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|universe = ''[[Fire Emblem (universe)|Fire Emblem]]''
 
|universe = ''[[Fire Emblem (universe)|Fire Emblem]]''
 
|firstgame = ''[http://fireemblem.wikia.com/wiki/Fire_Emblem:_Path_of_Radiance Fire Emblem: Path of Radiance]'' (2005)
 
|firstgame = ''[http://fireemblem.wikia.com/wiki/Fire_Emblem:_Path_of_Radiance Fire Emblem: Path of Radiance]'' (2005)
|games = ''[[Ike (SSBB)|Super Smash Bros. Brawl]]''
+
|games = ''[[Ike (SSBB)|Super Smash Bros. Brawl]]''<br/>''[[Ike (SSBU)|Super Smash Bros. Ultimate]]''
 
|availability = [[Starter]]
 
|availability = [[Starter]]
 
|finalsmash = [[Great Aether]]
 
|finalsmash = [[Great Aether]]
|tier = D
+
|tier = E
|ranking = 35
+
|ranking = 40
 
|jnumber = 2
 
|jnumber = 2
 
|walljump = No
 
|walljump = No
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|japanactor = Michihiko Hagi
 
|japanactor = Michihiko Hagi
 
}}
 
}}
'''Ike''' is a starter character and returning veteran in ''[[Super Smash Bros. for Nintendo 3DS and Wii U]]''. While keeping the same moves he had in ''Brawl'', Ike has been given a major physical makeover, and his current appearance is now based on his appearance in ''Fire Emblem: Radiant Dawn''.
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'''Ike''' is a starter character and returning veteran in ''[[Super Smash Bros. for Nintendo 3DS and Wii U]]''. His return to the series was confirmed in a Director's Room Miiverse post on May 23rd, 2014,<sup>[1]</sup>the same day that ''Fire Emblem: The Sacred Stones'' was released in North America in 2005. 
   
Ike currently ranks 35th on the [[tier list]]. He is strong in many areas, namely his sheer kill power and range, but has considerably slow attacks, a lackluster combo game, and a poor recovery.
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Ike currently ranks 40th on the [[tier list]]. He is strong in many areas, namely his sheer kill power and range, but has considerably slow attacks, a lackluster combo game, and a poor recovery.
   
 
==Attributes==
 
==Attributes==
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===Weaknesses===
 
===Weaknesses===
  +
*Large hitbox
*Quite large.
 
  +
*Slow mobility
 
*Overcharging Eruption can deal recoil damage to Ike.
 
*Overcharging Eruption can deal recoil damage to Ike.
 
*Up Smash and Forward Smash have high ending lag.
 
*Up Smash and Forward Smash have high ending lag.
*Somewhat poor recovery; [[Quick Draw]] gives Ike quick horizontal recovery, but he will be [[helpless]] if he does not land or grab the edge of a platform. Aether has good vertical recovery but very little horizontal recovery.
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*Somewhat poor recovery; [[Quick Draw]] gives Ike quick horizontal recovery, but he will be [[helpless]] if the move doesn't connect or Ike does not land or grab the edge of a platform. Aether has good vertical recovery but very little horizontal recovery.
   
 
===Summary===
 
===Summary===
 
[[File:Kuroham-Ike.png|thumb|330x330px|Ike's stats by [http://kuroganehammer.com/Smash4 Kurogane Hammer]]]
 
[[File:Kuroham-Ike.png|thumb|330x330px|Ike's stats by [http://kuroganehammer.com/Smash4 Kurogane Hammer]]]
   
  +
Ike is a '''Footsies '''and '''Half-Grappler '''type of character, having solid options for both defensive play and scoring KO's with powerful moves.
Ike's ground attacks are all powerful moves with good launch behind them that can work as great combo finishers and kill moves at higher percentages. Ike's jab is great for combos and the third hit of the jab has impressive launch power for a jab. Ike's forward tilt is a powerful attack that is great for launching opponents off-stage but will often not kill. A good combo including the forward tilt is down air, (jump) forward air, down tilt (upon the opponent hitting the ground), forward tilt. Ike's down tilt is good for combos, by the way. His up tilt has good launch power and is a kill move at just above 100%.
 
