Ike in Super Smash Bros. 4 | |
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Universe | Fire Emblem |
Other playable appearance | in Brawl |
Availability | Starter |
Final Smash | Great Aether |
Tier | E (26) |
Ike (アイク, Ike) returns as a playable character in Super Smash Bros. 4. He was announced on May 23rd, 2014, in a Director's Room Miiverse post, which was the same day that Fire Emblem: The Sacred Stones was released in North America back in 2005. Ike is once again voiced by Michihiko Hagi in the Japanese version, and by Jason Adkins in non-Japanese versions, using the same voice clips from Brawl.
Ike places at 26th on the Smash 4 tier list in mid-tier, a noticeable improvement over his 23rd placement in Brawl's low-mid-tier, making him better relative to the cast. Ike maintains his high power, but now boasts improved speed both in terms of mobility and frame data, which aids his ability to space out his opponents, as his range is still among the longest. He has decently fast and strong aerial attacks, with a quick KOing option in his back aerial, a combo tool in his neutral aerial, and an all-purpose attack in his forward aerial. His combo ability is effective, with his neutral aerial, down tilt, up throw, and down throw leading into follow-ups even at higher percents. Ike's new KO set-ups greatly lessen his reliance on reads to finish his opponents, and this is complimented by the new rage mechanic, which he can make good use of thanks to his endurance to boost his high power even further.
While Ike now has more reliable strengths, he suffers from generally the same weaknesses as in Brawl, though not as severely. His only average mobility and a lack of fast options on the ground give him a hard time against rush-down characters, and since he lacks a projectile, he has trouble against camping. His large size and high weight make him prone to combos and juggles, and his recovery, while long-distanced and benefiting from the new ledge mechanics, is still linear and easily predictable.
Overall, while Ike still has exploitable weaknesses, his strengths have allowed his notable rise on the tier list relative to the cast, and he has gained average tournament representation with notable results.
Attributes
Ike is no longer one of the slowest characters in the game, although much of his playstyle remains unchanged: a heavyweight with slow, but incredibly powerful attacks. Ike possesses average mobility. He has a slow walking speed, average dashing speed, above average air speed, low air acceleration, above average falling speed and gravity, and relatively low jumps. He is also tied for the 8th heaviest character in the game.
For a heavyweight, Ike has a good approach. His sword, Ragnell, grants him a very long, disjointed reach, being surpassed only by Shulk's Monado blade and Cloud's Buster Sword. Ike's neutral, forward, and back aerials are good approach tools, as the former has low landing lag, and the latter two deal high shield-stun due to their damage and auto-cancel in a short hop, making them safe on block. His forward aerial stands out the most, for it has decently fast start-up, moderate landing lag if not auto-cancelled, and covers a huge area in front of Ike. It is his most reliable approach option thanks to these attributes, and when spaced properly, it can make him a surprisingly difficult character to punish. His aerials' speed and range grant him the ability to pressure his foes, something that other heavyweights lack.
Also unusual for a character of his class, Ike has a strong combo game. His neutral aerial, down tilt, up throw, and down throw all send opponents into the air, leaving them vulnerable to his strong aerials, allowing him to perform short but damaging combos. Due to up throw's low knockback scaling, it can lead into his forward or up aerials even at high percentages, providing him with a few invaluable KO set-ups. Forward aerial is also a good combo tool; if auto-cancelled properly, it can chain into itself up to three times at mid-percents, racking up roughly 35% damage.
Ike's KO power is fearsome. His smash attacks are among the strongest of their kinds, and he boasts the fifth strongest forward smash in the game. Both forward and up smashes have long reach, having utility against both grounded and aerial opponents. Up smash covers a wide arc around Ike and has a large amount of active frames, making it a deadly option at the ledge and a good option for punishing rolls. While these moves suffer from large amounts of start-up and ending lag, Ike is not reliant on them to KO. His forward and back aerials are quick and strong, giving him safe KOing options in neutral, unlike other heavyweights, and he also has his aforementioned KO set-ups off of his up throw. Ike has an effective edge-guarding game, both due to his powerful forward and back aerials with their range and power, a powerful spike in down air, and his neutral special, Eruption, which is chargeable, powerful, and has a huge hitbox, making it terrifying against opponents aiming their recoveries to the ledge. Furthermore, with his excellent endurance, he can make great use of the rage mechanic, boosting his already strong power.
