Super Smash Bros. 4

Ike (SSB4)

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This article is about Ike's appearance in Super Smash Bros. 4. For the character in other contexts, see Ike.
Ike
in Super Smash Bros. 4
Ike
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Brawl


Availability Starter
Final Smash Great Aether
Ike (SSB4)

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.

Attributes

Ike is no longer one of the slowest characters in the game, although much of his playstyle remains unchanged: he still fights the same way he did in Brawl, a heavyweight with slow, but incredibly powerful attacks. He has been buffed in areas to compliment his aforementioned fighting style, with him having much better mobility than before along his ground and air speeds, as well as his jumps, being improved. In addition, some of his attacks have reduced start-up and ending lag but deal less damage to compensate, improving some of his moves such as his Counter and aerials, giving him new combo potential while toning down some of the overwhelming power he possessed in the previous game. His smash attacks, however, have been virtually unchanged: they are still some of the strongest smash attacks in the game and punishable if whiffed or used without consideration. Due to this, Ike still mainly relies on reads in order to KO his opponents with his smash attacks.

Ike's combo game has also greatly improved, with his down tilt, neutral air, down, and up throws being excellent combo starters, as they combo into his aerials and tilts. With these combos at Ike's disposal, he can easily rack damage on his opponent and lead into a KO if his opponent is not careful.

While his specials, except for his Counter, were nerfed, they still have their uses. Eruption, while losing its Super Armor frames when uncharged, is mainly used for edge-guarding and can put Ike's opponent at a tough spot as it gains more vertical height as Ike charges. Quick Draw is stronger, has faster start-up, less landing lag and is not only a recovery move, but a faster alternative to running and can quickly catch up to Ike's opponents if they DI away. Aether is Ike's main recovery move. Aether is a mainly vertical, multi-hitting move that can clip through stages to deal extra damage on Ike's opponents. It can also spike opponents that are stuck in it throughout the duration of this move. Aether retains its Super Armor frames, although it has less than before. Counter allows Ike to attack his opponents back if they hit him throughout the duration of it. Depending on how strong the hit, Ike will attack back with 1.2x the damage and can KO the opponent if the opponent's attack is powerful enough. Ike can still get grabbed during the Counter and can be punished if the opponent reads Ike and successfully baits it.

Ike is one of the more potent edge-guarders in the game, with Eruption and his forward aerial being good options against predictable recoveries and the introduction of edge-stealing allows him to effectively use his fast and strong back aerial to get early KOs. The additional landing lag for air dodging allows Ike to threaten and punish bad decisions with his strong attacks. As a heavy character, he also benefits from the rage mechanic, increasing his already strong knockback even further and allowing him to survive many attacks with proper DI even at high percentages.

Despite Ike's increased speed, he still is heavily outmatched by the game's faster characters, mainly Sonic and Zero Suit Samus, which is a very common problem amongst heavyweights. If Ike doesn't play safer and fight these opponents with caution, they can easily deal quick and easy damage on him, leading to an early KO. Ike has troubles dealing with fast characters due to not having many fast moves or good out of shield punishes.

With custom moves on, Ike does gain some benefit, Furious Eruption and Tempest improve his already good edgeguarding 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 another horizontal recovery at the the cost of vertical distance. Paralyzing Counter allows Ike stun the opponent allowing for a follow-up attack, at the cost of his counter being significantly weaker.

Beginning with the 1.0.4 update, Ike was buffed further due to all of his standard non-smash ground attacks (except for up tilt and dash attack) and his forward, down and back air attacks being improved, the latter of which further improved his combo game. Additionally, his down tilt received better followup utility despite its reduced range, and his forward and down air attacks had their hitboxes enlarged. With the 1.0.8 update, Ike was buffed even further due to many of his attacks having reduced lag and improved hitbox placements as well as his dash attack now dealing high knockback.

