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 in 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 forward tilt 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.

Additionally, while his range was nerfed, Ike still has among the best reach in the game, with only a few characters like Shulk outclassing him in this aspect. This means he can still effectively space out opponents with his far reaching moves like forward tilt and forward air, perhaps even better than before because of the significant buffs to his attack speed.

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.

Changes from Brawl

Ike initially received a mix of buffs and nerfs in the transition from Brawl to SSB4, but has been buffed overall as of Update 1.1.1. 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. While Ike's tournament representation was initially poor, the many buffs he received in balance patches have gradually improved his representation (for instance, being used by more players in The Big House 5 than many top-tier characters).

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. His eyes are also smaller and less anime like.
  • 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 Ike's Jumpsquat is 1 frame slower (6 frames → 7 frames).
  • Nerf The majority of Ike's attacks have less reach because of reduced hitbox sizes and altered placements.

Ground attacks

  • Buff Neutral attack transitions into its later hits faster.
  • Nerf Neutral attack deals less damage (16% → 11%), hits 1 and 2 have increased cool down (hit 1: IASA 17 → 24, hit 2: IASA 20 → 28) 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 KO power.
  • 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 good follow ups at low to mid percents.
  • 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 has lost its transcendent priority which allows Ike to cancel out non transcendent projectiles.
  • 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 of the strongest up aerials 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.

Throws/other attacks

  • 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 new sound effects.
  • Nerf Great Aether deals 18% less total damage (78 → 60%).

Update history

Ike has been considerably buffed in patches. The most notable game update is 1.0.8 which gave some of his ground attacks and aerials reduced lag, and in some cases, more power. This has lead to many professional Smashers such as ZeRo to say he is either the best mid-tier character or the lowest ranked high-tier character. The changes on the shield mechanics in 1.1.0 and 1.1.1 also notably benefit Ike, as his high hitlag moves combined with the shieldstun increase are able to heavily damage a shield easier, though this comes at the slight price of his out of shield options becoming slightly more situational.

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).

Super Smash Bros. 4 1.1.1

  • Nerf Smash Counter has decreased knockback growth (100 → 70).
  • Buff Smash Counter has increased base knockback (48 → 90).
  • Buff Tempest uncharged does damage 5% from 1%, the hitboxes last 2 more frames, and the move ends 4 frames faster.
  • Buff Tempest charged initial windboxes last 2 frames longer and are adjusted slightly backwards; later ones last 3 frames longer total, move ends 4 frames faster.
  • Buff Tempest max charge initial windboxes last 2 frames longer and are slightly adjusted backwards; later ones last 3 frames longer total, move ends 2 frames faster.
  • Buff Furious Eruption uncharged sweetspot size 7.0u → 8.5u, adjusted upwards, first hitbox lasts 10 frames from 12, second hitbox lasts 15 frames from 12.
  • Buff Furious Eruption charged sweetspot size 8.0u → 10.0u, adjusted upwards, first hitbox lasts 14 frames from 16, second hitbox lasts 19 frames from 16.
  • Nerf Furious Eruption max charged first hitbox frame duration decreased (16 → 14).
  • Buff Furious Eruption max charged sweetspot size 10u → 12.5u, adjusted upwards, sourspot size 15u → 16u, adjusted upwards,second hitbox lasts 19 frames from 16.
  • Change Ike's third victory animation has been changed slightly.

Moveset

  Name Damage Description
Neutral attack   3% A punch, step-forward kick with an overhead slash finisher that has moderate knockback, but unable to KO at reasonable percents. Ike's fastest attack starting at frame 4, with the step-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 horizontally with impressive range, making it a good spacing tool. Moderately slow start-up and cool down but deals good knockback and is a viable KO option. Can be angled.
Up tilt   14% (clean), 10% (late) Ike holds Ragnell parallel to the ground and quickly lifts it above his head in a bunny hop motion. Has good vertical range, lots of active frames and is a very powerful KO move for a tilt (usually killing at around 100%). Decently fast with moderate cool down.
Down tilt   8% A slash across the ground. At frame 7, it's Ike's 2nd fastest ground attack with good range and decent cool down. One of Ike's best combo starters with its 80 degree trajectory. Moderate knockback scaling hurts its combo ability above mid percents but will never realistically KO either. Good for edgeguarding 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 coming out on frame 15 but deals high knockback capable of KO'ing around 110% when sweetspotted, and has very impressive range. Large amount of cool down. Can be used to efficiently punish missed techs from a back throw or to cover poor landings.
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 (as opposed to the second strongest in Brawl). By far one of the slowest forward smashes in the game in both start-up and cool down. 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 or punish on block.
Up smash   17% (clean), 10% (late) Ike holds Ragnell on his left before swinging it 180 degrees 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 KO move against aerial or rolling foes, but extremely punishable on block or whiff. 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 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 cool-down like his other smashes. A good finisher near the edge. Has trascendent priority.
Neutral aerial   9% (clean), 6% (late) Starting from above and in-front, Ike swings Ragnell in an arc 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 cool down. 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 KO potential, especially with with rage because of its high base knockback. The hitbox starts behind Ike.
Down aerial   15% Ike thrusts Ragnell downwards underneath him. Ike's slowest aerial in start-up with very few active frames (only 2), limited horizontal range but impressive range below Ike. A very powerful meteor smash when hit with Ragnell's blade during the initial downward swing. Moderately high cool down and moderately high landing lag.
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) Shoves the target behind him and kicks them. 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 shoves Ragnell into the ground and uppercuts the target into the air. Has moderate base knockback with low scaling at a 87 degree trajectory. Has good combo potential and can set up into aerials, most notably forward aerial until high percentages due to its large vertical hitbox and KO power.
Down throw   3% (hit 1), 4% (throw) Ike throws the target to the ground and stomps on them. Has moderate base knockback at a 80 degree trajectory with very high scaling. Decent combo potential at low percent alone but its high scaling makes it Ike's strongest throw (however it won't realistically start to KO up until 160% with 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 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 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.

Cheer

We-Like-Ike!

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".