However, Ike is not without flaws. Though not particularly slow, Ike is still susceptible to rush-down characters, notably Sheik and Sonic. His size, weight, and falling speed leave him vulnerable to combos, and he lacks any moves that can reliably break them. As he is a melee-fighter, Ike has no projectile, putting him at a disadvantage against camping tactics. Aside from shield-grabbing, Ike has no effective out of shield options due to the start-up of his moves, and so he has difficulty relieving pressure at times. While Ike's aerials give him a decent approach in the air, his grounded approach is comparatively poor, as none of his grounded attacks are particularly fast, making his approach overall predictable. His aerials also require proper spacing and timing to be effective, as they can be punished if misused since they have noticeable ending lag.
Ike's recovery also poses an issue. Though long-distanced, it is highly predictable. Quick Draw must be charged to travel farther, making it highly telegraphed, as it is completely linear. Aether covers good vertical height, but very little horizontal distance, and because it is invariable suicide if Ike performs it too far from the ledge, it is also telegraphed. Unless Quick Draw hits an opponent, it leaves him helpless, and so by default, Ike cannot use his two recovery options in tandem. Since Ike completely lacks a diagonal recovery method, he is vulnerable to semi-spikes.
With custom moves on, Ike does gain some benefits. Furious Eruption and Tempest improve his already good edge-guarding ability. Furious Eruption is stronger, has more vertical distance and launches foes upwards, making it very good on stages with low ceilings. Tempest charges faster and generates a windbox that pushes opponents far and is able to gimp recoveries. Tempest also stalls Ike in the air which can aid Ike's recovery if used correctly. Close Combat has Priority allowing it to ignore projectiles and shields which helps Ike when recovering. Aether Drive grants him a diagonal recovery that he previously lacked at the the cost of losing his only means of vertical recovery. Paralyzing Counter allows Ike to stun the opponent allowing for a follow-up attack, at the cost of his counter being significantly weaker.
Overall, Ike's strengths allow him to overcome his weaknesses. With range, power, and effective combos, Ike is a viable character, and while his predictable recovery and susceptibility to combos, juggles, and camping are noticeable, these can be worked around with careful play, as shown by players such as Ryo.
Changes from Brawl
Ike received a mix of buffs and nerfs in the transition from Brawl to SSB4, but is considered to be heavily buffed overall after game updates. His attack speed is noticeably faster; in particular, his forward aerial has decreased start-up and auto-cancels in a short-hop, and, combined with its range, gives Ike a very reliable approach option. Most of his aerials have significantly reduced landing lag as well. His mobility has been improved, with a quicker dash speed and considerably faster air speed. As such, Ike has a better neutral game than in Brawl. He also benefits from universal gameplay changes. The removal of hitstun cancelling gives him a more effective combo game, with his down tilt, up throw, and down throw easily comboing into aerials at a variety of percentages. The new ledge mechanics aid his recovery greatly, as Aether was very susceptible to edge-hogging in Brawl. Lastly, the introduction to rage boosts Ike's already high power, and his strong endurance allows him to make great use of the mechanic.
However, Ike has received a few notable nerfs. His incredible range has been toned down, though it remains among the longest in the game. To compensate for his increased attack speed, many of his moves deal less damage and weaker knockback, with his down tilt dealing 8%, down from 14%. Ike no longer has an effective jab cancel, which he made extensive use of in Brawl. Aside from Counter, his specials have been nerfed, with Eruption being the most notable, as it deals less damage and knockback, and only gives super armor when fully charged. His aerials have lost their transcendent priority, and this is a double-edged sword: while Ike can clash and cancel out other moves, his aerials are less effective approach options, aside from forward aerial.
