Editing Ike (SSBU)

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|ssbgame2 = SSB4
|ssbgame2 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|tier = C-
|ranking = 71
|ranking = 65
}}
}}
'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018. Ike is classified as [[Fighter number|Fighter #32]]. {{s|wikipedia|Greg Chun}} voices Ike in the English version, reprising his role from ''{{s|fireemblemwiki|Fire Emblem Heroes}}'' and succeeding Jason Adkins, who voiced him in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''. Michihiko Hagi reprises his role in the Japanese version via new voice clips.
'''Ike''' ({{ja|アイク|Aiku}}, ''Ike'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018. Ike is classified as [[Fighter number|Fighter #32]]. {{s|wikipedia|Greg Chun}} voices Ike in the English version, reprising his role from ''{{s|fireemblemwiki|Fire Emblem Heroes}}'' and succeeding Jason Adkins, who voiced him in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''. Michihiko Hagi reprises his role in the Japanese version via new voice clips.


Ike is currently ranked 71st out of 82 on the [[tier list]], placing him in the upper of D- tier. This is a moderate drop from his tier placement in ''SSB4'', where he was ranked 39th out of 54, and is his worst placement in the series. Ike's best assets lie in his overall power and range, having some of the strongest moves in the game. His neutral aerial is an infamously effective combo tool thanks to its low landing lag and base knockback, making it an effective option for spacing and initiating combos, including into KO confirms. Additionally, Ike has a promising combo game, as he is able to use down tilt, neutral aerial, down throw and, to a lesser extent, his up throw to confirm into combos at various percentages. Courtesy of Ike's relatively high power, his combos translate into giving him effective 50/50 KO combos for a heavyweight.
Ike is currently ranked 65th out of 82 on the [[tier list]], placing him on the lower end of the mid tier. This is similar to his tier placement in ''SSB4'', where he was ranked 39th out of 54. Ike's best assets lie in his overall power and range, having some of the strongest moves in the game. His neutral aerial's low landing lag and base knockback collectively make it an effective option for spacing and initiating combos, including into KO confirms. Additionally, Ike has a promising combo game, as he is able to use down tilt, neutral aerial, down throw and, to a lesser extent, his up throw to confirm into combos at various percentages.


However, Ike also has some polarizing weaknesses, most notably his poor disadvantage state. Due to his tall height, heavy [[weight]], slow mobility, and sluggish frame data, Ike is especially susceptible to combo-oriented and/or speedy fighters. His most effective tools are hampered by poor hitboxes or low speed: some examples include his back aerial, which starts too high to hit most standing characters despite its speed, and his neutral aerial, which has a slow hitbox that starts above Ike and renders it very predictable. He is also vulnerable to [[perfect shield]]ing due to his overall slow aerial attacks and general reliance on aerials, giving him trouble with landing. Finally, Ike suffers from a predictable recovery: both his recovery moves have fixed travel trajectories (either fully horizontal with [[Quick Draw]] or fully vertical with [[Aether]]), making him reliant on conserving his [[double jump]] and rendering him weak to reasonably strong [[semi-spike]]s while recovering.
However, Ike also has some polarizing weaknesses, most notably his poor disadvantage state. Due to his tall height, heavy [[weight]], slow mobility, and sluggish frame data, Ike is especially susceptible to combo-oriented and/or speedy fighters. In addition, Ike suffers from a linear recovery and is reliant on his [[double jump]]; therefore, a reasonably strong [[semi-spike]] is generally sufficient to KO him while he is offstage, especially if he has already utilized his double jump.


Ike originally achieved very promising results during the early metagame of ''Ultimate'' and was usually considered one of the best swordfighters during that time, courtesy of players such as {{Sm|MkLeo}} and {{Sm|Ryuga}}. However, his representation notably declined due to his weaknesses becoming exploitable as time went on, and with his best players either dropping him or becoming inactive. Despite currently having below-average representation, Ike has nevertheless maintained some tournament success in the current metagame, thanks to dedicated mains such as {{Sm|Tora}} and {{Sm|PsyKoD}}.