Changes from Brawl

Ike initially received a mix of buffs and nerfs in the transition from Brawl to SSB4. Although Ike retains his raw power, most of his attacks have been weakened. To further compound this, his attacks now have shorter range. He also lost his effective jab cancel and thus, an effective way to rack up damage. However, these nerfs are largely mitigated by the significant improvements to his combo game and recovery options, lessened lag (start-up, ending and landing) to most of his attacks, and his successful adaptation to the general gameplay changes brought about by SSB4. Ike saw even further improvement via game updates, particularly from updates 1.0.4 and 1.0.8, as the buffs he received from them further mitigated his nerfs while also accentuating some of the buffs he initially received, such as his improved down tilt, forward air and dash attack. As a result, Ike's vast improvement has seen him go from being initially viewed as somewhat worse than he was in Brawl to being viewed by professionals such as ZeRo as either the best mid-tier character or the worst high-tier character among the cast as of update 1.1.0.

Aesthetics

  • Change 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.
  • Change Moves that involve the use of flames (Eruption and Great Aether) have changed to be a blue color, which match 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.

Attributes

  • Buff Ike is slightly heavier (105 → 107).
  • Nerf Ike walks slightly slower (0.88 → 0.869).
  • Buff Ike dashes faster (1.371 → 1.5). A fairly fast dash for a heavyweight.
  • Buff Ike's air speed was increased (0.9212 → 1.08).
  • Buff Ike's double jump has greater vertical height.
  • Nerf The majority of Ike's attacks have less reach because of reduced hitbox sizes and altered placements.

Ground attacks

  • Nerf Jab 1 and 2 have increased cool down (jab 1 IASA frame 17 → 24 and jab 2 IASA frame 20 → 28) which takes away his effective jab cancel. Additionally, jab 1 has increased start-up (frame 3 → 4).
  • Nerf Neutral attack deals 5% less damage overall (11% → 16%) and the final hit has lost all of its KO power.
  • Buff Neutral attack transitions into its later hits faster.
  • Buff Dash attack has reduced start-up (frame 18 → 15) deals 6% more damage (8% → 14%) which drastically strengthens its knockback alongside increased growth (70 → 78). The attack has a new 9% late hitbox which lasts 3 extra frames with strength that still overtakes the old dash attack (70 base/70 growth → 60/100).
  • Buff Forward tilt has moderately reduced start-up (frame 17 → 13) with significantly less cool down (IASA frame 56 → 42).
  • Nerf Forward tilt deals 2.5% less damage (15% → 12.5%) with decreased knockback (38 base/100 growth → 30/97).
  • Buff Up tilt has reduced start-up (frame 13 → 11), slightly less cool down (IASA 50 → 48) and deals 2% more damage (12% → 14%).
  • Nerf Up tilt has decreased base knockback (70 → 50), KOing 20% later. The weak hit also has reduced active frames (14 frames → 8 frames)
  • Buff Down tilt has significantly reduced start-up (frame 16 → 7) with drastically less cool down (IASA frame 55 → 29). All hitboxes have a consistent 80 degree trajectory, allowing Ike to have potential follow ups at lower percent.
  • Nerf Down tilt deals 6% less damage (14% → 8%) and can no longer meteor smash.
  • Buff Forward smash has an additional active frame, increasing its reliability against aerial opponents.
  • Nerf Forward smash is weaker (50 base/100 growth → 40/90), going from the 2nd strongest forward smash in Brawl to the 5th strongest forward smash in SSB4. It also has increased cool down (IASA frame 80 → 84).
  • Buff Down smash deals 1% more damage (13%/17% → 14%/18%) with increased base knockback (30 → 40). It also sends opponents at a more horizontal angle.
  • Nerf The late hit of down smash's second swing has reduced active frames (9 frames → 3 frames).
  • Buff Up smash has very slightly more knockback growth (85 → 86).

Aerial attacks

  • Buff Every aerial except neutral aerial has reduced landing lag (forward aerial: 22 frames → 18, back aerial: 22 frames → 19, up aerial: 19 frames → 16 and down aerial: 29 frames → 23).
  • Buff Neutral aerial has reduced start-up (frame 15 → 12) and less cool down in the air (IASA frame 76 → 60), allowing Ike to successfully recover if a player accidentally presses A while being pushed off stage.
  • Nerf Neutral aerial has a sourspot at the end dealing 6% damage. It also has 1 frame extra landing lag (13 frames → 14 frames).
  • Change Forward aerial has a new animation with increased range above Ike but decreased range below.
  • Buff Forward aerial has significantly reduced start-up (frame 18 → 12), less cool down in the air (IASA frame 60 → 55) and can now auto-cancel in a short hop.
  • Nerf Forward aerial deals 1% less damage (13% → 12%), however its knockback has been compensated (20 base → 30).
  • Buff Up aerial has reduced start-up (frame 15 → 13).
  • Nerf Up aerial deals 3% less damage (14% → 11%) which notably reduces its KO power. Its knockback wasn't compensated enough (40 base/100 growth → 55/94), however it still remains as one the strongest up airs in SSB4.
  • Nerf 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.

