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Ike (SSB4): Difference between revisions

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|usdefname=Aether
|usdefname=Aether
|usdefdmg=6% (hit 1 clean), 4% (hit 1 late), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)
|usdefdmg=6% (hit 1 clean), 4% (hit 1 late), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)
|usdefdesc=[[fireemblemwiki:Aether|Throws Ragnell upward and, at the apex of the throw, Ragnell spins in place before Ike leaps up to catch it, spins in place with it, and then descends with it to perform a kneeling downward slash]]. It launches nearby opponents into the air and traps them while spinning, while the start of its descending hitbox can [[spike]] them. It covers a respectable amount of vertical distance, but covers a very minimal amount of horizontal distance. Aside from its initial hitbox, its other hitboxes have transcendent priority, a trait that also applies to its custom variations, and it grants [[super armor]] on frames 18-21. Despite its name, it is based only on Aether's first strike.
|usdefdesc=[[fireemblemwiki:Aether|Throws Ragnell upward]], with Ike then leaping up at the apex of the throw, grabbing Ragnell and spinning in place, before plummeting directly downwards with a slash. It launches nearby opponents into the air and traps them while spinning, while the start of its descending hitbox can [[spike]] them. It covers a respectable amount of vertical distance, but covers a very minimal amount of horizontal distance. Aside from its initial hitbox, its other hitboxes have transcendent priority, a trait that also applies to its custom variations, and it grants [[super armor]] on frames 18-21. Despite its name, it is based only on Aether's first strike.
|usc1name=Aether Drive
|usc1name=Aether Drive
|usc1dmg=9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2-5), 5% (descent), 9% (landing)
|usc1dmg=9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2-5), 5% (descent), 9% (landing)
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|dsdefname=Counter
|dsdefname=Counter
|dsdefdmg=1.2x (min 10%)
|dsdefdmg=1.2x (min 10%)
|dsdefdesc=[[fireemblemwiki:Counter|Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash]]. Due to coming out on frame 9, it has the second highest amount of start-up lag out of every counterattack, which is surpassed only by [[Toad]] and {{SSB4|Palutena}}'s [[Counter (Palutena)|Counter]]. However, it is the second longest-lasting counterattack due to having a duration of 26 frames, which is surpassed only by [[Double Team]] and [[Vision]]. It also has the lowest amount of ending lag out of every counterattack.
|dsdefdesc=[[fireemblemwiki:Counter|Parries]] and then [[counterattack]]s against any incoming attacks with a reverse gripped downward slash. Due to coming out on frame 9, it has the second highest amount of start-up lag out of every counterattack, which is surpassed only by [[Toad]] and {{SSB4|Palutena}}'s [[Counter (Palutena)|Counter]]. However, it is the second longest-lasting counterattack due to having a duration of 26 frames, which is surpassed only by [[Double Team]] and [[Vision]]. It also has the lowest amount of ending lag out of every counterattack.
|dsc1name=Paralyzing Counter
|dsc1name=Paralyzing Counter
|dsc1dmg=1% (base)
|dsc1dmg=1% (base)

Revision as of 15:49, May 4, 2017

This article is about Ike's appearance in Super Smash Bros. 4. For the character in other contexts, see Ike.
Ike
in Super Smash Bros. 4
Ike
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Brawl


Availability Starter
Final Smash Great Aether
Tier D (35)
Ike's stock icon in Super Smash Bros. for Wii U.

Ike (アイク, Ike) is a playable character in Super Smash Bros. 4. His return to the series was confirmed in a Director's Room Miiverse post on May 23rd, 2014,[1] the same day that Fire Emblem: The Sacred Stones was released in North America in 2005. Jason Adkins and Michihiko Hagi reprise their roles as Ike's voice actors in the English and Japanese versions, respectively, although Adkins does so via voice clips recycled from Super Smash Bros. Brawl.

Ike is currently ranked 35th out of 58 on the tier list, placing him at the top of the D tier. This is very similar to his placement in Brawl, where he was ranked 23rd out of 38. In addition to retaining the majority of his renowned power and range, Ike's overall mobility has noticeably improved, thanks to his higher double jump and faster dashing and air speeds. His frame data has also become fairly better, with the most apparent improvements being to his tilt and aerial attacks. Ike also benefits from the changes to gameplay mechanics: the rage mechanic supplements his power, the changes to hitstun canceling have made his up and down throws into very useful combo starters, and the new edge mechanics supplement his recovery.

