Ike (SSBU)

Ike (, Ike) is a playable character in Super Smash Bros. Ultimate. Like all veterans, he was officially confirmed on June 12th, 2018. Ike is classified as Fighter #32. voices Ike in the English version, reprising his role from and succeeding Jason Adkins, who voiced him in Super Smash Bros. Brawl and Super Smash Bros. 4. Michihiko Hagi reprises his role in the Japanese version via new voice clips.
Ike is currently ranked 74th out of 82 on the tier list, placing him in the upper half of the D tier. This is a moderate drop from his tier placement in SSB4, where he was ranked 39th out of 54, and is his worst placement in the series. Ike's best assets lie in his overall power and range, having some of the strongest moves in the game. His neutral aerial is an infamously effective combo tool thanks to its low landing lag and base knockback, making it an effective option for spacing and initiating combos, including into KO confirms. Additionally, Ike has a promising combo game, as he is able to use his down tilt, neutral aerial, down throw and, to a lesser extent, his up throw to confirm into combos at various percentages. Courtesy of Ike's relatively high power, his combos translate into giving him effective 50/50 KO combos for a heavyweight.
However, Ike also has some polarizing weaknesses, most notably his poor disadvantage state. Due to his tall height, heavy weight, slow mobility, and sluggish frame data, Ike is especially susceptible to combo-oriented and/or speedy fighters. His most effective tools are hampered by poor hitboxes or low speed: some examples include his back aerial, which starts too high to hit most standing characters despite its speed, and his neutral aerial, which has a slow hitbox that starts above Ike and renders it very predictable. He is also vulnerable to perfect shielding due to his overall slow aerial attacks and general reliance on aerials, giving him trouble with landing. Finally, Ike suffers from a predictable recovery: both his recovery moves have fixed travel trajectories (either fully horizontal with Quick Draw or fully vertical with Aether), making him reliant on conserving his double jump and rendering him weak to reasonably strong semi-spikes while recovering.
Ike originally achieved very promising results during the early metagame of Ultimate, and was usually considered one of the best swordfighters during that time, courtesy of players such as and . However, his representation notably declined due to his weaknesses becoming exploitable as time went on, and with his best players either dropping him or becoming inactive. Despite currently having below-average representation, Ike has nevertheless maintained some tournament success in the current metagame, thanks to dedicated mains such as and .
==How to unlock==
Complete one of the following:
*Play VS. matches, with Ike being the 14th character to be unlocked.
*Clear with or any character in his unlock tree, being the 4th character unlocked after .
*Have Ike join the player's party in World of Light.
Ike must then be defeated on Coliseum (the Ω form is used in World of Light).
==Attributes==
Ike is a tall heavyweight swordsman, being tied with , , , and as the 13th heaviest fighter in Ultimate. Fittingly for a heavyweight, Ike's endurance is respectable at the cost of generally poor mobility: while he has above-average air speed, traction, falling speed, fast falling speed, and gravity, Ike sports the 14th slowest walking speed, the 15th slowest dashing speed, a below-average initial dash, low jumps, and the 8th lowest air acceleration.
Ike's power is a staple of his character; in addition to his moveset having some of the strongest attacks in the game, rage further supplements his fearsome KO potential. Additionally, Ike possesses great, disjointed reach throughout his moveset. His forward smash deals among the highest damage and knockback out of any smash attack, with the clean hit being able to KO most opponents at a mere 75% at the center of . It is also useful for mindgames and shield breaks due to its excellent reach (the early hit can hit opponents above and behind him).
Ike's up smash hits in a wide, semi-circular arc that covers him. Like his forward smash, it also deals decent damage and knockback, albeit it is generally weaker. However, it is useful for punishing rolls and landings. Ike's Down smash is his fastest smash attack, initially hitting on frame 13, while boasting high damage and knockback overall. The move hits from the front and the back of him (the back hit starts on frame 32), with the clean back hit sporting considerably more power than the front. Other notable attacks that possess great damage and knockback include his forward tilt, up tilt, dash attack, back aerial, up aerial, and down aerial.
