Ike (SSB16)

Ike is a playable character in Super Smash Bros. OC 2016. Ike is the final starter in the Fire Emblem series before having Unlockable characters. Ike's changes were uneffected from SSB4.
==Attributes==
Ike is no longer one of the slowest characters in the game, although much of his playstyle remains unchanged: he still fights the same way he did in Brawl, a heavyweight with slow, but incredibly powerful attacks. He has been buffed in areas to compliment his aforementioned fighting style, with him having much better mobility than before along his ground and air speeds, as well as his jumps, being improved. In addition, some of his attacks have reduced start-up and ending lag but deal less damage to compensate, improving some of his moves such as his Counter and aerials, giving him new combo potential while toning down some of the overwhelming power he possessed in the previous game. His smash attacks, however, have been virtually unchanged: they are still some of the strongest smash attacks in the game and punishable if whiffed or used without consideration. Due to this, Ike still mainly relies on reads in order to KO his opponents with his smash attacks. Ike's combo game has also greatly improved, with his down tilt, neutral air, down, and up throws being excellent combo starters, as they combo into his aerials and tilts. With these combos at Ike's disposal, he can easily rack damage on his opponent and lead into a KO if his opponent is not careful. While his specials, except for his Counter, were nerfed, they still have their uses. Eruption, while losing its Super Armor frames when uncharged, is mainly used for edge-guarding and can put Ike's opponent at a tough spot as it gains more vertical height as Ike charges. Quick Draw is stronger, has faster start-up, less landing lag and is not only a recovery move, but a faster alternative to running and can quickly catch up to Ike's opponents if they DI away. Aether is Ike's main recovery move. Aether is a mainly vertical, multi-hitting move that can clip through stages to deal extra damage on Ike's opponents. It can also spike opponents that are stuck in it throughout the duration of this move. Aether retains its Super Armor frames, although it has less than before. Counter allows Ike to attack his opponents back if they hit him throughout the duration of it. Depending on how strong the hit, Ike will attack back with 1.2x the damage and can KO the opponent if the opponent's attack is powerful enough. Ike can still get grabbed during the Counter and can be punished if the opponent reads Ike and successfully baits it. Ike is one of the more potent edge-guarders in the game, with Eruption and his forward aerial being good options against predictable recoveries and the introduction of edge-stealing allows him to effectively use his fast and strong back aerial to get early KOs. The additional landing lag for air dodging allows Ike to threaten and punish bad decisions with his strong attacks. As a heavy character, he also benefits from the rage mechanic, increasing his already strong knockback even further and allowing him to survive many attacks with proper DI even at high percentages.
However, Despite Ike's increased speed, he still is heavily outmatched by the game's faster characters mainly and , which is a very common problem amongst heavyweights. If Ike doesn't play safer and fight these opponents with caution, they can easily deal quick and easy damage on him, leading to an early KO. Ike has troubles dealing with fast characters due to not having many fast moves or good out of shield punishes. Ike's recovery Aether is a problem despite having alot more vertical range than horizontal and it can have problems having Ike grab onto the stage
==Moveset==
Attack 	Name 	Damage 	Description
Neutral Attack 	 	3%, 3%, 5% 	Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback. One of Ike's fastest moves.
Side Tilt 	 	12.5% 	Ike swings Ragnell horizontally. Can be angled and decent for spacing. Deals moderate knockback; has slight ending and starting lag. Good KO option near the edge at around 115%.
Up Tilt 	 	14% 	An upward slash, which starts from the ground. The hitbox stays out for a while. Has good vertical range and is a very powerful KO option at around 100%. Has some endlag and startlag.
Down Tilt 	 	8% 	A quick low, sweeping slash. Incredibly fast for Ike's slower moveset, making it good for spacing. One of Ike's best combo starters as this move also launches opponents upwards allowing for good combo potential at low to mid percentages.
Dash Attack 	 	14% 	Ike swings Ragnell upward after charging forward. This attack has some delay before coming out, and Ike speeds up once he swings Ragnell. Deals high knockback and a good finishing option if one does not expect it, but punishable if telegraphed.
Side Smash 	 	19% (early), 22% (clean blade), 17% (clean tip) 	Ike performs a very powerful overhead swing. It is one of the strongest forward smashes in the game, although it is not as strong as it was in Brawl, where it was the second strongest forward smash while it is now the fifth strongest in SSB16. The move starts with Ike slowly heaving Ragnell over his head before striking with a heavy downwards slash, and it is one of the slowest forward smashes in the game, startup and endlag wise. At high rage, it can KO nearly as its early as its Brawl version. It has extremely high base knockback, making it almost guaranteed to take a stock if it lands. A wickedly powerful finishing move if the player telegraphs the opponent, but easily telegraphed too, making this attack easy to dodge. Decent for edgeguarding.
Up Smash 	 	17% (clean), 10% (late) 	Ike holds Ragnell on his left, before heaving it in a wide arc over himself, slamming Ragnell to his right. Hits on both sides. Has high knockback similar to his forward smash; however this move is weaker but much faster startup wise, and possesses a huge range which hits both left and right. A reliable KO move against aerial or rolling foes, but the endlag makes it punishable. Better at punishing rolls than his down smash because of its much larger range. Has trascendent priority.
Down Smash 	 	14% (hit 1), 17% (hit 2 clean), 8% (hit 2 late) 	Ike does a stab in front of him with powerful horizontal knockback, then behind him after a pause. The second hit behind Ike deals more damage and knockback. Decent for hitting rolling opponents, though his up smash is better suited for this. Ike's fastest and least sluggish smash attack, although somewhat lacking compared to his other smashes in knockback if the front hit connects. The short range on the back swing also makes it hard to hit rolling opponents and suffers from punishable endlag like his other smashes. A good finisher near the edge. Has trascendent priority.
Neutral Ariel 	 	9%, 6% 	After a brief pause, Ike swings Ragnell in a circular motion around himself. Large arc range and low endlag makes this one of Ike's better spacing options. This move is also great for combos into grabs, tilts, aerials and even down smash at lower percents. Has trascendent priority.
Forward Ariel 	 	12% 	A powerful, overhead swing downwards. Relatively fast and powerful enough to KO at high percentages, though it has a brief beginning pause like most of Ike's aerials. Slight endlag unless auto cancelled from a short hop. Has trascendent priority.
Back Ariel 	 	14% 	Ike lashes out with a backwards slash with lightning fast speed. Has a narrow hitbox making it hard to hit short foes, but extremely fast startup (6 frames) for Ike's slower moveset, easily able to surprise opponents while being extremely powerful to boot. Suffers from harsh aerial endlag, however. This move can be auto cancelled from a short hop. Good KO option on stage at around 120%. Has trascendent priority.
Up Ariel 	 	11% 	Ike swings Ragnell in a helicopter motion above his head. Narrow vertical hitbox, but stays out for some time. Powerful like his other aerials, and also suffers from endlag. Starts quickly behind Ike. Has trascendent priority.
Down Ariel 	 	15% 	A brief pause, then a hard downwards swing. A very powerful meteor smash when hit with the blade of the sword during the initial downward swing. No longer has a lasting hitbox like in Brawl. Long endlag. Has trascendent priority.
Forward Throw 	 	3%, 4% 	Ike kicks his opponent forward. Virtually no follow ups unless a foe is thrown off stage.
Back Throw 	 	3%, 4% 	Roundhouse kicks the foe backward. At mid percents, if an opponent does not tech, the throw can combo into dash attack. Sends at a semi-spike angle, making it reliable for an edgeguard at high percents.
Up Throw 	 	3%, 4% 	Ike knocks his foe upwards by punching them with his fists cupped together. Knockback is not very dependent on damage. Can combo into a forward aerial, up aerial and Aether, but lighter characters can DI out of the latter. At higher percents near the edge, it can combo into a forward aerial for a KO.
Down Throw 	 	3%, 4% 	After throwing a foe on the ground, Ike jumps on the victim. At low percentages, this can be followed by Aether and all of his aerials. At mid percents, it becomes much more difficult to combo with. Ike's strongest throw, but doesn't KO until extremely high percentages (140 - 160%, depending on the character's weight, the stage and Ike's rage).
Neutral Special	Eruption 	10% (uncharged), 35%/28%/26% (fully charged bottom/middle/top) 	Ike charges Ragnell before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Ike receives 10% recoil damage. The uncharged tip of the blade can meteor smash. High vertical range which increases as the move charges. Uncharged has a longer downward reach untill fully charged. At fully charged the move gives super armor frames upon release. Good for edgeguarding. Has trascendent priority. Can KO as low as 45%.
Side Special 	Quick Draw 	6% uncharged, 13% charged 	Ike charges, and rushes forward upon releasing. If Ike comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. Charge can be held indefinitely. If Ike does not hit, the move has long ending lag. Failing to hit while airborne causes Ike to become helpless.
Up Special 	Aether 	6% (hit 1 clean), 4% (hit 1 late), 1% (hit 2), 3% (descent), 6% (landing)	Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits and trapping foes. Then Ike jumps up and grabs Ragnell, followed by a downward slam. Ike has super armor at the start of the move. It offers poor horizontal recovery, but good vertical distance and can spike foes if used correctly. All hitboxes except the initial one have trascendent priority, along with its custom specials.
Down Special 	Counter 	1.2x damage of countered attacks, 10% minimum 	Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back. Startup: Frame 9. Duration: 26 frames.
Final Smash 	Great Aether	5% (hit 1), 2% (hits 2-14), 5% (hit 15), 4% (hit 16), 10% (hit 17) 	Ike performs a fiery uppercut with Ragnell. If he catches anyone, Ike throws his blade into the air along with the opponents, jumps after them, catches Ragnell, and unleashes a devastating combo of slashes and kicks before driving them down to the ground. The impact creates a massive explosion which launches the victims and any bystanders towards the upper blast line.
===Taunts===
*Up: Charges up Ragnell with wind blowing through his cape, grunting loudly.
*Side: Holds out Ragnell to his side and says "Prepare yourself!" (覚悟しろ。, Get prepared.)
*Down: Slams Ragnell into the ground with a "Hmph", before removing it. Wind also blows through his cape.
===On-Screen Apperance===
*Warps onto the stage using warp magic with a grunt and slashes Ragnell for a brief moment.
===Idle Poses===
*Taps Ragnell on his shoulder.
*Rubs the edge of Ragnell.
===Victory Poses===
*Forcefully plants Ragnell into the ground, then folds his arms, saying "You'll get no sympathy from me."
*Slashes Ragnell twice, saying "I fight for my friends."
*Performs Aether while facing the screen.
==In Competitive Play==
===Match ups===
==Alternate Costumes==
==Trivia==