However, Ike retains his flaws from Brawl: his heavy weight renders his overall mobility as below average at best despite its improvements, his very small number of fast grounded attacks often leaves him vulnerable against rushdowns, combos, and camping, and his recovery is still easily predictable due to its linearity. He has also gained new weaknesses: his already large hurtbox is slightly larger, several of his attacks have decreased damage outputs, knockback and ranges, and his very useful jab cancel is now extremely situational at best due to being significantly more difficult to perform into itself.

Overall, Ike's buffs have helped him remain viable despite his nerfs, as evident by him achieving a decent level of success at all levels of play, thanks to Rango, Ryo, San and Waldo.

Attributes

Ike is a heavyweight, being tied with Wario as the eighth heaviest character in SSB4. As such, he possesses slow yet powerful attacks, below average walking speed and air acceleration, slightly below average dashing speed, above average falling speed, air speed and gravity, and low jumps.

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. Ike's neutral, forward, and back aerials are good approach options, as the former has low landing lag, while the latter two deal high shieldstun due to their damage outputs and ability to auto-cancel with a short hop, making them safe on shield. His forward aerial stands out the most, however, due to its good damage output, high knockback growth and large range in front of Ike. Aside from being his most reliable approach option thanks to these traits, it also makes him a surprisingly difficult character to punish when it is spaced 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 neutral aerial, down tilt, 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 potentially lead into his forward or up aerials even at high percentages, which provides Ike with a few invaluable KO set-ups. In addition to its aforementioned benefits, forward aerial is also a good combo tool; when auto-canceled, it can combo into itself up to three times at medium percentages and thus deal roughly 35%. Although not as consistent as his aforementioned moves, Ike's up tilt and back throw also have combo potential: the former can act as a set-up for juggling, while the latter can combo into his dash attack at medium percentages if the opponent misses their tech.

All of Ike's smash attacks are among the strongest of their respective kinds, with his forward smash being notable as the seventh strongest forward smash in the game. His 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, and has a large number of active frames, making it a deadly option at the edge and a good option for punishing rolls. While these moves suffer from extreme amounts of start-up and ending lag, Ike is not reliant on them to KO. In addition to their aforementioned approach potentials, his forward and back aerials boast respectable strength, making them safe KOing options near the edge, while he also has his aforementioned KO set-ups from his up throw. Ike has an effective edge-guarding game, courtesy of a number of powerful options: his forward and back aerials, his down aerial's meteor smashing hitbox, and his neutral special, Eruption, which is chargeable and possesses a large hitbox. Furthermore, his excellent endurance enables him to use the rage mechanic effectively, boosting his already strong 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 very low traction hinders his grab game, while he lacks options to immediately retaliate due to several of his grounded attacks having moderate start-up lag. By extension, his grounded attacks' lag issues render his grounded approach as comparatively poor and overall predictable. While his aerial approach is decent, it nonetheless requires proper spacing and timing of his aerials in order to be effective, as they can be punished if misused due to their noticeable ending lag.

Ike's recovery is also problematic. He is vulnerable to semi-spikes, as Aether and Quick Draw are highly predictable due to functioning as strictly vertical and strictly horizontal recovery options, respectively. However, both 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 unable to be used in tandem with Aether. In comparison, Aether covers almost no horizontal distance, 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 generates a windbox that pushes opponents far and/or gimp recoveries, and stalls Ike's descent when used in the air similarly to Cape. In comparison, Furious Eruption is noticeably stronger than Eruption, has more vertical range and launches opponents upward, making it very good 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 that Ike lacks with Aether and Quick Draw, but at the cost of losing his only means of vertical recovery. Paralyzing Counter allows Ike to stun the opponent, but at the cost of his counterattack being significantly weaker. Lastly, Smash Counter functions oppositely, as it boasts knockback strong enough 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 strengths are prevalent, yet his weaknesses are exploitable. As such, he functions optimally with a footsies-based playstyle, although his weaknesses can be worked around with careful play, as shown by players such as Ryo.

Changes from Brawl

Ike had received a mix of buffs and nerfs from Brawl to SSB4. Ike's mobility has noticeably improved: he has faster dashing and air speeds, and a higher double jump, which also improved his neutral game and recovery by extension. 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, decreased start-up lag and ability to auto-cancel with a short hop. By extension, all but one of his aerials also have significantly reduced landing lag. He also benefits from the general gameplay changes. The changes to hitstun canceling improve his combo game by making his up and down throws into reliable combo starters into his aerials at a variety of percentages. The new edge mechanics aid his recovery, due to Aether's glaring susceptibility to edge-hogging. Lastly, 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 significant nerfs. To compensate for the general improvements to his frame data, his renowned power has been somewhat toned down, due to most of his attacks having lower damage outputs and knockback. His overall range has also been decreased, making it slightly more difficult for Ike to space out his opponents. Ike's jab cancel, which he made extensive use of in Brawl, is now extremely situational due to becoming significantly difficult to perform into itself and having down tilt as its only reliable follow-up. Aside from Counter, his special moves have been nerfed; Eruption has been the most noticeably affected, as it now deals less damage, knockback, and only grants super armor when fully charged. His aerials have also lost their transcendent priority, although this is a double-edged sword rather than an outright nerf; while Ike's aerials can now cancel out other moves upon clashing, his forward aerial is now his only aerial that is a consistently effective approach option. Lastly, Ike's slightly larger hurtbox and heavier weight collectively make him more susceptible to combos than in Brawl.