Ike also has a unique special moveset. His neutral special, Eruption, is chargeable, grants super armor when released half charge or higher, deals very high damage and knockback, and has an excellent vertical reach and the most horizontal range out of his entire kit, all of which make it a fearsome edgeguarding tool. His side special, Quick Draw, is also chargeable and propels him forward, making it a good mix-up in his neutral game as it helps his recovery, mobility, and approach. His up special, Aether, covers decent vertical distance for a recovery move, but minimal horizontal distance. However, the descending hitbox is an incredibly powerful meteor smash that has the potential to KO opponents at 0% when they are offstage, making it quite dangerous to intercept Ike in some circumstances. This move also has solid knockback, which players can use on Out of Shield options and can KO around 100% as of update 8.0.0. His down special, Counter, is among the strongest of their kind in the game, having a 1.2× damage multiplier and dealing excellent knockback. It is also relatively useful for protecting against edge-guarding and disrupting some recoveries.
Ike's combo potential is also respectable, with his neutral aerial being his best combo starter. Not only does it cover a large area around him to protect him from many attacks, but it also deals fairly low knockback and has little landing lag, which allows it to combo into itself or other moves at various percentages. His neutral aerial can also combo into his back aerial or up aerial for semi-reliable KO confirms at moderately high percentages. At low percentages, it can combo into grabs. Additionally, Ike can start combos with his down throw at low percentages, leading to moves such as his up tilt, up aerial, or Aether. Finally, his down tilt has low knockback scaling and launches at a mostly vertical angle, making it a consistent, reliable combo starter at most percentages, and has reliable KO confirms into his aerials at high percentages.
Despite his strengths, Ike is not without his fair share of flaws. As mentioned earlier, he possesses slow movement speed (especially on the ground), which causes him to struggle against quick, agile characters. He also has some of the worst frame data in the game, with severe ending lag in most of his attacks and only his neutral attack (frame 4, 3, and 5 for each respective hit), down tilt, and back aerial (both frame 7) coming out faster than frame 10. His back aerial is also his only aerial attack that can autocancel in a short hop. His aforementioned counter is one of his most punishable options due to being arguably the slowest in the game, with a sluggish startup of 9 frames and considerable ending lag (on both the whiff and counterattack). Consequently, characters with superior attack speed can easily overwhelm and punish him, especially if his attacks are whiffed.
Most of Ike's out-of-shield options are slow and committal, granting him a mediocre out-of-shield game. Additionally, Ike's disadvantage state is terrible due to lacking effective options to land or protect him from pressure and juggling. Furthermore, several of his landing options (like neutral aerial) are predictable and/or having short-lasting hitboxes. While his attributes (particularly his heavy weight) grant him long endurance, they also make him easy to combo and juggle; this is further compounded by his unimpressive landing options.
Ike also possesses two linear and predictable recovery moves, Quick Draw and Aether, ultimately making him vulnerable to gimps and low semi-spikes offstage. Quick Draw travels a strictly horizontal distance, and Aether leaves him vulnerable to many attacks when ascending, especially counters and projectiles. These weaknesses grant him a poor approach against many characters, which is exacerbated by his lack of projectiles not allowing him to camp or force approaches from opponents.
Overall, Ike must utilize his excellent punish game and spacing tools to overwhelm opponents, where he can rack up large amounts of damage with little warning, though players must be cautious of his susceptibility to combos and his lacking recovery.
==Changes from Super Smash Bros. 4==
Ike has received a mix of buffs and nerfs in the transition from SSB4 to Ultimate, having been buffed overall, though not enough to improve his standing.
Ike benefits from some of the universal gameplay changes. The changes to air dodge mechanics significantly benefit Ike's edgeguarding and juggling game. His mobility has been improved to help with the new faster pace of Ultimate, sharing the universal buffs of a 3-frame jumpsquat. His aerials also have significantly reduced landing lag, making them much more reliable for landing and comboing. When it comes to direct changes to his aerial game, Ike's neutral aerial has faster startup, lower landing lag and a more reliable disjoint, making it an even better approach option and combo starter, to the point it now has semi-reliable KO confirms on his back and up aerials. Ike has also received a new up aerial with greatly increased horizontal and vertical range, improving his powerful juggling capabilities.