Grabs and throws

  • Nerf Ike's grabs have increased cool down (standing grab 30 → 32 frames, dash grab 40 → 41 frames and pivot grab 36 → 39 frames).
  • Buff Dash grab comes out 2 frames faster.
  • Nerf Pivot grab comes out 2 frames slower.
  • Buff All throws deal 1% more damage (6% → 7%).
  • Change Forward throw has increased knockback.
  • Nerf Back throw has increased knockback, no longer allowing Ike to follow up with a dash attack.
  • Buff Up throw has reduced cool down, making it an effective combo starter.
  • Buff The removal of hitstun cancelling increases down throw and up throws follow-up capabilities from zero to mid percentages.

Special moves

  • Buff An uncharged Eruption deals 1% more damage (9% → 10%). Also, Ike is able to release a fully charged Eruption without taking any recoil damage and Eruption reaches the fully charged stage faster.
  • Nerf 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 overall significantly less knockback (can no longer One-hit KO, and now KOing around 50-100%) and an uncharged Eruption has lost its super armor frames.
  • Buff Quick Draw has less start-up and landing lag, increased knockback (50 base/88 growth → 70/88), no longer leaves Ike in a helpless state for a short amount of time when it hits an opponent and covers a greater distance.
  • Nerf 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.
  • Buff Counter comes out faster.
  • Nerf Aether deals 5% less damage (25% → 20%) and has less super armor frames (frame 18-38 → 18-21). It can now only meteor smash at the start of the descent and can no longer grab edges from behind.
  • Change Aether no longer sends Ike forwards without player input. In Brawl, it would send him a short distance forwards.
  • Change Counter has a new sound.
  • Nerf Great Aether deals 18% less total damage (78 → 60%).

Update history

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff Jab 3 hits on frame 8 instead on 9, making all three hits for his neutral jab connect more reliably.
  • Buff Forward tilt has reduced ending lag.
  • Buff Down tilt does 1% more damage (7% → 8%).
  • Buff Down tilt also has slightly reduced ending lag.
  • Buff Down tilt now knocks the opponent vertically instead of horizontally, allowing for additional follow ups.
  • Nerf Down tilt has slightly reduced range.
  • Buff Down smash has a more horizontal knockback.
  • Buff Forward air's animation is much faster overall.
  • Buff Forward air's hitboxes are also about 10% larger.
  • Buff Down air has a larger hitbox.
  • Buff Back air does 1% more damage (13% → 14%).
  • Change Some of the hitboxes in Great Aether are now 24% further away from Ike.

Super Smash Bros. 4 1.0.6

  • Bug fix Aether Drive now behaves normally when in slow motion.
  • Buff Counter is stronger.

Super Smash Bros. 4 1.0.8

  • Buff Jab improved; it now transitions faster and the third hit now hits above Ike, matching it's animation.
  • Buff Forward tilt has reduced start-up (15 frames → 12-13 frames).
  • Change Forward tilt has now only one hitbox, instead of three (Sweetspot: 14% → 12.5%. Sourspot: 12% → 12.5%).
  • Buff Up tilt has a longer lasting hitbox and more vertical reach.
  • Buff Dash attack deals more damage (Sweetspot: 10% → 14%. Sourspot: 7% → 11 % and 5% → 9%), knockback and sends opponents at a more horizontal angle, making it another reliable KOing option. It also has less start-up (18 frames → 14-15 frames) and the sweetspot has more reach.
  • Buff Neutral air has less landing lag (18 frames → 15 frames).
  • Buff Up air has less landing lag (19 frames → 16 frames).
  • Buff Forward air has improved hitbox placements. It hits better above and below Ike and has 2 less frames of start-up.
  • Buff Forward air has less landing lag (20 frames → 19 frames).
  • Buff Down air has less landing lag (27 frames → 24 frames).
  • Buff All variations of Quick Draw have less start-up (19 frames → 16 frames).
  • Change The suction properties of Aether were tweaked in some way.

Super Smash Bros. 4 1.1.0

  • Nerf Up aerial's knockback growth reduced (100 → 94).
  • Buff Up aerial's base knockback increased (40 → 55).
  • Change Down throw's collateral hitbox moved forward (-7.0u → -5.0u).

Moveset

  Name Damage Description
Neutral attack   3% Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback. One of Ike's fastest moves.
3%
5%
Forward tilt   12.5% Ike swings Ragnell horizontally. Can be angled and decent for spacing. Deals moderate knockback; has slight ending and starting lag. Good KO option near the edge at around 115%.
Up tilt   14% (clean), 10% (late) An upward slash, which starts from the ground. The hitbox stays out for a while. Has good vertical range and is a very powerful KO option at around 100%. Has some endlag and startlag.
Down tilt   8% A quick low, sweeping slash. Incredibly fast for Ike's slower moveset, making it good for spacing. One of Ike's best combo starters as this move also launches opponents upwards allowing for good combo potential at low to mid percentages.
Dash attack   14% (clean tip), 11% (clean blade), 9% (late) Ike swings Ragnell upward after charging forward. This attack has some delay before coming out, and Ike speeds up once he swings Ragnell. Deals high knockback and a good finishing option if one does not expect it, but punishable if telegraphed.
Forward smash   19% (early), 22% (clean blade), 17% (clean tip) Ike performs a very powerful overhead swing. It is one of the strongest forward smashes in the game, although it is not as strong as it was in Brawl, where it was the second strongest forward smash while it is now the fifth strongest in SSB4. The move starts with Ike slowly heaving Ragnell over his head before striking with a heavy downwards slash, and it is one of the slowest forward smashes in the game, startup and endlag wise. At high rage, it can KO nearly as its early as its Brawl version. It has extremely high base knockback, making it almost guaranteed to take a stock if it lands. A wickedly powerful finishing move if the player telegraphs the opponent, but easily telegraphed too, making this attack easy to dodge. Decent for edgeguarding.
Up smash   17% (clean), 10% (late) Ike holds Ragnell on his left, before heaving it in a wide arc over himself, slamming Ragnell to his right. Hits on both sides. Has high knockback similar to his forward smash; however this move is weaker but much faster startup wise, and possesses a huge range which hits both left and right. A reliable KO move against aerial or rolling foes, but the endlag makes it punishable. Better at punishing rolls than his down smash because of its much larger range. Has trascendent priority.
Down smash   14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) Ike does a stab in front of him with powerful horizontal knockback, then behind him after a pause. The second hit behind Ike deals more damage and knockback. Decent for hitting rolling opponents, though his up smash is better suited for this. Ike's fastest and least sluggish smash attack, 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 endlag like his other smashes. A good finisher near the edge. Has trascendent priority.
Neutral aerial   9% (clean), 6% (late) After a brief pause, Ike swings Ragnell in a circular motion around himself. Large arc range and low endlag makes this one of Ike's better spacing options. This move is also great for combos into grabs, tilts, aerials and even down smash at lower percents. Has trascendent priority.
Forward aerial   12% A powerful, overhead swing downwards. Relatively fast and powerful enough to KO at high percentages, though it has a brief beginning pause like most of Ike's aerials. Slight endlag unless auto cancelled from a short hop. Has trascendent priority.
Back aerial   14% Ike lashes out with a backwards slash with lightning fast speed. Has a narrow hitbox making it hard to hit short foes, but extremely fast startup (6 frames) for Ike's slower moveset, easily able to surprise opponents while being extremely powerful to boot. Suffers from harsh aerial endlag, however. This move can be auto cancelled from a short hop. Good KO option on stage at around 120%. Has trascendent priority.
Up aerial   11% Ike swings Ragnell in a helicopter motion above his head. Narrow vertical hitbox, but stays out for some time. Powerful like his other aerials, and also suffers from endlag. Starts quickly behind Ike. Has trascendent priority.
Down aerial   15% A brief pause, then a hard downwards swing. A very powerful meteor smash when hit with the blade of the sword during the initial downward swing. No longer has a lasting hitbox like in Brawl. Long endlag. Has trascendent priority.
Grab   An average grab.
Pummel   3% Headbutts opponent. A bit slow, but powerful for a pummel of its speed. One of the best pummels in the game.
Forward throw   3% (hit 1), 4% (throw) Ike kicks his opponent forward. Virtually no follow ups unless a foe is thrown off stage.
Back throw   3% (hit 1), 4% (throw) Roundhouse kicks the foe backward. At mid percents, if an opponent does not tech, the throw can combo into dash attack. Sends at a semi-spike angle, making it reliable for an edgeguard at high percents.
Up throw   3% (hit 1), 4% (throw) Ike knocks his foe upwards by punching them with his fists cupped together. Knockback is not very dependent on damage. Can combo into a forward aerial, up aerial and Aether, but lighter characters can DI out of the latter. At higher percents near the edge, it can combo into a forward aerial for a KO.
Down throw   3% (hit 1), 4% (throw) After throwing a foe on the ground, Ike jumps on the victim. At low percentages, this can be followed by Aether and all of his aerials. At mid percents, it becomes much more difficult to combo with. Ike's strongest throw, but doesn't KO until extremely high percentages (140 - 160%, depending on the character's weight, the stage and Ike's rage).
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Ike does a rising spin 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 untill fully charged. At fully charged the move gives super armor frames upon release. Good for edgeguarding. Has trascendent priority. Can KO as low as 45%.
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. Stalls if used in the air which can help recover if used correctly. Excellent for edgeguarding. 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 trascendent priority. Can KO as low as 30%.
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 4% uncharged and fully charged, 7% fully charged (far) Ike shoulder tackles and dashes through fighters rather than slashing the first object he comes in contact with. Deals less damage and damaged fighters are launched upwards. During the dash Ike is given trascendent 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 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 at the start of the move. It offers poor horizontal recovery, but good 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 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. Startup: Frame 9. Duration: 26 frames.
Custom 1 Paralyzing Counter 1% (base) Ike's counter stuns the opponent, allowing for a follow up attack. However, it has a narrower hit window. the higher the foe's percent, the longer the stun. Startup: 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 as well as a larger hitbox. Due to the delay of this move opponents can easily avoid it, especially if used in the air, so it's best used against moves that have a lot of endlag. Startup: 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 uppercut with Ragnell. If he catches anyone, Ike throws his blade into the air along with the opponents, 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.