Overall, Ike's buffs have resulted in him generally being viewed as a better character than in Brawl. This has been reflected with his representation in competitive play: despite being initially poor, it has improved over time due 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.

Aesthetics

  • Change Ike's design is now based on his appearance in Fire Emblem: Radiant Dawn, the sequel to Fire Emblem: Path of Radiance.[2] As such, he now sports his attire as a Hero class unit, a taller and muscular physique, slightly shorter hair, and slightly smaller eyes. Unlike in Path of Radiance, Radiant Dawn and Brawl, his eyes are a very slightly lighter shade of blue. Ike is also more expressive overall.
  • Change Ike's boots' sound clips are much higher pitched.
  • Change Ragnell's flames are now sky blue, rather than reddish orange. This is a reference to Ike's "Hero of the Blue Flame" title in the Japanese version of Radiant Dawn. Its swings' sound clips are also much higher pitched.
  • Change Up and side taunts have updated sound effects.

Attributes

  • Nerf Ike is taller. This makes his hurtbox slightly larger. While this would also improve his overall range, this is largely mitigated by the majority of his attacks having decreased ranges due to having smaller hitboxes and altered hitbox placements.
  • Change Ike is heavier (105 → 107). This improves his endurance, but makes him more susceptible to combos.
  • Nerf Ike walks slower (0.88 → 0.869).
  • Buff Ike dashes faster (1.371 → 1.5).
  • Buff Ike's air speed is faster (0.9212 → 1.08).
  • Buff Double jump is higher.
  • Nerf Jumpsquat is slower (6 frames → 7).

Ground attacks

  • Nerf Neutral attack deals less damage (4% (hit 1)/5% (hit 2)/7% (hit 3) → 3%/3%/5%). Additionally, its first hit has increased start-up (frame 3 → 4) and ending lag (FAF 17 → 24) and its second hit has increased ending lag (FAF 20 → 28), significantly hindering its jab cancel potential. Lastly, its third hit has a shorter duration (frames 10-14 → 5-8) and has lost its KO potential.
  • Buff Neutral attack's third hit has decreased start-up lag (frame 10 → 5). This makes neutral attack transition faster overall.
  • Buff Dash attack deals more damage (8% (tip)/7% (blade) → 14%/11%), has increased knockback growth (70 → 78) and has decreased start-up lag (frame 18 → 15). It also received a late hitbox that deals 9% and is stronger than the move's previous knockback (70 (base)/70 (growth) → 60/100). Altogether, these changes improve its KO potential.
  • Nerf Forward tilt now deals consistent damage (15% (blade)/14% (upper body)/12% (lower body) → 12.5%).
  • Nerf Forward tilt has decreased knockback (38 (base)/100 (growth) → 30/97), hindering its KO potential.
  • Buff Forward tilt has decreased start-up (frame 17 → 13) and ending lag (FAF 56 → 42).
  • Buff Up tilt deals 2% more damage (12% → 14%) and has decreased start-up (frame 13 → 11) and ending lag (FAF 50 → 48).
  • Nerf Up tilt has decreased base knockback (70 → 50). Sourspotted up tilt also has a shorter duration (frames 14-29 → 14-21).
  • Nerf Down tilt deals 6% less damage (14% → 8%) and can no longer meteor smash.
  • Buff Down tilt has altered knockback (55 (base)/100 (growth) → 70/70), decreased start-up (frame 16 → 7) and ending lag (FAF 55 → 29), and altered angles (270°/270°/40°/40° → 80° (all)). Altogether, these changes significantly improve its combo potential.
  • Buff Forward smash's clean tip deals 2% more damage (17% → 19%). Forward smash also has a longer duration (frames 31-34 → 31-35).
  • Nerf Forward smash has decreased knockback (50 (base)/100 (growth) → 40/90), hindering its KO potential. It also has increased ending lag (FAF 80 → 84).
  • Nerf Up and down smashes have lost their transcendent priority. When coupled with Ike's decreased overall range, these changes hinder their utility.
  • Buff Up smash has increased knockback growth (85 → 86), slightly improving its KO potential.
  • Buff Down smash deals 1% more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%), has increased base knockback (30 → 40) and has altered angles (65°/70°/75°/82° (both) → 48° (both)/61° (late hit 2)). Altogether, these changes improving its KO potential.
  • Nerf Down smash's late second hit has a shorter duration (frames 34-44 → 34-36).