Thanks to his faster jumpsquat, Ike is able to combo with his down tilt and down throw at low percentages more reliably; the former also has less knockback, giving Ike KO setups at high percentages against some characters. Eruption can now generate a maximum of three flame pillars if fully charged, improving its already powerful ledge-trapping potential. Finally, the already high power on a few of his moves has been further increased, such as his neutral attack, forward tilt, forward and down smashes, and the landing hit of Aether; most notably, his neutral attack has had its lost KO power from Brawl completely restored.
However, Ike's nerfs were also noticeable. His dashing speed was almost unchanged, making him much less mobile relative to the cast despite his improved air speed and streamlined jumpsquat. His forward aerial, a staple of his neutral game in Brawl and SSB4, had its hitboxes repositioned to create a small blind spot, no longer autocancels in a short hop, and has significantly decreased knockback, removing a lot of its previously great KO potential. Combined with his much slower grounded mobility relative to the cast, Ike's approach is much more limited. Aether is also a much more polarized recovery option, as his sword now moves along the stage's perimeters instead of passing through the stage. While several of his attacks now have increased power, it has been reduced on some of his other moves, most notably with his up tilt. His grabs' range was also nerfed, making them much less reliable for punishing. 
A few of the engine's changes also hinder Ike. The universal increase to grabs' ending lag further hinders Ike's own grabs due to their shorter range. The changes to rage prove detrimental to Ike, since he can't take as much advantage of it at higher percentages due to his high weight. Lastly, the size reduction of most stage's ledges, combined with Aether's higher vulnerability and Quick Draw receiving no changes to its recovery potential, mean Ike's recovery is much more exploitable, increasing his vulnerability to edge-guarding just as much as the changes benefit his own.
Overall, Ike's changes and improvements have given him new ways to gain the advantage and also grant him a deadlier punish game, with less overall difficulty in KOing due to his enhanced overall moveset and combo ability. However, because his mobility remains slow (especially when compared to most other characters), he has a slightly harder time at keeping up with the rest of the cast. His worsened grabs also force him more to use his range to punish opponents. Ike has received various changes in game updates that have also toned down his most oppressive moves (most notably his neutral aerial's combo ability at high percentages) in exchange for increased power, though none of these changes have noticeably improved his viability. This is coupled with various returning veterans receiving buffs both on release and through game updates, as well as various metagame shifts and the introduction of DLC characters, some of which Ike struggles against. As a result, while it's generally agreed that Ike is more potent than he was in SSB4, he has not significantly improved from the previous game, instead performing worse relative to the rest of the cast.
==Update history==
Ike received a mix of buffs and nerfs via game updates, but was buffed slightly overall. Update decreased the knockback of Aether's meteor smash hitbox, a nerf that was also applied to Soaring Slash. Despite this, using Aether after edge trumping the opponent or to secure sacrificial KOs remains a viable strategy. After a long absence of changes, Ike received a handful of buffs alongside a single nerf in update . Most notably, his neutral aerial's knockback was increased significantly; while this largely restored its potential as a serviceable, albeit situational, KO option near the upper blast line, this is outweighed by its renowned combo potential being toned down. On a related note, the move's combo potential was further hindered by its sourspot being shrunken.
To compensate for Ike's neutral aerial's worsened combo potential, his down tilt's combo potential was improved thanks to its knockback being lowered. His forward aerial's damage output was restored to its SSB4 level (albeit with minimally compensated knockback) and its ending lag was noticeably decreased, which made it safer and more effective for combos and especially edge-guarding. His dash attack gained higher knockback, which further improved its already respectable KO potential. Lastly, Aether received a few noticeable buffs: its first hit gained transcendent priority (thus enabling it to no longer be canceled by incoming moves), whereas its landing hit gained much higher knockback and a lower launching angle. Altogether, these buffs noticeably improved Aether as an out of shield option, and even made it into a viable KO option.
