Ike
in Project M and Project+
Ike's profile picture for Smash Bros. Brawl.
FireEmblemSymbol.svg
Universe Fire Emblem
Base game appearance Brawl
Moveset inspiration Ike (SSBB)
Alternate costume Hector's armor
IkeHeadSSBB.png
Ike's Hector Costume in Project M 3.5

Ike is a playable character in the Brawl mod Project M. As Ike's first appearance in the series is as a fighter in Brawl, his general speed has been significantly increased to fit the mechanics of Project M. In particular, Ike has had his combo starting abilities buffed, from his more versatile quick-draw to his low lag back aerial and quick up aerial.

Attributes

Being a swordsman, Ike has outstanding range, possessing many disjointed hitboxes within his attacks. As a result of this advantageous attribute, he can carefully space between his opponents, while simultaneously dealing incredible knockback and damage. For characteristics, Ike is a heavyweight (being the heaviest swordsman, not including Ganondorf) with, as a result of his buffed mobility, a decent dash speed, an average air speed, and an average falling speed. Ike's attacks are among the most powerful in the game, especially his ground attacks, with many dealing immense knockback that can reliably KO around mid percentages, especially when sweetspotted, located at the middle of the sword's blade. His Eruption is an effective edgeguarder functioning very similar to Flare Blade of Roy (the only aesthetic difference is the fire being blue), as it inflicts deadly vertical knockback when charged at any stage, with it being an OHKO when fully charged that repels the opponent at a semi-spike angle at a fast speed. Subsequently, Ike's recovery has been majorly buffed in his transition to where his Aether reaches more horizontal distance (though it is still short nonetheless). That said, when combined with Quick Draw, his alternative recovery option that is only suitable for horizontal recovery, Ike's recovery is overall among the best vertically and horizonally.

Ike's greatest blessing, however, is his jab attack, being arguably the best move in his arsenal; it possesses great reach for a jab, is fast, deals high damage, and can be jab canceled for quick setups. While Ike's jab's power was nerfed from Brawl, it remains as one of the most powerful jabs and is especially vital in Ike's metagame.

Ike's aerial game is above average, if not among the best. As with his ground attacks, his aerial arsenal consists of powerful attacks that possess great KO potential, even when not sweetspotted. Ike is capable of juggling characters, especially floaties (ie Jigglypuff, Zelda, and Samus), with his up air. His back and forward aerials are effective horizontal finishers against light characters. Best of all, Ike's down aerial, when sweetspotted, is a powerful spike that is capable of effectively KOing opponents around mid-high percentages. Even when not sweetspotted (to where it will only be a meteor smash, provided that he still lands the clean hitbox), the down aerial remains a strong finisher regardless, and its utility is overall decent.

Ike's primary flaw lies in his very laggy attacks, especially his ground attacks, and especially his side smash. While these attacks are of course strong and deadly, their incredibly slow speeds and long start and end lag render Ike vulnerable to many combo setups and punishes. His tall height is also considered a drawback, as it makes his hurtbox quite large and thus making him easy to hit and combo, which is compounded by his heavy weight. Additionally, albeit his recovery is above average, it is arguably predictable and can easily be gimped.

Changes from Brawl to PM

Attributes

  •   The general amount of landing lag Ike experiences has been reduced.
  •   Dash speed and jump momentum has increased, making him faster.
  •   Both shield stun and shield damage capabilities have been greatly improved.

Ground Attacks

  •   Dash attack deals more damage and has a more advantageous angle.
  •   Jab combo does less damage.
  •   Dash attack has slightly less reach.
  •   Foward tilt is sped up.
  •   Up tilt is now quicker, and has a sweetspot which does more damage making it a better KO move.
  •   Down tilt is much faster and can interrupt much sooner, and can combo into itself at lower percents.
  •   Foward tilt has much less knockback.
  •   Down tilt does less damage and is no longer a reliable KO move.
  •   Up smash hitboxes do more damage and knockback.
  •   Down smash hitboxes send backwards and the first hit does slightly more damage with stronger knockback, the second hit does slightly less damage and is a stronger KO move.

Aerial Attacks

  •   Down aerial has slightly faster start-up and does slightly more damage; however, knockback is not compensated on the ground, but its meteor smash capabilities have improved. Additionally, when sweetspotted (middle of the blade), it will spike.
  •   Back aerial sweetspot does more damage and has stronger knockback, sourspot does slightly more damage with slightly less knockback than the brawl sweetspot.
  •   Foward aerial has slightly faster start-up, and a sweetspot that does more damage and more knockback.
  •   Neutral aerial is faster and does much more damage and has more knockback.
  •   Down aerial has a flub spot which is weaker in damage and knockback than the sourspot.
  •   Up aerial does slightly less damage and knockback is not compensated from Brawl.

