in Super Smash Bros. 4
|Other playable appearances||in Brawl|
|Final Smash||Great Aether|
Ike (アイク, Ike) is a playable character in Super Smash Bros. 4. His return to the series was announced in a Director's Room Miiverse post on May 23rd, 2014, which coincided with the ninth anniversary of the North American release of Fire Emblem: The Sacred Stones.
Jason Adkins and Michihiko Hagi reprise their roles as Ike's voice actors in the English and Japanese versions, respectively, albeit via recycled voice clips from Super Smash Bros. Brawl.
Ike is ranked 40th out of 55 on the tier list, placing him near the top of the E tier. This is a moderate drop from his placement in Brawl, where he was ranked 23rd out of 38. In addition to largely retaining his renowned power and range, Ike's overall mobility has noticeably improved, thanks to his faster dashing and air speeds, and higher double jump. His frame data has also fairly improved, with the most obvious improvements being his tilts and aerials. He also benefits from the changes to gameplay mechanics: rage supplements his power; the changes to hitstun canceling have made his up and down throws into very useful combo starters; and the updated edge mechanics supplement his recovery.
However, Ike has received some nerfs, and he also retains his flaws from Brawl. His jab cancel, which was perhaps his best damage-racking option in the previous game, is now extremely situational due to his neutral attack’s higher overall lag. His high weight renders his overall mobility as below-average at best in spite of its improvements, making him vulnerable to rushdowns and combos. His lack of any projectile also leaves him susceptible to camping. Ike also has very few sufficiently fast moves (with jab and back aerial being some of his only moves that come out faster than frame 10), as well as high ending lag in many attacks. In return for Ike’s attacks having better frame data overall, most of them have significantly decreased knockback, slightly lower damage output, and shorter range. His already large hurtbox is slightly taller. Finally, Ike’s recovery is still predictable and linear, making it vulnerable to attacks when ascending.
Ike is a heavyweight, being tied with Wario as the eighth heaviest character in SSB4. Unsurprisingly, he has below-average walking speed and air acceleration; slightly below-average dashing speed; above-average falling speed, air speed and gravity; and a low jump and double jump.
Ike's good approach is a noticeable divergence from the heavyweight archetype, though it is a trait shared with his fellow heavyweight swordsmen Shulk and Cloud. His sword, Ragnell, grants him a very long and disjointed range that is surpassed only by Shulk's Monado and Cloud's Buster Sword. Neutral, forward and back aerials are good approach options: in addition to their ability to auto-cancel with a short hop, the former has low landing lag, whereas the latter two are safe on shield thanks to their high shieldstun. Forward aerial, in particular, boasts a good damage output, high knockback growth, and large range in front of Ike. Aside from being his most reliable approach option because of these traits, it also makes him a surprisingly difficult character to punish when it is used properly. In addition, his aerials' speed and ranges make him capable at pressuring opponents.
Ike's combo game consists of numerous moves that are able to flow consistently with each other up to medium percentages. His down tilt, SHFF'd neutral aerial, up throw and down throw all launch opponents at favorable angles, allowing him to follow up with his aerials and thus perform short, yet impressively damaging combos. Up throw is particularly notable, as its low knockback growth enables it to combo into forward or up aerials even at high percentages, which provides Ike with a few invaluable KO set-ups. Although not as consistent as his aforementioned moves, up tilt, forward aerial and back throw also have combo potential: up tilt is a useful anti-air attack that can also be used for juggles; forward aerial can combo into itself up to three times at medium percentages when auto-canceled; and back throw can tech-chase into dash attack at low to medium percentages.
All of Ike's smash attacks are among the strongest of their respective kinds; his clean tipped forward smash, in particular, is notably the seventh strongest forward smash in the game. Forward and up smashes both have long ranges, which also grants them utility against both grounded and aerial opponents. Up smash, in particular, covers a wide, overhead arc around Ike; when coupled with its long duration, it is a deadly option while at the edge and for punishing rolls. Although Ike's smash attacks suffer from extreme amounts of start-up and ending lag, he is not reliant on them to KO.
In addition to their aforementioned approach potentials, Ike's forward and back aerials boast impressive power, making them safe KOing options while near the edge or especially while edge-guarding. On a related note, Ike also has an effective edge-guarding game: in addition to forward and back aerials, down aerial's tip is an impressively damaging meteor smash, while Eruption is a chargeable move that boasts a large hitbox regardless of its charge, and devastating power even when it is only partially charged. Furthermore, Ike's excellent endurance enables him to use rage effectively, which boosts his already high power.
However, Ike has a number of flaws. His size, weight and falling speed leave him vulnerable to combos and rushdown-oriented characters, which is further compounded by his lack of options to quickly and reliably break out of them. As he is a melee-oriented character, Ike lacks a projectile, putting him at a disadvantage against camping tactics. Ike's weak out of shield potential further compounds his susceptibility to pressure: his below-average grab range and very low traction hinder his otherwise great grab game, while he lacks options to immediately retaliate because the overwhelming majority of his grounded moves have moderate start-up lag. By extension, the lag issues within Ike's moveset hinder his overall approach: it renders his grounded approach as comparatively poor and overall predictable, whereas his aerial approach requires proper spacing and timing in order to be effective.
Ike's recovery is also problematic. Aether and Quick Draw are highly predictable because they function strictly as vertical and strictly horizontal recovery options, respectively. In addition to rendering Ike susceptible to semi-spikes, both of these moves are further compounded by specific faults. Quick Draw must be charged in order to cover more distance, and unless it hits an opponent, it renders Ike helpless and thus cannot be used in tandem with Aether. In comparison, Aether's horizontal distance is almost nonexistent even with directional input, which can lead to an invariable self-destruct if it is used too far from the edge.
Ike gains some benefits from his custom moves. Both Tempest and Furious Eruption improve his already good edge-guarding potential, yet possess noticeable traits. Tempest charges faster and, like Cape, stalls Ike's descent when used in the air and can gimp recoveries. In comparison, Furious Eruption is noticeably stronger than Eruption, has more vertical range and launches opponents vertically, which makes it a very potent KOing option on stages with low ceilings. Close Combat grants transcendent priority during its dash, which allows it to ignore projectiles and shields, making it even better for recovering.
Aether Drive functions as a diagonal recovery option unlike Aether and Quick Draw, but covers less vertical distance. Aether Wave is executed faster, making it harder to gimp. It is also an excellent edge-guarding option, as it slings an energy wave upon landing. However, it covers slightly less vertical distance, has little trapping potential, and cannot meteor smash. Paralyzing Counter functions almost identically to Disable: it allows Ike to stun the opponent instead of counterattacking, but deals minuscule damage as a trade-off. Lastly, Smash Counter functions oppositely: its much higher damage multiplier enables it to one-hit KO many strong moves, although its lag is significant enough that many moves with low ending lag will allow the opponent to block the counterattack.
Overall, Ike's optimal playstyle is largely the same as it was in Brawl: he is still effective at spacing and punishing, and must utilize his useful combo game to deal damage and set up KOs. Like Luigi, Ike's weaknesses are exploitable, but circumventing them with careful play can result in him being a formidable character, as shown by players such as Ryo.