Although Ike originally achieved very promising results during the early metagame of ''Ultimate'', courtesy of players such as {{Sm|MkLeo}} and {{Sm|Ryuga}}, his representation notably declined due to his best players either dropping him or becoming inactive. Despite currently having below-average representation, Ike has nevertheless maintained some tournament success in the current metagame, thanks to dedicated mains such as {{Sm|Ravenking}}, {{Sm|Yez}} and {{Sm|PsyKoD}}.


==How to unlock==
==How to unlock==
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Ike has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate'', having been buffed overall, though not enough to improve his standing.
Ike has received a mix of buffs and nerfs in the transition from ''SSB4'' to ''Ultimate'', having been buffed overall, though not enough to improve his tier standing.


Ike benefits from some of the universal gameplay changes. The changes to [[air dodge]] mechanics significantly benefit Ike's [[edgeguarding]] and juggling game. His mobility has been improved to help with the new faster pace of ''Ultimate'', sharing the universal buffs of a 3-frame [[jumpsquat]]. His aerials also have significantly reduced landing lag, making them much more reliable for landing and comboing. When it comes to direct changes to his aerial game, Ike's [[neutral aerial]] has faster startup, lower landing lag 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 aerial|back]] and [[up aerial]]s. Ike has also received a new up aerial with greatly increased horizontal and vertical range, improving his powerful juggling capabilities.
Ike benefits from some of the universal gameplay changes. The changes to [[air dodge]] mechanics significantly benefit Ike's [[edgeguarding]] and juggling game. His mobility has been improved to help with the new faster pace of ''Ultimate'', sharing the universal buffs of a 3-frame [[jumpsquat]]. His aerials also have significantly reduced landing lag, making them much more reliable for landing and comboing. When it comes to direct changes to his aerial game, Ike's [[neutral aerial]] has faster startup, lower landing lag 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 aerial|back]] and [[up aerial]]s. Ike has also received a new up aerial with greatly increased horizontal and vertical range, improving his powerful juggling capabilities.
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However, Ike's nerfs were also noticeable. His [[dash]]ing speed was almost unchanged, making him much less mobile relative to the cast despite his improved air speed and streamlined jumpsquat. His [[forward aerial]], a staple of his [[neutral game]] in ''Brawl'' and ''SSB4'', had its hitboxes repositioned to create a small blind spot, no longer [[autocancel]]s in a short hop, and has significantly decreased knockback, removing a lot of its previously great KO potential. Combined with his much slower grounded mobility relative to the cast, Ike's approach is much more limited. Aether is also a much more polarized recovery option, as his sword now moves along the stage's perimeters instead of passing through the stage. While several of his attacks now have increased power, it has been reduced on some of his other moves, most notably with [[up tilt]]. His grabs' range was also nerfed, making them much less reliable for punishing.
However, Ike's nerfs were also noticeable. His [[dash]]ing speed was almost unchanged, making him much less mobile relative to the cast despite his improved air speed and streamlined jumpsquat. His [[forward aerial]], a staple of his [[neutral game]] in ''Brawl'' and ''SSB4'', had its hitboxes repositioned to create a small blind spot, no longer [[autocancel]]s in a short hop, and has significantly decreased knockback, removing a lot of its previously great KO potential. Combined with his much slower grounded mobility relative to the cast, Ike's approach is much more limited. Aether is also a much more polarized recovery option, as his sword now moves along the stage's perimeters instead of passing through the stage. While several of his attacks now have increased power, it has been reduced on some of his other moves, most notably with [[up tilt]]. His grabs' range was also nerfed, making them much less reliable for punishing.


A few of the engine's changes also hinder Ike. The universal increase to grabs' ending lag further hinders Ike's own grabs due to their shorter range. The changes to [[rage]] prove detrimental to Ike, since he can't take as much advantage of it at higher percentages due to his high weight. Lastly, the size reduction of most stage's ledges, combined with Aether's higher vulnerability and [[Quick Draw]] receiving no changes to its recovery potential, mean Ike's recovery is much more exploitable, increasing his vulnerability to edge-guarding just as much as the changes benefit his own.
A few of the engine's changes also hinder Ike. The universal increase to grabs' ending lag further hinders Ike's own grabs due to their shorter range. The changes to [[rage]] prove detrimental to Ike, since he can't take as much advantage of it at higher percentages due to his high weight. Lastly, the size reduction of most stage's ledges, combined with Aether's highr vulnerability and [[Quick Draw]] receiving no changes to its recovery potential, mean Ike's recovery is much more exploitable, increasing his vulnerability to edge-guarding just as much as the changes benefit his own.


