Michihiko Hagi reprises his role in the Japanese version now providing new voice clips, and Greg Chun now voices Ike in English version, reprising his role from Fire Emblem Heroes and replacing Jason Adkins, who voiced him in Super Smash Bros. Brawl and Super Smash Bros. 4.
How to unlock
Complete one of the following:
With the exception of the third method, Ike must then be defeated on Coliseum.
Ike is a tall heavyweight swordsman hailing from the Fire Emblem series, being tied for the 13th-heaviest character in the game with Wario, Ridley, Simon, and Richter. Fittingly for a heavyweight, Ike's endurance is respectable at the cost of generally poor mobility: while he has above-average air speed, traction, falling speed, fast falling speed, and gravity, he sports the 14th-slowest walking speed, the 13th-slowest dashing speed, a below-average initial dash, low jumping height, and the 8th-lowest air acceleration.
Ike's power is a staple of his character; in addition to his moveset having some of the strongest attacks in the game, rage further supplements his fearsome KO potential. Additionally, Ike possesses great, disjointed reach throughout his moveset. His forward smash deals among the highest damage and knockback out of any smash attack, with the clean hit being able to KO most opponents at a mere 75% at the center of Final Destination. It is also useful for mindgames and shield breaks due to its excellent reach (the early hit can hit opponents above and behind him). Up smash hits in a wide, semi-circle arc that covers Ike. Like his forward smash, it also deals decent damage and knockback, albeit it is generally weaker. However, it is useful for punishing rolls and landings. Down smash is Ike's fastest smash attack, initially hitting on frame 13, while boasting high damage and knockback overall. The move hits from the front and the back of him (the back hit starts on frame 32), with the clean back hit sporting considerably more power than the front. Other notable attacks that possess great damage and knockback include his forward tilt, up tilt, dash attack, back aerial, up aerial, and down aerial.
Ike also has a unique special moveset. His neutral special, Eruption, is chargeable, grants super armor when released half charge or higher, deals very high damage and knockback, and has an excellent vertical reach and the most horizontal range out of his entire kit, all of which make it a fearsome edgeguarding tool. His side special, Quick Draw, is also chargeable and propels him forward, making it a good mixup in his neutral game as it helps his recovery, mobility, and approach. His up special, Aether, covers decent vertical distance for a recovery move, but minimal horizontal distance. However, the descending hitbox is an incredibly powerful meteor smash that has the potential to KO opponents at 0% when they are offstage (even if just barely), making it quite dangerous to intercept Ike in many circumstances. This move also has a very good knockback, which players can use on Out of Shield options and can KO around 100% as of update 8.0.0. His down special, Counter, is among the strongest of their kind in the game, having a 1.2× damage multiplier and dealing excellent knockback. It is also relatively useful for protecting against edge-guarding and disrupting some recoveries.
Ike's combo potential is also respectable, with his neutral aerial being his best combo starter. Not only does it cover a large area around him to protect him from many attacks, but it also deals fairly low knockback and has little landing lag, which allows it to combo into itself or other moves at various percentages. Neutral aerial can also combo into his back aerial or up aerial for semi-reliable KO confirms at moderately high percentages. At low percentages, it can combo into grabs. Additionally, Ike can start combos with his down throw at low percentages, leading to moves such as up tilt, up aerial, or Aether. Finally, his down tilt has low knockback scaling and launches at a mostly vertical angle, making it a consistent, reliable combo starter at most percentages, and has reliable KO confirms into his aerials at high percentages.
Despite his strengths, Ike is not without his fair share of flaws. As mentioned earlier, he possesses slow movement speed (especially on the ground), which causes him to struggle against quick, agile characters like Zero Suit Samus and Pikachu. He also has some of the worst frame data in the game, with severe ending lag in most of his attacks and only his three-hit neutral attack (frame 4, 3, and 5 for each respective hit), down tilt, and back aerial (both frame 7) coming out faster than frame 10. Back aerial is also his only aerial attack that can autocancel in a short hop. His aforementioned counter is one of his most punishable options due to being arguably the slowest in the game, with a sluggish startup of 9 frames and considerable ending lag (on both the whiff and counterattack). Consequently, characters with superior attack speed like Mario and Fox can easily overwhelm and punish him, especially if his attacks are whiffed. Most of Ike’s out-of-shield options are slow and committal, granting him a mediocre out-of-shield game. Additionally, Ike's disadvantage state is extremely poor due to lacking effective options to land or protect him from pressure and juggling. Furthermore, several of his landing options (like neutral aerial) are predictable and/or having short-lasting hitboxes. While his high weight grants him long survivability, it also makes him easy to combo and juggle, made worse by his unimpressive landing options. Ike also possesses two linear and predictable recovery moves, Quick Draw and Aether, ultimately making him vulnerable to gimps and low semi-spikes offstage. Quick Draw travels a strictly horizontal distance, and Aether leaves him vulnerable to many attacks when ascending, especially counters and projectiles. These weaknesses grant him a poor approach against many characters, which is exacerbated by his lack of projectiles not allowing him to camp or force approaches from opponents.
