This article is about Ike's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Ike.
Ike
in Super Smash Bros. Ultimate
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FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearances in Brawl
in SSB4

Availability Unlockable
Final Smash Great Aether
Ike (SSBU)
Ike's side smash attack is extremely powerful, but it leaves him open, so you'll need to read your opponent's moves carefully. You can choose between his Path of Radiance and Radiant Dawn costumes.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Ike (アイク, Ike) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed on June 12th, 2018. Ike is classified as fighter #32.

Ike has new voice clips in both versions of Ultimate; Michihiko Hagi reprises his role in the Japanese version, and Greg Chun now voicing Ike in English, reprising his role from Fire Emblem Heroes, replacing Jason Adkins who voiced him in Brawl and SSB4.

How to unlock

Complete one of the following:

With the exception of the third method, Ike must then be defeated on Coliseum.

Attributes

Ike is a tall heavyweight swordfighter hailing from the Fire Emblem series, being tied for the thirteenth heaviest character in the game with Wario, Ridley, Simon, and Richter. Fittingly for a heavyweight, Ike's mobility is below average overall: he sports the 14th slowest walking speed, the 12th slowest dashing speed, poor jump height and the 65th highest air acceleration in the game. However, he is tied for the 26th fastest air speed alongside Bowser Jr. and R.O.B., his initial dash is above-average, he has the 30th highest falling speed and 29th highest fast falling speed, the 38th highest gravity, and the 31st highest traction in the game.

Ike's KO potential is a staple of his attributes, having some of the strongest smash attacks in the game. Ike's forward smash deals among the highest damage and knockback out of any smash attack of its type, with the clean hit being able to KO opponents at a mere 75%; additionally, it has very high range, with the early hit being able to hit opponents above and behind Ike. Up smash is also notorious for its damage and knockback, being able to KO opponents at 90% with its clean hit; further adding to its utility is the fact that it hits in a wide arc above him, allowing the move to punish rolls and landings. Down smash is Ike's fastest smash attack, hitting on frame 13, while boasting high damage and knockback overall; the move's front hit KOs opponents at 105% while its clean back hit KOs at 85%. Although the hitbox of the back hit lingers for a very long 5 frames, only the first two are the clean hit. The last 3 frames do just 9% and have a much harder time KOing.

Ike's KOing ability extends beyond his smash attacks: forward tilt deals high damage and knockback while having great range, KOing opponents at 130% center-stage of Final Destination; clean up tilt has good damage and knockback as well as disjointed range, also KOing opponents at 130%; dash attack sports the same traits as many of his other attacks, with its sweet spotted hit KOing at 140%; back aerial is another very good aerial and his best for KOing, due to its high damage and knockback, surprisingly low startup lag (7 frames), and long horizontal range, KOing opponents at 120%; up aerial is Ike's second best aerial for KOs as it can easily follow after a neutral aerial and kill above 140% when grounded and much earlier off platforms; lastly, down aerial is Ike's most damaging aerial, with its non-meteor hitboxes KOing at 125% while its meteor hitbox can KO offstage opponents as low as 40%. Due to his high weight, Ike possesses great endurance and can take advantage of rage easily, and his recovery is long distanced for his weight, with both Quick Draw and his signature Aether covering a long distance and the former doesn't leave him helpless if he hits an opponent.

Despite having below-average mobility, Ike’s combo ability, while not as impressive as some other characters, is still respectable. Neutral aerial is his best combo starter. Not only does it cover a large area around him, which protects him from many attacks, it also deals fairly low knockback, which allows him to use it to combo into itself or many different moves, such as his forward aerial, up aerial (with the latter being a KO setup at certain percentages above 110%) or even giving him enough time for him to perform an up throw or down throw, both of which allows him to combo any of his aerials (except down aerial) depending on the enemy’s percentage.

However, Ike has noticeable flaws. His mobility is poor overall, with slow air acceleration and one of the slowest dashing speeds, and he struggles against quick characters like Pikachu. His frame data is among the worst in the game, with generally high ending lag in his attacks and only his jab (frame 4, 3 and 5 for each respective hit), down tilt and back aerial (both frame 7) come out faster than frame 10, making him easy to punish and causing him to do poorly against characters that can easily punish him, such as Mario, and he also lacks tools to deal with pressure and juggling: due to being heavy, tall and falling quickly, he is vulnerable to combos and juggles, and not only is his back aerial his only aerial that comes out before frame 10, but it's also his only aerial that can autocancel in a short hop, and combined with his slow mobility, he also has a poor approach. While his Counter can help him, it is the slowest in the game at frame 9, has high ending lag and it's one of the most punishable of its type. Due to his slow frame data, he also has a mediocre out-of shield game, as Aether, neutral air, and back air are not particularly fast and are in general very committal; his grab game, while having some utility, is outshined by other character's, as his grabs have poor range, his forward and back throws are too weak to KO, and while up and down throws are useful combo starters, the latter is less reliable, as its high knockback cause it to KO at around 190%, and it's not the best KO throw anyway. He also lacks projectiles, so characters like Mega Man can also give him trouble.

However, Ike's greatest strength in his range can make it hard for other characters to challenge him up close, especially if they lack a projectile. This means that although a character like Mario can easily punish whiffed moves and safely pressure Ike's shield with his frame data, Ike's range, especially with neutral aerial, can keep him at bay and many times completely shut him down. Moreover, although Ike's recovery with Aether is linear, it is still mostly safe as its super armour from frames 15-35 in the air and many hitboxes allow one to get to ledge easily. Quick Draw is an even better recovery, charging quickly and protecting Ike with its long disjointed hitbox, and though it can be gimped by projectiles one can easily mix up where they go to using it, especially with the presence of platforms. However, both moves are still vulnerable to strong edgeguarding and projectile-heavy characters, such as Ness, Link, and Joker, along with Aether no longer clipping through the stage like in SSB4.