Overall, Ike's changes and improvements have given him new ways to gain the advantage and also grant him a deadlier [[punish]] game, with less overall difficulty in KOing due to his enhanced overall moveset and combo ability. However, because his mobility remains slow (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. Ike has received various changes in game updates that have also toned down his most oppressive moves (most notably his neutral aerial's combo ability at high percentages) in exchange for increased power, though none of these changes have noticeably improved his viability. This is coupled with various returning veterans receiving buffs both on release and through game updates, as well as various metagame shifts and the introduction of DLC characters, some of which Ike struggles against. As a result, while it's generally agreed that Ike is more potent than he was in ''SSB4'', he has not significantly improved from the previous game, instead performing worse relative to the rest of the cast.
Overall, Ike's changes and improvements have given him new ways to gain the advantage and also grant him a deadlier [[punish]] game, with less overall difficulty in KOing due to his enhanced overall moveset and combo ability. However, because his mobility remains slow (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. Ike has received various changes in game updates that have also toned down his most oppressive moves (most notably his neutral aerial's combo ability at high percentages) in exchange for increased power, though none of these changes have noticeably improved his viability. This is coupled with various returning veterans receiving buffs both on release and through game updates, as well as various metagame shifts and the introduction of DLC characters, some of which Ike struggles against. As a result, Ike's initial perception at the game's release has dwindled, and while it's generally agreed that he is more potent than he was in ''SSB4'', Ike has not significantly improved from the previous game, instead performing slightly worse relative to the rest of the cast.


{{SSB4 to SSBU changelist|char=Ike}}
{{SSB4 to SSBU changelist|char=Ike}}
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|dsmashname=Cast Off ({{ja|振り払い|Furi Harai}})
|dsmashname=Cast Off ({{ja|振り払い|Furi Harai}})
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|19}} (clean hit 2), {{ChargedSmashDmgSSBU|9}} (late hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (hit 1), {{ChargedSmashDmgSSBU|19}} (clean hit 2), {{ChargedSmashDmgSSBU|9}} (late hit 2)
|dsmashdesc=A kneeling, two-handed outward slash in front of himself and then behind himself. It is Ike's fastest smash attack by a considerable margin, hitting on frame 13. The front hit is considerably weaker than Ike's other smash attacks, but still boasts respectable power, KOing opponents at around 105% from the center of Final Destination. As a result, it is Ike's most reliable smash attack overall; however, its 70 total frames and 35 frames of ending lag make it very punishable if it misses or is shielded. On the other hand, the back hit is slower, coming out on frame 32, and has a much weaker late hit, but its hitboxes have a longer duration, and the clean hit is far stronger, dealing impressive damage and KOing opponents at around 85% while having less ending lag compared to the front hit. Unlike most down smashes of its kind, both hits come out too high to 2-frame opponents at the ledge.
|dsmashdesc=A kneeling, two-handed outward slash in front of himself and then behind himself. It is Ike's fastest smash attack by a considerable margin, hitting on frame 13. The front hit is considerably weaker than Ike's other smash attacks, but still boasts respectable power, KOing opponents at around 105% from the center of Final Destination. As a result, it is Ike's most reliable smash attack overall; however, its 35 frames of ending lag make it very punishable if it misses or is shielded. On the other hand, the back hit is slower, coming out on frame 32, and has a much weaker late hit, but its hitboxes have a longer duration, and the clean hit is far stronger, dealing impressive damage and KOing opponents at around 85% while having less ending lag compared to the front hit.
|nairname=Round Slash ({{ja|斬り回し|Kiri Mawashi}})
|nairname=Round Slash ({{ja|斬り回し|Kiri Mawashi}})
|nairdmg={{ShortHopDmgSSBU|7.5}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|7.5}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A downward arcing slash underneath himself. It has the lowest landing lag out of Ike's aerials, and its hitboxes have a long duration, provide wide coverage around and below Ike, and launch opponents vertically. Altogether, these traits make it an infamously reliable combo starter when [[SHFF]]'d, while also being a relatively safe spacing option. It is renowned for reliably comboing into a wide variety of attacks, including neutral attack, tilts and grab at low percentages, and an aerial attack (including itself) at low to medium percentages. At higher percents, it can be followed up with any of Ike's aerials and eventually becomes a notoriously reliable KO set-up into [[Aether]] near 80%, though at even higher percentages this stops being the case. It is Ike's least damaging aerial, but as of update 8.0.0, its knockback has increased to the point that it can function as a situational KO option at very high percentages while near the upper blast line. While it has excellent strengths, it is very predictable due to its hitbox starting above Ike's head, meaning the hitbox tends to connect around head level for opponents. As a result, it comes out slower than expected and is relatively easy to shield. Its long duration and high ending lag also makes it punishable if used high up in the air, as well as risky to use offstage. Finally, it is unable to autocancel even with a full jump, requiring a double jump to do so.
|nairdesc=A downward arcing slash underneath himself. It has the lowest landing lag out of Ike's aerials, and its hitboxes have a long duration, provide wide coverage around and below Ike, and launch opponents vertically. Altogether, these traits make it an infamously reliable combo starter when [[SHFF]]'d, while also being a relatively safe spacing option. It is renowned for reliably comboing into a wide variety of attacks, including neutral attack, tilts and grab at low percentages, and an aerial attack (including itself) at low to medium percentages. At higher percent, it can be followed up with any of Ike's aerials and eventually becomes a notoriously reliable KO set-up into [[Aether]] near 80%, though at even higher percentages this stops being the case. It is Ike's least damaging aerial, but as of update 8.0.0, its knockback has increased to the point that it can function as a situational KO option at very high percentages while near the upper blast line. Its long duration makes it punishable if used high up in the air, as well as risky to use offstage. It is also unable to autocancel even with a jump, requiring a double jump to do so.
|fairname=Slash Down ({{ja|斬り下ろし|Kiri Oroshi}})
|fairname=Slash Down ({{ja|斬り下ろし|Kiri Oroshi}})
|fairdmg={{ShortHopDmgSSBU|13}}
|fairdmg={{ShortHopDmgSSBU|13}}
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|bairname=Repositioning Slash ({{ja|振り向き斬り|Furimuki Kiri}})
|bairname=Repositioning Slash ({{ja|振り向き斬り|Furimuki Kiri}})
|bairdmg={{ShortHopDmgSSBU|14}}
|bairdmg={{ShortHopDmgSSBU|14}}
|bairdesc=Quickly turns around to perform an outward slash. Due to its hitting on frame 7, it is Ike's fastest aerial. When coupled with its high damage and knockback for its speed, long horizontal range, and low landing lag, it is one of Ike's most viable approach and KO options. It can KO middleweights at around 120% from the center of Final Destination. Like the rest of Ike's aerials, however, its high ending lag prevents it from being used offstage as safely. It also has a short vertical range, being unable to hit many opponents below standing human height from the ground even though it is Ike's only aerial move that he can autocancel in a short hop.
|bairdesc=Quickly turns around to perform an outward slash. Due to its hitting on frame 7, it is Ike's fastest aerial. When coupled with its high damage and knockback for its speed, long horizontal range, and low landing lag, it is one of Ike's most viable approach and KO options. It can KO middleweights at around 120% from the center of Final Destination. Like the rest of Ike's aerials, however, its high ending lag prevents it from being used offstage as safely. It also has a short vertical range. Ike's only aerial move that he can autocancel in a short hop.
|uairname=Rising Swing ({{ja|振り上げ|Kiri Age}})
|uairname=Rising Swing ({{ja|振り上げ|Kiri Age}})
|uairdmg={{ShortHopDmgSSBU|11}}
|uairdmg={{ShortHopDmgSSBU|11}}
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|nsname=Eruption
|nsname=Eruption
|nsdmg=10% (uncharged), 35%/28%/26% (fully charged, first pillar), 31%/25% (second pillar), 27%/22% (third pillar)
|nsdmg=10% (uncharged), 35%/28%/26% (fully charged, first pillar), 31%/25% (second pillar), 27%/22% (third pillar)
|nsdesc=Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has [[transcendent priority]] and is [[charge]]able, causing Ragnell to become engulfed in [[flame]]s that become more prominent the longer it is charged. Its impressive vertical range and respectable power even when uncharged make it useful for edge-guarding, hitting recovering opponents before they can grab the edge if timed properly. When reaching full charge level, it grants super [[armor]] and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% [[recoil damage]] to him in the process in the latter case. It can KO middleweights at around 150% when uncharged, and at around 55% from center stage when fully charged. The flame pillars at full charge deal more damage the closer to their base opponents are hit. A fully charged Eruption is also capable of instantly breaking a full shield, similarly to a fully charged [[Shield Breaker]].