Overall, Ike is a character who possesses worthy strengths, but players must be cautious when playing him. As such, his outstanding range and power grant him an excellent punish game, but players must space his attacks precisely so that his advantages are even useful against opponents. They must also bear several drawbacks, such as his exploitable recovery, subpar mobility, and awful frame data. These attributes have helped Ike in achieving strong tournament results in the early competitive metagame, but his playstyle has also become highly superficial as the metagame progressed, causing both his tournament representation and results to collapse considerably. Regardless, Ike is still considered a viable character in competitive play, and active players like Ryuga have achieved respectable results with him.
Changes from Super Smash Bros. 4
Ike has received a mix of buffs and nerfs in the transition from SSB4 to Ultimate, but he was buffed overall.
Ike's mobility has been improved to help with the new faster pace of Ultimate, and he shares the universal buffs of a 3-frame jumpsquat (reduced from 7 frames) and significant landing lag decreases for his aerials. Ike's neutral aerial has faster startup, lower landing lag, reduced damage, and a more reliable disjoint, making it an even better approach option and combo starter, to the point it now has semi-reliable KO confirms on his back and up aerials. He has also received a new up aerial with greatly increased horizontal and vertical range, improving his powerful juggling capabilities. Thanks to his faster jumpsquat, Ike is able to combo with his down throw at low percents more reliably. Eruption can now generate a maximum of three flame pillars if fully charged, improving its already powerful ledge-trapping potential. Finally, the already-high power on a few of his moves has been further increased, such as with forward tilt, forward smash, down smash, and the landing hit of Aether.
However, Ike's nerfs were also noticeable and he still struggles in a few areas. His dashing speed was almost unchanged, making it much worse relative to the cast, now being the 13th-slowest runner in the game. His forward aerial, a staple of his neutral game in Brawl and SSB4, has been nerfed as well, with it dealing less damage, having increased ending lag, no longer autocanceling in a short hop, the hitboxes being repositioned to create new blindspots, and having significantly decreased knockback, making it less useful as an edgeguarding tool and removing almost all of its KO potential. Combined with his much slower grounded mobility relative to the cast, this hinders Ike's approach. While several of his attacks now have increased power, it has been reduced on some of his other moves, most notably with up tilt and his aforementioned forward aerial. Additionally, the changes to rage have indirectly nerfed Ike since it is now less effective for comebacks at higher percents. Also, he is now more vulnerable to edgeguarding offstage during Aether, since Ragnell no longer passes through the stage (instead moving along the perimeters). Combined with the size reduction of most stage's ledges, Ike's recovery remains highly exploitable due to Aether's short horizontal recovery distance, and Quick Draw not receiving changes to help its recovery potential. Lastly, Ike's grabs have been nerfed; while the increased ending lag is a universal nerf for the cast, Ike's grabs also have shorter range, making them much less reliable for punishing.
In the end, Ike's changes and improvements have given him new ways to gain the advantage and also grant him a deadlier punish game. As such, he has less overall difficulty in KOing due to his enhanced overall moveset and combo ability, but because his mobility has not improved significantly (especially when compared to most other characters), he has a slightly harder time at keeping up with the rest of the cast. His worsened grabs also force him more to use his range to punish opponents. As far as tournament representation, Ike achieved impressive results in the early competitive metagame of Ultimate, thanks to players such as MkLeo, Marss, and Ryuga. Unfortunately, Ike's popularity has noticeably diminished as the metagame advanced, and he hasn't achieved nearly as many results as before (with MkLeo completely dropping the character, and Marss only using him as a rare counterpick character). Furthermore, other characters such as Cloud and Lucina have started to become more popular than him.
Fortunately, Ike has received even more buffs in 8.0.0, with his already excellent KO power becoming even stronger, thanks to changes to his dash attack, forward aerial and Aether. Although his neutral aerial was weakened, his combo game has remained strong thanks to improvements to down tilt, while neutral aerial remained as a viable combo tool. Due to these turn of events, Ike's overall perception has become more positive again, with many players considering him to be a high-tier character, making this his best iteration in the series. However, his viability still remains somewhat debatable due to online tournaments currently being more prominent, and it is unknown if he will become more popular than other characters that once became more popular than him before 8.0.0, such as Cloud.