Special Attacks

  •   A fully charged Eruption now acts much like Roy's Flare Blade: it does 50% damage with OHKO potential, plus a semi-spike trajectory. The attack additionally meteor smashes opponents when connecting with the tip, bolstering its edgeguarding capacities.
  •   Quick Draw has been revamped. It now charges much faster, and does not auto-attack by default; the attack button must be held if one wishes to do so, and attacking manually requires a press of the special button. Ike can additionally continue charging the move past the fully charged point; while fully charging Quick Draw takes less than a second, "super" charging it takes an additional four seconds. A super charged Quick Draw becomes a very quick flaming dash that covers most stages entirely. While Ike himself does 4% damage with no knockback to enemies he passes through, hitting with a perfectly-timed attack will deal 50% and always OHKO. He will then perform a down taunt, and say "You're through" instead of the regular "Hmph." If the attack is incorrectly timed, it will instead deal over 20% damage with higher knockback than a fully charged Quick Draw attack, but under the OHKO threshold of the perfectly timed super charged Quick Draw. Ike can also jump or wall jump out of a Quick Draw. He can only jump out of a Quick Draw begun from the ground, but he can wall jump out of it as long as he meets the normal wall jumping requirements, and up to two times. Ike is additionally no longer put into helpless state if he connects with Quick Draw in midair.
  •   The gaps in the hitbox of Aether have been filled, allowing Aether to flow and combo better than before. In addition, the amount of horizontal distance Ike can travel with Aether has been increased, improving his recovery.
  •   Counter has faster start-up and a slightly higher multiplier.
  •   Like Marth, Ike now has more quotes when using Counter.
  •   Quick Draw can no longer be held indefinitely, and the fully charged attack deals less damage and knockback.
  •   Aether's super armor now has no armor at all.
  •   Eruption's super armor is only retained if it is fully charged; otherwise, it has heavy armor.
  •   Eruption's flame color is changed from red to blue.

Revisions

v2.1

  •   Ike cannot grab the ledge backwards after a certain point during his Up-B
  •   Ike's Quick Draw OHKO now cannot cause a permanent color tint

v2.5

  •   Ike's Run is slightly slower but the start of his Dash is significantly faster, improving quick pivots and his jump cancel slide
  •   Ike's Dash to Run transition is slightly faster
  •   Ike's Weight is put back to vBrawl weight (a slight decrease in weight)
  •   Ike's tip hitboxes on Up Tilt, Down Tilt, Neutral Air, and Up Air send more horizontally like other tips do rather than more vertically
  •   Ike's Neutral/Forward/Back/Up/Down Air body hitboxes adjusted to be smaller in size like his ground attacks to aid in landing the hilt sweetspot
  •   Ike's Dash Attack hitbox priority adjusted; tip no longer hits so often over the others
  •   Ike's Dash Attack animation adjusted to have the forward movement at more appropriate parts, and also does not raise the sword quite as high. Now capable of Boost Up Smashing and Boost Turn Grabbing
  •   Ike's Dash Attack weak hit duration decreased slightly
  •   Ike's Up Tilt has slightly less base knockback and more growth, strong hit reaches higher, and weak hit duration reduced
  •   Ike's Down Tilt hits slightly faster, and the hilt sweetspot meteors while the rest of the attack sends upward
  •   Ike's Forward Air hit duration adjusted, average damage slightly decreased, base knockback decreased, and growth increased significantly emphasizing the sweetspot
  •   Ike's Down Air spike on the hilt sweetspot sends slightly outward like other spikes do to be outside meteor trajectory range
  •   Ike's Side B is jump cancelable on the 3rd frame of the dash, and uncharged covers less distance
  •   Ike's Up Air early hitboxes slightly decreased in base knockback
  •   Ike's Standing Grab range reduced slightly
  •   Ike's non-fully charged Neutral B hitboxes and graphical effects reduced in size a bit, armor duration adjusted, and super armor changed to knockback-based armor; it can be broken through at KOing %
  •   Ike's Side B wall jump can only be performed twice per airtime
  •   Ike's Up B sword throw and glow animation cleaned up to match each other better, Ike's movement during the jump smoothed out, and aerial Up B decreased in height a bit
  •   Ike's Forward Smash hitboxes begin slightly later in the animation, and base knockback decreased a bit
  •   Ike's Jab 3 base knockback decreased a bit
  •   Ike's non-tip hitboxes are now slightly more damaging and stronger at the hilt, while being slightly less so on the others
  •   Ike's Jab 3, Up Tilt, Forward/Up/Down Smash, and Down Air weak hit now follow the tip/middle/hilt system for damage
  •   Ike's Forward Tilt has slightly less base knockback and more growth, and IASA is slightly later
  •   Ike's Down Smash base knockback is slightly lower on 1st hit and higher on the 2nd
  •   Ike's Neutral Air late hit is weaker, sends at a more horizontal angle, and has a slightly shorter hit duration
  •   Ike's Up Air hitbox priority adjusted to normal tip/middle/hilt spacing
  •   Ike's Forward Throw animation touched up a bit to look better, and has less base knockback and more growth
  •   Ike's Back Throw releases slightly faster, slightly decreased in base knockback, and trajectory is a bit higher
  •   Ike's Up Throw endlag slightly increased, and knockback growth increased
  •   Ike's Down Throw base knockback slightly decreased, and growth greatly increased
  •   Ike's Up B hitboxes reworked with new knockback stacking mechanics, and armor duration reduced to be during the time he is crouching before jumping
  •   Ike's Neutral B graphical effects are now blue

