ||
Up tilt | 14% (clean), 10% (late) | Hops to thrust Ragnell 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 112%/104% (3DS/Wii U) from anywhere on Final Destination. It can also hit grounded opponents, while its good vertical range and fairly long duration make it useful for juggling, or as an anti-air attack. However, its moderate start-up and ending lag make it punishable. | ||
Down tilt | 8% | A kneeling inward slash. Due to it hitting on frame 7, it is Ike's fastest tilt attack. It also has average base knockback and knockback growth; fairly average ending lag; good range; and launches at 80°. Altogether, these traits make it a useful combo starter into reverse aerial rushed back aerial at low percentages, and neutral and forward aerials at low to medium percentages. However, its average damage output and knockback making it unreliable for combos at high percentages, or KOing at reasonable percentages. | ||
Dash attack | 14% (clean tip), 11% (clean blade), 9% (late) | A lunging, two-handed upward slash. Its clean tip hitbox is tied with Link and Ganondorf's clean dash attacks as the most damaging in the game. When coupled with its impressive range and its clean hitboxes' anti-rebounding priority, it is potent at punishing and KOing. Its clean hitbox KOs middleweights at 118%/105% (3DS/Wii U) while near the edge of Final Destination. It is also a useful follow-up from back throw at low to medium percentages. However, it hits on frame 15 and has 32 frames of ending lag, which make it 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. Thanks to its clean blade hitbox's outstanding damage output, it is the seventh strongest forward smash in the game. As a result, its clean blade hitbox KOs middleweights at 64%/55% (3DS/Wii U) while near the edge of Final Destination. Its early and clean tip's hitboxes are also very strong, but KO noticeably later because of their slightly lower damage outputs. 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 suited for punishing. | ||
Up smash | 17% (clean), 10% (late) | An overhead arcing slash. Its clean hitbox's impressive damage output makes it strong enough to KO middleweights at 95%/88% (3DS/Wii U) from anywhere on Final Destination. 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 suited for punishing. | ||
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 very high knockback growth, but also have distinct properties: its first hit deals consistent damage, whereas its second hit consists of a clean hitbox and a late hitbox. As a result, its first hit is consistent at KOing, whereas its second hit KOs is capable of KOing earlier and has a slightly longer duration. Its first hit KOs middleweights at 105%/95% (3DS/Wii U) while near the edge of Final Destination. Conversely, its clean second hit KOs middleweights at 83%/74% (3DS/Wii U) while near the edge of Final Destination. However, its noticeable start-up lag and 34 frames of ending lag make it punishable, and thus best suited for punishing. In addition, its second hit's late hitbox and short range make it inconsistent at KOing and ineffective at punishing rolls, respectively. | ||
Neutral aerial | 10% (clean), 7% (late) | A semi-circular slash in front of himself. It has a long duration and impressive range, which make its clean hitbox a reliable and safe spacing option. Its clean hitbox also has low base knockback; very high knockback growth; low landing lag; and launches at 80°. Altogether, these traits make it a reliable combo starter when SHFF'd. Its clean hitbox can combo into neutral attack, tilts and a grab at 0%-10%; and into itself, forward, and up aerials at low to medium percentages. In addition to its spacing and combo potential, its clean hitbox can function as a safe, yet capable KOing option near the upper blast line. Its clean hitbox KOs middleweights at 112%/102% (3DS/Wii U) while near the upper blast line of Final Destination. However, its moderate start-up lag and high aerial ending lag make it punishable outside of a SHFF. | ||
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 very high knockback growth make it both Ike's most viable approach option and a viable KOing option. It KOs middleweights at 112%/101% (3DS/Wii U) while near the edge of Final Destination. | ||
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; very high knockback growth; long range; and ability to auto-cancel with a short hop, it is one of Ike's most viable KOing options, and is a viable approach option via reverse aerial rush. It KOs middleweights at 103%/93% (3DS/Wii U) while near the edge of Final Destination. However, it has 45 frames of ending lag, which is the highest amount of ending lag out of his aerials. It also has very minimal vertical range. | ||
Up aerial | 11% | A circular overhead slash. It has the longest duration out of his aerials, as well as good horizontal range for an up aerial. When coupled with its decent damage output and high knockback growth, it is a useful juggling option and anti-air attack, as well as a viable KOing option. It KOs middleweights at 97%/84% (3DS/Wii U) while near the upper blast line of Final Destination. However, it has moderate start-up and ending lag, as well as minimal vertical range. | ||
Down aerial | 15% | A two-handed downward slash between his legs. It is Ike's most damaging aerial and has very high knockback growth, which make it very powerful even against grounded opponents. It KOs middleweights at 108%/99% (3DS/Wii U) while they are on-stage and near the edge of Final Destination. It also has impressive range below him, while Ragnell's tip is a powerful meteor smash during the initial portion of the swing. However, it hits on frame 16 and has 23 frames of landing lag, which are the highest amounts of respective lag out of his aerials. It also has the shortest duration out of his aerials. | ||