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.

Idle Poses

  • Taps Ragnell on his shoulder.
  • Rubs the edge of Ragnell.

On-Screen Appearance

Warps onto the stage using warp magic with a grunt and slashes Ragnell for a brief moment.

Victory Fanfare

This victory theme is a small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series. It is shared with Marth, Robin, Lucina, and Roy.

Victory Poses

  • Forcefully plants Ragnell into the ground, then folds his arms, saying "You'll get no sympathy from me."
  • Slashes Ragnell twice, saying "I fight for my friends."
  • Performs Aether while facing the screen.

In Competitive Play

Official Custom Moveset Project

Character Custom sets available
Ike (SSB4) Ike 2222 2122 2212 2232 3222
3122 3212 3232 2111 3111

Notable Players

Alternate costumes

Ike Palette (SSB4).png
Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4) Ike (SSB4)

Trophies

Ike
Ntsc 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.
GameCube: Fire Emblem: Path of Radiance (10/2005)
Wii: Fire Emblem: Radiant Dawn (11/2007)
Ike (Alt.)
Ntsc 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!
Pal 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!
GameCube: Fire Emblem: Path of Radiance (10/2005)
Wii: Fire Emblem: Radiant Dawn (11/2007)
Great Aether
Ntsc 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!
Pal Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks his target into the air with an upward swing, and then they're stuck there as he strikes again and again. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!

In Event Matches

Solo Events

Co-op Events

Gallery

Trivia

  • Ike is the only character representing the Fire Emblem universe in all Super Smash Bros. games that does not have an up smash that is a quick upwards stab, nor a neutral aerial that can hit twice. He is also the only Fire Emblem fighter to use an arm and leg to attack (in his neutral combo), excluding Marth, Lucina, and Roy's pummels.
  • Prior to the release of the game, Ike's Eruption flames were their Brawl colour of orange before being changed to blue flames upon release, in order to fit his ingame title from his origin game, "Hero of Blue Flames".
  • Ike has the most trascendent priority attacks of any Fire Emblem character, with 13.