|nsdesc=Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has [[transcendent priority]] and is [[charge]]able, causing Ragnell to become engulfed in [[flame]]s that become more prominent the longer it is charged. Its impressive vertical range and respectable power even when uncharged make it useful for edge-guarding, hitting recovering opponents before they can grab the edge if timed properly. When reaching full charge level, it grants super [[armor]] and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% [[recoil damage]] to him in the process. It can KO middleweights at around 150% when uncharged, and at around 55% from center stage when fully charged. The flame pillars at full charge deal more damage the closer to their base opponents are hit. A fully charged Eruption is also capable of instantly breaking a full shield, similarly to a fully charged [[Shield Breaker]].
|ssname=Quick Draw
|ssname=Quick Draw
|ssdmg=9% (uncharged), 13% (fully charged)
|ssdmg=9% (uncharged), 13% (fully charged)
|ssdesc=Kneels on one knee and readies himself to charge forward. If an opponent comes in range, Ike will perform a lunging outward slash. It deals more knockback on the ground, becoming strong enough to KO middleweights at around 120% when fully charged. However, it has high ending lag if no opponent comes in range. In midair, it renders Ike [[helpless]] apart from a short window after swinging at an opponent where he can use his double jump or up special, but still functions reliably as an alternate recovery option due to the long horizontal distance it provides when charged, as well as its ability to auto-cancel if timed properly.
|ssdesc=Kneels on one knee and readies himself to charge forward. If an opponent comes in range, Ike will perform a lunging outward slash. When fully charged, the slash is strong enough to KO middleweights at around 120%. However, it has a high ending lag if no opponent comes in range. In midair, it renders Ike [[helpless]] if he does not hit an opponent, but can still function reliably as an alternate recovery option due to the long horizontal distance it provides when charged, as well as its very low landing lag if timed properly.
|usname=Aether
|usname=Aether
|usdmg=6% (clean hit 1 clean), 4% (late hit 1), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)
|usdmg=6% (clean hit 1 clean), 4% (late hit 1), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)
|usdesc=Performs the {{iw|fireemblemwiki|Sol|skill}} portion of {{iw|fireemblemwiki|Aether}}, which sees Ike throwing Ragnell directly upwards, causing it to spin before he leaps upward to grab Ragnell, perform a somersaulting series of slashes, then conclude with a descending slash. It covers a respectable amount of vertical distance, but almost no horizontal distance. It grants super armor when initiated and until Ike begins rising, for a much longer window if the move is used on the ground, while all but its first hit have transcendent priority. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hits connect due to its high total damage. Its descending hitbox also meteor smashes opponents, allowing it to be used for a [[sacrificial KO]]. As of update 2.0.0, its descending hitbox has less knockback, which makes it less reliable at KOing opponents before Ike loses his stock if used too high up. As of update 8.0.0, its landing hit has significantly more knockback and a much more horizontal launching angle, to the point that it KOs middleweights as low as 70% near the edge.
|usdesc=Performs the {{iw|fireemblemwiki|Sol|skill}} portion of {{iw|fireemblemwiki|Aether}}, which sees Ike throwing Ragnell directly upwards, causing it to spin before he leaps upward to grab Ragnell, perform a somersaulting series of slashes, then conclude with a descending slash. It covers a respectable amount of vertical distance, but almost no horizontal distance. It grants super armor when initiated and until Ike begins rising, which is longer if the move is used on the ground, while all but its first hit have transcendent priority. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hits connect due to its high total damage. The start of its descending hitbox also meteor smashes opponents, allowing it to be used for a [[sacrificial KO]]. As of update 2.0.0, its descending hitbox has less knockback, which makes it slightly less reliable at KOing opponents early. As of update 8.0.0, its landing hit has significantly more knockback and a much more horizontal launching angle, to the point that it KOs middleweights as low as 70% near the edge.