Overall, Ike’s strengths are on par with his weaknesses. He has good range, very strong power coupled with his strong survivability and decent combo abilities, but must be aware of being susceptible to combos, below-average mobility, poor frame data, and his exploitable recovery. Although his results are diminishing, he has still achieved respectable results from players such as Ryuga.

Changes from Super Smash Bros. 4

Ike has received a mix of buffs and nerfs in the transition from SSB4 to Ultimate, but he was buffed overall.

Ike's mobility has been improved to help with the new faster pace of Ultimate, and he shares the universal buffs of a 3-frame jumpsquat (reduced from 7 frames) and significant landing lag decreases for his aerials. Ike's neutral aerial has faster startup, lower landing lag, reduced damage and more reliable disjoint, which makes it an even a better approach option and combo starter, to the point it now has semi-reliable KO confirm on his back and up aerials. He has also received a new up aerial with greatly increased vertical range, improving his powerful juggling capabilities. Thanks to his faster jumpsquat, Ike is able to combo with his down throw at low percents more reliably. Eruption can now generate a maximum of three flame pillars if fully charged, improving its already powerful ledge-trapping potential. Finally, the already high power on a few of his moves has been further increased, such as with forward tilt, forward and down smash, and the last hit of Aether.

However, Ike's nerfs were also noticeable. His running speed was almost unchanged, making it much worse relative to the cast, now being the 12th slowest runner in the game. His forward aerial, a staple of his neutral game in Brawl and SSB4, has been nerfed as well, with it dealing less damage, having increased ending lag, no longer autocanceling in a short hop, the hitboxes being repositioned creating new blindspots, and having decreased knockback, making it less useful as an edgeguarding tool and removing almost all its KO potential. Combined with his much slower grounded mobility relative to the cast, this hinders Ike's approach. While several of his attacks now have increased power, it has been reduced on some of his other moves, most notably with up tilt, neutral aerial, and his aforementioned forward aerial. Additionally, the changes to rage have indirectly nerfed Ike as well, due to it being less effective for comebacks when he is at higher percents. Also, Ike is now more vulnerable to edgeguarding during Aether, since Ragnell does not pass through the stage anymore, making Ike's recovery more vulnerable; combined with the reduction in the size of most stage's ledges, Ike's recovery remains very exploitable due to Aether's short horizontal recovery distance, and Quick Draw not receiving changes to help its recovery potential. Lastly, Ike's grabs have been nerfed; while the increased ending lag is a universal nerf for the cast, Ike's grabs also have shorter range, making them much less reliable for punishing.

In the end, Ike's changes and improvements have given him new ways to gain the advantage and also grant him a deadlier punish game. As such, he has less overall difficulty in KOing, but because his mobility has not improved significantly, he has a slightly harder time at keeping up with the rest of the cast. His worsened grabs also force him more to use his range to punish opponents. Ike has received impressive results in the early competitive metagame of Ultimate, thanks to players such as MkLeo, Marss and Ryuga. However, as the metagame advanced, Ike's popularity has noticeably diminished and he hasn't achieved nearly as many results as before (with MkLeo completely dropping the character while Marss only using him as a rare counterpick character), and other characters such as Cloud and Lucina have started to become more popular than him. Due to these turn of events, Ike's tier placement is debatable, as most smashers are starting to believe that he might not be nearly as effective as originally imagined. Nevertheless, Ike is still viewed to be improved from SSB4, with many players considering this to be Ike's best iteration in the series, and he is considered a viable choice overall for competitive play.

Aesthetics

  •   Ike's appearance as a Ranger in Fire Emblem: Path of Radiance - the basis of his appearance in Brawl - is once again his default costume. His appearance as a Hero in Fire Emblem: Radiant Dawn, which was his default design in SSB4, is now an alternate costume, and five of his previous costumes have been distributed among the two appearances. Additionally, Ike has a new costume inspired by his father, Greil. They replace his "ordinary soldier" and Chrom-inspired costumes, with the latter coincided with Chrom's inclusion as a playable fighter.
    •   Palutena's Guidance conversation for Ike has been changed to accommodate for his Path of Radiance costume.
  •   As with all veterans returning from SSB4, both of Ike's models feature a more subdued color scheme, and his clothing on both designs now features simple detailing. Additionally, both models have been updated:
    • For his Path of Radiance model from Brawl, the inside of his cape is now light pink instead of yellow, and his boots are now colored brown instead of orange. His facial features are slightly different, with Ike's face being less narrow, and now having slightly smaller and rounder eyes, making them closer to his appearance in Path of Radiance. Most notably, his hair has a simpler, tamer appearance, flatter overall and now mostly flowing downwards. While this makes it look less like how it appears in PoR's pre-rendered cutscenes, it closely resembles Yusuke Kozaki’s depictions of Ike.
    • For his Radiant Dawn model from SSB4, his skin tone is noticeably more tanned, and his facial features have been notably modified; his face is narrower, and his eyes are sharper and closer together, and his hair is slightly more voluminous and spiked. In addition, Ike's neck is longer, his collar has been made smaller and is now flared, and his cape hangs lower from the front, giving a better overall view of his face. His pauldron now juts outwards and no longer moves with his left arm, and his arm bandaging is less visible. Finally, Ike's muscles are more pronounced.
  •   Ike's voice changes slightly depending on the costume. In the Japanese version, Ike's voice is deeper and more masculine in his Radiant Dawn costume. In the English version, Ike sounds more energetic and aggressive in his Path of Radiance costume, and more severe and composed in his Radiant Dawn costume.
  •   Ike has a new idle animation, which is more similar to his idle stance in Path of Radiance: he faces more towards the screen, and his left arm is no longer suspended, while clenching his left fist.
  •   Ike no longer does a backflip during his backward jumping animation.
  •   Ike's clapping animation now differs slightly depending on which outfit he is using. Path of Radiance Ike has a new clapping animation, whereas Radiant Dawn Ike reuses the previous animation from Brawl and SSB4.
    •   Additionally, Ragnell is no longer present in the "No Contest" screen.
  •   Ike has new quotes during his victory animations and has different quotes depending on which outfit is used.
    • On the first one where he swings Ragnell twice, Path of Radiance Ike says, "Your skills were... remarkable," (あんたの戦い、見事だった, Your combat was excellent.) and Radiant Dawn Ike says, "Don't stand in my way." (どうして俺の前に立った, Why do you stand before me?).
    • On the second one where he plants Ragnell into the ground, Path of Radiance Ike says, "I submit to no one," (誰にも、譲る気はない, I cannot yield to anyone.) and Radiant Dawn Ike says, "I must move forward." (俺は前に進む, I move forward.).
    • His previous victory quotes from Brawl and Smash 4 are now used on the third one where he performs Aether, Path of Radiance Ike says, "You'll get no sympathy from me," (極めれば…誰にも負けはしない, To the end... I will not lose to anyone.) and Radiant Dawn Ike says, "I fight for my friends." (俺には守るべき物が在る, I have things I must protect.).

Attributes

  •   Like all characters, Ike's jumpsquat animation takes 3 frames to complete (down from 7).
  •   Ike runs slightly faster (1.5 → 1.507), the lowest increase out of anyone who had their run speed changed.
    •   Ike's initial dash is faster (1.5 → 1.815).
  •   Ike walks slightly faster (0.869 → 0.912).
  •   Ike's air speed is slightly faster (1.08 → 1.134).
  •   Ike's traction is significantly higher (0.044 → 0.112), improving his punish game out of shield.
  •   Forward roll has less ending lag (FAF 33 → 31).
  •   Forward roll grants less intangibility (frames 4-18 → 4-15).
  •   Back roll has more startup with less intangibility (frames 4-18 → 5-16), and more ending lag (FAF 33 → 36).
  •   Spot dodge has less ending lag (FAF 28 → 27).
  •   Spot dodge grants less intangibility (frames 3-18 → 3-17).
  •   Air dodge has more startup (frame 3 → 4) and significantly more ending lag (FAF 34 → 50).
  •   Air dodge grants more intangibility (frames 3-28 → 4-31).

Ground attacks

  • Neutral attack:
    •   The first hit transitions into the second hit faster (frame 10 → 9), which transitions into the third hit faster (frame 11 → 9), allowing them to connect better.
    •   The first two hits have altered angles (65° (hit 1)/65°/80° (hit 2) → 361°/180° (both) and knockback (0 base/50 set/100 scaling → (35/25)/0/(15/12) (hit 1)/0/(40/25/50)/(80/100) → (35/30)/0/(25/15) (hit 2)) to keep opponents close to Ike, akin to other neutral attacks. While this removes their already minimal jab canceling potential, this more prominently allows them to connect better and jab lock.
    •   The third hit deals more damage (5% → 7%) without compensation on its knockback values, restoring its KO potential from Brawl.
    •   The first two hits deal less damage (3% → 2.5%).
    •   The first two hits have smaller hitboxes (3.5u → 2u/2.3u (hit 1)/3.5u/3.5u/4.5u → 3.2u/3.2u/3.5u (hit 2)) which do not extend as far (z offsets: 13/6 → 12/6.2 (hit 1)/17.5 → 12 (hit 2)), reducing their range.
    •   The third hit has more ending lag (FAF 39 → 41).
  • Forward tilt:
    •   The move has faster startup (frame 13 → 12).
    •   It has less ending lag (FAF 44 → 42).
    •   It deals more damage (12.5% → 13.5%) without compensation on knockback, improving its KO potential.
  • Up tilt:
    •   The move has drastically less ending lag (FAF 48 → 40), which combined with Ike's faster jumpsquat grants the late hit combo potential.
    •   The clean hit lasts longer compared to the late hit (frames 11-13/14-21 (clean/late) → 11-16/17-21).
    •   The hitbox is smaller and has been repositioned (Y offset: 1-13 → 2.8-13.5), making it less extended and moving it further up the blade. This reduces its horizontal range.
    •   The move deals less damage (14% → 12% (clean), 10% → 8% (late)) without compensation on knockback. This hinders the clean hit's KO potential.
  • Down tilt:
    •   The move has increased combo potential due to Ike's faster jumpsquat.
    •   It has less knockback scaling (70 → 55), allowing it to combo at a much wider percent range.
    •   Its hitboxes are smaller (3.8u/3.8u/3.8u/3u → 3.4u/3.4u/3.4u/3u) and have been repositioned, reducing both its vertical and horizontal range.
  • Dash attack:
    •   The move has less ending lag (FAF 52 → 48).
    •   The move's hitboxes are larger (6.3u/4u → 7u/5u) and have been repositioned, and it has an extra hitbox. This improves the move's range, and makes it easier to land the sweetspot, since the new hitbox is a sweetspot.
    •   The changes to jostle mechanics allow dash attack to hit opponents close to Ike more easily.
    •   It has increased shieldstun (1x → 1.2x), improving its safety on shield.
    •   It has more knockback scaling (78 → 88 (clean), 100 → 110 (late)).
  • Forward smash:
    •   The move's sweetspot deals more base knockback (40 base/86 scaling → 49/85), improving its KO potential despite its slightly decreased knockback scaling.
  • Down smash:
    •   Both hits deal more damage (14% → 16% (hit 1), 17% → 19% (hit 2, clean), 8% → 9% (hit 2, late)) without compensation on knockback, improving the move's KO potential.