Changes from Super Smash Bros. Brawl
Ike had received a mix of buffs and nerfs from Brawl to SSB4. Ike's mobility has improved: he has noticeably faster dashing and air speeds, as well as a higher double jump, the latter of which also improved his neutral game and recovery. His overall frame data is also fairly better, with his forward aerial in particular now being a very useful approach option thanks to its range, lower start-up lag, and ability to auto-cancel with a short hop. By extension, his forward, back, up and down aerials also have significantly reduced landing lag, and no longer possess transcendent priority, aiding in Ike's approach by allowing him to cancel out projectiles. Lastly, Ike benefits from the changes to gameplay mechanics. The changes to hitstun canceling significantly improve his combo game; the removal of edge-hogging improves Aether and Quick Draw's recovery potentials; and rage boosts Ike's already high power, while his heavier weight makes him a very effective user of it.
However, Ike has also received some nerfs. To compensate for the general improvements to his frame data, his renowned power has been somewhat toned down via decreases to his damage output and the knockback of the majority of his moveset. Ike's overall range has also been decreased, making it slightly more difficult for him to space out his opponents. Ike's jab cancel, which was an essential aspect of his playstyle in Brawl, is now extremely situational because of his neutral attack's higher start-up and ending lag.
Aside from Counter, his other special moves have been nerfed in particular ways. Eruption has been the most noticeably affected, as it now deals less damage, has less knockback, and only grants super armor when it is fully charged. Lastly, Ike's already large hurtbox is slightly larger, and he is slightly heavier. When coupled with the changes to hitstun canceling, these changes collectively make him more susceptible to combos than in Brawl.
Overall, Ike has been re-balanced with his weaknesses becoming less severe at the cost of his previous strengths being noticeably toned down. Ike is faster both in terms of mobility and frame data and has a better recovery in exchange for less range and power (especially when relative to the cast). While he gained a few new useful tools (most of which due to the changes to the game's mechanics), he also lost one of his most vital tools in the form of his jab. His representation in competitive play: despite initially being minimal, it has expanded over time thanks to the numerous buffs he received from game updates, while his still relatively small playerbase has managed to achieve average results at regional and even national tournaments.
- Ike's design is now based on his appearance as a Hero in Fire Emblem: Radiant Dawn.
- Ike has received three new alternate costumes, which are based on his father Greil, the Black Knight, and Chrom, respectively.
- Ike's eye color is now slightly subdued. Ragnell's pommel and the upper portion of its grip are also now darker. These changes are unique to SSB4.
- Ike is slightly more expressive.
- Ike's boots' sound clips are higher pitched.
- Ragnell's blade is now satin sheen gold, instead of metallic gold. Additionally, the base of its blade is now very slightly wider, similarly to its tip, and has a very small circular gem embedded in it. Lastly, its grip, cross-guard and pommel are now slightly larger. Altogether, these changes make Ragnell appear more in line with its appearances in Fire Emblem: Path of Radiance and Radiant Dawn.
- Ragnell's flames are now sky blue, instead of orange. This makes them appear virtually identical to the fiery aura that Ike emits upon being blessed by Yune during the final battle against Ashera in Radiant Dawn. Its swings' sound clips are also higher pitched.
- Up and side taunts have updated sound effects.
- Ike's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.
- Ike is taller, making his hurtbox slightly larger.
- Ike walks slower (0.88 → 0.869).
- Ike dashes faster (1.371 → 1.5).
- Ike's air speed is noticeably higher (0.9212 → 1.08), going from the 22nd fastest out of 39 characters to the 21st highest out of 58.
- Ike is heavier (105 → 107).
- Ike's double jump is higher (height multiplier: 0.88x → 1.037x).
- Ike's gravity is higher (0.0837 → 0.092).
- Rolls have less ending lag (FAF 34 (front)/ 38 (back) → 33 (both)).
- Rolls have a slightly shorter duration (frames 4-19 → 4-18).
- Air dodge has less startup (frame 4 → 3) and ending lag (FAF 40 → 34).
- Spot dodge has more startup lag with a shorter duration (frames 2-20 → 3-18) and it has increased ending lag (FAF 26 → 28).
- Ike's item throw is stronger (1 → 1.023333).
- The changes to hitstun canceling and Directional Influence both help and hinder Ike. They significantly improve his combo potential out of specific moves, but make him more susceptible to combos and preventing him from making use of momentum canceling, hindering his endurance.
- Neutral attack:
- Neutral attack deals less damage (4% (hit 1)/5% (hit 2)/7% (hit 3) → 3% (hits 1-2)/5% (hit 3)) and the final hit's knockback was not compensated, hindering its damage racking and KO potential.
- All three hits have more ending lag (FAF 17 (hit 1)/20 (hit 2)/38 (hit 3) → 24/28/39), hindering their safety as well as the first two hits' jab canceling potential.
- The first hit has more startup lag (frame 3 → 4).
- The first hit resets itself later when held (frame 15 → 20).
- The first hit transitions into the second hit earlier (frame 12 → 11).
- The first hit has an altered animation where Ike now moves forward more. This gives it more range despite it now having a static hitbox.
- However, the hitbox does not extend as far inside of Ike, giving it less range inside of him.
- The first hit now has one extended hitbox instead of three separate hitboxes giving it consistent set knockback (50/40/30 → 50).
- This gives the move more hitstun at far ranges, improving its jab canceling potential (although this is offset by the move's higher ending lag).
- However, this also hinders its ability to lead into the second hit at far ranges, especially since it launches opponents at a lower angle compared to the previous far hitbox (70° → 65°).
- The second hit transitions into the third hit later (frame 8 → 12).
- The second hit transitions into the first hit later when held later (frame 13 → 18).
- The second hit has a new animation where Ike does not kick as far forward and the move now uses smaller static hitboxes (5u/5u/5u → 3.5u/3.5u/4.5u). This gives the move less range.
- However, the move now has two far hitboxes which are positioned at different heights, giving the move more vertical range.
- The second hit's further hitboxes deal less knockback (50/40 (set), 80/100 (scaling) → (40/25)/80), improving the move's ability to lead into the third hit.
- The second hit's higher hitbox also launches opponents at a higher angle (65° → 80°).
- However, when combined with the move's higher ending lag, this significantly hinders its jab canceling potential.
- The second hit's nearest hitbox has higher set knockback (30 → 50) and it launches opponents at a higher angle (20° → 65°), hindering its ability to lead into the third hit.
- However, this also improves its jab canceling potential (although this is offset by the move's higher ending lag).
- The third hit has less startup lag (frame 10 → 5).
- The third hit has a shorter duration (frames 10-14 → 5-8).
- The third hit's nearest hitboxes are larger (3u/2.5u → 4u/3.3u).
- The third hits furthest hitbox has been moved closer to Ike (y offset: 13 → 12) while the nearest hitbox has been moved further away from him (y offset: 0 → 1), reducing its range.
- Forward tilt:
- Forward tilt has less startup (frame 17 → 13) and ending lag (FAF 56 → 44).
- Forward tilt has a shorter duration (frames 17-19 → 13-14).
- Forward tilt deals less damage (15% (blade)/14% (upper body) → 12.5%) and knockback (38 (base), 100 (scaling) → 30/97), significantly hindering its KO potential.
- However, it does deal more damage than the previous lower body hitbox (12% → 12.5%), although its knockback is still lower.
- Forward tilt now consists of one extended hitbox instead of four normal hitboxes. This hitbox is the same size as the previous upper body hitbox and it also does not extend as far horizontally (particularly for the angled variants), giving it less range, especially the down angled version.
- The move also does not cover Ike's lower body, giving it less range below him, especially the up angled version.
- Forward tilt's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis.
- Up tilt:
- Up tilt has less startup lag (frame 13 → 11) with its total duration subsequently reduced (FAF 50 → 48).
- The clean hit deals more damage, especially behind Ike (9% (behind)/12% (sword) → 14%).
- Up tilt now uses one extended hitbox rather than four normal hitboxes.
- This new hitbox does not extend as far behind the sword (y offset: -2 → y stretch: 1) and the late hit also does not extend as far away from the sword (y offset: 13 → 12), giving up tilt less range in all directions overall.
- Up tilt has a shorter duration (frames 13-15 (clean)/16-28 (late) → 11-13/14-21).
- Up tilt has lower base knockback (70 → 50). This hinders the clean hit's KO potential on tournament legal stages (excluding the previous sourspot) as well as noticeably hindering the late hit's KO potential.
- Up tilt now launches opponents at a consistent angle (85°/88°/92°/95° → 95° (clean)/85° (late), making it easier to DI as well as hindering its KO potential at the middle of the sword.
- The clean hit has a smaller hitbox (6u → 5u).
- Down tilt:
- Down tilt has drastically lower startup (frame 16 → 7) and ending lag (FAF 55 → 29).
- Down tilt deals much less damage (14% → 8%) and knockback (55 (base), 100 (scaling) → 70/70), greatly hindering its KO potential.
- Down tilt now consistently launches opponents upwards (270° (tip)/361° (hilt) → 80° (all)), no longer being a meteor smash.
- When combined with its much faster speed, lower power and the changes to hitstun canceling and DI, these changes greatly improve its combo potential at lower percents.
- However, these changes also significantly hinder its edgeguarding and spacing potential.
- Down tilt has smaller hitboxes (4u/4u/4u/4u → 3.8u/3.8u/3.8u/3.8u) and the furthest hitboxes have been moved closer to Ike (y offset: 10/16 → 9/13), reducing its range.
- Dash attack:
- Dash attack has less startup lag (frame 18 → 15).
- Dash attack deals more damage (8% (far)/7% (near) → 14%/11%) and has increased knockback scaling (70 → 78), greatly improving its KO potential despite its less favorable launch angle (361° (far)/80° (back) → 52°).
- Dash attack now has a late hitbox from frames 17-19 which deals 9%, more knockback (70 (base), 70 (scaling) → 60/100) and launches opponents at a 45° angle. This extends dash attack's duration (frames 18-19 → 15-16/17-19).
- Dash attack has more ending lag (FAF 51 → 53).
- Dash attack covers less distance.
- Dash attack has smaller hitboxes (7u/5u/5u → 6u/4u). When combined with its shorter distance, this reduces dash attack's range despite its longer duration as well as the far hitbox being moved further away from Ike (z offset: 17 → 17.5).
- The near hit now uses one extended hitbox which does not extend as far behind Ike (z offset: -2 → 2.5), giving dash attack less range behind Ike.
- Forward smash:
- Forward smash has a longer duration (frames 31-32 (clean)/33-34 (late) → 31-32/33-35).
- Forward smash has a new animation where Ike does a larger sword swing. This gives it slightly more range.
- The late hit's far hitbox deals more damage (17% → 19%).
- The late hit's hilt hitbox is larger (5u → 5.3u).
- The late hit's middle hitbox has been moved further away from Ike (y offset: 6.5 → 7).
- The late hit's far hitbox launches opponents at a lower angle (60° → 57°).
- The late hit's far hitbox is positioned lower (z offset: -5 → -4).
- Forward smash has more ending lag (FAF 80 → 84).
- The early hit deals less damage (22% → 19%) and knockback (50 (base), 100 (scaling) → 40/90), considerably hindering its KO potential.
- The early hit has smaller hitboxes (6u/5u → 4u/3u).
- The late hit deals less knockback (45/50 (base), 100 (scaling) → 40/86), hindering its KO potential, even for the far hit despite its higher damage.
- The late hit's back hitbox has been removed and the hilt hitbox has been moved further away from Ike (y offset: 0 → 2), giving it much less range behind Ike.
- The late hit's far hitbox is smaller (6u → 5.5u) although it has been moved further away from Ike to retain its horizontal range (y offset: 10.5 → 11).
- Up smash:
- Up smash's clean hit has slightly increased knockback scaling (85 → 86), slightly improving its KO potential.
- The clean hit's hitboxes have swapped priority, making the hitboxes with higher launch angles easier to land.
- The late hit now uses one extended hitbox which extends further inside of Ike (z offset: 2 → z stretch: 6), giving it more range in front of Ike.
- Up smash no longer has transcendent priority.
- Up smash has more ending lag (FAF 67 → 71).
- The clean hit's far hitboxes have been moved closer to Ike (y offset: 12/8 → 11/7.5) and the move has a new animation where Ike does not swing his sword as far horizontally, reducing its range.
- The late hit deals much less damage (19% → 10%), greatly hindering its KO potential.
- The removal of DACUS slightly hinders up smash's approach potential.
- Down smash:
- Down smash's first and clean second hits deal more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%) and have higher base knockback (30 → 40).
- Down smash no longer has transcendent priority.
- The first and clean second hit launch opponents at a lower, consistent angle (65°/70°/75°/82° → 48°).
- This improves their KO potential near the horizontal blastzone.
- However, this also hinders their KO potential from centre stage and especially when near the vertical blastzone, particularly when landing the hilt.
- Down smash has more ending lag (FAF 70 → 71).
- Down smash has a new animation where Ike does not swing his sword as far in either direction. This gives it less range despite the first and clean second hit's hitboxes being moved further away from Ike (y offset: 12/-12 → 15/-15).
- Down smash does not extend as far inside of Ike (y offset: 0 → y stretch: 4), giving it less range inside of Ike.
- Down smash has a shorter duration (frames 13-16 (hit 1)/32-35 (hit 2 clean)/36-44 (hit 2 late) → 13-15/32-33/34-36).
- The first and clean second hit have smaller hitboxes (5u (hit 1)/6u (clean hit 2) → 4.2u (both)).
- The late second hit launches opponents at a lower, consistent angle (65°/70°/75°/82° → 61°) which overall hinders its KO potential, particularly when landing the hilt.
- All aerials no longer have transcendent priority, allowing them to cancel out projectiles.
- All aerials except for neutral aerial have less landing lag (21 frames → 18 (forward), 21 frames → 19 (back), 18 frames → 15 (up), 28 frames → 23 (down)).
- All aerials except for down aerial have shorter initial auto-cancel windows (frames 1-7 → 1-5 (neutral), frames 1-4 (forward/back) → 1 (forward)/1-2 (back), frames 1-8 → 1-5 (up)).
- Neutral aerial:
- Neutral aerial has less startup (frame 15 → 12) and ending lag (FAF 75 → 60).
- Neutral aerial has a shorter animation (74 frames → 71), decreasing the amount of time Ike cannot grab ledges after performing the move.
- This new animation gives the move slightly more range above and behind Ike but gives it less range in front of him.
- Neutral aerial auto-cancels earlier (frame 67 → 64).
- Neutral aerial deals more damage (9% → 10%) and it launches opponents at a higher angle (70° → 80°), improving its KO potential.
- The move's higher launch angle combined with the changes to hitstun canceling and DI significantly improves the move's combo potential despite its higher landing lag.
- Neutral aerial has a shorter duration (frames 15-32 → 12-21 (clean)/22-27 (late)) and the move has received a new late hit which deals less damage (9% → 7%).
- The new late hit however improves the move's combo potential at higher percents.
- Neutral aerial has more landing lag (12 frames → 14).
- The nearest hitbox has been removed.
- Forward aerial:
- Forward aerial has less startup lag with a longer duration (frames 18-21 → 12-16).