Throws and other attacks
Ike has received a mix of buffs and nerfs from game updates, but has been buffed slightly overall. In update 2.0.0, Aether's meteor smash hitbox was made weaker, a nerf shared with Soaring Slash. Despite this, using Aether after edge trumping the opponent or to secure sacrificial KOs remains a viable strategy. Update 8.0.0 granted Ike a variety of changes, with one notable nerf and a number of buffs. Neutral aerial's combo potential was toned down via much higher knockback and a smaller sourspot, making it less effective for combos at high percents. However, neutral aerial's increased knockback also largely restored its potential as a serviceable, albeit situational, KO option near the upper blast line.
To compensate for neutral aerial's worsened combo potential, down tilt's combo potential was improved via lower knockback. Forward aerial's damage output was restored to its SSB4 level (albeit with minimally compensated knockback) and its ending lag was noticeably decreased, which made it safer and more effective for combos and especially edge-guarding. Dash attack gained higher knockback, which further improved its already respectable KO potential. Lastly, Aether received a few noticeable buffs: its first hit gained transcendent priority (thus enabling it to no longer be canceled by incoming moves), whereas its landing hit gained much higher knockback and a lower launching angle. Altogether, these buffs noticeably improved Aether as an out of shield option, and even made it into a viable KO option.
For a gallery of Ike's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
In competitive play
At the beginning of the game’s release, Ike was seen as a significantly improved character from the previous installment, where he was considered a low-mid tier character. At that time, the metagame involved the prominence of disjoints, which benefitted Ike. Thanks to this, Ike developed very strong results, especially from MkLeo. This caused him to have a positive reception, with ZeRo, ESAM, and Mew2King designating him as a high-tier character. However, Ike has been less popular since MkLeo dropped him in favor of other characters. As the metagame progressed, players began to adapt to Ike's gameplan, with his perception worsening due to his over-reliance on slow, predictable aerials (especially forward aerial) which were prone to perfect shielding. Additionally, characters like Cloud or Sonic were progressing their metagame at the same time. Due to most people considering Ike's gameplan being too limited and predictable, Ike was commonly considered to be a mid/upper mid-tier character.
When patch 8.0.0 dropped, Ike received numerous buffs and a nerf. His neutral aerial, which was once his best combo starter and his main neutral tool, now has more knockback, allowing for fewer followups, most notably his up aerial for a kill confirm. Although this can be seen as a nerf, it also serves as an indirect buff to allow Ike to rely less on his neutral aerial and instead use more moves and not have a one-dimensional linear gameplan. His Aether and Dash Attack has more KO power, both of which now kill much earlier, and also gives Aether a better out of shield option. Down tilt has less knockback, making it more of combo potential, and allowing it for more new KO setups at higher percents. Lastly, his forward air has more damage and less ending lag on the air, making it safe to use on the air, especially for edge-guarding. These buffs further improved his perception in the community and some players, such as ESAM, Maister, Dabuz, Marss, and MkLeo now see him as a high tier character. Maister, in particular, believes that Ike is one of Mr. Game & Watch's few losing matchups, if not his worst matchup. As a result, this iteration is generally considered to be his best one in Smash yet, achieving arguably the best tournament results relative to his previous incarnations.
The COVID-19 pandemic for online tournaments started, Ike was generally seen buffed online. Ever since the online metagame has progressed, Ike's further perception of his metagame improved furthermore. Perfect shielding, one of the important things in the game, is harder to perform due to input lag, allowing his moves like aerials and tilts to be safer on shields. Yez and Ravenking have done well in online major tournaments, which allowed Yez ranked 36th and Ravenking ranked 52nd in Wi-Fi Warrior Rank v5. After their performance and rankings in WWR v5, in WWR v6, after when patch 8.0.0 dropped which buffed Ike, they produced better results in wifi tournaments. Lastly, MkLeo, who has dropped Ike offline, has been playing him more often online. He had placed 17th at Frame Perfect Series 3: ONLINE and 1st place at Ultimate 32. Mew2King who commentated in Grand Finals on Ultimate 32, designating Ike as a high-tier character, somewhat saying he could be possibly a top-tier character online. Ike competitive results online are nevertheless considered very successful for most players.
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
Classic Mode: The Black-Clad Warriors
Ike's opponents are all fighters in black alternate costumes, referencing his rivalry with the Black Knight.
Role in World of Light
Although Ike does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.
Ike was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is one of the fighters found in the Mysterious Dimension sub-area, being an obligatory unlock before the next necessary fighter battle, Meta Knight is encountered, and after Greninja has been awakened.
Ike's default fighter spirit can be obtained by completing Classic Mode. His fighter spirit is also available periodically for purchase in the shop for 500 coins, or by completing a challenge (Classic Mode: KO fighters from Fire Emblem 20 times). Unlocking Ike in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Additionally, his Radiant Dawn outfit has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
As a minion
Character Showcase Video