Ike (SSB4)
Ike in Super Smash Bros. 4 | |
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Universe | Fire Emblem |
Other playable appearance | in Brawl |
Availability | Starter |
Final Smash | Great Aether |
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. Fire Emblem: The Sacred Stones was released the same day in North America in 2005. Rather than using his design from Fire Emblem: Path of Radiance as was the case in Brawl, his design here is based on his appearance in the game's sequel, Radiant Dawn.
Changes from Brawl
Ike has buffed mobility and attack speed at the cost of less power and reach.
Aesthetics
- Most of his moves that involve flames have changed to be a blue color, rather than a red color.
Attributes
- Ike is slightly heavier.
- Ike dashes faster.
- Ike has improved air speed.
- Double jump has greater vertical height.
- The majority of Ike's attacks have less reach because of reduced hitbox sizes and altered placements.
Ground attacks
- Neutral attack hits 1 frame later, deals 5% less damage and has lost all KO power.
- The initial hits of neutral attack have fewer interruptibility frames, taking away his effective jab cancel.
- Dash attack deals 3% more damage and is stronger at the tip, and does 1% damage at the base.
- Forward tilt has reduced start-up and less cool down.
- Forward tilt deals less damage and knockback.
- Up tilt has reduced start-up, deals 2% more damage and is stronger.
- Down tilt is significantly faster with less cool down.
- Down tilt deals 6% less damage and can no longer meteor smash opponents, knocking upwards or horizontally depending upon hit.
- Forward smash has a more active hitbox, increasing its reliability against aerial opponents.
- Forward smash is much weaker.
- Down smash deals 1% more damage and is stronger.
- Up smash is slightly stronger.
Aerial attacks
- Neutral aerial has reduced start-up.
- Neutral aerial has slightly more landing lag and now has a sourspot at the end dealing 6% damage.
- Forward aerial has reduced start-up and can now auto-cancel in a short hop. It also has less landing lag.
- Forward aerial has a less active hitbox, less reach below Ike and deals 1% less damage.
- Back aerial has less landing lag.
- Up aerial is slightly faster and has less landing lag.
- Up aerial deals 3% less damage and is weaker.
- Down aerial deals 1% less damage, has an added sour-spot and has lost its lingering hitbox.
Throws/other attacks
- All throws deal 1% more damage.
Special moves
- When using Eruption, Ragnell will now shine when it has reached its full power before becoming completely charged, providing an indication of when to release it without suffering recoil damage.
- Eruption deals less damage and is weaker.
- An uncharged Eruption has lost its super armor frames.
- Quick Draw no longer leaves Ike in a helpless state when it hits an opponent, has less landing lag overall, and covers a greater distance.
- Quick Draw is weaker and its ending lag without hitting anyone is significantly increased, no longer allowing Ike to follow up with an attack immediately after dashing.
- Counter comes out faster.
- Aether deals 5% less damage and can no longer grab edges from behind. It can now only meteor at the start of the descent.
- Great Aether's total damage has been lowered from 78% to 60%.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback. | ||
3% | ||||
5% | ||||
Forward tilt | 14% (blade), 12% (hilt) | Ike swings Ragnell horizontally. Can be angled. | ||
Up tilt | 14% (clean), 10% (late) | An upward slash, which starts from the ground. Has good vertical range. | ||
Down tilt | 8% | A low, sweeping slash. | ||
Dash attack | 10% (clean tip), 8% (clean blade), 5% (late) | Ike swings Ragnell upward after charging forward. This attack has some delay before coming out. | ||
Forward smash | 19% (early), 22% (clean blade), 17% (clean tip) | Ike preforms a very powerful overhead swing. It has some delay before beginning to charge, and it has long ending lag. However, it has very high KO potential at low percentages. | ||
Up smash | 17% (clean), 10% (late) | Ike swings Ragnell in an arc above his head. | ||
Down smash | 14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) | Ike slashes in front and then in back. Somewhat difficult to land, and both hits land on the same fighter only under certain circumstances. Can be good for surprising. | ||
Neutral aerial | 9% (clean), 6% (late) | Ike swings in a circular motion around himself. | ||
Forward aerial | 12% | A powerful, overhead swing. Has a somewhat short delay, but a long ending lag. | ||
Back aerial | 14% | Ike quickly swings Ragnell backward. Has a narrow hitbox, but comes out very fast. | ||
Up aerial | 11% | Ike swings Ragnell in a helicopter motion above his head. Hitbox stays out for some time. | ||
Down aerial | 15% | A downward swing. Unless the hit lands on near the hilt, this attack is a meteor smash. | ||
Grab | — | An average grab. | ||
Pummel | 3% | Headbutts opponent. | ||
Forward throw | 3% (hit 1), 4% (throw) | Ike tosses his opponent forward. | ||
Back throw | 3% (hit 1), 4% (throw) | Kicks foe backward. | ||
Up throw | 3% (hit 1), 4% (throw) | Ike throws foe upward. Knockback is not very dependent on damage. | ||
Down throw | 3% (hit 1), 4% (throw) | After throwing foe on the ground, Ike jumps on victim. At low percentages, this can be followed by Aether. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | |||
Floor attack (back) Floor getups (back) |
7% | |||
Floor attack (trip) Floor getups (trip) |
5% | |||
Edge attack Edge getups |
8% | |||
Neutral special | Default | Eruption | 9% (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. |
Custom 1 | Tempest | 1% (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. | |
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 15% recoil damage when it's fully charged. | |
Side special | Default | Quick Draw | 6% uncharged, 13% charged | Ike charges, and rushes forward upon releasing. If Ike comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. Charge can be held indefinitely. If Ike does not hit, the move has long ending lag. Failing to hit while airborne causes Ike to become helpless. |
Custom 1 | Close Combat | Ike hits and dashes through fighters rather than slashing the first object he comes in contact with. Deals less damage and damaged fighters are launched upwards. | ||
Custom 2 | Unyielding Blade | Ike has super armor for the duration of the charge and the lunge but both range and the speed are shorter. | ||
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 slam. Ike has super armor for most of the move's duration. It offers poor horizontal recovery. |
Custom 1 | Aether Dive | 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2), 5% (descent), 9% (landing) | Ike can throw his sword much further, but not as high. This moves 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) | Releases a wave when Ike slams the ground, but the entire attack deals less damage overall. The entire attack animation is also significantly sped up with little trapping potential. | |
Down special | Default | Counter | 1.2x damage of countered attacks, 10% minimum | Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back. |
Custom 1 | Paralyzing Counter | 1% (base) | Ike's counter stuns the opponent, allowing for a follow up attack. | |
Custom 2 | Smash Counter | 9% (base) | When the Counter is triggered, Ike will perform a counterattack after a delay rather than instantly, but the attack deals more damage and has a larger hitbox. | |
Final Smash | Great Aether | 5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17) |
Alternate costumes
Trophies
Trophy Descriptions
Ike's regular trophy can be obtained by completing Classic Mode with him and his alternative trophy can be obtained by completing All-Star mode with him (3DS version) or purchasing it at the Trophy shop (Wii U version).
- Ike
- NA: One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
- PAL: 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!
- IkeAllStarTrophy3DS.png
Alt.
Gallery
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, avoiding the fish.
Ike using a Rocket Belt on the Find Mii stage.
Ike with a male Robin.
Fighters in Super Smash Bros. 4 | |
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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 | |
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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 |