   
  +
Ike's heavyweight status, though it hurts his overall mobility, allows him to survive at high percentages, making him difficult to KO. Additionally, this allows him to have a very strong defensive game for punishing approaches.
Ike's smash attacks cover a wide range and are all very deadly at percentages as early as 65%. Ike's smash attacks are devastating and his best kill moves. Though slow, his forward smash packs lots of power and will kill most characters between 70 and 80%. His up smash is similar, killing within the same percent range. His up smash covers a wide area and hits on both sides of him, so roll-happy opponents and edge-rollers will answer to this destructive attack. Ike's down smash is the fastest of his smash attacks, and though not great for killing, it is good for edge-guarding and dealing with roll-happy foes.
 
   
  +
Ike possesses a very high disjointed range with his attacks, allowing him to easily disrupt approaches from a safe distance as well as space opponents out. In addition, Ike possesses high power in his attacks, which allows him to launch opponents back with considerable knockback and KO at low percentages. All these traits give Ike a strong ground game for defense and good aerials for approaching.
Ike's neutral air is good for racking on damage but of all his moves is the least impressive one. Ike's forward air is great for combos, keeping opponents off the edge, and can kill opponents just off the edge of the stage at about 85%. His up air is a wild swing that can be hard for opponents to air-dodge; it is great for killing and juggling opponents. Ike's back air is good for combos and has good launch power as well. Ike's down air is an incredible attack, bearing lots of meteor power, is good for combos, killing, and keeping enemies off the ledge.
 
   
  +
Ike possesses a wide variety of KO options that enable him to KO opponents at low percentages. His forward smash in particular is one of the strongest in the game, and his up smash and down smash grant considerable power and have decent range. Ike's tilts and directional aerials are also highly useful for knocking opponents beyond the blast lines, and Eruption can be a powerful combo finisher.
Ike's up throw is good for damage but not so much combos. His down throw is good for starting aerial combos, his forward throw and back throw are good for getting opponents off stage, and his pummel is good for racking on damage because of its speed.
 
   
  +
Ike's Special Moves are also powerful moves that reflect his strengths. Eruption provides massive vertical knockback and covers a good range, making it another reliable finisher. Quick Draw can be used to inflict high damage while covering ground, making it useful for disrupting approaches. Aether allows Ike to ground airborne opponents and deal high damage to others, and also serves as protection as the move has Super Armor. Counter is an effective move for retaliating against enemy attacks; while Ike's counter comes out later than Marth's, it deals more knockback and damage.
His neutral special Eruption can be very powerful once fully charged up, but in one-on-one the opponent will most often not let that happen. Ike's neutral special can be useful for combos and can kill opponents (with little charge) at around 130%. The combos come from the fact that the move knocks opponents upwards. Eruption has a decent amount of ending lag on it, but once that is over Ike can jump into the air and hit the airborne opponent with a forward or up air. It could be used for edge-guarding too, sending the opponent above the edge and then hitting them away with a forward air.
 
   
  +
However, Ike has some major weaknesses. Ike compensates his high attack power with high ending lag, making him extremely susceptible to punishment if his attacks miss. In addition, Ike, like most swordsmen, lacks a projectile, and can't effectively pressure them as well as other fighters. Most notably, Ike's recovery is extremely limited due to his subpar mobility; with Quick Draw giving only horizontal distance, and Aether giving vertical distance, should the move miss, Ike will inevitably KO himself, as Quick Draw ends in helplessness and Aether cannot be cancelled.
Ike's side special Quick Draw has very little offensive use. If the opponent isn't watching out for it and is at close range to Ike, he could get off a partly-charged Quick Draw. Most of the time the opponent will be smart enough to jump over Ike as he uses the move or simply move out of range of the attack. The attack will probably cover between one-half and two-thirds of Final Destination if Ike starts at the edge of the stage. Not all that impressive all things considered. It should also NEVER be used offensively in the air. The move leaves Ike helpless and he will SD off the stage if this is used in the air. Only use it in the air for horizontal recovery. The move will have great horizontal movement in the air even when not fully charged. Charge it up as much as possible before Ike falls too far down and then release it to send him towards the stage. If Ike falls too low, he'll just go under or hit the bottom of the stage. Only use this move if he is above the ledge when recovering. Sometimes he might even hit an edge-guarding opponent with the attack as he snags the ledge. Even if the attack doesn't make it to the edge, the momentum from the move will often move Ike to the edge.
 