- Additionally, the move's hitboxes now start directly above Ike, giving it more vertical range.
- However, its total duration was not fully compensated (FAF 60 → 56), giving it more ending lag.
- Forward aerial auto-cancels earlier (frame 45 → 38), allowing it to do so in a short hop.
- Forward aerial has more base knockback (20 → 30), improving its KO potential.
- Forward aerial has larger hitboxes (4.5u/4.5u/4u/4u → 5u/5u/5u) which have more favorable positions along the sword (y offset: 10/7/4/0 → 12/7.5/3).
- However, the nearest hitbox has been removed, giving the move less range inside of Ike.
- Forward aerial only makes a medium slam sound effect when it connects instead of a strong slam.
- Forward aerial has a new animation where Ike does not swing his sword as far. This gives the move less horizontal and downwards range despite its improved hitboxes.
- However, this new animation is shorter (59 frames → 55), decreasing the amount of time Ike cannot grab ledges after performing the move.
- Forward aerial has less startup lag with a longer duration (frames 18-21 → 12-16).
- Up aerial:
- Up aerial has less startup lag (frame 15 → 13).
- However, its total duration was unchanged, giving it more ending lag.
- Up aerial auto-cancels earlier (frame 53 → 51).
- Up aerial deals less damage (14% → 11%), without full compensation on its knockback (40 (base), 100 (scaling) → 55/94), hindering its KO potential.
- Up aerial has less startup lag (frame 15 → 13).
- Down aerial:
- Down aerial has larger hitboxes (5.2u/5.2u/5.2u → 6.0u/5.5u/6.3u).
- Down aerial's hitboxes have been moved slightly to the right (z offset: 0 → 1).
- The upper hitbox now launches opponents horizontally (270° → 50°), no longer being a meteor smash. This hinders its edgeguarding potential but improves its KO potential on stage.
- Down aerial no longer has a late hit, greatly reducing its duration (frames 16-17 (clean)/18-30 (late) → 16-17).
- Down aerial deals less damage (16% → 15%) and knockback (40 (base), 100 (scaling) → (30/20)/(100/90)) hindering its KO potential, especially the lower hitboxes.
- The highest and lowest hitboxes have been moved closer to Ike (y offset: 3/-7 → 2/-6). This gives the move slightly less range above Ike although it does have marginally more range below him due to the lower hitbox's larger size.
- The removal of meteor canceling improves down aerial's reliability.
- All grabs have more ending lag (FAF 30 (standing)/40 (dash)/36 (pivot) → 33/41/39).
- Dash grab has less startup lag (frame 12 → 10).
- Pivot grab has more startup lag (frame 9 → 11).
- All grabs have smaller grabboxes (4.3u/3.5u → 3.1u (standing/pivot)/2.5u (dash)).
- All grabs extend further inside of Ike (z offset: 5 (standing/dash)/-5 (pivot) → 4/-4).
- Standing grab does not extend as far away from Ike (z offset: 10 → 9.4) which along with its smaller grabbox, reduces its range.
- Dash and Pivot grab extend further away from Ike (z offset: 10 (dash)/-14 (pivot) → z stretch: 11.2/-15.4), giving the latter slightly more horizontal range despite its smaller grabbox.
- However, this does not fully compensate for dash grab's smaller grabbox, giving it less range overall.
- All throws deal more damage on their hitboxes (2% (hit)/6% (total) → 3%/7%) and their knockback was not compensated.
- However, this also gives these hitboxes a additional frame of hitlag, making the throws slower to execute and easier to DI.
- Forward throw:
- Forward throw deals more knockback (50 (base), 50 (scaling) → 55/75), improving its ability to set up edgeguards and tech chases at lower percents.
- Forward throw has more ending lag (FAF 24 → 34). When combined with its higher knockback, this hinders its followup potential.
- Back throw:
- Back throw deals more knockback (50 (base), 50 (scaling) → 55/75), improving its ability to set up edgeguards and tech chases at lower percents.
- The hitbox has a longer duration (frame 20 → 20-21).
- Ike releases opponents from back throw later (frame 21 → 22) and it has more ending lag (FAF 33 → 38). When combined with its higher knockback, this hinders its followup potential.
- Up throw:
- Ike releases opponents from up throw later (frame 27 → 28) and it has less ending lag (FAF 55 → 43) When combined with the changes to hitstun canceling and DI, these changes significantly improve its combo potential.
- The hitbox has a longer duration (frame 26 → 26-27).
- Up throw launches opponents at a slightly lower angle (90° → 87°).
- Down throw:
- The changes to hitstun canceling and DI significantly improve down throw's combo potential, especially at lower percents.
- The hitbox has been moved closer to Ike (x offset: -7 → -5).
- Eruption reaches its charged stages faster. Ike is also now able to use fully charged Eruption without receiving recoil damage. These changes improve its reliability.
- Uncharged Eruption has lost its super armor, hindering its safety. It also has decreased base knockback (60 → 40) hindering its KO potential despite its higher damage.
- Eruption's second through eighth charged stages deal less damage and knockback, removing its ability to one-hit KO.
- Fully charged Eruption's base deals 2% less damage (37% → 35%). Fully charged Eruption's base, mid and top also have decreased knockback (30 (base), 80 (scaling) → 20/70), slightly hindering their KO potentials.
- Eruption has updated visual effects. Ragnell's blade now shines briefly when it reaches its non-recoil fully charged stage.
- Eruption has updated sound effects. Ike now uses his fully charged Eruption voice clip from Brawl during a partially charged Eruption, and stays silent during a fully charged Eruption.
- The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Eruption's shield pressuring potential.
- Quick Draw:
- Quick Draw has a shorter startup animation (17 frames → 15).
- Charging Quick Draw increases Ike's speed more, especially in the air (0.06 (grounded)/0.04 (aerial) → 0.07 (both)), increasing its distance when charged.
- Ike retains more momentum when Quick Draw ends on the ground (0.25x → 0.38x).
- Ike retains less momentum when Quick Draw ends in the air (0.5x → 0.42x).
- The dash has more ending lag (14 frames → 27).
- The attack has less ending lag (FAF 59 → 45).
- When used in the air, this notably allows Ike to now cancel the move before he becomes helpless, improving its recovery potential.
- Ike decelerates more when landing the attack (0.5 (grounded)/0.3 (aerial) → 0.8/0.4), making it safer.
- The attack's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis.
- The attack deals less damage (9% (uncharged)/16% (fully charged) → 6%/13%), with only an increase to its base knockback (50 → 70), hindering its KO potential.
- The attack now has one smaller extended hitbox (5u/5u/5u/5u → 3.5u) which does not extend as far as the previous hitboxes, reducing its range.
- This also means that the attack now has a consistent launch angle, keeping the lowest launch angle from the previous furthest hitbox (60°/65°/70°/75° → 60°). This hinders its KO potential when landed at close range.
- Ike cannot grab ledges out of the attack as soon (frame 8 → 13).
- Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (27% → 20%). However, its last hit's knockback was compensated (50 (base), 60 (scaling) → 70/80). Due to its descending hitbox's angle being altered (80°/270°/270° → 70°/270°/60°), Aether can now only meteor smash during its beginning frames.
- Aether's loop hits' angles have been altered (85°/60°/270° → 366°). This makes them connect together better.
- Aether has less super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential.
- The weakening of SDI makes Aether significantly more difficult to escape from.
- Aether no longer moves Ike forward without directional input.
- The double Ragnell glitch has been removed.