Aerial attacks

  •   All aerials have less landing lag (14 frames → 8 (neutral), 18 frames → 14 (forward), 19 frames → 11 (back), 15 frames → 9 (up), 23 frames → 14 (down)).
  • Neutral aerial:
    •   The move has faster startup (frame 12 → 10).
    •   It deals less damage (10% → 7.5% (clean), 7% → 6% (late)), although its knockback growth has been compensated (105 (clean)/100 (late) → 130), with the late hit dealing more knockback than before.
    •   The swing has been slightly sped up, reducing the duration of its hitboxes (frames 12-27 → 10-22), but allowing it to hit around Ike faster.
      •   The clean hit now lasts shorter compared to the late hit (frames 12-21/22-27 (clean/late) → 10-14/15-22).
    •   The late hit has smaller hitboxes (4u → 3u).
    •   It auto-cancels earlier (frame 64 → 50), but still requires a double jump to auto-cancel.
    •   Its initial auto-cancel window has been shortened (frames 1-5 → 1-2).
    •   It has a different animation, with Ike facing more toward the screen and no longer tucking his legs in. His entire body now moves with the sword. The new animation increases its range.
  • Forward aerial:
    •   The move has faster startup (frame 12 → 11).
    •   It now always launches opponents in the direction Ike is facing, even if hit from behind, improving its reliability for edgeguarding.
    •   It now sends opponents at a lower angle (361° → 30°), further improving its edgeguarding use.
    •   It has less ending lag (FAF 55 → 52).
    •   The hitboxes have been moved towards the middle of the blade, reducing the move's range and giving it a larger blindspot.
    •   It has altered knockback (30 base/100 scaling → 55/60). This drastically hinders its KO potential, no longer KOing middleweights until around 175% from the center of Final Destination.
    •   Its higher base knockback makes it much safer on hit at lower percentages.
    •   It auto-cancels later (frame 36 → 42), thus no longer doing so in a short hop. This hinders Ike's already poor approach.
    •   It no longer has an initial auto-cancel window.
  • Back aerial:
    •   The move now has four smaller hitboxes instead of two large hitboxes, which are moved lower and one of them is now extended, significantly reducing its vertical range.
    •   The last active frame has a large extended hitbox directly behind Ike, prohibiting issues with the z-axis.
  • Up aerial:
    •   Ike has a new up aerial: a wide overhead swing starting from the front, similar to the rest of the Fire Emblem cast, but going inwards rather than outwards, and without a backflip.
      •   It has significantly increased range and coverage around Ike, especially horizontally, allowing it to juggle opponents much more effectively.
      •   It has a significantly shorter hitbox duration (frames 13-29 → 13-18), no longer allowing Ike to put out a lasting hitbox.
  • Down aerial:
    •   The removal of teching for grounded meteor smashes improves down aerial's combo potential onstage, compounded further by its lower landing lag and Ike's faster jumpsquat.

Throws and other attacks

  • Grabs:
    •   All grabs have more ending lag (FAF 33 → 37 (standing), 41 → 45 (dash), 39 → 40 (pivot)).
    •   All grabs have altered animations where Ike doesn't lean forward as much. Their horizontal range has been reduced to reflect this (Z offset: 4u-9.4u → 4u-8.4u (standing), 4u-11.2u → 4u-10u (dash), 4u-15.4u → 4u-14.2u (pivot)).
  • Pummel:
    •   Pummel deals much less damage (3% → 1.6%).
    •   It has faster startup (frame 5 → 1), deals more hitlag (5 frames → 15), and has significantly less ending lag (FAF 23 → 7), shortening its duration and increasing the amount of times Ike can pummel the opponent before throwing them or before they break out.
  • Forward throw:
    •   Forward throw deals more damage (3% → 3.5% (hit 1), 7% → 7.5% (total)).
  • Up throw:
    •   Up throw deals more damage (3% → 3.5% (hit 1), 7% → 7.5% (total)).
    •   It has faster startup (frame 26 (hit 1), 28 (throw) → 18, 20).
      •   However, the move's total duration remains the same, increasing its ending lag. Ike's faster jumpsquat also fails to compensate, thus hindering its combo potential.
    •   The collateral hitbox has been moved down (Y offset: 21 → 9). This noticeably reduces the throw's vertical range, but makes it much easier to hit bystanders in front of Ike.
  • Down throw:
    •   Down throw no longer inflicts 5 frames of hitlag on the opponent upon releasing them, slightly hindering its combo potential despite Ike's faster jumpsquat.
  • Edge attack:
    •   Edge attack deals more damage (8% → 10%).