Though Ike's initial tournament representation was poor, it has improved over time as he received many buffs in game patches, though he still has a relatively small playerbase. With the efforts of dedicated mains like Ryo, Ike currently has average representation and above average results.
Aesthetics
- Rather than using his design from Fire Emblem: Path of Radiance as was the case in Brawl, his design is now based on his appearance in Path of Radiance's sequel, Radiant Dawn. His eyes are also smaller and less anime-esque.
- Due to his new design, Ike is much taller than he was in Brawl, and is now taller than Marth. In Brawl, Ike was shorter than Marth.
- Moves that involve the use of flames (Eruption and Great Aether) have changed to be a blue color, which matches his Japanese title as the "Hero of the Blue Flames" as well as his empowerment by the goddess Yune during the climax of Radiant Dawn.
- If Eruption is charged to the point where Ike takes recoil damage, he will remain silent during the attack.
Attributes
- Ike is heavier improving his endurance but making him easier to combo (105 → 107).
- Ike walks slower (0.88 → 0.869).
- Ike dashes faster (1.371 → 1.5).
- Ike's air speed was increased (0.9212 → 1.08).
- Ike's double jump has greater vertical height.
- Ike's jumpsquat is 1 frame slower (6 frames → 7).
- The majority of Ike's attacks have less reach because of reduced hitbox sizes and altered placements.
Ground attacks
- Neutral attack transitions into its later hits faster.
- Neutral attack deals 5% less damage (16% → 11%) and hits 1 and 2 have increased cooldown (interruptibility frame 17 → 24 (hit 1), interruptibility frame 20 → 28 (hit 2)), the latter of which takes away his effective jab cancel. Hit 1 has slightly slower start-up (frame 3 → 4), and hit 3 has lost all of its KOing potential.
- Dash attack deals 6% more damage (8% → 14%), has reduced start-up (frame 18 → 15) and increased knockback growth (70 → 78). The attack has a new 9% late hitbox, which lasts 3 extra frames with strength that still overtakes the previous dash attack's knockback (70 base/70 growth → 60/100).
- Forward tilt has reduced start-up (frame 17 → 13) with significantly less cooldown (interruptibility frame 56 → 42).
- Forward tilt deals 2.5% less damage (15% → 12.5%) and decreased knockback (38 base/100 growth → 30/97).
- Up tilt deals 2% more damage (12% → 14%), has reduced start-up (frame 13 → 11) and slightly less cooldown (interruptibility fram 50 → 48).
- Up tilt has decreased base knockback (70 → 50), KOing 20% later. The weak hit also has reduced active frames (14 frames → 8).
- Down tilt has significantly reduced start-up (frame 16 → 7) with drastically less cooldown (interruptibility frame 55 → 29). All hitboxes have a consistent 80° trajectory, which grants Ike reliable follow-ups at low to medium percents.
- Down tilt deals 6% less damage (14% → 8%) and can no longer meteor smash.
- Forward smash has an additional active frame, increasing its reliability against aerial opponents.
- Forward smash is weaker (50 base/100 growth → 40/90), going from the second strongest forward smash in Brawl to the fifth strongest forward smash in SSB4. It also has increased cooldown (interruptibility frame 80 → 84).
- Down smash and Up smash no longer have transcendent priority, and combined with Ike's reduced range, makes these moves overall less useful.
- Down smash deals 1% more damage (13%/16% → 14%/17%) with increased base knockback (30 → 40). It also sends opponents at a more horizontal angle.
- The late hit of down smash's second swing has reduced active frames (9 frames → 3).
- Up smash has more knockback growth (85 → 86).
Aerial attacks
- All aerials no longer have transcendent priority, which allows them to cancel out non-transcendent projectiles, but overall hurts his approaching options.
- Forward, back, up, and down aerials have reduced landing lag (22 frames → 18 (forward), 22 frames → 19 (back), 19 frames → 16 (up), 29 frames → 23 (down)).