- Counter has updated sound effects. Additionally, the activation and triggering sound effects when using the move are now in sync with the animation.
- Counter has less startup lag with a longer duration (frames 11-33 → 9-35).
- Counter has more invincibility (frames 11-16 → 9-16).
- Both the counter and the attack have slightly less ending lag (FAF 60 (counter)/37 (attack) → 59/36).
- The attack deals more knockback (50 (base), 62 (scaling) → 48/100), significantly improving its KO potential.
- The attack uses one larger extended hitbox (6u/6u/6u/7u → 9u).
- However, this hitbox does not extend as far as the previous hitboxes, giving less horizontal range.
- The attack's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis, as well as hindering its vertical range.
- The attack has more startup lag with a shorter duration (frames 4-7 → 5-6).
- The attack has less invincibility (frames 1-6 → 1-5).
- The attack is now capped at 50% damage.
- Great Aether:
- Great Aether has updated sound effects.
- Most of Great Aether's multi hits (3% → 2%), the falling hit (5% → 4%) and the final hit (12% → 10%) all deal less damage, significantly reducing the move's maximum damage output (78% → 60%).
- The nearest trap hitbox is smaller (17u → 15u) and the closest and furthest sword trap hitboxes have been removed, reducing Great Aether's range during its startup.
- The multi hits now use one larger extended hitbox (8u/8u/8u → 10u) with much more horizontal range.
- However, they are now static, giving them less vertical range.
- The multi hits now have set knockback (50 (base), 0 (set), 100 (scaling) → 35/100) making them connect more reliably against bystanders.
- The falling hit has gained a new hitbox further away from Ike, giving it more range.
- The final hit has higher base knockback (60 → 100), improving its KO potential, even when considering the rest of the move's lower damage output.
- The final hit's hitboxes are positioned further away from Ike (z offset: 13/28/40 → 18/36/50), improving its range.
- The final hit's furthest hitbox is smaller (20u → 18u).
Ike has been buffed significantly via game updates. Update 1.0.4 made neutral attack and forward tilt safer; re-purposed down tilt into a useful combo starter; decreased forward aerial's start-up and ending lag, but also decreased the move’s hitbox duration, and slightly improved back aerial's KO potential. Update 1.0.6 noticeably increased Counter's knockback growth to the point that it is much more rewarding when successful.
Ike's most notable buffs were brought about by update 1.0.8. It made neutral attack and forward aerial more reliable; improved dash attack to the point of making it safer and granting it KO potential; and decreased the lag of several attacks. The changes to shield mechanics brought about updates 1.1.0 and 1.1.1 both help and hinder Ike: they make his most powerful attacks safer on shield, yet they also slightly hinder his out of shield options because of his poor traction.
- The third hit of neutral attack has less startup lag (frame 8 → 6), allowing it to connect more reliably.
- However, its total duration was not fully compensated (FAF 40 → 39), giving it slightly more ending lag.
- Forward tilt has considerably lower ending lag (FAF 54 → 45).
- Down tilt has considerably lower ending lag (FAF 39 → 29).
- Down tilt deals more damage (7% → 8%).
- Down tilt has smaller hitboxes (4u → 3.8u/3u).
- Down tilt now launches opponents vertically (361° → 80°) and it has more base knockback but less knockback scaling (50 (base), 90 (scaling) → 70/70). When combined with its lower ending lag, this grants down tilt combo potential.
- However, this also hinders its edgeguarding potential.
- Down smash has less ending lag (FAF 74 → 71).
- Down smash launches opponents at a lower angle (52° (hit 1/hit 2 (clean))/65° (hit 2, late) → 48°/61°.
- Forward aerial has less startup (frame 16 → 13) and ending lag (FAF 60 → 55).
- Forward aerial auto-cancels earlier (frame 42 → 38), now being able to do so in a short hop.
- Forward aerial has a shorter duration (frames 16-20 → 13-16).
- Forward aerial has a shorter initial auto-cancel window (frames 1-5 → 1).
- Forward aerial has larger hitboxes (4.5u → 5u) although the far hitboxes have been moved closer to Ike to compensate for their horizontal range (y offsets: 9.5/6.5 → 9/6.2).
- Back aerial deals more damage (13% → 14%), improving its KO potential.
- Down aerial has larger hitboxes (4.8u/4.5u/5.3u → 6u/5.5u/6.3u).
- Great Aether's multi hits extend further away from Ike (z offset: 50/10/22/34/46 → 62/12/24/38/52), giving them more range.
- Fixed a glitch where Aether Drive behaved erratically when used in slow motion.
- Counter's knockback scaling increased (74 → 100), significantly improving its KO potential.
- Neutral attack has been improved. It transitions faster and the last hit now hits above Ike, matching its animation.
- Forward tilt deals consistent damage: 14%/12% → 12.5%, though it is less than the average between the previous sweetspot and sourspot's damage, making it weaker overall.
- Forward tilt's startup decreased: 15 frames → 12.
- Up tilt's hitbox lasts longer has increased vertical increased.
- Dash attack improved. It deals 4% more damage: 10% (sweet)/7% (sour)/5% (late) → 14%/11%/9%, its overall range and knockback have been increased, it launches opponents at a more horizontal angle, making it a reliable KOing option, and has 4 frames less of startup: 18 frames → 15.
- Neutral (16 frames → 14), forward (20 → 18), up (18 → 15), and down aerial (26 → 23) all have less landing lag.
- Forward aerial has 2 frames less of startup and hits better above and below Ike.
- All variations of Quick Draw have had their startup decreased by 3 frames: 19 frames → 16.
- Aether's vacuum properties altered.
Technical changelist 1.0.8
|Change||Old value||New value|
|Jab transition into second hit||frame 13||frame 10|
|New hitbox replaces hitbox 1 of jab's second hit, which replaces hitbox 2|
|The new hitbox 1 angle||65°||80°|
|The new hitbox weighted knockback||40/50||25|
|The new hitbox knockback growth||80/100||80|
|The new hitbox size||3.5|
|Jab 2 (hitbox 0) Y-offset||8||7.5|
|Jab 3 hitbox startup||7||6|
|Jab 3 hitbox duration||3||4|
|Jab 3 hitbox size||2.5||3.2|
|Forward tilt animation speed 1.25x for frames 0-14|
|Forward tilt start-up||15 frames||12 frames|
|All 3 old hitboxes replaced with 1 new one|
|New forward tilt hitbox damage||14%/14%/12%||12.5%|
|New forward tilt hitbox bone change||1000||1|
|Up tilt Y-offset||12/10.5||13/12|
|Up tilt hitbox removal||frame 19||frame 22|
|Dash attack animation speed 1.25x for frames 0-17|
|Dash attack startup||18||15|
|Dash attack damage||10%/7%/5%||14%/11%/9%|
|Dash attack angle (all but sourspot)||55°||52°|
|Dash attack knockback growth (all but sourspot)||70||78|
|Dash attack sweetspot size||6||6.3|
|Dash attack sweetspot hitlag multiplier||1||1.2|
|Neutral air landing lag||16 frames||13 frames|
|Forward air startup||16 frames||14 frames|
|Forward aerial hitbox y-positioning||9.0/6.2/4.0||10.5/6.75/3.0|
|Forward air landing lag reduced||19 frames||18 frames|
|Some 1.25x animation speed added to a couple unknown minor actions (non-attacks) for forward aerial|
|Up air landing lag reduced||18 frames||15 frames|
|Down air landing lag reduced||26 frames||23 frames|
|Quick Draw and all custom variants startup reduced||19 frames||16 frames|
- Up aerial deals more knockback (40 (base)/100 (scaling) → 55/94).