|dsname=Counter
|dsname=Counter
|dsdmg=1.2× (minimum 10%)
|dsdmg=1.2× (minimum 10%)
|dsdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with a reverse gripped downward slash while Ragnell is covered in blue flames. It is slow for a counterattack, activating on frame 9, and has high ending lag, but is among the strongest counterattacks in the game in terms of knockback. Additionally, due to granting Ike full intangibility on frames 8-15, it can effectively be used to retaliate against attacks one frame before its counter window. However, the counterattack itself has the peculiar trait of not slowing his descent at all during execution, causing him to fall the most distance after triggering it offstage compared to other characters' counter moves and making it very risky to edgeguard with.
|dsdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with a reverse gripped downward slash while Ragnell is covered in blue flames. It is slow for a counterattack, activating on frame 9, and has high ending lag, but is among the strongest counterattacks in the game. Additionally, due to granting Ike full intangibility on frames 8-15, it can effectively be used to retaliate against attacks one frame before its counter window.
|fsname=Great Aether
|fsname=Great Aether
|fsdmg=5% (hit 1), 3% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18)
|fsdmg=5% (hit 1), 3% (hit 2), 2% (hits 3-15), 5% (hit 16), 4% (hit 17), 10% (hit 18)
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
In the early metagame, Ike was seen as a significantly improved character from his low-mid tier placement from the previous installment, due to disjoints being prominent in the metagame. Initial tournament results were also strong thanks to players such as {{Sm|MkLeo}} and {{Sm|Ryuga}}; MkLeo especially won the first ''Ultimate'' supermajor {{Trn|GENESIS 6}} with Ike. This led to an initial positive reception, with top players such as {{Sm|ESAM}} designating him as a high tier fighter.
However, Ike's weaknesses (such as his poor disadvantage state) hampered most of the positive reception he initially received from the competitive scene. Ike's reception would further cool off after MkLeo dropped him in favor of {{SSBU|Lucina}} and following Ryuga's tournament presence waning in regard to both attendance and significant placements. Despite an overall lukewarm reception toward his viability offline, Ike had a brief period of success during the online metagame. As [[perfect shield]]ing is harder to perform due to input lag, Ike's slow aerial attacks and tilt attacks are safer on shield during online play than they are during offline play. Players such as {{Sm|Yez}} and {{Sm|Ravenking}} capitalized on this and managed to achieve high placements at large online tournaments alongside their high rankings on the [[Wi-Fi Warrior Rank]]s.
In the post-online metagame, Yez and Ravenking have managed to achieve respectable placements in offline tournaments, with {{Sm|PsyKoD}} also bolstering Ike's offline viability thanks to his own respectable placements. However, Ike's weaknesses and below-average representation have led most players to perceive him as a mid tier fighter at best; this, in turn, is reflected by him being ranked 65th on the current tier list.
===Most historically significant players===
===Most historically significant players===
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<!--This character has a ten-player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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*{{Sm|MkLeo|Mexico}} - Played Ike in the first two months of competitive play and was the best Ike player in the world. He is the only Ike player who has won a major, winning the supermajor {{Trn|GENESIS 6}}.
*{{Sm|MkLeo|Mexico}} - Played Ike in the first two months of competitive play and was the best Ike player in the world. He is the only Ike player who has won a major, winning the supermajor {{Trn|GENESIS 6}}.
*{{Sm|PsyKoD|USA}} - The best Ike player in North America in the post-online metagame, notably placing 9th at the major {{Trn|The Big House 10}}, one of the highest placements for Ike during this period.
*{{Sm|PsyKoD|USA}} - The best Ike player in North America in the post-online metagame, notably placing 9th at the major {{Trn|The Big House 10}}, one of the highest placements for Ike during this period.
*{{Sm|Ravenking|USA}} - One of the best Ike players in North America in the early metagame who consistently placed well in-region, notably 3rd at {{Trn|Spotlight}} and 33rd at {{Trn|Frostbite 2020}}, as well as online, where he was ranked as high as 35th on the [[Wi-Fi Warrior Rank v6]]. He has since dropped Ike in favor of {{SSBU|Joker}}.