Special moves

  • Eruption:
    •   The move now produces multiple flaming pillars of decreasing sizes as it charges, producing two pillars when at a high level of charge, and three pillars at maximum charge. This greatly improves its range and edgeguarding potential.
    •   Much like in Brawl, Ike vocalizes when unleashing a fully charged Eruption.
    •   Fully-charged or high charge levels of Eruption cause Special Zoom when it hits.
  • Quick Draw:
    •   The move has less ending lag both when missed (FAF 57 → 53) and when the attack is triggered (FAF 45 → 35).
    •   It has much greater vertical range.
    •   Its charge can no longer be held indefinitely, now releasing it after roughly two seconds of being fully charged.
  • Aether:
    •   The move has faster startup (frame 18 → 15), with faster super armor on the aerial version as well (frame 18 → 15).
    •   The grounded version grants much more super armor (frames 18-38 → 5-35), allowing it to tank through opposing attacks more effectively.
    •   The move has less landing lag (38 frames → 36).
    •   The landing hit launches at a lower angle (60° → 50°) and has nearly double the knockback scaling (80 → 155). This drastically improves the move's KO potential, KOing at around 115% from the center stage if all hits connect, and grants Ike new KO setups.
    •   Ragnell can no longer clip through the bottom of stages while using Aether, instead moving along the stages' perimeters, making it less safe against opponents at the ledge.
    •   The changes to knockback received during meteor smashes significantly improve Aether's sacrificial KO potential, as Ike is now less likely to be KOed first than his opponent.
  • Counter:
    •   The move's intangibility is faster (frame 9 → 8).
    •   In addition to its full intangibility, it grants intangibility on Ike's head for the entire counter duration.
    •   It has a shorter counter duration (frames 8-35 → 8-33).
    •   It has more ending lag on both the counter (FAF 59 → 74) and the attack (FAF 35 → 44), making it much riskier to use.
    •   It now gives off flaming visuals from Ragnell after Ike performs a successful counterattack.
    •   Ike's vocalizations in English during a successful counterattack have been altered. Path of Radiance Ike says "Gotcha!", and Radiant Dawn Ike says "Amateur!"
  • Great Aether:
    •   The final hit launches at a lower angle (70° → 63°), weakening its KO potential.
    •   The sword deals less damage when hitting opponents while flying up for Ike to grab it (10% → 3%), thus reducing the maximum damage of the final smash (60% → 53%).
    •   The move is significantly flashier, with a dark blue backdrop alongside flaming visuals. Before the final hit, the victim flashes with blue light, and the landing eruption now appears significantly more cartoony, with fewer smoke effects.

Update history

Ike has been slightly nerfed via update 2.0.0: Aether's meteor smashing hitbox had its knockback decreased, a nerf which was shared with Chrom's Soaring Slash. However, using Aether for sacrificial KOs or edge trumping nevertheless remains a viable strategy. When coupled with Ike's other strengths being untouched, his viability remains firmly intact.

  2.0.0

  •   Aether's meteor hitbox has reduced knockback (FKB 165 → 150) though it can still KO opponents first.