- Neutral aerial has reduced start-up (frame 15 → 12) and less cooldown in the air (interruptibility frame 76 → 60). This allows Ike to successfully recover if a player accidentally presses the attack button while being pushed offstage.
- Neutral aerial has a sourspot at the end that deals 6% damage. It also has 1 frame of extra landing lag (13 frames → 14).
- Forward aerial has a new animation with increased range above Ike, but decreased range below him.
- Forward aerial has significantly reduced start-up (frame 18 → 12), less aerial cooldown (interruptibility frame 60 → 55) and can now auto-cancel from a short hop.
- Forward aerial deals 1% less damage (13% → 12%) but its base knockback has been compensated (20 → 30).
- Up aerial has reduced start-up (frame 15 → 13).
- Up aerial deals 3% less damage (14% → 11%), which notably reduces its KOing potential. Its knockback was not compensated enough (40 base/100 growth → 55/94), though it still remains one of the strongest up aerials in SSB4.
- Down aerial deals 1% less damage (16% → 15%) with reduced based knockback (40 → 30), has a non-meteor sourspot, and has lost its lingering hitbox.
Throws/other attacks
- Ike's grabs have increased cooldown (30 frames → 32 (standing), 40 frames → 41 (dash), 36 frames → 39 (pivot)).
- Dash grab comes out 2 frames faster.
- Pivot grab comes out 2 frames slower.
- All throws deal 1% more damage (6% → 7%).
- Forward throw has increased knockback.
- Back throw has increased knockback, which no longer allows Ike to follow up with a dash attack.
- Up throw has reduced cooldown, making it an effective combo starter.
- The removal of hitstun cancelling increases down throw and up throw's follow-up capabilities from zero to medium percents.
Special moves
- An uncharged Eruption deals 1% more damage (9% → 10%). Ike is also able to release a fully charged Eruption without taking any recoil damage and Eruption reaches the fully charged stage faster.
- The first eight stages of Eruption deal much less damage and a fully charged one deals 2% less damage (37% → 35%) at the bottom. Eruption deals significantly less knockback overall, resulting in it no longer scoring one-hit KOs and now KOing around 50%-100%. An uncharged Eruption has also lost its super armor frames.
- Quick Draw has less start-up and landing lag, increased knockback (50 base/88 growth → 70/88), covers more distance and no longer leaves Ike in a helpless state for a short amount of time when it hits an opponent.
- Quick Draw deals 3% less damage (9%/16% → 6%/13%) and its ending lag without hitting anyone is significantly increased, no longer allowing Ike to follow up with an attack immediately after dashing.
- Aether deals 5% less damage (25% → 20%) and has less super armor frames (frames 18-38 → 18-21). It can now only meteor smash at the start of the descent and can no longer grab edges from behind.
- Aether no longer sends Ike forwards without player input. In Brawl, it would send him a short distance forwards.
- Counter comes out faster.
- Counter has new sound effects.
- Great Aether deals 18% less damage (78% → 60%).
Update history
Ike has been heavily buffed via game updates. The most notable buffs were brought about by update 1.0.8, which gave some of his ground attacks and aerial attacks reduced lag, and in some cases, more power. This has lead to many players such as ZeRo to say he is either the best mid-tier character or the worst high-tier character. The increased shieldstun in update 1.1.1 also helps Ike's sluggish attacks by making them safer on shield, though this comes at the slight price of his out of shield options becoming slightly more situational.
- Neutral attack's last hit comes out one frame earlier: frame 9 → 8. This makes all three hits connect more reliably.
- Forward tilt's ending lag decreased.
- Down tilt deals 1% more damage: 7% → 8%.
- Down tilt's ending lag decreased.
- Down tilt now launches the opponent vertically instead of horizontally, allowing for additional follow-ups.
- Down tilt's range decreased.
- Down smash's horizontal knockback increased.
- Forward aerial's animation speed increased.
- Forward aerial's hitboxes' sizes increased by about 10%.
- Down aerial's hitbox size increased.