*{{Sm|Ravenking|USA}} - One of the best Ike players in North America in the early metagame who consistently placed well in-region, notably 3rd at {{Trn|Spotlight}}, 13th at {{Trn|Combo Breaker 2019}}, and 33rd at {{Trn|Frostbite 2020}}. He has since dropped Ike in favor of {{SSBU|Joker}}.
*{{Sm|Ryuga|USA}} - The best Ike player in the early metagame after MkLeo dropped the character, with consistent high placements at majors that no other Ike players have achieved since. Most notably placed 9th at the supermajor {{Trn|Frostbite 2019}} and 17th at the supermajor {{Trn|MomoCon 2019}}. He retired from competitive play in 2020.
*{{Sm|Ryuga|USA}} - The best Ike player in the early metagame after MkLeo dropped the character, with consistent high placements at majors that no other Ike players have achieved since. Most notably placed 9th at the supermajor {{Trn|Frostbite 2019}} and 17th at the supermajor {{Trn|MomoCon 2019}}. He retired from competitive play in 2020.
*{{Sm|Tora|Japan}} - The best Ike player in the world since 2023, regularly placing well at events including 5th at the superregional {{Trn|KOWLOON 10}}, 25th at the major {{Trn|Maesuma TOP 15 "FINAL"}}, and 33rd at the supermajor {{Trn|Maesuma TOP 13}}.
*{{Sm|Tora|Japan}} - The best Ike player in Japan in the post-online metagame, regularly placing well at events including 7th at the superregional {{Trn|Karisuma SP 15}} and 33rd at the supermajor {{Trn|Maesuma TOP 13}}.
*{{Sm|Yez|USA}} - Gained prominence during the online era, where he was ranked as high as 7th on the [[Wi-Fi Warrior Rank v7]]. Offline, he was the best Ike player in the world in 2021 and 2022, achieving some of Ike's best results since the early metagame, including 9th at the major {{Trn|Kagaribi 8}} and 25th at the supermajor {{Trn|Super Smash Con 2022}}.
*{{Sm|Yez|USA}} - Gained prominence during the online era, where he was ranked as high as 7th on the [[Wi-Fi Warrior Rank v7]]. Offline, he was the best Ike player in the world in 2021 and 2022, achieving some of Ike's best results since the early metagame, including 9th at the major {{Trn|Kagaribi 8}} and 25th at the supermajor {{Trn|Super Smash Con 2022}}.
===Tier placement and history===
In the early metagame, Ike was seen as a significantly improved character from his low-mid tier placement from the previous installment, due to disjoints being prominent in the metagame. Initial tournament results were also strong thanks to players such as {{Sm|MkLeo}} and {{Sm|Ryuga}}; MkLeo especially won the first ''Ultimate'' supermajor {{Trn|GENESIS 6}} with Ike. This led to an initial positive reception, with top players designating him as a high tier fighter.
However, Ike's weaknesses, most notably his poor disadvantage state, hampered most of this initial positive reception. Ike's reception further cooled off after MkLeo dropped him and following Ryuga's tournament presence waning in regard to both attendance and significant placements. The latter also retired from competitive play later on, further reducing his representation. Despite an overall lukewarm reception toward his viability offline, Ike had a brief period of success during the online metagame. As [[perfect shield]]ing is harder to perform due to input lag, Ike's slow aerial attacks and tilt attacks are safer on shield during online play than they are during offline play. Players such as {{Sm|Yez}} and {{Sm|Ravenking}} capitalized on this and managed to achieve high placements at large online tournaments alongside their high rankings on the [[Wi-Fi Warrior Rank]]s.
In the post-online metagame, dedicated mains such as Yez, {{Sm|PsyKoD}}, and {{Sm|Tora}} continue to achieve respectable placements in offline tournaments. However, none of the players were as consistent as MkLeo or Ryuga in his prime, which coupled with his overall below-average representation and noticeable weaknesses led to his placement on the first tier list, where he was ranked 65th as a lower-mid tier.
This unfortunately continued on the second and current tier list where he fell from his previous 65th placement to 71st in the D- tier, registering Ike as a low tier character.


=={{SSBU|Classic Mode}}: The Black-Clad Warriors==
=={{SSBU|Classic Mode}}: The Black-Clad Warriors==

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