Lastly, update buffed Ike in a few ways. Most notably, his neutral attack's final hit had its damage output increased without any knockback compensation. This restored its KO potential from Brawl and, alongside his back aerial, somewhat alleviated Ike's glaring lack of a fast, yet reasonably strong KO option. Aside from this, his up smash's overall knockback was increased, and uncharged Quick Draw became noticeably safer on hit thanks to its increased damage output and knockback.
Overall, Ike fares somewhat worse than he did at the launch of Ultimate. Although the nerfs to his neutral aerial were largely noticeable, the various buffs to his other moves have resulted in him becoming a slightly more versatile character with a less centralized gameplan, although to the detriment of NAir being a much less useful move to set up for kill confirms.
 
 
 
==Moveset==
For a gallery of Ike's hitboxes, see here.
===Stats===
===Announcer call===
Ike English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
===On-screen appearance===
*Warps onto the stage using warp magic and grunts while briefly performing an inward slash, then brushes aside his cape.
IkeOnScreenAppearanceSSBU.gif|Ike's on-screen appearance
===Taunts===
*Up taunt: Holds Ragnell with both hands in front of himself while growling loudly as the wind blows through his cape.
*Side taunt: Rears back and then holds Ragnell to his side while saying "Prepare yourself!" with a smirk on his face. In the Japanese version, he says (Get prepared.)
*Down taunt: Plunges Ragnell into the ground then folds his arms while saying "Hmph!" with a smug facial expression as wind blows through his cape, and removes Ragnell from the ground.
SSBUIkeTaunt1.gif|Ike's up taunt.
SSBUIkeTaunt2.gif|Ike's side taunt.
SSBUIkeTaunt3.gif|Ike's down taunt.
===Idle poses===
*Taps Ragnell's blade on his shoulder.
*Rubs the edge of Ragnell's blade.
SSBUIkeIdle1.gif|Ike's first idle pose.
SSBUIkeIdle2.gif|Ike's second idle pose.
===Crowd cheer===
 	Cheer (English)	Cheer (Japanese/Chinese)	Cheer (Italian)	Cheer (Dutch) 	Cheer (French)
Cheer 	 	 	 	 	
Description	We like Ike! 	Ai - ku! (Ike) 	Ike! Ike! Ike! 	Ike! Ike! *clap 2 times*	Tous avec Ike!
 	Cheer (German) 	Cheer (Spanish) 	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	 	
Description	Ike hat's drauf!	Ike Ike Ike! Ya! Ya! Ya! Mucho Ike! Mucho Ike! E! E!	Ike! Ike! *clap 3 times*	A - i - keu!
===Victory poses===
*Left: Slashes Ragnell twice, then rests the blade on his shoulder. Path of Radiance Ike says, "Your skills were… remarkable." ("", You fought... well.), while Radiant Dawn Ike says, "Don't stand in my way." ("", Why do you stand before me?).
*Up: Like his down taunt, Ike forcefully plants Ragnell into the ground, then crosses his arms. Path of Radiance Ike says, "I submit to no one." ("", I have no intention of yielding to anyone.), while Radiant Dawn Ike says, "I must move forward." ("", I move forward.).
*Right: Performs Aether while facing the screen. Path of Radiance Ike says, "You'll get no sympathy from me." ("", To the end... I will not lose to anyone.), while Radiant Dawn Ike says, "I fight for my friends." ("", I have people I must protect.).
IkeVictoryPose1SSBU.gif
IkeVictoryPose2SSBU.gif
IkeVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also: :Category:Ike players (SSBU)
* - The greatest Ultimate player of all-time, who played Ike in the early months of Ultimate. He won with primarily Ike, which stands as the only major win from an Ike player as well as the best tournament run from an Ike player. Since dropping Ike, no other Ike player has ever come close to his results, as his win at GENESIS 6, 2nd-place finish at , and 4th-place finish at remain the only top 8 finishes from an Ike player.