- Back aerial deals 1% more damage: 13% → 14%.
- Some of Great Aether's hitboxes are now 24% further away from Ike.
- Fixed a glitch where Aether Drive behaved erratically while performed in slow motion.
- Counter's knockback growth increased: 74 → 100.
- Neutral attack has been improved. It now transitions faster and the last hit now hits above Ike, matching its animation.
- Forward tilt's damage outputs altered due to now having one hitbox instead of three: 14% → 12.5% (sweetspot), 12% → 12.5% (sourspot).
- Forward tilt's start-up decreased: 15 frames → 12.
- Up tilt's hitbox lasts longer and its vertical reach increased.
- Dash attack deals 4% more damage : 10% → 14% (sweetspot), 7% → 11% (sourspot), 5% → 9% (late).
- Dash attack's knockback increased, sweetspot's reach increased and it launches opponents at a more horizontal angle, making it a reliable KOing option.
- Dash attack's start-up decreased: 18 frames → 15.
- Neutral aerial's landing lag decreased: 16 frames → 14.
- Up aerial's landing lag decreased: 18 frames → 15.
- Forward aerial's hitbox placements have been improved. It hits better above and below Ike and has 2 less frames of start-up.
- Forward aerial's landing lag decreased: 20 frames → 18.
- Down aerial's landing lag decreased: 26 frames → 23.
- All variations of Quick Draw have 3 frames less of start-up: 19 frames → 16.
- Aether's suction properties have been altered in some way.
- Up aerial's knockback altered: 40 (base)/100 (growth) → 55/94.
- Down throw's collateral hitbox moved forward: -7.0u → -5.0u.
- Smash Counter's knockback altered: 48 (base)/100 (growth) → 90/70.
- Uncharged Tempest deals 4% more damage: 1% → 5%. Its hitboxes also last 2 more frames and the move ends 4 frames faster.
- Charged and fully charged Tempest's initial windboxes last 2 frames longer and are adjusted slightly backward. Later ones last 3 frames longer and the move ends 4 and 2 frames sooner, respectively.
- Furious Eruption's sweetspot size increased: 7.0u → 8.5u (uncharged), 8.0u → 10.0u (charged), 10u → 12.5u (fully charged). It has also been adjusted upward.
- Furious Eruption's other hitboxes' durations have been adjusted: 12 frames → 15 (uncharged second), 16 frames → 19 (charged second), 16 frames → 19 (fully charged second).
- Furious Eruption's first hitbox's duration decreased: 12 → 10 (uncharged), 16 → 14 (fully charged).
- Fully charged Furious Eruption's sourspot size increased: 15u → 16u. It has also been adjusted upward.
- Third victory animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.
Moveset
Name | Damage | Description | ||
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Neutral attack | 3% | A jab followed by forward kick followed by an overhead slash. It has moderate knockback, but is unable to KO at reasonable percents. Ike's fastest attack, as it starts at frame 4, with the forward kick and overhead slash providing a surprising amount of range. A decent out of shield option. | ||
3% | ||||
5% | ||||
Forward tilt | 12.5% | Ike leans forward and swings Ragnell outward horizontally in a similar manner to his Side special. It has impressive range, making it a good spacing tool. Moderately slow start-up and cool down but deals good knockback. Its power is incredible, and is a viable KO option. Can be angled. | ||
Up tilt | 14% (clean), 10% (late) | Ike holds Ragnell parallel to the ground and extends his arm upward as he before a short hopping motion. Although it has moderate cooldown, it has good vertical range, decent speed, and numerous active frames. Like his forward tilt, this tilt is a very powerful KOing option move, even more so for a tilt, as it usually KOs around 100%. | ||
Down tilt | 8% | An inward horizontal sweep across the ground with one hand. At frame 7, it is Ike's second fastest ground attack with good range and decent cooldown. One of Ike's best combo starters with its 80° trajectory. Moderate knockback scaling hurts its combo ability above medium percents, but will never realistically KO either. Good for edge-guarding as it can hit opponents on the ledge. | ||
Dash attack | 14% (clean tip), 11% (clean blade), 9% (late) | Ike swings Ragnell upwards after charging forwards. One of the slower dash attacks in the game due to it coming out on frame 15, but it has very impressive range and deals high knockback capable of KOing around 110% when sweetspotted. It can be used to efficiently punish missed techs from a back throw or to cover poor landings, though it has a considerable amount of cooldown. | ||
Forward smash | 19% (early), 22% (clean blade), 17% (clean tip) | Ike slowly heaves Ragnell over his head before striking with a heavy downwards slash. It is the fifth strongest forward smash in SSB4, while it was previously the second strongest in Brawl. By far one of the slowest forward smashes in the game in both start-up and cooldown. While under the rage mechanic, it can KO nearly as its early as its Brawl version. It has high knockback growth, making it almost guaranteed to score a KO if it lands. Although it works best when telegraphing the opponent, the move itself is easily telegraphed too, making it easy to dodge or punish after blocking it. | ||
Up smash | 17% (clean), 10% (late) | Ike holds Ragnell on his right hand before swinging it 180° over himself. Hits on both sides with very high knockback but slow start-up and cool down (though not as drastic as his forward smash). A reliable KOing option against aerial or rolling opponent, but extremely punishable after being blocked or whiffed. Better at punishing rolls than his down smash because of its much larger range. | ||
Down smash | 14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) | Ike does downward slash in front of himself and then behind himself. The first hit has powerful horizontal knockback, while the second hit deals more damage and knockback. Decent for hitting rolling opponents, though his up smash is better suited for this. Ike's fastest smash attack in start-up, although somewhat lacking compared to his other smashes in knockback if the front hit connects. The short range on the back swing also makes it hard to hit rolling opponents and suffers from punishable cooldown like his other smashes. A good KOing option near the edge. | ||
Neutral aerial | 9% (clean), 6% (late) | Starting from above and in-front, Ike swings Ragnell in an arcing motion around his body which ends behind him. Large amount of active frames and low landing lag makes this one of Ike's better spacing options despite its lower range. Its wide arc that covers almost 360 degrees, 70 degree knockback trajectory, low base knockback and low landing makes it great for combos into grabs, tilts and aerials depending on percent. Has moderate start-up at 12 frames with very high cool down in the air. | ||
Forward aerial | 12% | An overhead swing downwards that covers the entirety of Ike's front. Capable of hitting above and below, it has decently fast start-up for its high power. Has moderate landing lag but is capable of auto cancelling in a non fast fall short hop. | ||
Back aerial | 14% | Ike swings Ragnell horizontally behind him with incredible speed. This is Ike's fastest aerial at frame 7 and performs greatly with RAR due to its high KO potential. Impressive range but has a narrow hitbox with little active frames and has very long aerial cooldown. Has moderate landing lag at 19 frames, although it can be auto-cancelled from a short hop. | ||
Up aerial | 11% | Ike swings Ragnell in a helicopter motion above his head. Lots of active frames with good horizontal coverage, but a narrow vertical hitbox. High KOing potential, especially while under the rage mechanic because of its high base knockback. The hitbox starts behind Ike. | ||
Down aerial | 15% | Ike performs a downward slash between his legs. Ike's slowest aerial in regards to start-up, due to only having two active frames. It also has limited horizontal range, but impressive range below Ike. A very powerful meteor smash when hit with Ragnell's tip during the initial downward swing. Moderately high cooldown and moderately high landing lag. | ||
Grab | — | An average grab. | ||
Pummel | 3% | Headbutts opponent. Despite its somewhat slow speed, it is one of the best pummels in the game due to its damage output. | ||
Forward throw | 3% (hit 1), 4% (throw) | Ike front kicks his opponent forward. It provides virtually no follow-ups unless a foe is thrown off-stage. | ||
Back throw | 3% (hit 1), 4% (throw) | Shoves the target behind him and reverse roundhouse kicks. At medium percents, if an opponent does not tech, the throw can combo into a dash attack. Launches the opponent at a semi-spike angle, making it reliable for an edge-guard at high percents. | ||
Up throw | 3% (hit 1), 4% (throw) | Ike shoves Ragnell into the ground and performs an upward double axe handle to launch the opponent into the air. Has moderate base knockback with low scaling at a 87° trajectory. Has good combo potential and can set up into aerials, most notably forward aerial until high percents due to its large vertical hitbox and KOing potential. | ||
Down throw | 3% (hit 1), 4% (throw) | Ike throws the target to the ground and performs a double foot stomp onto them. Has moderate base knockback at an 80° trajectory with very high scaling. Possesses decent combo potential at low percents and while its high scaling makes it Ike's strongest throw, it will not realistically start to KO up until 160% while under the rage mechanic. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Ike does a rising, spinning slash. | ||
Floor attack (back) Floor getups (back) |
7% | Ike swings Ragnell around his body. | ||
Floor attack (trip) Floor getups (trip) |
