- This article is about Ike's appearance in Super Smash Bros. for Nintendo 3DS and Wii U. For other uses, see Ike.
|Also appears in||Super Smash Bros. Brawl|
|Final Smash||Great Aether|
|Number of Jumps||2|
|Can Wall Jump||No|
|Can Wall Cling||No|
|Has a Tether||No|
|Voiced by (English)||Jason Adkins|
|Voiced by (Japanese)||Michihiko Hagi|
Ike is a starter character and returning veteran in Super Smash Bros. for Nintendo 3DS and Wii U. While keeping the same moves he had in Brawl, Ike has been given a major physical makeover, and his current appearance is now based on his appearance in Fire Emblem: Radiant Dawn.
Ike currently ranks 35th on the tier list. He is strong in many areas, but lacks major tournament results and has few advanced techniques to tap into.
- Heavy weight making him resistant to launch.
- Fast attacks and movement.
- Powerful, high-launching attacks.
- His Forward Smash is notable for causing some of the highest knockback in the game.
- High priority attacks due his sword (disjointed hitboxes).
- Possesses a counter move.
- Has good horizontal recovery.
- Quite large, having big hurtboxes.
- Overcharging Eruption can deal recoil damage to Ike.
- Below average vertical recovery.
- Up Smash and Forward Smash have high ending lag.
- Quick Draw puts Ike into helplessness if used in midair, meaning that horizontal recovery can be risky.
Ike is from Fire Emblem; he is the lord in Fire Emblem: Radiant Dawn. In all Fire Emblem games, if the lord dies, it is game over. To prevent this from happening, players need to take control of the battlefield they are on and use it to their advantage. The same goes for Ike in Smash Bros. Think of him as the lord in Fire Emblem; don't let him die, or it is game over. In order to win, players must take command of the battlefield; this is Ike's stage, don't let anyone try to take over it.
Now, in Smash, Ike has some great combo options, some great killing attacks, and a surprisingly good recovery.
Ike's ground attacks are all powerful moves with good launch behind them that can work as great combo finishers and kill moves at higher percentages. Ike's jab is great for combos and the third hit of the jab has impressive launch power for a jab. Ike's forward tilt is a powerful attack that is great for launching opponents off-stage but will often not kill. A good combo including the forward tilt is down air, (jump) forward air, down tilt (upon the opponent hitting the ground), forward tilt. Ike's down tilt is good for combos, by the way. His up tilt has good launch power and is a kill move at just above 100%.
Ike's smash attacks cover a wide range and are all very deadly at percentages as early as 65%. Ike's smash attacks are devastating and his best kill moves. Though slow, his forward smash packs lots of power and will kill most characters between 70 and 80%. His up smash is similar, killing within the same percent range. His up smash covers a wide area and hits on both sides of him, so roll-happy opponents and edge-rollers will answer to this destructive attack. Ike's down smash is the fastest of his smash attacks, and though not great for killing, it is good for edge-guarding and dealing with roll-happy foes.
Ike's neutral air is good for racking on damage but of all his moves is the least impressive one. Ike's forward air is great for combos, keeping opponents off the edge, and can kill opponents just off the edge of the stage at about 85%. His up air is a wild swing that can be hard for opponents to air-dodge; it is great for killing and juggling opponents. Ike's back air is good for combos and has good launch power as well. Ike's down air is an incredible attack, bearing lots of meteor power, is good for combos, killing, and keeping enemies off the ledge.
Ike's up throw is good for damage but not so much combos. His down throw is good for starting aerial combos, his forward throw and back throw are good for getting opponents off stage, and his pummel is good for racking on damage because of its speed.
His neutral special Eruption can be very powerful once fully charged up, but in one-on-one the opponent will most often not let that happen. Ike's neutral special can be useful for combos and can kill opponents (with little charge) at around 130%. The combos come from the fact that the move knocks opponents upwards. Eruption has a decent amount of ending lag on it, but once that is over Ike can jump into the air and hit the airborne opponent with a forward or up air. It could be used for edge-guarding too, sending the opponent above the edge and then hitting them away with a forward air.
Ike's side special Quick Draw has very little offensive use. If the opponent isn't watching out for it and is at close range to Ike, he could get off a partly-charged Quick Draw. Most of the time the opponent will be smart enough to jump over Ike as he uses the move or simply move out of range of the attack. The attack will probably cover between one-half and two-thirds of Final Destination if Ike starts at the edge of the stage. Not all that impressive all things considered. It should also NEVER be used offensively in the air. The move leaves Ike helpless and he will SD off the stage if this is used in the air. Only use it in the air for horizontal recovery. The move will have great horizontal movement in the air even when not fully charged. Charge it up as much as possible before Ike falls too far down and then release it to send him towards the stage. If Ike falls too low, he'll just go under or hit the bottom of the stage. Only use this move if he is above the ledge when recovering. Sometimes he might even hit an edge-guarding opponent with the attack as he snags the ledge. Even if the attack doesn't make it to the edge, the momentum from the move will often move Ike to the edge.
Ike's up special has limited vertical range; it has more than it looks, though. When Ike is recovering low, go towards the edge to position him right under it, then use Aether. If the sword is just at the edge when Ike throws it skywards, then Ike will grab the edge (only if he is facing towards the edge when he does it though). Aether also has some offensive uses to it. Ike can edge-guard with the move pretty effectively. The sword can hit opponents trying to recover high and then the starting hit boxes and attack on the way back down will hit opponents recovering low or parallel to the stage. Don't use this method of edge-guarding too often or the opponent will roll past Ike and catch him on the ending lag of the attack. A good combo with Aether is down throw to up special (the opponent must be at very low percents for it to work).
Ike's Counter is a great move for interrupting enemy combos and will be a devastating attack if the opponent hits Ike with a killing blow. The Counter is also useful for edge-attacks; if Ike is edge-guarding and an opponent constantly goes for an edge-attack, Counter and they will be launched back off the stage.
Ike is a powerhouse, with lots of kill options and good combos. He has a more wild fighting style when compared to that of the graceful Marth. Ike has some start-up lag and ending lag on many of his attacks as a result. Ike is about taking risks. With Ike, sometimes players need to risk getting punished on the ending lag in order to put more damage onto the opponent. His side special leaves him helpless and his up special will suicide if not used right; Ike is a risk-taker; all players need to do when playing as Ike is to make sure their risks are well-placed and don't result in Ike getting killed. Make sure that if Ike is punished that the opponent has already taken a good amount of damage. Make them question what he will do next; make his risks unpredictable.
Differences from Brawl
Ike received a balanced combination of buffs in speed and some nerfs in damage. His recovery has notably improved.
- Heavier than in Brawl.
- Taller and bulkier, as it's an older Ike, resulting in a larger hurtbox, however slightly increasing the range of practically all attacks.
- Higher base and double jump.
- Much faster than in brawl
- Neutral Attack causes less damage in all hits. However, the last hit is faster.
- Forward Tilt causes less damage, but has slightly less ending lag.
- Up Tilt causes more damage.
- Down Tilt is faster and causes more knockback at the tip. No longer capable of causing Meteor Smash.
- Down Smash is slightly faster, and causes slightly more damage and knockback.
- Dash Attack causes more knockback, but has slightly less range, with Ike sliding shorter along the ground.
- Neutral Aerial is slightly faster.
- Forward Aerial and Back Aerials causes less damage, but are faster.
- Down Aerial causes less knockback when used against grounded opponents.
Grabs and Throws
- Dash Grab has slightly higher range, with Ike sliding a bit more.
- Eruption charges slightly faster and has a larger hitbox, however it is weaker in terms of damage and knockback. Also, when it is close to be fully charged, the sword will flash, indicating to the player when it has achieved full damage (the player can still hold the button, but the self-damage point is already achieved and charging it further will not increase damage). Cosmetically, it now has blue flames instead of orange flames.
- Quick Draw no longer leaves Ike helpless when hitting an enemy while used in air. It also has less landing lag and covers more distance. However, it causes less damage and it has longer ending lag when it doesn't hit anything. Also, when fully charged, Ike will flash red.
- Aether covers higher vertical distance, but deals less damage. In addition, Ike can no longer grab a ledge from behind while using the move.
- Counter comes out faster.
- Great Aether causes slightly less damage, but deals higher knockback. Also, the connecting hit has higher range. Additionally, it has more intense visual effects, and just like Eruption, the flames on Great Aether are now blue.
◾Jab – Throws a punch, then a kick, then slams his sword on the ground. In sudden deaths, the third hit of the combo has knockback strong enough to KO. 11% when all three hits connect.
◾Up Tilt – Jumps while slashing his sword. The attack can KO at around 140% damage. 14%
◾Down Tilt – Swings his sword low to the ground. 7%
◾Forward Tilt – Slashes horizontally in front of him. 14%
◾Up Smash – Swings sword in an upwards arc, slamming it into the ground. It covers a wide range. 17-23%
◾Forward Smash – Slams sword to the ground. Has great launch power. 22-30%
◾Down Smash – Swings sword to one side, then the other. First slash 14% uncharged, 19% fully charged; second slash 17% uncharged, 23% fully charged.
◾Dash Attack – Dashes forward as he lifts his sword. 10%
◾Ledge Attack –
◾Get-Up Attack –
◾Up Aerial – Spins his sword above his head. 11%
◾Down Aerial – Swings his sword downwards. Is capable of performing a meteor smash. 15%
◾Neutral Aerial – Broadly slashes downward. This move is a bit slow. 9%
◾Forward Aerial – Slashes forward in an arc. In comparison with Brawl, the attack starts up faster but has less knockback. 12%
◾Back Aerial – A very quick slash at his back. More than likely Ike's quickest move after his standard punch. 13%
Grabs and Throws
◾Pummel – Headbutts the enemy. A great pummel, as it is fast and powerful. 3% each hit
◾Forward Throw – Kicks enemy in front of him. 7%
◾Back Throw – Kicks enemy to his back. 7%
◾Down Throw – Slams opponent on the ground then jumps on top of the opponent. 7%
◾Up Throw – Leaves his sword on the ground and punches enemy upwards. 7%
|Ike's Special Moves|
|Side Special||Quick Draw|
|Final Smash||Great Aether|
|Ike's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Tempest||Furious Eruption|
|Side Special||Close Combat||Unyielding Blade|
|Up Special||Aether Drive||Aether Wave|
|Down Special||Paralyzing Counter||Smash Counter|
- Up Taunt: He holds his sword in front of him while grunting as a gust blows his cape upwards.
- Side Taunts: He holds his sword behind him in the air and says, "Prepare yourself."
- Down Taunt: He stabs his sword into the ground and does a soft grunt.
In competitive play
To be added
To be added
- One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
- Fire Emblem: Path of Radiance (10/2005)
- Fire Emblem: Radiant Dawn (11/2007)
- Ike (Alt.)
- Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!
- Fire Emblem: Path of Radiance (10/2005)
- Fire Emblem: Radiant Dawn (11/2007)
- Great Aether
- Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!
- Prior to the release of the game, Ike's Eruption flames were colored orange as in Brawl before being changed to blue flames upon release, in order to fit his in-game title from his origin game, "Hero of Blue Flames".
- Ike is the only playable Fire Emblem character who possesses an up aerial that does not make him backflip, an up smash that is not an upwards stab, and a neutral air that is not a multi-hitting move.