Play VS matches, with Ike being the 14th character unlocked.
Clear Classic Mode with Mario or any character in his character tree, with Ike being unlocked after Little Mac.
Have Ike join the party in World of Light.
For the first two methods, the player must fight and defeat Ike on the Coliseum stage.
Heavyweight status, making him difficult to KO
Disjointed reach, being one of the longest in the game.
High damage and knockback, allowing him to secure KOs easily.
Excellent aerial game, which is useful for approaching and setting up combos.
High startup and ending lag on attacks, which can be easily punished if whiffed
Poor off-stage endurance, making him easily edgeguarded.
Poor recovery, possessing linear recovery options
Lacks ranged options, requiring him to fight up close.
Heavyweight, making him easily susceptible to combos.
Changes from SSBWU/3DS
Ike's default costume is his Fire Emblem: Path of Radiance costume from Super Smash Bros. Brawl, while his alternate costume is his Fire Emblem: Radiant Dawn costume from Super Smash Bros. for Nintendo 3DS and Wii U, with his palette swaps being allocated to each costume. Ike is now voiced by Greg Chun, who previously voiced him in Fire Emblem Heroes, with Ike's tone changing depending on the costume used.
Runs, walks, and dashes faster
Air speed is higher
Forward Tilt deals more damage and starts and ends faster.
Up Tilt has less end lag.
Up Smash has a shockwave hitbox in front of Ike
Down Smash deals more damage.
Aerials have less landing lag.
Neutral Aerial has more range and less startup, but deals less damage.
Forward Aerial starts faster and has more range, and has a new hitbox behind Ike, but has more end lag, deals less damage, and does not auto-cancel
Up Aerial now consists of an inward slash upwards, having a faster startup but less duration.
Grabs and Throws
Down Throw leads into combos easier at low percents.
Eruption releases a smaller shockwave when half-charged and two additional shockwaves fully-charged.
Quick Draw can no longer be held indefinitely, but charges faster and ends faster.
Aether has more super armor frames and less startup and ending lag, but follows the perimeter of the stage instead of clipping it when used to recover, being less safe against opponents on the ledge.
Counter incorporates a blue flaming effect, but deals less knockback and has more endlag on both parts of the attack.
Neutral Attack: fist jab with kick; finishes the combo with overhead sword swing with knockback
Forward Tilt: horizontal slash with knockback
Up Tilt: hop with sword extended up; good anti-air attack
Down Tilt: low sword sweep that pops foes up
Dash Attack: upward sword slash that launches foes away
Forward Smash: overhead two-handed sword smash, but long windup
Up Smash: upward sword swing with knockback
Down Smash (Cast Off): two-swing sword sweep from crouch, back and front; both have knockback, but rear swing launches farther and deals more damage
Floor Attack (Front):
Floor Attack (Back):
Floor Attack (Trip):
Neutral aerial: spinning sword attack
Forward aerial (Rising Swing): two-handed overhead sword slash with knockback
Back aerial (Repositioning Slash): turn with sword slash that knocks foes down; fastest aerial attack
Up aerial: upward sword slash
Down aerial: downward sword thrust that can meteor smash; slow, however