v2.6

  •   New faster neutral air
  •   D-tilt sped up
  •   Up B covers more horizontal distance

v2.6b

  •   Jab3 comes out slightly faster.
  •   Down Tilt knockback, damage, hitbox placement, and angle adjusted to be a more useful move.
  •   Down Smash1's knockback growth has been slightly increased and its base knockback has been slightly decreased.
  •   Down Smash2's knockback growth has been slightly increased.
  •   Neutral Air is significantly faster and has more base knockback.
  •   Forward Air base knockback slightly increased.
  •   Standing Grab box and animation adjusted to be slightly more outward.
  •   Up B air mobility starts sooner, allowing more overall horizontal distance.
  •   Up B height slightly adjusted between what 2.5 and 2.1 were.
  •   Up Throw's knockback growth reverted to 2.1.
  •   Neutral B supercharged hitboxes and armor end sooner.
  •   Aerial Side B speed charge gain is slightly less per frame.
  •   Down Tilt comes out slightly earlier and is interruptible sooner.

v3.0

  •   Down Tilt IASAs slightly later
  •   Counter can no longer be jump-canceled if Ike counters an attack.

v3.5

  •   Ledge grab limit for Aether removed.
  •   Hitbox added to down taunt and it spikes if used on recovering opponent or on the edge.
  •   Quickdraw can only wall jump 1 time, from 2.
  •   Hitbox size for Quickdraw has been decreased.
  •   Side Special attack IASA increased from 27 to 32.
  •   Hitbox size for lots of Ike's sword attacks have been decreased.
  •   Can no longer auto attack by holding attack button during Quickdraw.
  •   Aerial Quickdraw attack now goes into special fall on hit.

v3.6b

  •   Quickdraw max charge frame count doubled.
  •   Quickdraw IASA increased from 32 to 35.
  •   Aether no longer has light armor.
  •   Quickdraw's base knockback increased, but less knockback growth.
  •   Eruption now sends at a 359 angle when fully-charged, so opponents don't slide across the stage.

Moveset

Up to date as of version 3.6b.

Name Damage Description
Neutral attack 4% (hit 1), 3% (hit 2), 6% (hit 3), 5%/6%/7% (hit 3 sword tip/hilt/mid) Ike throws out his left fist, kicks forward, and swings Ragnell down.
Forward tilt 13% (body), 11%/13%/15% (sword tip/hilt/mid) With his arms together, Ike quickly swings his sword from left to right. Can be angled. Also has some ending lag.
Up tilt 12%/10% (body/late), 10%/12%/14% (sword tip/hilt/mid [clean]), 8%/10%/11% (sword tip/hilt/mid [late]) Ike hops up while keeping Ragnell straight, thrusting it upwards. Decent as a punish to juggles at low percents; useful at higher percentages as a KO move as well.
Down tilt 12% (body), 10%/12%/14% (sword tip/hilt/mid) Ike swings low and trips the opponent. Can be interrupted fairly early and does good knockback at low-mid percentages.
Dash attack 12%/9% (body/late), 10%/12%/14% (sword tip/hilt/mid [clean]), 7%/9%/10% (sword tip/hilt/mid [late]) Ike takes a step and shifts Ragnell to his other side with a swing.
Forward smash 22% (body), 18%/22%/25% (sword tip/hilt/mid) Ike twirls Ragnell behind him before forcefully sending it down with all his strength.
Up smash 19% (body), 16%/19%/22% (sword tip/hilt/mid) Ragnell is swung in an arc that covers both his sides and overhead. Sends the opponent upward.
Down smash 1st hit: 14% (body), 11%/14%/16% (sword tip/hilt/mid)
2nd hit: 13% (body), 11%/13%/15% (sword tip/hilt/mid)
Ike bends low before swinging Ragnell by the ground. If the attack button is pressed again, he will follow up with a back hit.
Neutral aerial 12%/10% (body/late), 10%/12%/14% (sword tip/hilt/mid [clean]), 8%/10%/11% (sword tip/hilt/mid [late]) A 270° slice, starting from above him to his back. Sends opponents at an angle depending on Ragnell's position.
Forward aerial 13% (body), 10%/13%/16% (sword tip/hilt/mid) An overhead chop that sends opponents backwards.
Back aerial 13% (body), 12%/15%/17% (sword tip/hilt/mid) Ike quickly swings behind him with great reach. Works like most other back aerials, and is Ike's fastest aerial.
Up aerial 13%/15% (body/late), 11%/13%/15% (sword tip/hilt/mid [clean]), 12%/15%/17% (sword tip/hilt/mid [late]) Ike slowly twirls Ragnell above his head. Useful for vertical KOs.
Down aerial 13%/9% (body/late), 12%/14%/17% (sword tip/hilt/mid [clean]), 7%/9%/10% (sword tip/hilt/mid [late]) In a similar motion to his f-air, he swings below him. The sourspot and mediumspot meteor smash, while sweetspot spikes.
Grab
Pummel 3% Ike forces his head into his victim.
Forward throw 2% (hit), 4% (throw) (6% total) Ike punts the opponent into the distance. Is good for starting combos
Back throw 2% (hit), 4% (throw) (6% total) Ike throws the opponent back before quickly kicking them away.
Up throw 2% (hit), 4% (throw) (6% total) Throwing his sword in the ground, Ike unleashes an uppercut. It can chain some fastfallers at low %s, but as it has very high scaling, it is virtually useless at mid-percents.
Down throw 2% (hit), 4% (throw) (6% total) Ike throws the opponent on the ground and jumps on them.
Floor attack (front) 6% Ike spins around with Ragnell, hitting slightly higher behind him and then lower as he goes around.
Floor attack (back) 6% Ike swings his blade behind him before slicing forward.
Floor attack (trip) 5% Ike spins with Ragnell. This time, it is more leveled.
Edge attack (fast) 8% Ike leaps up and spins upward with Ragnell.
Edge attack (slow) 10% Ike slowly climbs up to swing in front of him.
Neutral special Eruption 10-34%, 50% (fully charged) Ike holds Ragnell above him before slamming it into the ground. A fully charged special damages himself and instantly kills any opponent in range. Also useful for spiking opponents coming from below with a sweet spot at the tip. Aesthetically, the move involves blue fire, which technically uses the aura effect as opposed to the flame effect. While this is mostly a purely cosmetic change to match Ike's origins more (as only Lucario gains any effect from aura attacks), it does mean it no longer interacts with Flame stickers, frozen characters, Blast Boxes, or Red Pikmin.
Side special Quick Draw Normal: 7% (uncharged), 12% (fully charged)
Overcharged: 4% (flames), 23% (sword), 50% (OHKO)
Ike readies a stance to charge at his opponent. The maximum distance can be heard with a ring, but can be overcharged. Overcharging allows for more damage and distance. Any opponent he passes when he turns red takes damage. The player can press B to swing when Ike is charging, or can hold A to function automatically like Brawl; Ike can simply jump out of it as well. Can OHKO if fully charged and timed properly. Leaves Ike helpless if he falls off.
Up special Aether 6% (hit 1), 2% (hits 2-6), 3% (hit 7), 6% (hit 8) (25% total) Ike tosses his sword into the air to catch it before flipping back to earth. Any opponents caught at the start will be knocked up.
Down special Counter 1.2 multiplier, 10% minimum Ike brings Ragnell close to him. If attacked in the middle of his flash, he counters with his own swing. Ike does not take damage when hit, instead that damage is used to determine how much he does.
Final Smash Great Aether 5% (hit 1), 3% (hits 2-8), 2% (hits 9-10), 3% (hits 11-14), 5% (hits 15-16), 12% (hit 17) (64% total) Ike becomes invincible and swings his sword in front of him and anybody who he hits is sent upward. He then leaps into the air, slashes the character(s) seven times with his sword aflame, kicks them twice, slashes them four more times, and knocks them downward with a powerful finishing blow with a large explosion that sends the trapped opponent(s) and any opponent that happens to be too close upwards.

In competitive play

Notable players

Alternate costumes

Ike received a set of alternate costumes in 3.5. They are based on the armor worn by Hector from Fire Emblem.

 
Ike's alternate costumes in PM
           
       

The recolors of the Hector costume reference other characters in the Fire Emblem games who, like Hector, are heavily armored. Each of these characters is related to either Ike or Hector.

  • The red costume is based on Zelgius, Ike's rival in his games.
  • The green costume is loosely based on Uther, Hector's elder brother.
  • The black costume is based on the Black Knight, the sinister alter ego of Zelgius.

In all of its color schemes, the Hector costume also changes Ike's sword, Ragnell, into its counterpart Alondite. In both Path of Radiance and Radiant Dawn, Alondite is the weapon of choice of Zelgius/the Black Knight.

Gallery

External links