* - The best Ike player in North America in the post-pandemic metagame, best known for placing 9th at defeating and , one of the highest major performances from an Ike player during this period. His other results include placing 5th at defeating IcyMist again, and placing 49th at and . He picked up in 2024, although Ike remained in his roster as a co-main.
* - The best Ike player in the world after MkLeo dropped the character and the only solo-Ike player ranked top 50 globally, ranking 33rd on the Spring 2019 PGRU. His performances in the first half of the year, especially 9th at and 17th at , remain some of the best Ike performances of all-time. He became inactive in 2020.
* - The best Ike player in the post-pandemic metagame. She is known for her many strong superregional performances, including placing 5th at both and as well as 7th at , and while her major performances vary, they are still overall more consistent than other Ike players during this time, having placed 17th at and 25th at both and . She also has the best Ike wins during this metagame, defeating at Maesuma TOP 15 and at . 
* - First known for his online performances during the pandemic, where he was ranked 7th on the Wi-Fi Warrior Rank v7, and placed 2nd at and 4th at . Although less prominent when offline play returned, he remained the best Ike player in the world in the next two years, seeing some of Ike's best placements since the early metagame, including 9th at and 25th at . He went inactive in 2023.
===Tier placement and history===
In the early metagame, Ike was seen as a significantly improved character from his low-mid-tier placement from the previous installment, due to disjoints being prominent in the metagame. Initial tournament results were also strong thanks to players such as and ; MkLeo especially won the first Ultimate supermajor, , with Ike. This led to an initial positive reception, with top players designating him as a high-tier fighter.
However, Ike's weaknesses, most notably his poor disadvantage state, hampered most of this initial positive reception. Ike's reception further cooled off after MkLeo dropped him and following Ryuga's tournament presence waning in regard to both attendance and significant placements. The latter also retired from competitive play later on, further reducing his representation. Despite an overall lukewarm reception toward his viability offline, Ike had a brief period of success during the online metagame. As perfect shielding is harder to perform due to input lag, Ike's slow aerial attacks and tilt attacks are safer on shield during online play than they are during offline play. Players such as and capitalized on this and managed to achieve high placements at large online tournaments, alongside their high rankings on the Wi-Fi Warrior Ranks.
In the post-online metagame, dedicated mains such as Yez, , and continue to achieve respectable placements in offline tournaments. However, none of these players were as consistent as MkLeo or Ryuga in his prime, which, coupled with his overall below-average representation and noticeable weaknesses, led to his placement on the first tier list, where he was ranked 65th as a lower-mid tier. This continued on the second and current tier list, where he fell from his previous 65th placement to 71st in the D- tier, registering Ike as a low tier character.
==: The Black-Clad Warriors==
Ike's opponents are all fighters in black alternate costumes, referencing his rivalry with the Black Knight. The stages are also dark stages as well.
Round 	Opponent 	Stage 	Music 	Notes
1 	and 	Fountain of Dreams 	 	
2 	Morton, , and	Spear Pillar 	 	The choice of music references Sonic and the Black Knight; both Sonic and Ike face a foe known as the Black Knight.
3 	 	Reset Bomb Forest 	 	
4 	 	Umbra Clock Tower 	 	
5 	Giant 	Luigi's Mansion (Battlefield form)	 	
6 	and 	Bridge of Eldin 	 	
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	 	 	(Less than 7.0 intensity) (Intensity 7.0 or higher)	On intensity 7.0 and higher, fights alongside Master Hand.
Credits roll after completing Classic Mode. Completing it as Ike has accompany the credits.
==Role in World of Light==
Although Ike does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans ) when Galeem unleashed his beams of light.
Ike was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He is one of the fighters found in the Mysterious Dimension sub-area, being an obligatory unlock before the next necessary fighter battle, , is encountered, and after has been awakened.
