Ike (PM)
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Ike in Project M and Project+ | |
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File:SJS ike.png | |
Universe | Fire Emblem |
Base game appearance | Brawl |
Ike is a playable character in the Brawl mod Project M. As Ike's first (and as of yet only) appearance in the series is as a fighter in Brawl, his general speed has been significantly increased to fit Project M's mechanics. In particular, Ike has had his combo starting abilities buffed, from his more versatile quick-draw to his low lag back aerial and quick up aerial.
Attributes
Changes from Brawl to PM
Ike has experienced many buffs in general, in accordance with Project M's goal of creating a balanced cast of characters.
The general amount of landing lag Ike experiences has been reduced.
All Ike's tilts have been sped up, notably his up tilt.
Dash attack deals higher damage and has a more vertical trajectory.
Both shield stun and shield damage have been greatly improved.
Second hit of down smash is now activated by another button press, but it is now a linking attack akin to Toon Link's d-smash from Brawl, dealing more damage and being better at KOing backwards.
A fully charged Eruption now acts much like Roy's Flare Blade: it does 50% damage with OHKO potential, plus a semi-spike trajectory.
Ike can now jump or wall jump out of a Quick Draw. He can only jump out of a Quick Draw begun from the ground, but he can wall jump out of it as long as he meets the normal wall jumping requirements. He can only wall jump twice before landing.
Ike is no longer put into a helpless state if he connects with Quick Draw in midair.
Quick Draw can no longer be held indefinitely, but Ike can now charge it past the "ding" point: a fully charged one makes Ike flash red and becomes a very quick flaming dash that covers most stages entirely. While he does small damage with no knockback to enemies he passes through, hitting with a well-timed attack will cause 50% damage, paralyze foes and make the screen flash red, and afterwards they will be OHKOed off the top.
The gaps in the hitbox of Aether have been filled, allowing Aether to flow and combo better than before. In addition, the amount of horizontal distance Ike can travel with Aether has been increased, improving his recovery.
Counter starts quicker and can be jump-canceled eighteen frames after (and only if) Ike counters an attack.
The super armor on the startup of Aether has been reduced to light armor.
Quick Draw now goes through an opponent by default and Ike will only attack upon a special button press, while holding the attack button will make him auto-attack like in Brawl.
Eruption and Great Aether now have blue flame effects rather than red.
Ike's attacks have sweet spots that vary around his base, hilt, and arm, with the hilt being most effective.
Revisions
2.1
Ike cannot grab the ledge backwards after a certain point during his Up-B
Ike's Quick Draw OHKO now cannot cause a permanent color tint
2.5
Ike's Run is slightly slower but the start of his Dash is significantly faster, improving quick pivots and his jump cancel slide
Ike's Dash to Run transition is slightly faster
Ike's Weight is put back to vBrawl weight (a slight decrease in weight)
Ike's tip hitboxes on Up Tilt, Down Tilt, Neutral Air, and Up Air send more horizontally like other tips do rather than more vertically
Ike's Neutral/Forward/Back/Up/Down Air body hitboxes adjusted to be smaller in size like his ground attacks to aid in landing the hilt sweetspot
Ike's Dash Attack hitbox priority adjusted; tip no longer hits so often over the others
Ike's Dash Attack animation adjusted to have the forward movement at more appropriate parts, and also does not raise the sword quite as high. Now capable of Boost Up Smashing and Boost Turn Grabbing
Ike's Dash Attack weak hit duration decreased slightly
Ike's Up Tilt has slightly less base knockback and more growth, strong hit reaches higher, and weak hit duration reduced
Ike's Down Tilt hits slightly faster, and the hilt sweetspot meteors while the rest of the attack sends upward
Ike's Forward Air hit duration adjusted, average damage slightly decreased, base knockback decreased, and growth increased significantly emphasizing the sweetspot
Ike's Down Air spike on the hilt sweetspot sends slightly outward like other spikes do to be outside meteor trajectory range
Ike's Side B is jump cancelable on the 3rd frame of the dash, and uncharged covers less distance
Ike's Up Air early hitboxes slightly decreased in base knockback
Ike's Standing Grab range reduced slightly
Ike's non-fully charged Neutral B hitboxes and graphical effects reduced in size a bit, armor duration adjusted, and super armor changed to knockback-based armor; it can be broken through at KOing %
Ike's Side B wall jump can only be performed twice per airtime
Ike's Up B sword throw and glow animation cleaned up to match each other better, Ike's movement during the jump smoothed out, and aerial Up B decreased in height a bit
Ike's Forward Smash hitboxes begin slightly later in the animation, and base knockback decreased a bit
Ike's Jab 3 base knockback decreased a bit
Ike's non-tip hitboxes are now slightly more damaging and stronger at the hilt, while being slightly less so on the others
Ike's Jab 3, Up Tilt, Forward/Up/Down Smash, and Down Air weak hit now follow the tip/middle/hilt system for damage
Ike's Forward Tilt has slightly less base knockback and more growth, and IASA is slightly later
Ike's Down Smash base knockback is slightly lower on 1st hit and higher on the 2nd
Ike's Neutral Air late hit is weaker, sends at a more horizontal angle, and has a slightly shorter hit duration
Ike's Up Air hitbox priority adjusted to normal tip/middle/hilt spacing
Ike's Forward Throw animation touched up a bit to look better, and has less base knockback and more growth
Ike's Back Throw releases slightly faster, slightly decreased in base knockback, and trajectory is a bit higher
Ike's Up Throw endlag slightly increased, and knockback growth increased
Ike's Down Throw base knockback slightly decreased, and growth greatly increased
Ike's Up B hitboxes reworked with new knockback stacking mechanics, and armor duration reduced to be during the time he is crouching before jumping
Ike's Neutral B graphical effects are now blue
2.6
New faster neutral air
D-tilt sped up
Up B covers more horizontal distance
2.6b
Jab3 comes out slightly faster
Down Tilt knockback, damage, hitbox placement, and angle adjusted to be a more useful move
Down Smash1's knockback growth has been slightly increased and its base knockback has been slightly decreased
Down Smash2's knockback growth has been slightly increased
Neutral Air is significantly faster and has more base knockback
Forward Air base knockback slightly increased
Standing Grab box and animation adjusted to be slightly more outward
Up B air mobility starts sooner, allowing more overall horizontal distance
Up B height slightly adjusted between what 2.5 and 2.1 were
Up Throw's knockback growth reverted to 2.1
Neutral B supercharged hitboxes and armor end sooner
Aerial Side B speed charge gain is slightly less per frame
Down Tilt comes out slightly earlier and is interruptible sooner
3.0
Down Tilt IASAs slightly later
Moveset
Up to date as of version 3.01.
Name | Damage | Description | |
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Neutral attack | Punch, Kick, Sword | 4%, 3%, 6% (7% sweet, 5% sour) | Ike throws out his left fist, kicks forward, and swings Ragnell down. |
Forward tilt | Power Slash | 13% (15% sweet, 11% sour) | With his arms together, Ike quickly swings his sword from left to right. Takes a bit to recover from. |
Up tilt | Vertical Thrust | 10% (12% sweet, 8% sour) | Ike hops up while keeping Ragnell straight, making it thrust upwards. Decent as a punish to juggle at low percents; useful at higher percentages too. |
Down tilt | Low Sweep | 12% (14% sweet, 10% sour) | Ike swings low and trips the opponent. Can be interrupted farily short and knocks the opponent back at middle-percentages. |
Dash attack | Lunge | 12% (14% sweet, 10% sour) | Ike takes a step and shifts Ragnell to his other side with a swing. |
Forward smash | Forward Smash | 22% (25% sweet, 18% sour) | Ike twirls Ragnell behind him before forcefully sending it down with all his strength. |
Up smash | Overhead Swing | 19% (22% sweet, 16% sour) | Ragnell is swung in an arc that covers both his sides and overhead. Sends the opponent upward |
Down smash | Double Slice | 1st hit: 14% (16% sweet, 16% sour 2nd hit: 13% (15% sweet, 11% sour) |
Ike bends low before swinging Ragnell by the ground. Press attack again to follow up behind him. |
Neutral aerial | Air Swipe | 10% (11% sweet, 8% sour) | A 270-degree slice, starting from above him to his back. Sends opponents at an angle depending on Ragnell's position |
Forward aerial | Forward Chop | 13% (16% sweet, 10% sour) | An overhead chop that can send opponents backwards. |
Back aerial | Back Slash | 5% (17% sweet, 12% sour) | Ike quickly swings behind him with great reach. Works like most other back aerials. |
Up aerial | Spinning | 11% (15% sweet, 9% sour) | Ike slowly twirls Ragnell above his head. Useful for ceiling KOs. |
Down aerial | Sword Drop | 9% (14% sweet, 7% sour) | In a similar motion to his f-air, he swings below him. Has spike properties. |
Grab | — | ||
Pummel | Headbutt | 3% | Ike forces his head into his victim. |
Forward throw | Forward kick | 6% | Ike punts the opponent into the distance. Works best with a follow-up. |
Back throw | Toss away | 6% | Ike throws the opponent back before quickly kicking them away. |
Up throw | Mighty Punch | 6% | Throwing his sword in the ground, Ike unleashes an uppercut. Has a sharp knockback growth that renders the move useless at mid-percentages. |
Down throw | Stomp | 6% | Ike throws the opponent on the ground and jumps on them. |
Floor attack (front) | 6% | Ike spins around with Ragnell, hitting slightly higher behind him and then lower as he goes around. | |
Floor attack (back) | 6% | Ike swings his blade behind him before slicing forward. | |
Floor attack (trip) | 5% | Ike spins with Ragnell. This time, it is more leveled. | |
Edge attack (fast) | 8% | Ike leaps up and spins upward with Ragnell. | |
Edge attack (slow) | 10% | Ike slowly climbs up to swing in front of him. | |
Neutral special | Eruption | 10%-34%, 50% fully charged | Ike holds Ragnell above him before slamming it into the ground. A fully charged special damages himself and instantly kills any opponent in range. Also useful for edgeguarding opponents coming from below with a sweet spot at the tip. |
Side special | Quick Draw | Normal: 9% (12% sweet, 7% sour)(fixed at 12% after ding) Overcharged: 25% (27% sweet, 23% sour) Flames: 4% Timed: 50% fully charged |
Ike readies a stance to charge at his opponent. The maximum distance can be heard with a ring, but can be overcharged. Overcharging allows for more damage and distance. Any opponent he passes when he turns red takes damage. The player can press B to swing when Ike is charging, or can hold A to function automatically like Brawl; Ike can simply jump out of it as well. Can OHKO if fully charged AND timed properly. Leaves Ike helpless if he falls off. |
Up special | Aether | 8% first hit, 2% flipping (four times), 3% down swing, 6% landing | Ike tosses his sword into the air to catch it before flipping back to earth. Any opponents caught at the start will be knocked up. |
Down special | Counter | 1.2 multiplier (1.5 sweet, .5 sour) | Ike brings Ragnell close to him. If attacked in the middle of his flash, he counters with his own swing. Ike does not take damage when hit, instead that damage is used to determine how much he does. Sweetspotting this move results in an explosion. |
Final Smash | Great Aether | 64%-78% | Ike becomes invincible and swings his sword in front of him and anybody who he hits is sent upward. He then leaps into the air, slashes the character(s) seven times with his sword aflame, kicks them twice, slashes them four more times, and knocks them downward with a powerful finishing blow with a large explosion that sends the trapped opponent(s) and any opponent that happens to be too close upwards. |
In competitive play
Notable players
Trivia
- Ike will perform an automatic down taunt after hitting with a fully charged Quick Draw.
- Eruption's new blue flames technically use the aura effect as opposed to the flame effect. While this is mostly a purely cosmetic change to match Ike's origins more (as only Lucario gains any effect from aura attacks), it does mean the move won't react to Flame stickers, can't thaw frozen characters, doesn't instantly detonate Blast Boxes, and can kill Red Pikmin.
External links
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |