Jotari
Smash Journeyman
- Joined
- Apr 22, 2015
- Messages
- 444
Other redesigns
https://smashboards.com/threads/redesinging-ganondorf-but-keeping-him-the-same.513191/
https://smashboards.com/threads/new-melee-moves-for-samus.515562/
https://smashboards.com/threads/redesigning-link-but-keeping-him-the-same.518191/
https://smashboards.com/threads/redeisgning-kirby-but-keeping-him-the-same.521634/
https://smashboards.com/threads/redesigning-zelda-but-keeping-her-the-same.521781/
https://smashboards.com/threads/redesigning-ike-but-keeping-him-the-same.522334/
https://smashboards.com/threads/redesigning-the-belmonts-but-keeping-them-the-same.523936/
I'm a big Fire Emblem fan and there's two things noticably missing from Ike's moveset in Smash. 1. His long range sword beam like attack. 2. His ability to use axes, specifically his father's axe, Urvan. Other than that, Ike in Smash Bros. is pretty great. Many of his attacks are taken from obscure animations in his games and he has a niche in the Smash roster as the heavy sword fighter. So this will be a pretty short redesign compared to some of my previous ones.
First thing up, his Smash attacks. I'm giving him the Ganondorf treatment and replacing his smash attacks with Urvan.
The attacks are otherwise unchanged. They're already some of the strongest smash attacks in the game and already fit the weight and heft of an axe attack.
Now, for his long range sword beam attack
(this is really the best picture I could find, people don't seem to screen shot Game Cube/Wii Fire Embelm much)
The obvious thing seems to be to replace his neutral special, as Eruption isn't like anything he does in game and probably only got put onto his moveset as compensation for Roy being removed in Brawl. But, I actually like Eruption, especially with it's ranged full charge version. But it isn't quite like the wave beam he uses in his own game. So I've implemented it by replacing his Down Special. Counter is now named Distant Counter (a skill from Fire Embelm Heroes and Three Houses). Functionally the attack is still the same. Ike takes a pose and then counters the enemy's attack. With the same multiplier and frame data as before. Only, now, instead of just slashing his sword, Ike unleashes a long range energy attack forward as he strikes. For someone hitting Ike at melee range, this will largely make no difference, Ike will hit them with his sword dealing about the same as his current counter. The beam attack as the better advantage of countering enemies with very disjointed hitboxes, like Sephiroth, and also, in games with more than two players, the increased potential to hit multiple enemies with his counter.
So, that's Ike with his father's axe and with his sword beam attack. But I'm not done yet. There is just one more thing I'd like to change. And it would be the biggest change functionally, and that would be his throws. Or at least some of his throws. I would like to give him the hand axe.
The hand axe is a recurring weapon in the Fire Emblem series, and a pretty iconic one at that, being the primary ranged weapon of axe users. So if we're going to have elements of a Fire Emblem axe user in Ike in Smash, then I'd like for him to also use the hand axe in some way. Ike's current throws are pretty short ranged and seem to be designed as combo starters, and that aspect isn't lost, he just throws his enemies further now and tosses a hand axe at them that returns to him, hitting the enemy twice and keeping them stun locked for a moment so Ike can run up and hit them. His throws are still combo starts, but now Ike has a bit more space and time to initiate his combo with ore freedom.
The exception to this is the down throw, since down throws necessitate tossing the enemy into the ground and a hand axe wouldn't make much sense, so for his new down throw, Ike uses the hammer.
This is a weapon (also classified as an axe in Fire Emblem) that had some meme association with Ike, due to one boss he could cheese with it, that got a proper association with him in Engage. His motion of slamming the enemy into the ground for his current down throw also feels like it would fit well with the hammer (which would be a bit smaller than in the linked picture). This attack will also have a special property to reflect it's mechancis in Fire Emblem. It reverses the weight value of the enemy it's used on. That means it deals higher knockback to heavy enemies and lower knockback to lighter enemies. For someone like Bowser or King K Rool it's a veritable kill throw, but for someone like Jigglypuff or Mr Game & Watch it's a combo starter.
And that's my Ike redesign. In brief, his smashes and throws now use various axes from his games while his counter uses the long range beam attack. Tell me what you think, what you like, what you don't like and if you have any ideas for Ike yourself.
https://smashboards.com/threads/redesinging-ganondorf-but-keeping-him-the-same.513191/
https://smashboards.com/threads/new-melee-moves-for-samus.515562/
https://smashboards.com/threads/redesigning-link-but-keeping-him-the-same.518191/
https://smashboards.com/threads/redeisgning-kirby-but-keeping-him-the-same.521634/
https://smashboards.com/threads/redesigning-zelda-but-keeping-her-the-same.521781/
https://smashboards.com/threads/redesigning-ike-but-keeping-him-the-same.522334/
https://smashboards.com/threads/redesigning-the-belmonts-but-keeping-them-the-same.523936/
I'm a big Fire Emblem fan and there's two things noticably missing from Ike's moveset in Smash. 1. His long range sword beam like attack. 2. His ability to use axes, specifically his father's axe, Urvan. Other than that, Ike in Smash Bros. is pretty great. Many of his attacks are taken from obscure animations in his games and he has a niche in the Smash roster as the heavy sword fighter. So this will be a pretty short redesign compared to some of my previous ones.
First thing up, his Smash attacks. I'm giving him the Ganondorf treatment and replacing his smash attacks with Urvan.
The attacks are otherwise unchanged. They're already some of the strongest smash attacks in the game and already fit the weight and heft of an axe attack.
Now, for his long range sword beam attack
(this is really the best picture I could find, people don't seem to screen shot Game Cube/Wii Fire Embelm much)
The obvious thing seems to be to replace his neutral special, as Eruption isn't like anything he does in game and probably only got put onto his moveset as compensation for Roy being removed in Brawl. But, I actually like Eruption, especially with it's ranged full charge version. But it isn't quite like the wave beam he uses in his own game. So I've implemented it by replacing his Down Special. Counter is now named Distant Counter (a skill from Fire Embelm Heroes and Three Houses). Functionally the attack is still the same. Ike takes a pose and then counters the enemy's attack. With the same multiplier and frame data as before. Only, now, instead of just slashing his sword, Ike unleashes a long range energy attack forward as he strikes. For someone hitting Ike at melee range, this will largely make no difference, Ike will hit them with his sword dealing about the same as his current counter. The beam attack as the better advantage of countering enemies with very disjointed hitboxes, like Sephiroth, and also, in games with more than two players, the increased potential to hit multiple enemies with his counter.
So, that's Ike with his father's axe and with his sword beam attack. But I'm not done yet. There is just one more thing I'd like to change. And it would be the biggest change functionally, and that would be his throws. Or at least some of his throws. I would like to give him the hand axe.
The hand axe is a recurring weapon in the Fire Emblem series, and a pretty iconic one at that, being the primary ranged weapon of axe users. So if we're going to have elements of a Fire Emblem axe user in Ike in Smash, then I'd like for him to also use the hand axe in some way. Ike's current throws are pretty short ranged and seem to be designed as combo starters, and that aspect isn't lost, he just throws his enemies further now and tosses a hand axe at them that returns to him, hitting the enemy twice and keeping them stun locked for a moment so Ike can run up and hit them. His throws are still combo starts, but now Ike has a bit more space and time to initiate his combo with ore freedom.
The exception to this is the down throw, since down throws necessitate tossing the enemy into the ground and a hand axe wouldn't make much sense, so for his new down throw, Ike uses the hammer.
This is a weapon (also classified as an axe in Fire Emblem) that had some meme association with Ike, due to one boss he could cheese with it, that got a proper association with him in Engage. His motion of slamming the enemy into the ground for his current down throw also feels like it would fit well with the hammer (which would be a bit smaller than in the linked picture). This attack will also have a special property to reflect it's mechancis in Fire Emblem. It reverses the weight value of the enemy it's used on. That means it deals higher knockback to heavy enemies and lower knockback to lighter enemies. For someone like Bowser or King K Rool it's a veritable kill throw, but for someone like Jigglypuff or Mr Game & Watch it's a combo starter.
And that's my Ike redesign. In brief, his smashes and throws now use various axes from his games while his counter uses the long range beam attack. Tell me what you think, what you like, what you don't like and if you have any ideas for Ike yourself.
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