Aerial attacks

  • Change All aerials have lost their transcendent priority, which allows them to cancel out non-transcendent projectiles. This improves their safety, but hinders their approach potentials.
  • Buff Neutral aerial deals 1% more damage (9% → 10%), has decreased start-up (frame 15 → 12) and ending lag (FAF 76 → 60), and its angle has been altered (70° → 80°). Altogether, these changes significantly improve its combo potential.
  • Nerf Neutral aerial has received a sourspot that deals 7%. It also has increased landing lag (12 frames → 14).
  • Buff Forward, back, up, and down aerials have decreased landing lag (21 frames → 18 (forward), 21 frames → 19 (back), 18 frames → 15 (up), 28 frames → 23 (down)).
  • Buff Forward aerial has increased base knockback (20 → 30), decreased start-up (frame 18 → 12) and ending lag (FAF 60 → 55), and can now auto-cancel with a short hop. Altogether, these changes improve its KO potential and grant it approach potential.
  • Nerf Up aerial deals 3% less damage (14% → 11%), but its knockback was not compensated enough (40 (base)/100 (growth) → 55/94), hindering its KO potential. However, it is still one of the strongest up aerials in SSB4.
  • Buff Up aerial has decreased start-up lag (frame 15 → 13).
  • Change Down aerial deals consistent damage (16% (clean)/12% (late) → 15%).
  • Nerf Down aerial has decreased base knockback (40 → 30) and received a non-meteor smash hitbox that has less knockback growth, hindering its KO potential. It also has a shorter duration due to losing its late hitbox (frames 16-30 → 16-17).

Throws/other attacks

  • Nerf All grabs have increased ending lag (FAF 30 → 33 (standing), FAF 40 → 41 (dash), FAF 36 → 39 (pivot)).
  • Buff Dash grab has decreased start-up lag (frame 12 → 10).
  • Nerf Pivot grab has increased start-up lag (frame 9 → 11).
  • Buff All throws deal 1% more damage (6% → 7%).
  • Change Forward throw has increased knockback (50 (base)/50 (growth) → 55/75). This improves its spacing potential, but hinders its tech-chasing potential.
  • Change Back throw has increased knockback (50 (base)/50 (growth) → 55/75). This improves its edge-guarding potential, but hinders its tech-chasing potential at high percentages.
  • Buff Up throw has decreased ending lag.
  • Buff The changes to hitstun canceling improve up and down throws' combo potentials at low to medium percentages.

Special moves

  • Buff Uncharged Eruption deals 1% more damage (9% → 10%). It also reaches its charged stages faster and Ike is able to release a fully charged Eruption without receiving any recoil damage, improving its reliability.
  • Nerf Uncharged Eruption has lost its super armor, hindering its safety.
  • Nerf Fully charged Eruption deals 2% less damage (37% → 35%) at its bottom and has decreased knockback (30 (base)/80 (growth) → 20/70). Its second through eighth charged stages also deal less damage and knockback. Altogether, these changes hinder its KO potential and remove its ability to one-hit KO.
  • Change Eruption has updated sound effects.
  • Nerf Quick Draw deals 3% less damage (9% (uncharged)/16% (fully charged) → 6%/13%). It also takes longer to fully charge (60 frames → ≈88) and has increased ending lag (FAF 42 → 57) when it does not hit an opponent, hindering its safety.
  • Buff Quick Draw has increased base knockback (50 → 70). It also has decreased start-up (frame 17 → 16) and landing lag, covers more distance, and no longer renders Ike helpless if he hits something, improving its recovery potential.
  • Nerf Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 5% (25% → 20%). Additionally, its descending hitbox can now only spike at its start, hindering its KO potential. Lastly, it has decreased super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential, respectively.
  • Change Aether no longer moves Ike forward without directional input.
  • Buff Counter has decreased start-up (frame 11 → 9) and ending lag (FAF 60 → 59 (Counter), FAF 37 → 35 (counterattack)). It also has altered knockback (50 (base)/62 (growth) → 48/100), significantly improving its KO potential.
  • Nerf Counter's counterattack has increased start-up lag (frame 4 → 5) and a shorter duration (frames 4-7 → 5-6).
  • Change Counter has updated sound effects.
  • Nerf Great Aether deals 18% less damage (78% → 60%).
  • Change Great Aether has updated sound effects.

Update history

Ike has been heavily buffed via game updates. The most notable buffs were brought about by update 1.0.8, which decreased the lag of his grounded and aerial attacks, and in some cases, increased their power. The increased shieldstun in update 1.1.1 were a mixed bag: while it makes Ike's sluggish, yet powerful attacks safer on shield, it results in his out of shield options becoming slightly more situational due to his poor traction.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff The third hit of neutral attack has less startup lag (frame 8 → 6), allowing it to connect more reliably.
    • Nerf However, its total duration was not fully compensated (FAF 40 → 39), giving it slightly more ending lag.
  • Buff Forward tilt has considerably lower ending lag (FAF 54 → 45).
  • Buff Down tilt has considerably lower ending lag (FAF 39 → 29).
  • Buff Down tilt deals more damage (7% → 8%).
  • Nerf Down tilt has smaller hitboxes (4u → 3.8u/3u).
  • Buff 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.
    • Nerf However, this also hinders its edgeguarding potential.
  • Buff Down smash has less ending lag (FAF 74 → 71).
  • Change Down smash launches opponents at a lower angle (52° (hit 1/hit 2 (clean))/65° (hit 2, late) → 48°/61°.
  • Buff Forward aerial has less startup (frame 16 → 13) and ending lag (FAF 60 → 55).
  • Buff Forward aerial auto-cancels earlier (frame 42 → 38), now being able to do so in a short hop.
  • Nerf Forward aerial has a shorter duration (frames 16-20 → 13-16).
  • Nerf Forward aerial has a shorter initial auto-cancel window (frames 1-5 → 1).
  • Buff 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).
  • Buff Back aerial deals more damage (13% → 14%), improving its KO potential.
  • Buff Down aerial has larger hitboxes (4.8u/4.5u/5.3u → 6u/5.5u/6.3u).
  • Buff 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.


Super Smash Bros. 4 1.0.6

  • Bug fix Fixed a glitch where Aether Drive behaved erratically when used in slow motion.
  • Buff Counter's knockback growth increased: 74 → 100, improving its KO potential.

Super Smash Bros. 4 1.0.8

  • Buff Neutral attack has been improved. It transitions faster and the last hit now hits above Ike, matching its animation.
  • Nerf 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.
  • Buff Forward tilt's startup decreased: 15 frames → 12.
  • Buff Up tilt's hitbox lasts longer has increased vertical increased.
  • Buff 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.
  • Buff Neutral (16 frames → 14), forward (20 → 18), up (18 → 15), and down aerial (26 → 23) all have less landing lag.
  • Buff Forward aerial has 2 frames less of startup and hits better above and below Ike.
  • Buff All variations of Quick Draw have had their startup decreased by 3 frames: 19 frames → 16.
  • Change 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


Super Smash Bros. 4 1.1.0

  • Change Up aerial's knockback altered: 40 (base)/100 (growth) → 55/94.
  • Buff Down throw's collateral hitbox moved forward: -7u → -5u.

Super Smash Bros. 4 1.1.1

  • Buff Tempest improved. Uncharged Tempest deals 4% more damage: 1% → 5%, its hitboxes' duration increased by 2 frames and it ends 4 frames faster. Additionally, charged and fully charged Tempest's initial windboxes' 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.
  • Buff 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.
  • Nerf Furious Eruption's first hit's duration decreased: 12 frames (uncharged)/16 frames (fully charged) → 10/14.
  • Change Smash Counter's knockback altered: 48 (base)/100 (growth) → 90/70.
  • Change Third victory pose's animation has slightly changed. Ragnell's blade now glows briefly at the end of the animation.

Super Smash Bros. 4 1.1.4

  • Buff Sourspotted forward smash deals 2% more damage: 17% → 19%.
  • Change Sourspotted forward smash's angle altered: 60° → 57°.
  • Buff Neutral aerial deals 1% more damage: 9% → 10% (clean), 6% → 7% (late).
  • Buff Neutral aerial's angle altered, improving its ability as a set-up.: 70° → 80°.
  • Buff Forward aerial deals 1% more damage and its range increased.: 12% → 13%
  • Buff Eruption's hitbox lasts 2 frames longer.
  • Buff Hard tripping now grants five frames of invincibility.


Moveset

  Name Damage Description
Neutral attack   3% A jab, followed by a front kick, followed by a kneeling downward slash. Due to it coming out 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. Although its ability to jab cancel into itself has been significantly hindered, it can still jab cancel into a down tilt, due to the latter's minimal start-up lag.
3%
5%
Forward tilt   12.5% A lunging outward slash. It can be angled and has both impressive range and high knockback growth, to the point that it KOs middleweights at 133% while near the edge. However, it has moderate start-up and ending lag.
Up tilt   14% (clean), 10% (late) Hops to thrust Ragnell's blade 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 126%. It also has good vertical range and a fairly long duration, which enable it to ward off aerial opponents. However, it has moderate start-up and ending lag.
Down tilt   8% A kneeling inward slice. Due to it coming out on frame 7, it is Ike's fastest tilt attack. When coupled with its fairly average ending lag, good range and it launching at 80°, it is a very useful combo starter and can be used for edge-guarding. However, its average base knockback and average knockback growth render it unable to combo past medium percentages, or KO at reasonable percentages.
Dash attack   14% (clean tip), 11% (clean blade), 9% (late) A lunging upward slice. It has an impressive damage output for a dash attack, as its clean tip hitbox KOs middleweights at 132% while near the edge. It also has very impressive range, which allows it to efficiently punish poor landings, while its clean hitboxes have anti-rebounding priority. However, it is one of the slowest dash attacks in the game due to it coming out on frame 15, while its 32 frames of ending lag makes it quite punishable.
Forward smash   19% (early), 22% (clean blade), 19% (clean tip) A lunging downward slash. As the seventh strongest forward smash in the game, it deals very impressive damage overall and has fairly high knockback growth, to the point that its clean blade hitbox KOs middleweights at 86% while near the edge. Although it works best when punishing the opponent, it is one of the slowest smash attacks in the game, due to it coming out on frame 31 and having 48 frames of ending lag.
Up smash   17% (clean), 10% (late) An overhead arcing slash. Its clean hitbox deals impressive damage, which allows it to KO middleweights at 112%. Unlike his other smash attacks, it hits on both sides and above Ike, due to him swinging Ragnell on a 180° arc. As a result, it is also reliable at punishing airborne or rolling opponents. However, it is punishable, due to it coming out on frame 25 and having 39 frames of ending lag.
Down smash   14% (hit 1), 17% (hit 2), 8% (hit 2 late) A kneeling outward slash in front of himself and then behind himself. It has the lowest amount of start-up lag out Ike's smash attacks, due to it coming out on frame 13. Both of its hitboxes have high knockback, but its first one deals less damage and KOs middleweights at 119% while near the edge. In comparison, its clean second hitbox deals more damage, and KOs middleweights at 99% while near the edge. However, its 34 frames of ending lag make it punishable, while its second hitbox's short range makes it difficult to hit rolling opponents.
Neutral aerial   10% (clean), 7% (late) A circular slash around himself. It has a long duration and impressive range, due to Ike swinging Ragnell almost 360°, making it a reliable and safe spacing option. Due to it having low base knockback, low landing lag and launching at 80°, it reliably combos into tilt attacks, aerial attacks, and a grab when performed with a short hop and depending on the opponent's damage. However, it has moderate start-up lag and high aerial ending lag.
Forward aerial   13% A downward slash. Covers the entirety of Ike's front, 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 high knockback growth make it both Ike's most viable approach option and a viable KOing option, as it KOs middleweights at 125% while near the edge.
Back aerial   14% Quickly turns around to perform an outward slash. Due to it coming out on frame 7, it is Ike's fastest aerial. When coupled with its impressive damage output, high knockback growth, long range and ability to be auto-canceled with a short hop, it is one of Ike's most viable KOing options, as it KOs middleweights at 117% while near the edge. It is also a viable approach option when used as a part of a reverse aerial rush. However, it has 45 frames of ending lag, which is the highest amount of ending lag out of his aerials, and very minimal vertical range.
Up aerial   11% A circular overhead slash. It has good horizontal range for an up aerial and the longest duration out of his aerials. Its fairly high knockback growth makes it a viable KOing option, as it KOs middleweights at 112% while near the upper blast line. However, it has moderate start-up and ending lag, as well as very minimal vertical range.
Down aerial   15% A downward slash between his legs. It is Ike's most damaging aerial and has high knockback growth, which allow it to KO middleweights at 123% while they are on-stage and near the edge. It also has impressive range below him, and is a very powerful meteor smash when hitting with Ragnell's tip during the initial portion of the swing. However, it has the highest amount of start-up and landing lag out of his aerials, as well as the shortest duration out of them.
Grab   Reaches out with his free hand. Ike's overall grab range is average.
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 and thus a reliable edge-guard set-up at high percentages, but oddly has almost no tech-chasing potential.
Back throw   3% (hit 1), 4% (throw) A reverse roundhouse kick. It is a semi-spike like his forward throw, which makes it a reliable edge-guard set-up at high percentages. Unlike forward throw, it is actually reliable at starting a tech-chase, which it can do alongside a dash attack from low to medium percentages.