Grab | — | Reaches out with his free hand. Ike's overall grab range is below-average; his standing grab, in particular, is tied with Ryu's for the eighth shortest ranged in the game. | ||
Pummel | 3% | A headbutt. Moderately slow, but one of the most damaging pummels in the game. | ||
Forward throw | 3% (hit 1), 4% (throw) | A front kick. It is a semi-spike, which makes it a reliable edge-guard set-up at high percentages. However, its high ending lag makes it very unreliable for tech-chasing. | ||
Back throw | 3% (hit 1), 4% (throw) | A spinning back kick. It is a semi-spike like forward throw, which also makes it a reliable edge-guard set-up at high percentages. Due to having much less ending lag compared to forward throw, it is reliable for tech-chasing, most notably into dash attack at 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 and knockback growth, and launches at 87°. These traits make it a reliable combo starter into forward, reverse aerial rushed back, and up aerials at low to medium percentages, and into neutral aerial at low 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°. These traits make it a reliable combo starter into neutral, forward, reverse aerial rushed back, and up aerials at low to medium percentages. It can also combo into Aether, albeit only at 0%-15%. Despite having the highest knockback growth out of his throws, it is virtually unusable for KOing because of its throw hitbox's low damage output. In addition, its Aether combo is virtually unusable against lightweights and/or floaty characters. | ||
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 base), 28% (fully charged mid), 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. When uncharged, it has fairly long range below Ike until fully charged, and the tip of Ragnell's blade can meteor smash aerial 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 grants super armor on frames 234-238, but deals 10% recoil damage. When uncharged, it KOs middleweights at 152%/143% (3DS/Wii U) from anywhere on Final Destination. Conversely, its fully charged base KOs middleweights at 46%/38% (3DS/Wii U) while near the edge of Final Destination. |
Custom 1 | Tempest | 5% (uncharged), 14% (fully charged) | Generates a vortex of wind, instead of an explosion. The vortex can gimp recoveries, thanks to it pushing opponents away. It also stalls his descent, similarly to Cape. It also charges faster and does not deal recoil damage, but lacks KO potential because of its much lower damage output. | |
Custom 2 | Furious Eruption | 7% (uncharged), 32% (fully charged base), 25% (fully charged top) | The explosion's vertical range is larger, especially when charged. It also has a slightly longer duration and, like Eruption, has transcendent priority. When fully charged, it KOs middleweights at 29% from anywhere on Final Destination in Super Smash Bros. for Nintendo 3DS. However, it it lacks KO potential when uncharged. In addition, it 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. If Ike make contact with an opponent, he will perform a lunging, outward slash. It takes ≈88 frames (≈1.46 seconds) to charge, and its charge can be held indefinitely. When fully charged, the slash is strong enough to KO middleweights at 123%/114% (3DS/Wii U) while near the edge of Final Destination. However, failing to hit an opponent results in high ending lag and, if used in midair, Ike being rendered helpless. |
Custom 1 | Close Combat | 4% (uncharged, fully charged near), 7% (fully charged clean far), 3% (fully charged late far) | A shoulder tackle. It charges slightly faster, pierces opponents, and its dash has transcendent priority, which make it better for recovery. However, it lacks KO potential because of its lower damage output. It also 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, to the point that when fully charged, it KOs middleweights at 93% while near the edge of Final Destination in the 3DS version. It also grants super armor for the duration of its charge and lunge. However, it is much slower and has less range, which make it virtually unusable for recovery. | |
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. The start of its descending hitbox is also 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 diagonally and much further outward; this allows it to cover much more horizontal distance, but less vertical distance. It also deals more damage. | |
Custom 2 | Aether Wave | 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10% (landing), 8% (energy wave near), 6% (energy wave mid), 4% (energy wave far) | 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 | 1.2× (minimum 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% | The counterattack stuns the opponent, similarly to Disable. Like Disable, the stun's duration is longer the more damaged the opponent is. Due to not being a true counterattack, it deals minuscule damage. It also comes out on frame 11 and has a duration of 13 frames. | |
Custom 2 | Smash Counter | ≈1.5× (minimum 15%) | 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 upward, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a wheel 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 toward the upper blast line. It is one of the strongest Final Smashes in the game, as it will KO middleweights at 19% from anywhere on Final Destination in the 3DS version. However, it is possible for its second hit to miss if Ike is slightly far away from the opponent. |
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
- Nojinko - Placed 13th at Hirosuma Tokaigi Qualifier and Shulla-bra Tokaigi Qualifier, and 49th at Umebura Japan Major.