5% | Ike does circular swing while getting up. | ||
Edge attack Edge getups |
8% | |||
Neutral special | Default | Eruption | 10% (uncharged), 35%/28%/26% (fully charged bottom/middle/top) | Ike charges Ragnell before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Ike receives 10% recoil damage. The uncharged tip of the blade can meteor smash. High vertical range which increases as the move charges. Uncharged has a longer downward reach until fully charged. At fully charged the move gives super armor frames upon release. Good for edge-guarding. Has transcendent priority. When fully charged, it can KO as low as 45%. |
Custom 1 | Tempest | 5% (uncharged), 8% (ground fully charged), 14% (air fully charged) | Instead of fire, Ike generates a vortex of air around him, generating a windbox that pushes enemies away. Stalls if used in the air which can help recover if used correctly. Excellent for edge-guarding. Tempest also charges faster than the other variations of Eruption. | |
Custom 2 | Furious Eruption | 7% (uncharged), 27%/20% (ground fully charged bottom/top), 32%/25% (air fully charged bottom/top) | The vertical hitbox of the pillar of fire is larger, especially when charged, but Ike takes 10% recoil damage when charged halfway, and 15% recoil damage when it's fully charged. The move stays out a few frames longer than standard Eruption. Fully charged, the move kills earlier than standard Eruption and knocks them up, vertically with great power. Has transcendent priority. When fully charged, it can KO as low as 30%. | |
Side special | Default | Quick Draw | 6% uncharged, 13% charged | Ike charges himself and then rushes forward upon releasing the charge. If Ike comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. The charge can be held indefinitely. If Ike does not hit, the move has long ending lag. Failing to hit while in midair causes Ike to become helpless. |
Custom 1 | Close Combat | 4% uncharged and fully charged, 7% fully charged (far) | Ike performs a shoulder tackle that dashes through opponents rather than slashing the first object he comes in contact with. Deals less damage and opponents are launched upwards. During the dash, Ike is given transcendent priority. Better for recovery than the default version. | |
Custom 2 | Unyielding Blade | 7% uncharged, 19% fully charged | Deals more damage and Ike has super armor for the duration of the charge and the lunge, but both its range and the speed are decreased. | |
Up special | Default | Aether | 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 6% (landing) | Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits and trapping foes. Then Ike jumps up and grabs Ragnell, followed by a downward slash. Ike has four frames of super armor starting on frame 18 and ends on frame 21. It offers poor horizontal recovery, but respectable vertical distance and can spike foes if used correctly. All hitboxes except the initial one have trascendent priority, along with its custom specials. |
Custom 1 | Aether Drive | 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2), 5% (descent), 9% (landing) | Ike can throw Ragnell much farther out, but not as high. It offers much greater horizontal recovery at the cost of some vertical recovery. | |
Custom 2 | Aether Wave | 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing) | Ike releases a shockwave when he slams Ragnell into the ground, but the entire attack deals less damage overall. The entire attack animation is also significantly sped up, which results in little trapping potential. | |
Down special | Default | Counter | 1.2x damage of countered attacks, 10% minimum | Ike holds up Ragnell in a reverse gripped parry position. If Ike is hit shortly after the move begins, he strikes back. Start-up: Frame 9. Duration: 26 frames. |
Custom 1 | Paralyzing Counter | 1% (base) | Ike's counter stuns the opponent, allowing for a follow-up attack. The stun duration is longer the higher the opponent's damage percent. However, it has a narrower hit window. Start-up: frame 11. Duration: 13 frames. | |
Custom 2 | Smash Counter | 9% (base) Roughly 1.5x damage of countered attacks, 15% minimum | When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and knockback and produces a larger hitbox. Due to the delay of this move, opponents can easily avoid it, especially if used in the air, so it is best used against moves that have a lot of endlag. Start-up: frame 11. Duration: 27 frames. | |
Final Smash | Great Aether | 5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17) | Ike performs a fiery upward slash with Ragnell. If he catches anyone, Ike throws Ragnell into the air along with the opponent, jumps after them, catches Ragnell, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line. |
On-screen appearance
- Warps onto the stage using warp magic with a grunt and slashes Ragnell for a brief moment.