Up throw   3% (hit 1), 4% (throw) Plunges Ragnell into the ground and double axe handles the opponent upward. It has average base knockback, average knockback growth and launches at 87°, which give it good combo potential into his aerials until high percentages.
Down throw   3% (hit 1), 4% (throw) A one-handed body slam followed by a double knee drop. It has average base knockback, very high knockback growth and launches at 80°, which give it good combo potential at low percentages. One notable combo is into Aether at 0%, although this combo is inconsistent. Its knockback growth also makes it Ike's strongest throw, although it will not KO middleweights until 183% and while Ike is affected by maximum rage.
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 bottom), 28% (fully charged middle), 26% (fully charged top) Lifts and holds Ragnell in front of himself with both hands in a reverse grip before plunging it into the ground to generate an explosive pillar of fire. It has transcendent priority and is chargeable. While uncharged, it has fairly long downward range until fully charged, and the tip of Ragnell's blade can meteor smash. However, it also has impressive vertical range, which increases as it charges, and thus makes it useful for edge-guarding. When fully charged, it can KO as early as 45% and grants super armor on frames 234-238, but Ike also receives 10% recoil damage.
Custom 1 Tempest 5% (uncharged), 8% (grounded fully charged), 14% (aerial fully charged) Generates a vortex of wind instead of a pillar of fire. The vortex is a windbox that pushes opponents away and stalls Ike's descent if used in midair, making it excellent for edge-guarding and useful for aiding his recovery. It also charges faster and does not deal recoil damage, but deals much less damage.
Custom 2 Furious Eruption 7% (uncharged), 27% (grounded fully charged bottom), 20% (grounded fully charged top), 32% (aerial fully charged bottom), 25% (aerial fully charged top) The pillar of fire's vertical range is larger, especially when charged, and the move has both a slightly longer duration and transcendent priority. When fully charged, it KOs as early as 30%, making it better at KOing. However, Ike receives 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 and perform a lunging outward slash upon contact. The charge can be held indefinitely. However, failing to hit anything results in high ending lag and, if used in midair, Ike being rendered helpless.
Custom 1 Close Combat 4% (uncharged, fully charged), 7% (fully charged far) Performs a shoulder tackle instead of a slash. It pierces opponents, launches them upward, has transcendent priority during the dash, and is better for recovery than Quick Draw. However, this comes at the cost of dealing less damage and rendering Ike helpless while in the air, even if he hits an opponent.
Custom 2 Unyielding Blade 7% (uncharged), 19% (fully charged) Deals more damage and grants super armor for the duration of the charge and the lunge. However, this comes at the cost of its range and speed being decreased.
Up special Default Aether 6% (hit 1 clean), 4% (hit 1 late), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing) Throws Ragnell upward, with Ike then leaping up at the apex of the throw, grabbing Ragnell and spinning in place, before plummeting directly downwards with a slash. It launches nearby opponents into the air and traps them while spinning, while the start of its descending hitbox can spike them. It covers a respectable amount of vertical distance, but covers a very minimal amount of horizontal distance. Aside from its initial hitbox, its other hitboxes have transcendent priority, a trait that also applies to its custom variations, and it grants super armor on frames 18-21. Despite its name, it is based only on Aether's first strike.
Custom 1 Aether Drive 9% (hit 1 clean), 6% (hit 1 late), 1% (hit 2-5), 5% (descent), 9% (landing) Ragnell is thrown much farther outward, which allows it to cover much more horizontal distance, and it deals more damage. However, Ragnell is not thrown as high, which results in it covering less vertical distance.
Custom 2 Aether Wave 6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 10%/8%/6%/4% (landing, energy wave) Ragnell emits an energy wave upon landing and is much faster. However, it deals less damage, and its overall faster animation results in it having almost no trapping potential. 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 1.2x (min 10%) Parries and then counterattacks against any incoming attacks with a reverse gripped downward slash. Due to coming out on frame 9, it has the second highest amount of start-up lag out of every counterattack, which is surpassed only by Toad and Palutena's Counter. However, it is the second longest-lasting counterattack due to having a duration of 26 frames, which is surpassed only by Double Team and Vision. It also has the lowest amount of ending lag out of every counterattack.
Custom 1 Paralyzing Counter 1% (base) The counterattack stuns the opponent, similarly to Disable. Like Disable, the stun's duration is longer the more damaged the opponent is, but it also deals minuscule damage due to not being a true counterattack. It comes out on frame 11 and has a narrower counter window, due to having a duration of 13 frames.
Custom 2 Smash Counter ≈1.5x (9% (base), 15% (min)) 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 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 up, catches Ragnell while its blade is still aflame, and unleashes a devastating series of slashes and thrusts as well as two alternating kicks. Ike then concludes the combo 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 towards the upper blast line. Despite its impressive damage output, Great Aether does not KO middleweights until 80%. To further compound this, it is possible for its second hit to miss if Ike himself is slightly far away from the opponent. However, it KOs them as early as 60% if it lands on a platform, and performing it while Ike himself is right next to an opponent will always result in the second hit connecting.

On-screen appearance

  • Warps onto the stage using warp magic and grunts while briefly performing an outward slash.
IkeOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Holds Ragnell with both hands in front of himself while growling loudly as wind blows through his cape.
  • Side taunt: Holds Ragnell to his side, saying "Prepare yourself!" In the Japanese version, he says 覚悟しろ。 (Get prepared.)
  • Down taunt: Plunges Ragnell into the ground, folds his arms and says "Hmph!" as wind blows through his cape, then removes Ragnell from the ground.
Up taunt Side taunt Down taunt
Ike's up taunt in Smash 4 Ike's side taunt in Smash 4 Ike's down taunt in Smash 4

Idle poses

  • Taps Ragnell's blade on his shoulder.
  • Rubs the edge of Ragnell's blade.
Ike's first idle pose in Super Smash Bros. for Wii U. Ike's second idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description We like Ike! Ai-ku!
Pitch Group chant Male

Victory poses

An orchestral excerpt of the title theme from Fire Emblem: Shadow Dragon and the Blade of Light, which has since become the main theme of the Fire Emblem series.
  • Plunges Ragnell into the ground and then folds his arms, saying "You'll get no sympathy from me."
  • Swings Ragnell twice, then casually holds it while its blade rests 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" Because the Japanese quote is significantly longer than the English quote, there is a moment of silence before his name is announced in non-Japanese versions.
  • Uses Aether.
IkePose1WiiU.gif IkePose2WiiU.gif IkePose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Ike's stock icon in Super Smash Bros. for Wii U. Ike 2222 2122 2212 2232 3222
3122 3212 3232 2111 3111

Notable players

Active

Inactive

Tier placement and history

Upon SSB4's release, Ike's buffs to his speed were quickly noticed, but so were the nerfs to the power of some of his moves. Eventually, it became clear Ike had lost a lot of power, with the increased speed not properly compensating for it and other of his flaws from Brawl not being addressed, and was seen as a non-viable character. However, game updates would buff Ike, to the point that he began achieving respectable results. This was particularly noticeable around the time of update 1.0.8, courtesy of players like Rango, Ryo, Ryuga, San and Waldo. As such, he originally ranked at 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, they would also improve other characters to similar degrees. The most notable examples were Bowser, Marth, Lucina, and Mewtwo, who in turn would eventually start to surpass Ike in terms of results. This was further compounded by the presence of DLC characters other than Mewtwo: Corrin and Bayonetta would both present impressive offensive potentials that quickly saw them gain respectable and successful playerbases, while Ryuga and Rango dropped Ike in favor of Corrin and Cloud, respectively. Despite his talented playerbase, Ike has since seen lower and more average placings at tournaments, which in turn saw him drop to 35th on the second tier list, a ranking he has retained on the third and current tier list. Incidentally, Ike's tier placement is fairly debatable; some argue that he should be placed higher due to his strengths, whereas others argue that he should be placed lower due to his results stagnating.

Trophies

Ike
Ntsc One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
Pal One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, played a huge part in restoring the fallen nation of Crimea, and taken on the Begnion Emprire, Ike is rightly called a hero. And he has the strength to go with that title. One good swing of his blade can launch even the heaviest of fighters.
GameCube: Fire Emblem: Path of Radiance (10/2005)
Wii: Fire Emblem: Radiant Dawn (11/2007)
Ike (Alt.)
Ntsc Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!
Pal Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, so even though it leaves you open, it's a real winner. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire that hits anyone nearby. If you charge it too long, though, you'll hurt yourself, so be careful!
GameCube: Fire Emblem: Path of Radiance (10/2005)
Wii: Fire Emblem: Radiant Dawn (11/2007)
Great Aether
Ntsc Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
Pal Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks his target into the air with an upward swing, and then they're stuck there as he strikes again and again. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Ike Palette (SSB4).png
Ike's stock icon in Super Smash Bros. for Wii U. IkeHeadYellowSSB4-U.png IkeHeadRedSSB4-U.png IkeHeadBlueSSB4-U.png IkeHeadGreenSSB4-U.png IkeHeadBrownSSB4-U.png IkeHeadBlackSSB4-U.png IkeHeadWhiteSSB4-U.png

Gallery

Trivia