   
  +
Overall, players should be capable of shifting between being aggressive and defensive as Ike, relying on his long range and heavyweight status to outlast the other fighters. Should Ike be forced to attack, players must be precise with his strikes so that they connect, and use his aerials safely to pressure opponents.
Ike's up special has limited vertical range; it has more than it looks, though. When Ike is recovering low, go towards the edge to position him right under it, then use Aether. If the sword is just at the edge when Ike throws it skywards, then Ike will grab the edge (only if he is facing towards the edge when he does it though). Aether also has some offensive uses to it. Ike can edge-guard with the move pretty effectively. The sword can hit opponents trying to recover high and then the starting hit boxes and attack on the way back down will hit opponents recovering low or parallel to the stage. Don't use this method of edge-guarding too often or the opponent will roll past Ike and catch him on the ending lag of the attack. A good combo with Aether is down throw to up special (the opponent must be at very low percents for it to work).
 
   
 
== Changes from ''Brawl'' ==
Ike's Counter is a great move for interrupting enemy combos and will be a devastating attack if the opponent hits Ike with a killing blow. The Counter is also useful for edge-attacks; if Ike is edge-guarding and an opponent constantly goes for an edge-attack, Counter and they will be launched back off the stage.
 
  +
Ike received a balanced combination of buffs and nerfs, but buffed overall. Ike's overall mobility has improved, allowing him to pressure opponents and freeing him from a major weakness in ''Brawl''. Ike's aerials has significantly less ending lag. The changes in hitstun improve his combo ability, and the rage mechanic adds more power to his already extreme strikes.
   
  +
However, Ike also receives some notable nerfs. In exchange for faster frame data, Ike's attacks, particularly their range and power, have been reduced. Ike's jab cancel, a significant part of his playstyle in ''Brawl'', is more difficult to perform. Eruption now deals less damage, knockback, and only grants super armor if fully charged. Ike's aerials have also lost their transcendent priority, which renders his forward aerial Ike's only viable approaching option.
Overall, players must take advantage of Ike's strengths to gain control of the battle. They must also be cautious of attacking to avoid potential punishment.
 
   
  +
Ike's design is now based on his appearance as a Hero from ''Fire Emblem: Radiant Dawn, ''sporting a much more muscular and taller physique. The color of the flame effects of Eruption and Great Aether has changed to sky blue, being based on his title of "Hero of Blue Flames."
== Differences from Brawl ==
 
Ike received a balanced combination of buffs in speed and some nerfs in damage. His recovery has notably improved.
 
   
 
=== Attributes ===
 
=== Attributes ===
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* Taller and bulkier, as it's an older Ike, resulting in a larger hurtbox, however slightly increasing the range of practically all attacks.
 
* Taller and bulkier, as it's an older Ike, resulting in a larger hurtbox, however slightly increasing the range of practically all attacks.
 
* Higher base and double jump.
 
* Higher base and double jump.
*Much faster than in brawl
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*Dashes faster
   
 
=== Ground Attacks ===
 
=== Ground Attacks ===
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◾Dash Attack – Dashes forward as he lifts his sword. 10%
 
◾Dash Attack – Dashes forward as he lifts his sword. 10%
   
◾Ledge Attack –
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◾Ledge Attack – Climbs up and delivers a slash. 8%
   
◾Get-Up Attack –
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◾Get-Up Attack – Stands up and does a quick spin attack with his sword. 7%
   
 
===Aerial Attacks===
 
===Aerial Attacks===
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</center>
 
</center>
   
==[[Palette Swap (SSBWU/3DS)#Ike|Alternate Costumes]]==
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==[http://supersmashbros.wikia.com/wiki/Palette_Swap_(SSBWU/3DS)#Ike Costume Gallery]==
 
[[File:Ike_Palette_(SSB4).png|700px|center]]
 
[[File:Ike_Palette_(SSB4).png|700px|center]]
   
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Ike3DSScreen1.jpg
 
Ike3DSScreen1.jpg
 
IkeWiiU5.jpg
 
IkeWiiU5.jpg
IkeWiiU4.jpg
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IkeWiiU4.jpg|Ike using Aether against Zero Suit Samus
IkeWiiU7.jpg
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IkeWiiU7.jpg|Ike countering Little Mac's Straight Lunge
 
IkeWiiU8.jpg
 
IkeWiiU8.jpg
 
Eruption.jpg|Ike using Eruption. Notice that the flames are orange instead of the current blue.
 
Eruption.jpg|Ike using Eruption. Notice that the flames are orange instead of the current blue.
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[[Category:Veterans]]
 
[[Category:Veterans]]
 
[[Category:Amiibo]]
 
[[Category:Amiibo]]
[[Category:Footsies]]
 
 
[[Category:Archetypes]]
 
[[Category:Archetypes]]

Revision as of 13:58, 7 January 2019

This article is about Ike's appearance in Super Smash Bros. for Nintendo 3DS and Wii U. For other uses, see Ike.

Ike is a starter character and returning veteran in Super Smash Bros. for Nintendo 3DS and Wii U. His return to the series was confirmed in a Director's Room Miiverse post on May 23rd, 2014,[1]the same day that Fire Emblem: The Sacred Stones was released in North America in 2005. 

Ike currently ranks 40th on the tier list. He is strong in many areas, namely his sheer kill power and range, but has considerably slow attacks, a lackluster combo game, and a poor recovery.

Attributes

Strengths

  • Heavy weight making him resistant to launch.
  • Fast attacks and movement.
  • Powerful, high-launching attacks.
    • His Forward Smash is notable for causing some of the highest knockback in the game.
  • Up and Side Smash have large, disjointed hitboxes.
  • Possesses a counter move.
  • Has good horizontal recovery.
  • Aether can spike opponents if they are caught in its radius at the second half of its move.

Weaknesses

  • Large hitbox
  • Slow mobility
  • Overcharging Eruption can deal recoil damage to Ike.
  • Up Smash and Forward Smash have high ending lag.
  • Somewhat poor recovery; Quick Draw gives Ike quick horizontal recovery, but he will be helpless if the move doesn't connect or Ike does not land or grab the edge of a platform. Aether has good vertical recovery but very little horizontal recovery.

Summary

Kuroham-Ike

Ike's stats by Kurogane Hammer

Ike is a Footsies and Half-Grappler type of character, having solid options for both defensive play and scoring KO's with powerful moves.

Ike's heavyweight status, though it hurts his overall mobility, allows him to survive at high percentages, making him difficult to KO. Additionally, this allows him to have a very strong defensive game for punishing approaches.

Ike possesses a very high disjointed range with his attacks, allowing him to easily disrupt approaches from a safe distance as well as space opponents out. In addition, Ike possesses high power in his attacks, which allows him to launch opponents back with considerable knockback and KO at low percentages. All these traits give Ike a strong ground game for defense and good aerials for approaching.

Ike possesses a wide variety of KO options that enable him to KO opponents at low percentages. His forward smash in particular is one of the strongest in the game, and his up smash and down smash grant considerable power and have decent range. Ike's tilts and directional aerials are also highly useful for knocking opponents beyond the blast lines, and Eruption can be a powerful combo finisher.

Ike's Special Moves are also powerful moves that reflect his strengths. Eruption provides massive vertical knockback and covers a good range, making it another reliable finisher. Quick Draw can be used to inflict high damage while covering ground, making it useful for disrupting approaches. Aether allows Ike to ground airborne opponents and deal high damage to others, and also serves as protection as the move has Super Armor. Counter is an effective move for retaliating against enemy attacks; while Ike's counter comes out later than Marth's, it deals more knockback and damage.

However, Ike has some major weaknesses. Ike compensates his high attack power with high ending lag, making him extremely susceptible to punishment if his attacks miss. In addition, Ike, like most swordsmen, lacks a projectile, and can't effectively pressure them as well as other fighters. Most notably, Ike's recovery is extremely limited due to his subpar mobility; with Quick Draw giving only horizontal distance, and Aether giving vertical distance, should the move miss, Ike will inevitably KO himself, as Quick Draw ends in helplessness and Aether cannot be cancelled.

Overall, players should be capable of shifting between being aggressive and defensive as Ike, relying on his long range and heavyweight status to outlast the other fighters. Should Ike be forced to attack, players must be precise with his strikes so that they connect, and use his aerials safely to pressure opponents.

Changes from Brawl

Ike received a balanced combination of buffs and nerfs, but buffed overall. Ike's overall mobility has improved, allowing him to pressure opponents and freeing him from a major weakness in Brawl. Ike's aerials has significantly less ending lag. The changes in hitstun improve his combo ability, and the rage mechanic adds more power to his already extreme strikes.

However, Ike also receives some notable nerfs. In exchange for faster frame data, Ike's attacks, particularly their range and power, have been reduced. Ike's jab cancel, a significant part of his playstyle in Brawl, is more difficult to perform. Eruption now deals less damage, knockback, and only grants super armor if fully charged. Ike's aerials have also lost their transcendent priority, which renders his forward aerial Ike's only viable approaching option.

Ike's design is now based on his appearance as a Hero from Fire Emblem: Radiant Dawn, sporting a much more muscular and taller physique. The color of the flame effects of Eruption and Great Aether has changed to sky blue, being based on his title of "Hero of Blue Flames."

Attributes

  • Heavier than in Brawl.
  • Taller and bulkier, as it's an older Ike, resulting in a larger hurtbox, however slightly increasing the range of practically all attacks.
  • Higher base and double jump.
  • Dashes faster

Ground Attacks

  • Neutral Attack causes less damage in all hits. However, the last hit is faster.
  • Forward Tilt causes less damage, but has slightly less ending lag.
  • Up Tilt causes more damage.
  • Down Tilt is faster and causes more knockback at the tip. No longer capable of causing Meteor Smash.
  • Down Smash is slightly faster, and causes slightly more damage and knockback.
  • Dash Attack causes more knockback, but has slightly less range, with Ike sliding shorter along the ground.

Aerial Attacks

  • Neutral Aerial is slightly faster.
  • Forward Aerial and Back Aerials causes less damage, but are faster.
  • Down Aerial causes less knockback when used against grounded opponents.

Grabs and Throws

  • Dash Grab has slightly higher range, with Ike sliding a bit more.

Special Attacks

  • Eruption charges slightly faster and has a larger hitbox, however it is weaker in terms of damage and knockback. Also, when it is close to be fully charged, the sword will flash, indicating to the player when it has achieved full damage (the player can still hold the button, but the self-damage point is already achieved and charging it further will not increase damage). Cosmetically, it now has blue flames instead of orange flames.
  • Quick Draw no longer leaves Ike helpless when hitting an enemy while used in air. It also has less landing lag and covers more distance. However, it causes less damage and it has longer ending lag when it doesn't hit anything. Also, when fully charged, Ike will flash red.
  • Aether covers higher vertical distance, but deals less damage. In addition, Ike can no longer grab a ledge from behind while using the move.
  • Counter comes out faster.
  • Great Aether causes slightly less damage, but deals higher knockback. Also, the connecting hit has higher range. Additionally, it has more intense visual effects, and just like Eruption, the flames on Great Aether are now blue.

Moveset

Ground Attacks

Jab

◾Jab – Throws a punch, then a kick, then slams his sword on the ground. In sudden deaths, the third hit of the combo has knockback strong enough to KO. 11% when all three hits connect.

Tilts

◾Up Tilt – Jumps while slashing his sword. The attack can KO at around 140% damage. 14%

◾Down Tilt – Swings his sword low to the ground. 7%

◾Forward Tilt – Slashes horizontally in front of him. 14%

Smash Attacks

◾Up Smash – Swings sword in an upwards arc, slamming it into the ground. It covers a wide range. 17-23%

◾Forward Smash – Slams sword to the ground. Has great launch power. 22-30%

◾Down Smash – Swings sword to one side, then the other. First slash 14% uncharged, 19% fully charged; second slash 17% uncharged, 23% fully charged.

Other Attacks

◾Dash Attack – Dashes forward as he lifts his sword. 10%

◾Ledge Attack – Climbs up and delivers a slash. 8%

◾Get-Up Attack – Stands up and does a quick spin attack with his sword. 7%

Aerial Attacks

◾Up Aerial – Spins his sword above his head. 11%

◾Down Aerial – Swings his sword downwards. Is capable of performing a meteor smash. 15%

◾Neutral Aerial – Broadly slashes downward. This move is a bit slow. 9%

◾Forward Aerial – Slashes forward in an arc. In comparison with Brawl, the attack starts up faster but has less knockback. 12%

◾Back Aerial – A very quick slash at his back. More than likely Ike's quickest move after his standard punch. 13%

Grabs and Throws

◾Pummel – Headbutts the enemy. A great pummel, as it is fast and powerful. 3% each hit

◾Forward Throw – Kicks enemy in front of him. 7%

◾Back Throw – Kicks enemy to his back. 7%

◾Down Throw – Slams opponent on the ground then jumps on top of the opponent. 7%

◾Up Throw – Leaves his sword on the ground and punches enemy upwards. 7%

Special Moves

Ike's Special Moves
Brawl 3DS/Wii U Ultimate
Standard Special Eruption
Side Special Quick Draw
Up Special Aether
Down Special Counter
Final Smash Great Aether

Ike's Custom Special Moves
Custom 1 Custom 2
Standard Special Tempest Furious Eruption
Side Special Close Combat Unyielding Blade
Up Special Aether Drive Aether Wave
Down Special Paralyzing Counter Smash Counter

Taunts

  • Up Taunt: He holds his sword in front of him while grunting as a gust blows his cape upwards.
  • Side Taunts: He holds his sword behind him in the air and says, "Prepare yourself."
  • Down Taunt: He stabs his sword into the ground and does a soft grunt.

In competitive play

To be added

Other features

To be added

Trophy descriptions

Ike
One of the main characters from the Fire Emblem series. Having fought in the Mad King's War, restored the fallen nation of Crimea, and taken on the Begnion Empire, Ike is rightly called a hero. He has the strength to back the title—one good swing of his blade can launch the heaviest of foes.
  • Fire Emblem: Path of Radiance (10/2005)
  • Fire Emblem: Radiant Dawn (11/2007)
Ike (Alt.)
Ike's side smash is a powerful two-handed sword strike. It's one of the best launch attacks in the entire game, though it will leave you wide open when you use it. For Eruption, one of his specials, you stab the ground and unleash a pillar of fire. Charging for too long will hurt Ike, so be careful!
  • Fire Emblem: Path of Radiance (10/2005)
  • Fire Emblem: Radiant Dawn (11/2007)
Great Aether
Ike's Aether up special is combined with a relentless barrage of sword blows in this powerful Final Smash. He knocks targets into the air with an upward swing, and then they're stuck there as he strikes over and over. Finally, he slams them down to the ground and launches them. Just make sure that first strike hits!

Costume Gallery

Ike Palette (SSB4)

Gallery

Gallery

Trivia

  • Prior to the release of the game, Ike's Eruption flames were colored orange as in Brawl before being changed to blue flames upon release, in order to fit his in-game title from his origin game, "Hero of Blue Flames".
  • Ike is the only playable Fire Emblem character who possesses an up aerial that does not make him backflip, an up smash that is not an upwards stab, and a neutral air that is not a multi-hitting move.

External links

FireEmblemSymbol Fire Emblem universe
Characters Marth (Melee  · Brawl  · 3DS/Wii U  · Ultimate)
Roy (Melee  · 3DS/Wii U  · Ultimate)
Ike (Brawl  · 3DS/Wii U  · Ultimate)
Robin (3DS/Wii U  · Ultimate)
Lucina (3DS/Wii U  · Ultimate)
Corrin (3DS/Wii U  · Ultimate)
Chrom (Ultimate)
Byleth (Ultimate)
Side Characters Assist Trophies Lyn  · Black Knight  · Tiki
Mii Fighter Costumes Chrom  · Black Knight
Background characters Claude von Riegan  · Dimitri Alexandre Blaiddyd  · Edelgard von Hresvelg  · Rhea
Others Anna  · Sothis
Stages Castle Siege  · Arena Ferox  · Coliseum  · Garreg Mach Monastery
Item Killing Edge
Music List of Music (Fire Emblem series)
Collectibles Trophies Melee Trophies  · Brawl Trophies  · 3DS Trophies  · Wii U Trophies
Stickers List of Stickers (Fire Emblem series)
Spirits List of spirits (Fire Emblem series)
Masterpieces Fire Emblem: Shadow Dragon and the Blade of Light  · Fire Emblem: Mystery of the Emblem