Super Smash Bros. Obliteration/Ike

Ike is the Protagonist/Mascot of the Tellius Duology Path Of Raidiance and Radiant Dawm in the Fire Emblem series of games, and a Starter/Default Character in Super Smash Bros. Obliteration. The son of Greil Gawain, Ike has gone from being a mercenary in training to a true hero in the continent of Tellius. In Path Of Raidance he lead a revolution to take back his home country of Crimea from the evil mad King Ashnard of Daein. In Radiant Dawn he put an end to a monk named Sephiran's schemes to purge all existance on Tellius and defeated the goddess of order Ashera, shortly after she was revived, and transformed the majority of the country into stone. Now back for a third round, Ike is ready to take his status as a lord and savior to the top of the Mountain of Smashers. Equipped with a moveset of Slashes, Hacks, Kicks, Jabs, and a signature Great Aether Final Smash, Ike is ready to be immortalized once again in a fight for the ages.
==Attacks==
Type 	Name 	Damage 	Description
Neutral 	 	(3% = Hit 1, 3% = hit 2, 5% = slash, 11% = total) 	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.
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 	Praying Slice	(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.
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 	 	(19% = 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.
==Aerial Attacks==
Type 	Name 	Damage 	Description
Neutral	 	(12% = clean, 10% = late).	A circular slash around himself. It has a long duration and impressive range due to Ike swinging Ragnell almost 360°, which make it a reliable and safe spacing option. It is also a very useful combo starter when short hopped, due to it having low base knockback, low landing lag and launching at 80°. It can combo into neutral attack, tilt attacks and a grab from 0%-10%, and into itself, forward aerial and up aerial thereafter. However, it has moderate start-up lag and high aerial ending lag.
Forward	 	(14% 	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 	Outward Cut	(15%) 	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 	 	(12%) 	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 also 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 	 	(17%) 	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.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Swings Ragnell In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Swings Ragnell In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	 	Performs An Outward Slash, While Climbing Up.
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.
==Grabs/Throws==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Reaches out with his free hand. Ike's overall grab range is average.
Pummel 	 	(3.1%) 	A headbutt. Moderately slow, but one of the most damaging pummels in the game.
Forward	 	(5% = hit 1, 5% = throw, total = 10%).	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 	 	(6% = hit 1, 4% = throw, total = 10%).	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 	Sacred Plunge	(7% = hit 1, 5% = throw, total = 12%).	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 	 	(4% = hit 1, 3% = throw, total = 7%). 	A one-handed body slam followed by a 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, due to its throw hitbox's very low damage output.
==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.
== Special Moves ==
Type 	Name 	Damage 	Decription
Neutral Special	Eruption 	(13% = uncharged), 38% = fully charged bottom), 28% = fully charged middle), 25% = fully charged top).	Lifts Ragnell in front of himself in a two-handed reverse grip before plunging it into the ground to generate an explosion. It has transcendent priority and is chargeable, during which it becomes engulfed in flames that become more prominent the longer it is charged. While uncharged, it has fairly long range below Ike until fully charged, and the tip of Ragnell's blade can meteor smash airborne opponents. 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 deals 10% recoil damage.
Side Special 	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.
Aether 	Aether 	(8% = hit 1 clean, 6% = hit 1 late, 5% = hit 2, 2% = hits 3-5, 3% = descent, 7% = landing). 	Performs the Sol portion of Aether. It covers a respectable amount of vertical distance, but covers almost no horizontal distance. It grants super armor on frames 18-21, while all but its first hitbox have transcendent priority, a trait that also applies to its custom variations. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hitboxes connect, while the start of its descending hitbox is able to spike aerial opponents.
Counter Strike 	Counter Strike	(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.
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Great Aether (KO)	(65% = slashes, 20% = thrust, 10% = roundhouse kick, 5% = reverse roundhouse, 100% = total).	Performs an upward slash while Ragnell's blade is engulfed in flames, resulting in an animation. 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 alongside a thrust, a reverse roundhouse kick, and a roundhouse kick. Ike then concludes the attack with a descending, two-handed slash, followed by a stab to the heart that slams the opponent to the ground and creates a massive explosion upon impact. The explosion launches the opponent High Into The Sky And Instantly KO's Them.
Category:Characters
Category:Playable Characters
Category:Males
Category:Fire Emblem (series)
Category:Fire Emblem Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters