NoVaLombardia
Smash Journeyman
I did this for Ike, because i main ike... aaaaaand i was bored. I might do some other SA frame tests for other characters, such at DK's punch.
I think these are the only SA frame attacks that Ike has, if not, ill have to test the others, so tell me if there's more or any innaccuracies.
Anyway, here it is:
I was testing super armor frames for ike's Eruption and Aether, and in doing so, also figured out startup lag and the hit frame.
In order to test this, i figured out what the initial frame was for the
attack and then repeatedly warmed up to press the start button at the
exact same time, while looking at the clock in VS mode. I repeated
this process hundreds of times and before coming to a conclusion, i
re-tested the crucial frame at least 100 times. It took a few hours to
test these few moves. I managed to getting clutch PAUSING times down
to 1/50th of a second consistently, using 2 controllers.
The attacker i used was falco, and using him, i figured out his initial jab frame.
Falco's first jab hits on frame 2 and 3 from the initial start up.
Ike's Neutral B attack (Eruption // UNCHARGED [tapped])
---
Eruption, from the initial start up frame to the initial hit frame, takes 0.5 sec or 30 frames.
Lag time is through frames 1-29 of the attack, and the first hit frame is on frame 30.
Super Armor starts at 0.36sec after hitting the B button or 21 Frames into the animation.
There are no Super Armor frames after the initial hit frame of Eruption (Ends at frame 30).
30% of Eruption's animation consists of Super Armor frames
Ike's Up-B attack (Aether)
---
On level ground, Aether, from the initial start up frame to the initial landing frame, takes 1.2 sec or 72 frames.
I haven't tested lag time on the initial hit frame when an opponent is standing on top of you.
One thing i want to point out, is that i am still unsure of the ending super armor frame. IMO, its pretty difficult to test
the ending super armor frame of aether by yourself, and keep an eye on the timer at the same time. But to test it,
i used Battlefield with Falco at the top platform to intercept the apex of Ike's Aether attack. Although unsure,
i feel I got pretty close to the real thing.
Super Armor starts at 0.3sec after hitting the Up-B button or 18 frames into the animation.
Super Armor ends at 0.8sec(?) or 48 frames(?) into the animation.
41.66...%(?) of Aether consists of Super Armor Frames.
Ike's D-Tilt and Jab
---
People keep telling me there are super armor frames on these moves. I tried testing these, but the thing is, I kept getting no response for any instance of super armor frames. I'll start with D-TILT:
D-TILT. I tested almost every frame from the intitial start-up to the initial hit frame of the attack. I couldn't find any instance of Super Armor Frames. All of a sudden i find something at the end of the swing. Ike took damage, and he still hit me (using falco) and knocked me far back. So i built off of this.
HERE IS WHY PEOPLE THINK THERE ARE SA FRAMES FOR D-TILT.
Ike's D-tilt hitting people while he still takes damage at the same time, is because of how close you are to your opponent when performing the d-tilt. To prove this theory, i tested at different ranges.
Trial 1: Ike facing away from Falco
Ike facing one direction, Falco behind facing the same direction. I initiate the D-tilt, and pause the game 2 frames before the attack lands. Falco's jab, which takes 2 frames to hit, is initiate right after the pause, causing Ike to take damage, and cancelling the D-tilt. This was also tested 1 frame before the initial hit frame of D-tilt.
Trial 2: Facing each other with distance in between.
Each character facing each other, with some space in between. I initiate the D-tilt, and pause the game 2 frames before the attack lands. Falco's jab, which takes 2 frames to hit, is initiated right after the pause, causing a clash in attacks, both being negated (like when two swords hit). This was also tested 1 frame before the initial hit frame of D-tilt, causing Ike to take damage and cancelling the D-tilt.
Trial 3: Point Blank
Each character facing each other, right next to each other. I initiate the D-tilt, and pause the game 2 frames before the attack lands. Falco's jab, which takes 2 frames to hit, is initiated right after the pause, causing Ike to take damage, and falco to be hit by the D-tilt. This was also tested 1 frame before the initial hit frame of D-tilt, causing Ike to take damage and cancelling the D-tilt.
Trial 4: The conclusion, using MARTH instead of Falco. POINT BLANK (Trial 3 repeated).
I used marth, because i needed a fast forward smash to test. Since jabs don't really push ike around. So im using a F-smash for this one. Each character facing each other, right next to each other. I initiate the D-tilt, and pause the game (took a few tries) enough frames to cause the F-smash and D-tilt to hit at the same time. F-Smash hits ike, causing damage and knockback, but the D-tilt also lands and knocks Marth away. This was also tested 1 frame before the initial hit frame of D-tilt, causing Ike to take damage and cancelling the D-tilt. This is my conclusion for proving that D-tilt has no Super Armor Frames. The range you are at, being really close together, Ike's D-tilt hits below, while the other attack hits above, causing no clash in the weapon, but also hitting at the same time.
As for Ike's jab, not sure where to go with this one. I couldn't find any instance of SA Frames, but i could be looking at the wrong place. EDIT: i looked around for people saying where, and quite frankly, im also starting to doubt the AAA SAFs, i did find one instance though where the two attacks clashed. I'll test it later.
As a bonus for testing out the jab, i found that the first jab hits on frame 3 after pressing the button.
-----------------
More thorough look on jab
I really don't feel like typing this out, since its pretty much a repeat of my d-tilt theory.