File:Battle Entrance (Ike).jpg |
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Taunts
- Up taunt: Charges up Ragnell with wind blowing through his cape, grunting loudly.
- Side taunt: Holds out Ragnell to his side and says "Prepare yourself!" (覚悟しろ。, Get prepared.)
- Down taunt: Slams Ragnell into the ground with a "Hmph", before removing it. Wind also blows through his cape.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Taps Ragnell on his shoulder.
- Rubs the edge of Ragnell.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | We Like Ike! | Ike-u! |
Pitch | Group chant | Group chant |
Victory poses
- Forcefully plants Ragnell into the ground, then folds his arms, saying "You'll get no sympathy from me."
- Slashes Ragnell twice and puts it on his shoulder, saying "I fight for my friends."
- Performs Aether while facing the screen.
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Ike | 2222 | 2122 | 2212 | 2232 | 3222 |
3122 | 3212 | 3232 | 2111 | 3111 |
Notable Players
Trophies
- Ike
- One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, played a huge part in restoring the fallen nation of Crimea, and taken on the Begnion Emprire, Ike is rightly called a hero. And he has the strength to go with that title. One good swing of his blade can launch even the heaviest of fighters.
- Ike (Alt.)
- Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!
- Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, so even though it leaves you open, it's a real winner. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire that hits anyone nearby. If you charge it too long, though, you'll hurt yourself, so be careful!
- Great Aether
- Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
- Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks his target into the air with an upward swing, and then they're stuck there as he strikes again and again. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
- IkeAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- All-Star Battle: Brawl: Ike is one of the opponents fought in this event. All opponents debut in Brawl, and reappear in Smash 4.
- The Ultimate Swordsman: Ike must defeat the other swordfighters, Link, Marth, Meta Knight, Toon Link, both male and female Robins, and Shulk in 8-Player Smash.
Co-op Events
- Mirror Magic: Ike and Lucina must defeat Ganondorf, who is aided by Giant Metal Dark Ike and Lucina.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Ike's amiibo.
Using Counter against Little Mac's Straight Lunge.
Ike with a female Villager.
An idle Ike, wielding Ragnell.
Ike battling Samus.
Alongside fellow Fire Emblem representative Marth.
Aboard the Halberd.
In the 3DS version, launching Samus and Sheik.
On the Balloon Fight stage, attacked by the fish.
Ike using a Rocket Belt on the Find Mii stage.
Ike with a male Robin.
Trivia
- Ike is the only Fire Emblem character in the Super Smash Bros. series who does not have an up smash that is a quick upwards stab, a neutral aerial that can hit twice, nor a backflipping slash for an up aerial.
- Prior to the release of the game, Ike's Eruption flames were colored orange as in Brawl before being changed to blue flames upon release, in order to fit his in-game title from his origin game, "Hero of Blue Flames".
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 |