- Down throw's collateral hitbox has been moved forwards (x offset: -7 → -5).
- Tempest improved. Uncharged Tempest deals 4% more damage: 1% → 5%; its hitbox durations increased by 2 frames; and it ends 4 frames faster. Additionally, charged and fully charged Tempest's initial windbox durations increased by 2 frames, and are adjusted slightly backward. Lastly, its later frames' durations increased by 3 frames, and it ends 4 and 2 frames faster, respectively.
- Furious Eruption improved. Its sweetspot and fully charged sourspot's hitbox sizes increased (7u (uncharged sweetspot)/8u (charged sweetspot)/10u (fully charged sweetspot)/15u (fully charged sourspot) → 8.5u/10u/12.5u/16u) and have been adjusted upward. Its other hitboxes' durations increased (12 frames (uncharged second)/16 frames (charged second)/16 frames (fully charged second) → 15/19/19).
- Furious Eruption's first hit's duration decreased (12 frames (uncharged)/16 frames (fully charged) → 10/14).
- Smash Counter's knockback altered (48 (base)/100 (scaling) → 90/70).
- Third victory pose's animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.
- Sourspotted forward smash deals 2% more damage: 17% → 19%.
- Sourspotted forward smash's angle altered: 60° → 57°.
- Neutral aerial deals 1% more damage: 9% → 10% (clean), 6% → 7% (late).
- Neutral aerial's angle altered, improving its ability as a set-up.: 70° → 80°.
- Forward aerial deals 1% more damage and its range increased.: 12% → 13%
- Eruption's hitbox lasts 2 frames longer.
- Hard tripping now grants five frames of invincibility.
For a gallery of Ike's hitboxes, see here.
|Neutral attack||3%||A jab, followed by a front kick, followed by a kneeling downward slash. Due to it hitting on frame 4, it has the lowest amount of start-up lag out of Ike's entire moveset. When coupled with its respectable overall damage output, moderate knockback and its last hit's impressive range, it is very useful for damage racking and spacing. Unlike in Brawl, it is significantly less effective at jab canceling into itself. Despite this, it's first hit can still be jab canceled quite reliably into down tilt because of the latter's minimal start-up lag.|
|Forward tilt||12.5%||A lunging outward slash. It can be angled and has a respectable damage output, high knockback growth, and impressive range for a tilt attack. It KOs middleweights at 121%/110% (3DS/Wii U) while near the edge of Final Destination. However, its moderate start-up and ending lag make it punishable.|
|Up tilt||14% (clean), 10% (late)||Hops to thrust Ragnell upward while holding it parallel to the ground. It has an impressive damage output for a tilt attack, as its clean hitbox KOs middleweights at 112%/104% (3DS/Wii U) from anywhere on Final Destination. It can also hit grounded opponents, while its good vertical range and fairly long duration make it useful for juggling, or as an anti-air attack. However, its moderate start-up and ending lag make it punishable.|
|Down tilt||8%||A kneeling inward slash. Due to it hitting on frame 7, it is Ike's fastest tilt attack. It also has average base knockback and knockback growth; fairly average ending lag; good range; and launches at 80°. Altogether, these traits make it a useful combo starter into reverse aerial rushed back aerial at low percentages, and neutral and forward aerials at low to medium percentages. However, its average damage output and knockback making it unreliable for combos at high percentages, or KOing at reasonable percentages.|
|Dash attack||14% (clean tip), 11% (clean blade), 9% (late)||A lunging, two-handed upward slash. Its clean tip hitbox is tied with Link and Ganondorf's clean dash attacks as the most damaging in the game. When coupled with its impressive range and its clean hitboxes' anti-rebounding priority, it is potent at punishing and KOing. Its clean hitbox KOs middleweights at 118%/105% (3DS/Wii U) while near the edge of Final Destination. It is also a useful follow-up from back throw at low to medium percentages. However, it hits on frame 15 and has 32 frames of ending lag, which make it one of the slowest dash attacks in the game.|
|Forward smash||19% (early), 22% (clean blade), 19% (clean tip)||A lunging, two-handed downward slash. Thanks to its clean blade hitbox's outstanding damage output, it is the seventh strongest forward smash in the game. As a result, its clean blade hitbox KOs middleweights at 64%/55% (3DS/Wii U) while near the edge of Final Destination. Its early and clean tip's hitboxes are also very strong, but KO noticeably later because of their slightly lower damage outputs. However, it hits on frame 31 and has 48 frames of ending lag, making it one of the slowest smash attacks as well. As such, it is best suited for punishing.|
|Up smash||17% (clean), 10% (late)||An overhead arcing slash. Its clean hitbox's impressive damage output makes it strong enough to KO middleweights at 95%/88% (3DS/Wii U) from anywhere on Final Destination. Due to Ike swinging Ragnell on a 180° arc, it is also reliable at punishing airborne or rolling opponents. However, it hits on frame 25 and has 39 frames of ending lag, making it is one of the slowest smash attacks in the game too. As such, it is best suited for punishing.|
|Down smash||14% (hit 1), 17% (hit 2), 8% (hit 2 late)||A kneeling, two-handed outward slash in front of himself and then behind himself. Due to it hitting on frame 13, it has the lowest amount of start-up lag out Ike's smash attacks. Both of its hitboxes have very high knockback growth, but also have distinct properties: its first hit deals consistent damage, whereas its second hit consists of a clean hitbox and a late hitbox. As a result, its first hit is consistent at KOing, whereas its second hit KOs is capable of KOing earlier and has a slightly longer duration. Its first hit KOs middleweights at 105%/95% (3DS/Wii U) while near the edge of Final Destination. Conversely, its clean second hit KOs middleweights at 83%/74% (3DS/Wii U) while near the edge of Final Destination. However, its noticeable start-up lag and 34 frames of ending lag make it punishable, and thus best suited for punishing. In addition, its second hit's late hitbox and short range make it inconsistent at KOing and ineffective at punishing rolls, respectively.|
|Neutral aerial||10% (clean), 7% (late)||A semi-circular slash in front of himself. It has a long duration and impressive range, which make its clean hitbox a reliable and safe spacing option. Its clean hitbox also has low base knockback; very high knockback growth; low landing lag; and launches at 80°. Altogether, these traits make it a reliable combo starter when SHFF'd. Its clean hitbox can combo into neutral attack, tilts and a grab at 0%-10%; and into itself, forward, and up aerials at low to medium percentages. In addition to its spacing and combo potential, its clean hitbox can function as a safe, yet capable KOing option near the upper blast line. Its clean hitbox KOs middleweights at 112%/102% (3DS/Wii U) while near the upper blast line of Final Destination. However, its moderate start-up lag and high aerial ending lag make it punishable outside of a SHFF.|
|Forward aerial||13%||A two-handed downward slash. It covers the entirety of Ike's foreside, making it capable of hitting above and below himself. It has moderate start-up and landing lag, although this can be mitigated by auto-canceling with a non-fast falling short hop. By extension, its respectable damage output and very high knockback growth make it both Ike's most viable approach option and a viable KOing option. It KOs middleweights at 112%/101% (3DS/Wii U) while near the edge of Final Destination.|
|Back aerial||14%||Quickly turns around to perform an outward slash. Due to it hitting on frame 7, it is Ike's fastest aerial. When coupled with its impressive damage output; very high knockback growth; long range; and ability to auto-cancel with a short hop, it is one of Ike's most viable KOing options. These traits also make it a useful approach option via reverse aerial rush. It KOs middleweights at 103%/93% (3DS/Wii U) while near the edge of Final Destination. However, it has 45 frames of ending lag, which is the highest amount of ending lag out of his aerials. It also has very minimal vertical range.|
|Up aerial||11%||A circular overhead slash. It has the longest duration out of his aerials, as well as good horizontal range for an up aerial. When coupled with its decent damage output and high knockback growth, it is a useful juggling option and anti-air attack, as well as a viable KOing option. It KOs middleweights at 97%/84% (3DS/Wii U) while near the upper blast line of Final Destination. However, it has moderate start-up and ending lag, as well as minimal vertical range.|
|Down aerial||15%||A two-handed downward slash between his legs. It is Ike's most damaging aerial and has very high knockback growth, which make it very powerful even against grounded opponents. It KOs middleweights at 108%/99% (3DS/Wii U) while they are on-stage and near the edge of Final Destination. It also has impressive range below him, while Ragnell's tip is a powerful meteor smash during the initial portion of the swing. However, it hits on frame 16 and has 23 frames of landing lag, which are the highest amounts of respective lag out of his aerials. It also has the shortest duration out of his aerials.|