But same rules apply. Test it out for yourself.
BONUS .... first jab hits on frame 3 after pressing A.
I think these are the only SA frame attacks that Ike has, if not, ill have to test the others, so tell me if there's more or any innaccuracies.
Anyway, here it is:
I was testing super armor frames for ike's Eruption and Aether, and in doing so, also figured out startup lag and the hit frame.
In order to test this, i figured out what the initial frame was for the
attack and then repeatedly warmed up to press the start button at the
exact same time, while looking at the clock in VS mode. I repeated
this process hundreds of times and before coming to a conclusion, i
re-tested the crucial frame at least 100 times. It took a few hours to
test these few moves. I managed to getting clutch PAUSING times down
to 1/50th of a second consistently, using 2 controllers.
The attacker i used was falco, and using him, i figured out his initial jab frame.
Falco's first jab hits on frame 2 and 3 from the initial start up.
Ike's Neutral B attack (Eruption // UNCHARGED [tapped])
---
Eruption, from the initial start up frame to the initial hit frame, takes 0.5 sec or 30 frames.
Lag time is through frames 1-29 of the attack, and the first hit frame is on frame 30.
Super Armor starts at 0.36sec after hitting the B button or 21 Frames into the animation.
There are no Super Armor frames after the initial hit frame of Eruption (Ends at frame 30).
30% of Eruption's animation consists of Super Armor frames
Ike's Up-B attack (Aether)
---
On level ground, Aether, from the initial start up frame to the initial landing frame, takes 1.2 sec or 72 frames.
I haven't tested lag time on the initial hit frame when an opponent is standing on top of you.
One thing i want to point out, is that i am still unsure of the ending super armor frame. IMO, its pretty difficult to test
the ending super armor frame of aether by yourself, and keep an eye on the timer at the same time. But to test it,
i used Battlefield with Falco at the top platform to intercept the apex of Ike's Aether attack. Although unsure,
i feel I got pretty close to the real thing.
Super Armor starts at 0.3sec after hitting the Up-B button or 18 frames into the animation.
Super Armor ends at 0.8sec(?) or 48 frames(?) into the animation.
41.66...%(?) of Aether consists of Super Armor Frames.
Ike's D-Tilt and Jab
---
People keep telling me there are super armor frames on these moves. I tried testing these, but the thing is, I kept getting no response for any instance of super armor frames. I'll start with D-TILT:
D-TILT. I tested almost every frame from the intitial start-up to the initial hit frame of the attack. I couldn't find any instance of Super Armor Frames. All of a sudden i find something at the end of the swing. Ike took damage, and he still hit me (using falco) and knocked me far back. So i built off of this.
HERE IS WHY PEOPLE THINK THERE ARE SA FRAMES FOR D-TILT.
Ike's D-tilt hitting people while he still takes damage at the same time, is because of how close you are to your opponent when performing the d-tilt. To prove this theory, i tested at different ranges.
Trial 1: Ike facing away from Falco
Ike facing one direction, Falco behind facing the same direction. I initiate the D-tilt, and pause the game 2 frames before the attack lands. Falco's jab, which takes 2 frames to hit, is initiate right after the pause, causing Ike to take damage, and cancelling the D-tilt. This was also tested 1 frame before the initial hit frame of D-tilt.
Trial 2: Facing each other with distance in between.
Each character facing each other, with some space in between. I initiate the D-tilt, and pause the game 2 frames before the attack lands. Falco's jab, which takes 2 frames to hit, is initiated right after the pause, causing a clash in attacks, both being negated (like when two swords hit). This was also tested 1 frame before the initial hit frame of D-tilt, causing Ike to take damage and cancelling the D-tilt.
Trial 3: Point Blank
Each character facing each other, right next to each other. I initiate the D-tilt, and pause the game 2 frames before the attack lands. Falco's jab, which takes 2 frames to hit, is initiated right after the pause, causing Ike to take damage, and falco to be hit by the D-tilt. This was also tested 1 frame before the initial hit frame of D-tilt, causing Ike to take damage and cancelling the D-tilt.
Trial 4: The conclusion, using MARTH instead of Falco. POINT BLANK (Trial 3 repeated).
I used marth, because i needed a fast forward smash to test. Since jabs don't really push ike around. So im using a F-smash for this one. Each character facing each other, right next to each other. I initiate the D-tilt, and pause the game (took a few tries) enough frames to cause the F-smash and D-tilt to hit at the same time. F-Smash hits ike, causing damage and knockback, but the D-tilt also lands and knocks Marth away. This was also tested 1 frame before the initial hit frame of D-tilt, causing Ike to take damage and cancelling the D-tilt. This is my conclusion for proving that D-tilt has no Super Armor Frames. The range you are at, being really close together, Ike's D-tilt hits below, while the other attack hits above, causing no clash in the weapon, but also hitting at the same time.
As for Ike's jab, not sure where to go with this one. I couldn't find any instance of SA Frames, but i could be looking at the wrong place. EDIT: i looked around for people saying where, and quite frankly, im also starting to doubt the AAA SAFs, i did find one instance though where the two attacks clashed. I'll test it later.
As a bonus for testing out the jab, i found that the first jab hits on frame 3 after pressing the button.
-----------------
More thorough look on jab
I really don't feel like typing this out, since its pretty much a repeat of my d-tilt theory.
But same rules apply. Test it out for yourself.
BONUS .... first jab hits on frame 3 after pressing A.