- Rango - Placed 9th at Tipped Off 11; 13th at MomoCon 2016; and 17th at Paradigm Shift.
- Ryo - The best Ike player in the world. Placed 7th at MLG World Finals 2015; 9th at Shots Fired 2 and Super Smash Con 2016; 17th at The Big House 5; and 25th at CEO 2017, 2GGC: Fire Emblem Saga and GENESIS 5. Formerly ranked 46th on Panda Global Rankings v2.
- San - One of the best Ike players in the world. Placed 4th at Get On My Level 2017; 9th at Canada Cup 2015, Get On My Level 2016 and Canada Cup 2016; 17th at The Big House 5; and 33rd at Pound 2016. He has wins over SuperGirlKels and Angel Cortes. Ranked 1st on the New York Power Rankings.
- SM - One of the best Ike players in the world. Placed 9th at 2GGT: EE Saga; 17th at 2GGT: FOW Saga and 2GGT: Mexico Saga; and 33rd at GENESIS 5.
- Waldo - Placed 5th at GUMS 6; 9th at GUMS 7; and 17th at Shine 2016.
Inactive
- MkLeo - Used Ike as a secondary before dropping him.
- Ryuga - One of the best Ike players in the world before switching to Corrin.
Tier placement and history
Upon SSB4's release, players noted both Ike's buffed mobility and nerfed power. Eventually, the general consensus agreed that his improved mobility did not properly compensate for his weakened power, unaddressed flaws and loss of some options from Brawl, like combos, inferior smash attacks, worse hitboxes and inferior autocancel windows on most of his aerials, making him considered nonviable in the metagame. However, game updates (most notably 1.0.8) would significantly improve Ike; he gained consistent and strong throw combos, improved hitboxes on many moves, and his lack of a midrange option was avelilated by giving his dash attack KO potential. As such, he began achieving respectable results from dedicated players such as 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, Ike has since achieved lower and more average placings at tournaments despite his talented playerbase continuing to advance his metagame. This is due to the improved results of other characters who were positively affected by balance changes (notably Bowser, Marth and Lucina) and the inclusion of viable DLC characters (notably Corrin, Mewtwo and Bayonetta), who would eventually start to surpass Ike in regard to overall representation and results. In addition, some of his best players, such as Ryuga and Rango, dropped Ike in favor of Corrin and Cloud, respectively. These in turn saw him drop to 35th on the second tier list, and retained this 35th ranking third tier list.
Ike's perception became rather mixed: some players claimed that his standing was accurate, or should be slightly higher because of his results improving; evidence stems from Ryo and San, who have earned solid results while taking sets off top players as of 2017, the latter even achieving 4th place at Get On My Level 2017. However, others claimed he should be ranked lower because of his glaring issues alongside overall mediocre representation and results, citing that he also lacks the growing success of characters ranked below him (such as Duck Hunt, Link, Samus, and Shulk), and putting him among the standing he initially had in Brawl. As a result, Ike continued to drop even more now ranking 40th on the fourth and current tier list, a far cry from his initial placement. To this day, Ike's true tier standing is still greatly up for debate.
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!
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.
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 Super Smash Bros. Brawl, but were later recolored as sky blue for the final release of Super Smash Bros. 4.
- 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.
- As of Super Smash Bros. Ultimate, SSB4 is the only game in which Ike's Fire Emblem: Radiant Dawn design appears as his default costume.
- Ike is supposed to have a 6-frame jumpsquat according to his parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
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 |