|Grab||—||Reaches out with his free hand. Ike's overall grab range is below-average; his standing grab, in particular, is tied with Ryu's for the eighth shortest ranged in the game.|
|Pummel||3%||A headbutt. Moderately slow, but one of the most damaging pummels in the game.|
|Forward throw||3% (hit 1), 4% (throw)||A front kick. It is a semi-spike, which makes it a reliable edge-guard set-up at high percentages. However, its high ending lag makes it very unreliable for tech-chasing.|
|Back throw||3% (hit 1), 4% (throw)||A spinning back kick. It is a semi-spike like forward throw, which also makes it a reliable edge-guard set-up at high percentages. Due to having much less ending lag compared to forward throw, it is reliable for tech-chasing, most notably into dash attack at low to medium percentages.|
|Up throw||3% (hit 1), 4% (throw)||Plunges Ragnell into the ground and then double axe handles the opponent upward. It has average base knockback and knockback growth, and launches at 87°. These traits make it a reliable combo starter into Aether at low percentages; into forward, reverse aerial rushed back, and up aerials at low to medium percentages; and into neutral aerial at low to high percentages. However, its Aether combo is virtually unusable against lightweights and/or floaty characters.|
|Down throw||3% (hit 1), 4% (throw)||A one-handed body slam followed by a knee drop. It has average base knockback, very high knockback growth, and launches at 80°. These traits make it a reliable combo starter into neutral, forward, reverse aerial rushed back, and up aerials at low to medium percentages. It can also combo into Aether, albeit only at 0%-15%. Despite having the highest knockback growth out of his throws, it is virtually unusable for KOing because of its throw hitbox's low damage output. In addition, its Aether combo is virtually unusable against lightweights and/or floaty characters.|
|Floor attack (front)||7%||Swings Ragnell around himself.|
|Floor attack (back)||7%||Swings Ragnell around himself.|
|Floor attack (trip)||5%||Swings Ragnell around himself.|
|Edge attack||8%||Performs an outward slash while climbing up.|
|Neutral special||Default||Eruption||10% (uncharged), 35% (fully charged base), 28% (fully charged mid), 26% (fully charged top)||Lifts Ragnell in front of himself in a two-handed reverse grip before plunging it into the ground to generate an explosion. It has transcendent priority and is chargeable, during which it becomes engulfed in flames that become more prominent the longer it is charged. When uncharged, it has fairly long range below Ike until fully charged, and the tip of Ragnell's blade can meteor smash aerial opponents. However, it also has impressive vertical range, which increases as it charges, and thus makes it useful for edge-guarding. When fully charged, it grants super armor on frames 234-238, but deals 10% recoil damage. When uncharged, it KOs middleweights at 152%/143% (3DS/Wii U) from anywhere on Final Destination. Conversely, its fully charged base KOs middleweights at 46%/38% (3DS/Wii U) while near the edge of Final Destination.|
|Custom 1||Tempest||5% (uncharged), 14% (fully charged)||Generates a vortex of wind, instead of an explosion. The vortex can gimp recoveries, thanks to it pushing opponents away. It also stalls his descent, similarly to Cape. It also charges faster and does not deal recoil damage, but lacks KO potential because of its much lower damage output.|
|Custom 2||Furious Eruption||7% (uncharged), 32% (fully charged base), 25% (fully charged top)||The explosion's vertical range is larger, especially when charged. It also has a slightly longer duration and, like Eruption, has transcendent priority. When fully charged, it KOs middleweights at 29% from anywhere on Final Destination in Super Smash Bros. for Nintendo 3DS. However, it it lacks KO potential when uncharged. In addition, it deals 10% recoil damage when charged halfway, and 15% recoil damage when fully charged.|
|Side special||Default||Quick Draw||6% (uncharged), 13% (fully charged)||Kneels on one knee and readies himself to charge forward. If Ike make contact with an opponent, he will perform a lunging, outward slash. It takes ≈88 frames (≈1.46 seconds) to charge, and its charge can be held indefinitely. When fully charged, the slash is strong enough to KO middleweights at 123%/114% (3DS/Wii U) while near the edge of Final Destination. However, failing to hit an opponent results in high ending lag and, if used in midair, Ike being rendered helpless. Has high momentum when charged in mid-air.|
|Custom 1||Close Combat||4% (uncharged, fully charged near), 7% (fully charged clean far), 3% (fully charged late far)||A shoulder tackle. It charges slightly faster, pierces opponents, and its dash has transcendent priority, which make it better for recovery. However, it lacks KO potential because of its lower damage output. It also renders Ike helpless while in the air, even if he hits an opponent.|
|Custom 2||Unyielding Blade||7% (uncharged), 19% (fully charged)||Deals more damage, to the point that when fully charged, it KOs middleweights at 93% while near the edge of Final Destination in the 3DS version. It also grants super armor for the duration of its charge and lunge. However, it is much slower and has less range, which make it virtually unusable for recovery.|
|Up special||Default||Aether||6% (hit 1 clean), 4% (hit 1 late), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)||Performs the Sol portion of Aether. It covers a respectable amount of vertical distance, but covers almost no horizontal distance. It grants super armor on frames 18-21, while all but its first hitbox have transcendent priority, a trait that also applies to its custom variations. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hitboxes connect. The start of its descending hitbox is also able to spike aerial opponents.|
|Custom 1||Aether Drive||9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2-5), 5% (descent), 9% (landing)||Ragnell is thrown diagonally and much farther outward. This allows it to cover much more horizontal distance, but less vertical distance. It also deals more damage.|
|Custom 2||Aether Wave||6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10% (landing), 8% (energy wave near), 6% (energy wave mid), 4% (energy wave far)||Ragnell is thrown much faster and emits an energy wave upon landing. However, it deals less damage, which is further compounded by its overall faster animation having almost no trapping potential. Despite the in-game description claiming the move is weaker, the energy wave allows it deal at least the same damage most of the time or is able to deal even more damage than the default Aether. It is based on Ragnell's ability in Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn to attack at a longer range by firing an energy wave.|
|Down special||Default||Counter||1.2× (minimum 10%)||Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash. Due to having a duration of 26 frames, it is the second longest-lasting counterattack, being surpassed only by Double Team and Vision. It also has the lowest amount of ending lag out of every counterattack. Due to it coming out on frame 9, however, it has the second highest amount of start-up lag out of every counterattack, being surpassed only by Toad and Palutena's Counter.|
|Custom 1||Paralyzing Counter||1%||The counterattack stuns the opponent, similarly to Disable. Like Disable, the stun's duration is longer the more damaged the opponent is. Due to not being a true counterattack, it deals minuscule damage. It also comes out on frame 11 and has a duration of 13 frames.|
|Custom 2||Smash Counter||≈1.5× (minimum 15%)||The counterattack has a larger hitbox and a much higher damage multiplier. However, Ike counterattacks after a delay, instead of instantly. As a result, opponents can easily avoid it, especially if it is used in the air. As a result, it is best used against moves that have considerable ending lag. It also comes out on frame 11 and has a duration of 27 frames.|
|Final Smash||Great Aether||5% (hit 1), 10% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18)||Performs an upward slash while Ragnell's blade is engulfed in flames. If any opponents are hit, they are launched upward and Ike throws Ragnell into the air along with them. He then leaps upward, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes alongside a thrust, a wheel kick and a roundhouse kick. Ike then concludes the attack with a descending, two-handed slash that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent and any bystanders toward the upper blast line. It is one of the strongest Final Smashes in the game, as it will KO middleweights at 19% from anywhere on Final Destination in the 3DS version. However, it is possible for its second hit to miss if Ike is slightly far away from the opponent.|
- Warps onto the stage using warp magic and grunts while briefly performing an inward slash.