Moveset

For a gallery of Ike's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.5% A left-handed punch, followed by a right-legged front kick, followed by a kneeling downward slash. The first hit can be repeated by holding the attack button. Due to three hits come out on frames 4, 3 and 5, respectively, it has the lowest amount of startup lag out of Ike's entire moveset. When coupled with its respectable damage output, moderate knockback and its last hit's impressive range, it is very useful as a close-range option.
2.5%
5%
Forward tilt   13.5% A lunging outward slash. Can be angled. Its startup and ending lag are high for a tilt attack, but it has long-range and deals high damage and knockback, KOing middleweights under 130% from the center of Final Destination.
Up tilt   12% (clean), 8% (late) Hops to thrust Ragnell upward while holding it parallel to the ground. It is overall slow for a tilt attack but deals respectable damage and knockback, and its hitboxes have a long duration, which alongside its high disjointed range allows it to beat out opposing attacks from above very effectively. The clean hit can KO middleweights at around 130%, while the late hit can set up combos into a neutral, forward or up aerial at low to mid percents.
Down tilt   8% A kneeling inward slash. Due to it hitting on frame 7, it is Ike's fastest tilt attack. It has long-range, relatively low ending lag, and launches opponents vertically with high base knockback and low knockback scaling. Altogether, these traits make it a useful combo starter into any of Ike's aerial attacks except down aerial at low to mid percents. However, it does the least damage out of Ike's tilts, and its knockback renders it unable to KO at reasonable percents.
Dash attack   14% (clean, body), 11% (clean, blade), 9% (late) A lunging, two-handed upward slash. It is one of the most powerful dash attacks in the game, with its clean hit's sweet spot KOing middleweights at around 140% from the center of Final Destination. When coupled with its impressive range and its clean hitboxes' anti-rebounding priority, it is extremely useful for punishing opponents at a distance away, most notably when they are about to land. However, due to hitting on frame 15, it is one of the slowest dash attacks in the game.
Forward smash   19% (early, clean tip), 22% (clean blade) A lunging, two-handed downward slash. It deals extreme damage and knockback, making it one of the strongest forward smashes in the game, and hits in a wide arc that can even reach opponents above and slightly behind Ike, albeit with the early hit. As his strongest overall attack, the clean hit's sweet spot can KO opponents at around 75% from the center of Final Destination. Oddly, there is a tiny tipper hitbox that is much weaker and launches more vertically, KOing at around 95% compared to the clean hit, though this hitbox rarely ever lands instead of the normal hit in regular gameplay. However, it has pitifully slow startup of 31 frames and has 49 frames of ending lag, making it very difficult to hit and being highly punishable on shield. As a result, the move is unreliable to use except for hard punishes.
Up smash   17% (clean), 10% (late) An overhead arcing slash starting from the front. It possesses a clean hit during the arc itself, and a late hit as a shockwave when Ragnell hits the ground. Like forward smash, the clean hit boasts impressive damage and knockback; however, its slow startup at frame 25 and very high ending lag leave it very punishable. Compared to forward smash, it is noticeably weaker, with the clean hit KOing opponents at around 90%, but has less startup and ending lag, and covers a wider arc around Ike, giving it better utility in punishing landings and rolls if timed properly.
Down smash Cast Off 16% (hit 1), 19% (hit 2, clean), 9% (hit 2, late) A kneeling, two-handed outward slash in front of himself and then behind himself. It is Ike's fastest smash attack by a considerable margin, hitting on frame 13. The front hit is considerably weaker than Ike's other smash attacks, but still boasts respectable power, KOing opponents at around 105% from the center of Final Destination. As a result, it is Ike's most reliable smash attack overall; however, its 35 frames of ending lag still leaves it very punishable if missed or shielded. On the other hand, the back hit is slower, coming out on frame 32, and has a much weaker late hit, but its hitboxes have a longer duration, and the clean hit is far stronger, dealing impressive damage and KOing opponents at around 85% while having less ending lag compared to the front hit.
Neutral aerial   7.5% (clean), 6% (late) A semi-circular slash in front of himself. It has the lowest landing lag out of Ike's aerials, and its hitboxes have a long duration, provide wide coverage around and below Ike, and launch opponents vertically. Altogether, these traits make it an infamously reliable combo starter when SHFF'd, while also being a relatively safe spacing option. It is infamous for reliably comboing into a wide variety of attacks, including neutral attack, tilts and grab at low percents, and an aerial attack (including itself) at low to mid percents. At higher percent, it can be followed up with any of Ike's aerials and eventually becomes a notoriously reliable kill set-up into up aerial near 100%, though at even higher percents this stops being the case. It does the lowest damage out of Ike's aerials, with knockback that prevents it from KOing at realistic percents, and its long duration makes punishable if used high up in the air, as well as risky to use offstage. It is also unable to autocancel even in a full hop, requiring a double jump to do so.
Forward aerial   11.5% A two-handed downward slash. It covers the entirety of Ike's foreside, making it capable of hitting above and below him. Combined with its moderate startup at frame 11, landing lag and damage output, this makes it a staple for following up combos and spacing. However, its knockback has been noticeably weakened from Smash 4, rendering it unable to KO reliably except near edges, and it can no longer autocancel in a short hop, while also being risky to use offstage due to its high ending lag. As a result, Ike's neutral and back aerials are now generally superior options because of their lower lag, neutral aerial's better combo potential, and back aerial's higher damage and better power, with forward aerial's only advantages over them being its longer active frames and vertical range.
Back aerial Repositioning Slash 14% Quickly turns around to perform an outward slash. Due to its hitting on frame 7, it is Ike's fastest aerial. When coupled with its high damage and knockback for its speed, long horizontal range, and low landing lag, it is one of Ike's most viable approach and KO options. It can KO middleweights at around 120% from the center of Final Destination. Like the rest of Ike's aerials, however, its high ending lag prevents it from being used offstage as safely. It also has a short vertical range. Ike's only aerial move that he can autocancel in a short hop.
Up aerial Rising Swing 11% An overhead arcing slash starting from the front. It has large coverage around Ike, low landing lag (the second-lowest out of his aerials) and high knockback, allowing it to function as a highly effective juggling move. It can also set up combos into an up tilt or any of Ike's aerials (including itself) when SHFF'd and is able to KO opponents reliably near the upper blast line at high percents. Its disadvantages are its slow startup at frame 13 and high ending lag, making it difficult to land from a neutral state; however, due to its efficiency in punishing opponents and racking up damage elsewhere, it is one of Ike's most useful moves.
Down aerial   15% A two-handed downward slash between his legs. The tip of Ragnell is a meteor smash, while the blade launches opponents at a horizontal angle. It is Ike's most damaging aerial and has high knockback, KOing opponents at around 125% from the center of Final Destination with its non-meteor hitboxes. The meteor smash hitbox also enables it to start combos against grounded opponents for high damage, leading into nearly any of Ike's attacks depending on the opponent's percent, and even possessing a KO setup into an up aerial at high percents. However, it has the slowest startup at frame 16 and shortest hitbox duration out of Ike's aerials, as well as poor horizontal range.
Grab   Reaches out with his free hand.
Pummel   1.6% A headbutt. Moderately slow, but one of the most damaging pummels in the game.
Forward throw   3.5% (hit 1), 4% (throw) A front kick. It is a semi-spike, which makes it a reliable edge guard setup at high percents. However, due to its high ending lag, it is 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 setup at high percents, but has less ending lag by comparison that grants it tech-chasing potential, most notably into dash attack at low to medium percents.
Up throw   3.5% (hit 1), 4% (throw) Plunges Ragnell into the ground and then double axe handles the opponent upward. It is tied with forward throw for Ike's most damaging throw by a slight margin. It has overall weak knockback and moderate ending lag, allowing it to combo into a forward or up aerial from mid to high percents for slightly more damage compared to using down throw; however, these followups are not as reliable due to the throw's higher ending lag, while it also lacks any notable KO potential by itself.
Down throw   3% (hit 1), 4% (throw) A one-handed body slam followed by a knee drop. Its average base knockback, relatively low ending lag, and vertical angle make it an excellent combo starter from low to mid percents, particularly into an up tilt (against larger characters), any of Ike's aerials (except down aerial), and Aether. Due to its surprisingly high knockback scaling, it is also Ike's strongest throw, KOing middleweights at around 190% without rage. As a result of this, however, its followups stop working earlier compared to up throw.
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
  10% Performs an outward slash while climbing up.
Neutral special Eruption 10% (uncharged), 35%/28%/26% (fully charged, first pillar), 31%/25% (second pillar), 27%/22% (third pillar) Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has transcendent priority and is chargeable, causing Ragnell to become engulfed in flames that become more prominent the longer it is charged. Its impressive vertical range and respectable power even when uncharged make it useful for edgeguarding, hitting recovering opponents before they can grab the edge if timed properly. When reaching full charge level, it grants super armor and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% recoil damage to him in the process. It can KO middleweights at around 150% when uncharged, and at around 55% from center stage when fully charged. The flame pillars at full charge deal more damage the closer to their base opponents are hit. A fully charged Eruption is also capable of instantaneously breaking a full shield, similar to a fully charged Shield Breaker.
Side special Quick Draw 6% (uncharged), 13% (fully charged) Kneels on one knee and readies himself to charge forward. If an opponent comes in range, Ike will perform a lunging outward slash. When fully charged, the slash is strong enough to KO middleweights at around 120%. However, it has a high ending lag if no opponent comes in range. In midair, it renders Ike helpless if he does not hit an opponent, but can still function reliably as an alternate recovery option due to the long horizontal distance it provides when charged, as well as its very low landing lag if timed properly.
Up special 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, which sees Ike throwing Ragnell directly upwards, causing it to spin before he leaps upwards to grab Ragnell, perform a spinning slash, then slash downwards to land on the ground. It covers a respectable amount of vertical distance, but almost no horizontal distance. It grants super armor when initiated and until Ike begins rising, which is longer if the move is used on the ground, while all but its first hit have transcendent priority. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hits connect due to its high total damage. The start of its descending hitbox also meteor smashes opponents, allowing it to be used for a sacrificial KO. As of the 2.0.0 update, Ike's chance of dying before the opponent during the move has been increased, making the tactic less reliable.
Down special Counter 1.2× (minimum 10%) Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash while Ragnell is covered in blue flames. It is slow for a counterattack, activating on frame 9, and has high ending lag, but is among the strongest counterattacks in the game. Additionally, due to granting Ike full intangibility on frames 8-15, it can effectively be used to retaliate against attacks one frame before its counter window.
Final Smash Great Aether 5% (hit 1), 3% (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.

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 the wind blows through his cape.
  • Side taunt: Rears back and then holds Ragnell to his side while saying "Prepare yourself!" with a smirk on his face. 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!" with a smug facial expression as the wind blows through his cape, and removes Ragnell from the ground.

Idle poses

  • Taps Ragnell's blade on his shoulder.
  • Rubs the edge of Ragnell's blade.

Victory poses

  • Left: Slashes Ragnell twice, then rests the blade on his shoulder. Path of Radiance Ike says, "Your skills were… remarkable." ("あんたの戦い、見事だった", Your combat was excellent.), while Radiant Dawn Ike says, "Don't stand in my way." ("どうして俺の前に立った", Why do you stand before me?).
  • Up: Forcefully plants Ragnell into the ground, then crosses his arms. Path of Radiance Ike says, "I submit to no one." ("誰にも、譲る気はない", I cannot yield to anyone.), while Radiant Dawn Ike says, "I must move forward." ("俺は前に進む", I move forward.).
  • Right: Performs Aether while facing the screen. Path of Radiance Ike says, "You'll get no sympathy from me." ("極めれば…誰にも負けはしない", To the end... I will not lose to anyone.), while Radiant Dawn Ike says, "I fight for my friends." ("俺には守るべき物が在る", I have things I must protect.).
An orchestral, sped-up cover of several bars of the Fire Emblem Theme, the title theme for the original Fire Emblem: Shadow Dragon and the Blade of Light, which has since become the main theme of the series and appeared in every game.

In competitive play

Starting the release, Ike was visually seen as a significantly improved character from the previous installment, where he was considered a low-mid tier character. He was then seen as a high-tier character. The game involved prominence of disjoints, which benefits Ike as he has disjoints, courtesy of Ragnell. Ike developed powerful results, especially from MkLeo. This caused him to have a powerful reception, with ZeRo, ESAM, and Mew2King designating him as a high tier character. Unfortunately, Ike has been less popular since MkLeo dropped him in favor of other characters; the general consensus is that while Ike is a good character, his gameplan is very linear and relies too much on easy to avoid moves, such as his neutral aerial. Regardless, this is considered to be his best iteration in Smash yet.

Notable players

Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.

Active

Inactive

Classic Mode: The Black-Clad Warriors

 
Ike's congratulations screen.

Ike's opponents are all fighters in black alternate costumes, referencing his rivalry with the Black Knight.

Round Opponent Stage Music Notes
1 Meta Knight   and Kirby   Fountain of Dreams Meta Knight's Revenge
2 Morton  , Greninja  , and Sonic   Spear Pillar Knight of the Wind The choice of music is a reference to both Ike and Sonic facing a foe with the Black Knight alias.
3 Dark Pit   Reset Bomb Forest Dark Pit's Theme
4 Bayonetta   Umbra Clock Tower One Of A Kind
5 Giant Mr. Game & Watch   Luigi's Mansion (Battlefield form) On the Hunt - Gloomy Manor Ver.- (Instrumental)
6 Link   and Toon Link   Bridge of Eldin Hyrule Castle (Outside)
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand.

Credits roll after completing Classic Mode. Completing it as Ike has Victory Is Near accompany the credits.

Role in World of Light

 
Finding Ike in World of Light

Although Ike does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Ike was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is one of the fighters found in the Mysterious Dimension sub-area, being an obligatory unlock before the next necessary fighter battle Meta Knight is encountered, and after Greninja has been awakened.

Fighter Battle

No. Image Name Type Power Stage Music
32 Ike
Attack
11,200 Coliseum (Ω form) Eternal Bond

Template:-

Spirits

Ike's default Fighter Spirit can be obtained by completing Classic Mode. His Fighter Spirit is also available periodically for purchase in the shop for 500 coins, or by completing a challenge (Classic Mode: KO fighters from Fire Emblem 20 times). Unlocking Ike in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Additionally, his Radiant Dawn outfit has a Fighter Spirit of its own, available through the shop. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
639 Sigurd Fire Emblem series Ike   3,800 Arena Ferox •Defense ↑ •The enemy has increased defense when the enemy's at high damage Edge of Adversity
726 Magnus Kid Icarus series Ike   4,300 Coliseum (Ω form) N/A •The enemy has super armor but moves slower
•The enemy's smash attacks have increased power
•The enemy has increased attack power
Magnus's Theme
1,328 Hero's Comrades Dragon Quest series Ike  
King Dedede  
Zero Suit Samus  
Sheik  
Robin  
Zelda  
Link  
13,300 Yggdrasil's Altar N/A •The enemy has increased melee-weapon damage and move speed
•The enemy's smash attacks have increased power
•Stamina battle
The Hero Goes Forth with a Determination Hendrik

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
641 Seliph Fire Emblem series Marth  
Ike  
3,600 Castle Siege •Defense ↑ •The enemy has increased defense when the enemy's at high damage Edge of Adversity Sigurd
653 Eirika Fire Emblem series Lucina  
Ike  
9,200 Coliseum N/A •The enemy has increased attack power
•The enemy has increased move speed
•The enemy has increased jump power
Preparing to Advance Ephraim
658 Soren Fire Emblem series Robin  
Ike  
1,800 Temple (Battlefield form) •Magic and PSI Unleashed •The enemy favors special moves
•All fighters' magic and PSI attacks have increased power
Victory Is Near Ike
659 Mist Fire Emblem series Zelda  
Ike  
3,500 Reset Bomb Forest (hazards off) •Health Recovery
•Defense ↑
•The enemy has increased defense when the enemy's at high damage
•The enemy is healed when the enemy's at high damage
Victory Is Near Ike
976 Gangster, Lady, & Policeman Hogan's Alley Wolf  
Peach  
Ike  
1,700 Tomodachi Life (Battlefield form) N/A •Defeat the main fighter to win Duck Hunt Medley Policeman

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

  • Ike is the only character who uses different voice clips in alternate costumes while still being the same person, as opposed to gender-swapping (Robin, Corrin, etc.) or becoming a completely different character (Bowser Jr.).
    • Bayonetta also uses different voice clips in her alternate costumes, though this only applies to the Japanese version of the game.
  • Ike, like Pokémon Trainer, Wii Fit Trainer, Inkling, and Byleth, is one of the few characters to have alternate costumes with different animations: Ike's Radiant Dawn alternate costume has a different defeated/No Contest animation.
  • In the segment in which Ike uses Great Aether from his character showcase video, there is an error in which his portrait displays him in his Fire Emblem: Radiant Dawn outfit despite currently being in his Fire Emblem: Path of Radiance outfit.
  • Ike's pose in his official artwork resembles the Mii Swordfighter's artwork from Super Smash Bros. 4 and his sidestep in the same game.
  • Several of Ike's new Japanese victory quotes are taken directly from his original games.
    • In his Path of Radiance costume, he can say "極めれば…誰にも負けはしない" (To the end... I will not lose to anyone.), which originally appeared during Ike's battle with the Black Knight in Chapter 27 of Path of Radiance. The line was originally translated as "My sword-fighting skills were given to me by my father. If I stay true to them, I cannot lose." Ultimate uses the pre-existing line, "You'll get no sympathy from me."
    • In his Radiant Dawn costume, he can say "どうして俺の前に立った" (Why do you stand before me?), which originally appeared when Micaiah confronted Ike in Chapter 3-13 of Radiant Dawn. The line was originally translated as "Why would you seek me out?" Ultimate translates it to "Don't stand in my way."
    • In his Radiant Dawn costume, he can also say "俺には守るべき物が在る" (I have things in which I must protect.), which originally appeared before Ike's battle with the goddess Ashera in the final chapter of Radiant Dawn, Rebirth 5. The line was originally translated as "This battle means more than any of the others because it’s for the life of every person that I’ve ever cared about." Ultimate uses the pre-existing line, "I fight for my friends."
  • Ike is the only Brawl veteran who faces Sonic as a Classic Mode opponent.
  • Ike's Classic Mode route is the only one where he does not travel to any Fire Emblem stages, nor does he fight any characters from his own series.
  • Ike's amiibo selects his Radiant Dawn alternate costume, which was the basis for the figure and his SSB4 design, by default.
    • This makes Ike the only veteran who currently has no amiibo that can scan in his default costume.
  • Both Ike's Path of Radiance and Radiant Dawn costumes use different knockout voice clips in Stamina Mode when knocked out of HP with no stock remaining. Path of Radiance Ike uses the standard KO voice clip and Radiant Dawn Ike uses the alternate KO voice clip.
    • In the Japanese version, the voice clips are reversed.
    • By extension, Ike is one of the only two characters who use their alternate KO voice clip when KO'd by reaching 0 HP, with the other being Marth.