===Fighter Battle===
No.	Image	Name	Type	Power 	Stage 	Music
32 	 	Ike 	 	11,200	Coliseum (Ω form)	
==Spirits==
Ike's Path of Radiance fighter spirit can be obtained by completing as Ike. It is also available periodically for purchase in the shop for 300 Gold (but only after Ike has been unlocked) or by completing a challenge (Classic Mode: KO fighters from Fire Emblem 20 times). Unlocking Ike in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Additionally, his Radiant Dawn design has a fighter spirit of its own, available through the shop. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate.
SSBU spirit Ike (Path of Radiance).png|614. Ike (Path of Radiance)
SSBU spirit Ike (Radiant Dawn).png|615. Ike (Radiant Dawn)
==In Spirit Battles==
===As the main opponent===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters	Battle parameters	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
639 	 	Fire Emblem Series 	• 	 	3,800 	Arena Ferox 	•Defense ↑ 	•The enemy has increased defense when the enemy's at high damage 	 	 	
726 	 	Kid Icarus Series 	• 	 	4,300 	Coliseum (Ω form)	N/A 	•The enemy has super armor but moves slower•The enemy's smash attacks have increased power•The enemy has increased attack power	 	 	
1,328 	 	DRAGON QUEST Series	• (120 HP)•Tiny (120 HP)• (100 HP)• (130 HP)•Tiny (90 HP)• (110 HP)• (100 HP)	 	13,300 	Yggdrasil's Altar	N/A 	•The enemy has increased melee-weapon damage and move speed•The enemy's smash attacks have increased power•Stamina battle 	 	Hendrik 	
===As a minion===
Spirit	Spirit	Spirit 	Spirit	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
641 	 	Fire Emblem Series	• • 	 	3,600 	Castle Siege 	•Defense ↑ 	•The enemy has increased defense when the enemy's at high damage 	 	Ghost of 	
653 	 	Fire Emblem Series	• • 	 	9,200 	Coliseum 	N/A 	•The enemy has increased attack power•The enemy has increased move speed•The enemy has increased jump power 	 	 	
658 	 	Fire Emblem Series	• • 	 	1,800 	Temple (Battlefield form) 	•Magic and PSI Unleashed 	•The enemy favors special moves•All fighters' magic and PSI attacks have increased power 	 	 	
659 	 	Fire Emblem Series	• • 	 	3,500 	Reset Bomb Forest (hazards off) 	•Health Recovery•Defense ↑	•The enemy has increased defense when the enemy's at high damage•The enemy is healed when the enemy's at high damage	 	 	
976 	 	Hogan's Alley 	• • • 	 	1,700 	Tomodachi Life (Battlefield form)	N/A 	•Defeat the main fighter to win 	 	Policeman 	
==Alternate costumes==
							
							
==Gallery==
Fire Emblem Heroes Smash.png|Artwork of all playable Fire Emblem characters and Assist Trophies, as posted on the official Japanese Fire Emblem Heroes Twitter account.
Fire Emblem Smash Bros.png|Screenshot of all playable Fire Emblem characters on Arena Ferox, as posted on the official Japanese Fire Emblem Twitter account.
SSBU Ike Number.png|Ike's fighter card.
Ike unlock notice SSBU.jpg|Ike's unlock notice.
SSBUWebsiteIke1.jpg|Ike performing his neutral aerial on Skyworld.
SSBUWebsiteIke2.jpg|Crouching on Castle Siege.
SSBUWebsiteIke3.jpg|Launching on Coliseum.
SSBUWebsiteIke4.jpg|Throwing on Boxing Ring.
SSBUWebsiteIke5.jpg|Charging Eruption on Prism Tower.
SSBUWebsiteIke6.jpg| Ike performing his neutral aerial on Coliseum.
SSBUWebsiteBowser2.jpg|Evading 's Bowser Bomb with on Gaur Plain.
SSBUWebsiteDuckHunt2.jpg|With on Spirit Tracks.
SSBUWebsite2.jpg|Hero Ike taunting with the Squid Sisters on Town and City.
SSBUFireEmblemJPTwitter1.jpg|With all playable veterans on Coliseum.
===Fighter Showcase Video===
==Trivia==
*Ike is the only character who uses different voice clips for alternate costumes while still being the same person, as opposed to gender-swapping (Robin, Corrin, etc.) or becoming a completely different character (Bowser Jr.).
** also uses different voice clips in her alternate costumes, though this only applies to the Japanese version of the game.
*Ike, like , , , and , is one of the few characters to have s with different animations. In Ike's case, his Radiant Dawn design features a different defeated/No Contest animation.
*In the segment in which Ike uses Great Aether from his character showcase video, there is an error in which his portrait displays him in his design despite currently featuring his design.
*Ike is the only Fire Emblem character whose Classic Mode route does not involve traveling to any stages from their home series or fighting any fellow Fire Emblem representatives.
*Ike is the only returning character from Brawl whose Codec Conversation cannot be triggered through an alternate look (his Radiant Dawn alternate costume). This is unlike and , who will still activate their respective Codec Conversations meant for Olimar and the male Pokémon Trainer when playing as Alph and the female Pokémon Trainer.
*Ike's amiibo selects his Radiant Dawn alternate costume, which was the basis for the figure and his SSB4 design, by default.
**This makes Ike the only veteran who currently has no amiibo that can scan in their default costume.
*Both Ike's Path of Radiance and Radiant Dawn costumes use different knockout voice clips in Stamina Mode when knocked out of HP during his final stock. Path of Radiance Ike uses the standard KO voice clip, and Radiant Dawn Ike uses the alternate KO voice clip.
**In the Japanese version, the voice clips are reversed.
**By extension, Ike is one of the only two characters who use their alternate KO voice clip when KO'd, with the other being .
*All of Ike's new Japanese victory quotes are derived from his original games, and in all but one case are direct quotations.
**In his Path of Radiance costume:
*** His "" (I have no intention of yielding to anyone.) is taken from a conversation he has with Mist in the prelude to Chapter 27 of Path of Radiance, prior to his duel with the Black Knight, but is taken out of context for Ultimate: it was originally Ike expressing his determination to fight the Black Knight at all and refusal to let anyone talk him out of it, not a refusal to lose. Accordingly, the English version of Path of Radiance translated the line as "That's one thing I won't let anyone else do in my stead," while Ultimate translates it as "I submit to no one."
*** His "" (You fought... well.) line originates from his battle with Bryce in the Endgame of Path of Radiance; this line was originally translated in that game as "You fought...a good fight." Ultimate translates this as "Your skills were... remarkable."
*** His "" (To the end... I will not lose to anyone.) line originates from his battle with the Black Knight in Chapter 27 of Path of Radiance. In the English version of Path of Radiance, this was translated as "My sword-fighting skills were given to me by my father. If I stay true to them, I cannot lose." The English version of Ultimate replaces it with the pre-existing "You'll get no sympathy from me" line from prior Smash games.
**In his Radiant Dawn costume:
*** His "" (Why do you stand before me?) line originates in Part 3 Chapter 13 of Radiant Dawn, in which he appears as a boss besieging Micaiah's army, and is said when one of Micaiah's allies engages in combat with him. The line was originally translated as "Why would you seek me out?" Ultimate translates this to "Don't stand in my way."
*** His "" (I have things I must protect.) line is taken from the prelude to the final battle with the goddess Ashera in the final chapter of Radiant Dawn. The line was originally translated as "This battle means more than any of the others because it’s for the life of every person that I’ve ever cared about." The English version of Ultimate replaces it with the pre-existing "I fight for my friends" line from prior Smash games.
*** His "" (I move forward.) line is a condensed version of a line he speaks in the aftermath of his slaying of the Black Knight in the Part 4 Endgame of Radiant Dawn: (I will not stop. I will keep moving forward until I die.) In the English localization of Radiant Dawn, this was translated as "I will keep fighting. I won't stop until I die," while Ultimate translates the shortened version simply as "I must move forward".
*Ike is the only Fire Emblem character that does not use Marth's crumple animation, which would involve him falling backwards. He instead uses Captain Falcon's animation (falling onto his knees), presumably due to his physique being larger.
==References==
 
Category:Spirits
es:Ike (SSBU)