- Up taunt: Holds Ragnell with both hands in front of himself while growling loudly as wind blows through his cape.
- Side taunt: Rears back and then holds Ragnell to his side while saying "Prepare yourself!" In the Japanese version, he says 覚悟しろ。 (Get prepared.)
- Down taunt: Plunges Ragnell into the ground, then folds his arms while saying "Hmph!" as wind blows through his cape, then removes Ragnell from the ground.
|Up taunt||Side taunt||Down taunt|
- Taps Ragnell's blade on his shoulder.
- Rubs the edge of Ragnell's blade.
|Description||We like Ike!||Ai-ku!|
- Plunges Ragnell into the ground and then folds his arms while saying "You'll get no sympathy from me."
- Swings Ragnell twice, then casually holds it by resting its blade on his shoulder while saying "I fight for my friends." In the Japanese version, Ike says "守るべきもののため戦うだけだ"
- Uses Aether and lands while looking down at his sword.
In competitive play
Tier placement and history
Upon SSB4's release, players noted both Ike's buffed mobility and nerfed power, with some arguing that the mobility changes were more important in the faster-paced meta, while others believed the nerfs would be more detrimental in the long run. Eventually, the general consensus agreed that his improved mobility did not properly compensate for his unaddressed flaws and loss of some options from Brawl. However, game updates (most notably 1.0.8) would significantly improve Ike; he gained consistent and strong throw combos, improved hitboxes on many moves, and his lack of a midrange option was alleviated by giving his dash attack KO potential. As such, he began achieving respectable results from dedicated players such as Rango, Ryo, Ryuga, San, and Waldo. As such, he was ranked 26th on the first tier list, a fairly noticeable improvement from his tier placement in Brawl.
Although game updates considerably improved Ike's perception and were pivotal for his success, Ike has since achieved lower and more average placings at tournaments despite his playerbase continuing to advance his metagame. This is due to the improved results of other characters who benefitted more from the balance changes such as Bowser, Marth, Lucina) and the inclusion of DLC characters (notably Corrin, Mewtwo and Bayonetta), who would eventually start to surpass Ike in regard to overall representation and results. In addition, some of his best players, such as Ryuga and Rango, dropped Ike in favor of Corrin and Cloud, respectively. These in turn saw him drop to 35th on the second tier list, and retained this 35th ranking third tier list.
Ike's perception became rather mixed: some players claimed that his standing was accurate, or should be slightly higher because of his improving placings; evidence stems from Ryo and San, who have earned solid results while taking sets off top players as of 2017, the latter even achieving 4th place at Get On My Level 2017. However, others claimed he should be ranked lower because of his glaring issues alongside overall mediocre representation and results, citing that he also lacks the growing success of characters ranked below him (such as Duck Hunt, Link, Samus, and Shulk), and putting him among the standing he initially had in Brawl. As a result, Ike continued to drop even further, now ranking 40th on the fourth and current tier list, a far cry from his initial placement. To this day, Ike's true tier standing is still greatly up for debate as some smashers like ZeRo, ESAM, and Raito claim that Ike should be ranked lower (the latter claiming that Ike is among the bottom 5 characters in the game) while other smashers like Dabuz believe that Ike should be ranked slightly higher due to his strong throw combos and fantastic ledgetraps.
|Character||Custom sets available|
Most historically significant players
See also: Category:Ike professionals (SSB4)
- Ryo (#77) - The best Ike player in the world. Placed 7th at MLG World Finals 2015, 9th at Shots Fired 2 and Super Smash Con 2016, 17th at The Big House 5, and 25th at GENESIS 5. with wins over players such as ESAM, ANTi, and Nietono.
- San - One of the best Ike players in the world. Placed 4th at Get On My Level 2017, 9th at Get On My Level 2016 and Canada Cup 2016, 17th at The Big House 5, and 33rd at Pound 2016 with wins over players such as Cosmos, K9sbruce, and SuperGirlKels. Ranked 1st on the New York Power Rankings.
- 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.
- : Fire Emblem: Path of Radiance (10/2005)
- : Fire Emblem: Radiant Dawn (11/2007)
- 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 Empire, 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.
- : Fire Emblem: Path of Radiance (11/2005)
- : Fire Emblem: Radiant Dawn (03/2008)
- 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!
- : Fire Emblem: Path of Radiance (10/2005)
- : Fire Emblem: Radiant Dawn (11/2007)
- 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!
- : Fire Emblem: Path of Radiance (11/2005)
- : Fire Emblem: Radiant Dawn (03/2008)
- 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!
In Event Matches
- All-Star Battle: Brawl: Ike is one of the opponents fought in this event. All of the opponents debuted in Brawl.
- The Ultimate Swordsman: Ike must defeat Link, Marth, Meta Knight, Toon Link, male Robin, female Robin, and Shulk. All of the opponents wield swords.
- Mirror Magic: Ike and Lucina must defeat Ganondorf, a giant metal dark Ike, and a giant metal dark Lucina.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alongside a taunting Villager.
One of Ike's idle poses.
Using his dash attack against Samus' dash attack.
A close-up of Ike in Super Smash Bros. for Wii U.
Using a Rocket Belt.
Ike fighting Robin.
- Ragnell's flames initially retained their orange coloration from Super Smash Bros. Brawl, but were later recolored as sky blue for the final release of Super Smash Bros. 4.
- During Ike's victory pose in which he swings Ragnell twice, his Japanese quote is significantly longer than his English quote. As a result, there is a moment of silence before his name is announced in non-Japanese versions.
- As of Super Smash Bros. Ultimate, SSB4 is the only game in which Ike's Fire Emblem: Radiant Dawn design appears as his default costume.
- Ike is supposed to have a 6-frame jumpsquat according to his parameters. Due to a float precision error involving the original animation's length, however, it ends up being 7 instead.
- Ike and Olimar are the only characters in SSB4 whose names start with vowels.
- One of the pictures in the official Super Smash Bros. Facebook page and Nintendo of Europe's official Twitter account is Ike fighting Samus on Pyrosphere  with a description "What do you fight for?", referencing Ike's famous "I fight for my friends" victory line.
|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|
|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|