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Ike Frame Data - 3.02

KuroganeHammer

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Ike's Frame Data

[intro paragraph.]

[COLLAPSE="Current Requests"]
Request | Requested By | Current Progress
(Example) ? | ? | ?
[/COLLAPSE]
Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]​
Section 3: Techniques [TCHN]
Section 4: Credits [CRDT]

Section 1 / Standard Terms [TRMS]

[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Ike's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Ike lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Ike can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Ike will take no damage.
[/COLLAPSE]

Section 2 / Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]

Attacks | Hitbox Active | FAF | Base Dmg. | Block Adv. Jab 1 | 3-4 | 17 | 4 | -10
Jab 2 | 3-4 | 18 | 3 | -11
Jab 3 | 8-12 | 36 | 6/6/7/6/5 | -22
Dash Attack | 16-19, 20-22 | 45 | 12/12/14/10/12, 9/9/10/7/9 | -20
Ftilt (All angles) | 11-13 | 36 | 13/13/15/13/11 | -16
Utilt | 9-14, 15-21 | 35 | 14/12/12/12/10, 11/10/10/10/8 | -17
Dtilt | 14-16 | 27 | 12/14/12/12/10 | -4
Fsmash | 30-35 | 77 | 22/22/25/22/18 | -34
Usmash | 25-31 | 68 | 19/19/22/19/16 | -31
Dsmash (1st Hit) | 12-15 | 40 | 14/14/16/14/11 | -18
Dsmash (2nd Hit) | 11-15 | 47 | 13/13/15/13/11 | -27
Grabs | Hitbox Active | FAF | Base Dmg. | {colsp=6} Notes Standing Grab | 7-8 | 31 | - | {colsp=6}Average.
Dash Grab | 11-13 | 40 | - | {colsp=6}Average.
Pivot Grab | 9-10 | 36 | - | {colsp=6}Average.
Grab Pummel | 5-8 | 26 | 3 | {colsp=6}
Throws | Weight Dependant? | Notes Fthrow | No | -
Bthrow | No | -
Uthrow | Yes | -
Dthrow | No | -
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Spotdodge | 2-18 | 28 |
Forward Roll | 4-19 | 34 |
Back Roll | 4-19 | 34 |
Shielddrop | - | 15 |
Up Taunt | - | 110 |
Side Taunt | - | 100 | What did Ike say to ROB after their duel? "Repair yourself".
Down Taunt | - | 110 |

2.2 Aerial Moves [AERL]

Attacks | Hitbox Active | FAF | Base Dmg. | Landing Lag/L-Cancel | Autocancel | Notes Nair | 7, 8-18 | 40 | 12/12/14/12/10, 10/10/11/10/8 | 9/18 | 1-3, 36-39
Fair | 17-20 | 47 | 13/13/16/13/10 | 13/26 | 1-4, 38-46
Bair | 7-9 | 36 | 15/15/17/15/12 | 9/19 | 1-4, 30-35
Uair | 9-14, 15-24 | 41 | 13/13/15/13/11, 15/15/17/15/12 | 12/24 | 35-40
Dair | 16-17, 18-30 | 44 | 14/14/17/14/12, 9/9/10/9/7 | 12/24 | 1-4, 38-43
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Empty Landing | {colsp=5} Notes
| 5 | 38 | 53 | 4 | {colsp=5}
Miscellaneous | Intangibility | {colsp=8} Notes Airdodge | 4-29 | | {colsp=8}

2.3 Specials [SPCL]

Attacks | Hitbox Active | FAF | Base Dmg. | Block Adv. | Notes Eruption | - | - | - | - | Begins Charging: Frame 15
Eruption (Uncharged Release) | 11-18 | 50 | 10-34 | -32 | Heavy Armor on: 5-10, Light Armor on 11-14
Eruption (Fully Charged) | 11-26 | 50 | 50 | - | Unshieldable, Super Armor on: 1-26
Quick Draw | - | - | - | - | Begins Charging: Frame 10, Jump Cancellable on 3-17
Quick Draw (Uncharged Release) | 1, 2-3 | 27 | 7-12 | |
Quick Draw (Fully Charged) | 1, 2-3 | 27 | 23 | |
Quick Draw (Flame) | 1-14 | - | 4 | - |
Quick Draw (OHKO) | 2-3 | | 45 | |
Aether | 18, 20-21, 22-29, 30-37, 46-52, 53-57, 58, 64- | - | 6, 2, 2, 2, 2, 2, 3, 6 | - | Light Armor on: 25-37, Last hitbox stays out until Aether lands
Aether (Landing) | 1-4 | 36 | 3 | - |
Counter | Counter Window: 6-23 | 60 | - | - | Intangible: 8-11
Counter (Attack) | 3-7 | 26 | 1.3x or 10 | ~-11 | Intangible: 1-6

2.4 Ledge Moves [LDGE]

Attacks | Hitbox Active | Intangibility | FAF | Base Dmg. | Block Adv. | Notes Ledge Attack <100% | 23-25 | 1-21 | 56 | 8 | -27
Ledge Attack >100% | 41-43 | 1-37 | 70 | 10 | -22
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Ledge Grab |
Ledge Climb <100% | 1-30 | 35
Ledge Climb >100% | 1-44 | 60
Ledge Roll <100% | 1-30 | 50
Ledge Roll >100% | 1-54 | 80
Ledge Jump <100% | 1-15 | 16
Ledge Jump >100% | 1-19 | 20

2.5 Tech & Trip Moves [TCHM]

Attacks | Hitbox Active | Intangibility | FAF | Base Dmg. | Block Adv. | Notes Get Up Attack (Back) | 16-17, 23-24 | 1-24 | 50 | 6 | -22
Get Up Attack (Stomach) | 19-20, 31-32 | 1-32 | 50 | 6 | -14
Trip Attack | 16-17, 23-24 | 1-8 | 50 | 5 | -22
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Tech | 1-20 | 26 | Universal.
Tech Roll | 1-20 | 40 | Universal.
Stand (Back & Stomach) | 1-22 | 30 |
Get Up Roll Forward (Back) | 1-22 | 36 |
Get Up Roll Backward (Back) | 1-22 | 36 |
Get Up Roll Forward (Stomach) | 1-22 | 36 |
Get Up Roll Backward (Stomach) | 1-22 | 36 |
Trip | 1-6 | 30
Trip Get Up | 1-17 | 22
Trip Roll Forward | 1-10 | 29
Trip Roll Backward | 1-10 | 29

2.6 Item Moves [ITMM]

| Item Thrown On | FAF | Notes Forward Toss (Ground & Air) | 10 | 30
Back Toss (Ground & Air) | 14 | 30
Up Toss (Ground & Air) | 15 | 30
Down Toss (Ground & Air) | 8 | 22 | Hitbox does not come out.
Dash Toss | 6 | 40

Section 3 / Sticker & Moveset Attributes [STCK]

Jab 1 - Hand/Normal
*smack*
Jab 2 - Foot/Normal
*kick*
Jab 3 - Sword/Slash
*slash*
Dash Attack - Sword/Slash
Standard dash attack.
Ftilt - Sword/Slash
I don't think I can comment about these attributes much longer. They're all the same.
Utilt - Sword/Slash
Yep.
Dtilt - Sword/Slash
Is this real life?
Fsmash - Sword/Slash
Sword attack uses sword attribute.
Usmash - Sword/Slash
Not much to say here.
Dsmash 1 - Sword/Slash
Swords.
Dsmash 2 - Sword/Slash
More swords.
Nair - Sword/Slash
To be consistent, I have to make silly comments!
Fair - Sword/Slash
Actually, anyone else find it weird his body is considered a sword?
Bair - Sword/Slash
I mean, there are body stickers, but...
Uair - Sword/Slash
Apparently not.
Dair - Sword/Slash
... no comment.
Pummel - Head/Normal
Headbutts hurt. I tried Ike pummeling someone in real life once.
Eruption (Uncharged) - Explosive/Aura|Sword/Aura
The sword hitbox is the spike hitbox.
Eruption (Uncharged, Late) - Sword/Aura
Really this attack isn't affected by the Aura stickers because Ike can't equip 'em.
Quickdraw - Sword/Slash|Sword/Paralyze
The paralyze hitbox only appears when Quickdraw is fully charged; it's only OHKO hitbox.
Aether - Sword/Slash
The entire move is this attribute/type.
Counter - Sword/Slash
...

Section 4 / Credits [CRDT]

Image creator
 

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KuroganeHammer

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Move Properties

Attacks | Shield Damage | Unable to Clank? | SDI Multiplier | Hitlag Multiplier | Trajectory | BKB | KBG | Knocks Forward? Jab 1* | - | N | 1.0x | 1.0x | 65/65/70 | 20 | 100 | -
Jab 2* | - | N | 1.0x | 1.0x | 65 | 30 | 100 | -
Jab 3 | 3/3/3/3/5 | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 361/361/361/361/35 | 45 | 100 | -
Dash Attack | 6/6/7/10/6 | N | 1.0x | 0.9x/0.9x/1.1x/0.7x/0.9x | 361/361/361/35/361 | 50 | 75 | -
Dash Attack (Late Hit) | 4/4/5/7/4 | N | 1.0x | 0.9x/0.9x/1.1x/0.7x/0.9x | 361/361/361/35/361 | 20 | 75 | -
Ftilt | 6/6/7/6/11 | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 361/361/361/361/35 | ? | ? | -
Utilt | 7/6/6/6/10 | N | 1.0x | 1.1x/0.9x/0.9x/0.9x/0.7x | 85/85/85/85/75 | 40 | 110 | -
Utilt (Late Hit) | 5/5/5/5/8 | N | 1.0x | 1.1x/0.9x/0.9x/0.9x/0.7x | 90/90/90/90/80 | 25 | 110 | -
Dtilt | 6/7/6/6/10 | N | 1.0x | 0.9x/1.1x/0.9x/0.9x/0.7x | 70/270/70/70/60 | 20/35/20/20/20 | 95 | -
Fsmash | 11/11/12/11/18 | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 361/361/361/361/35 | 45 | 100 | -
Usmash | 9/9/11/9/16 | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 70/70/70/70/80 | 50 | 90 | -
Dsmash (1st hit) | 7/7/8/7/11 | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 140/140/140/140/150 | 30 | 100 | -
Dsmash (2nd hit) | 6/6/7/6/11 | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 40/40/40/40/30 | 35 | 115 | -
Nair | - | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 65/65/65/65/55 | 40 | 90 | -
Nair (Late Hit) | - | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 55/55/55/55/361 | 25 | 90 | -
Fair | - | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 361/361/361/361/35 | 20 | 105 | -
Bair | - | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 361/361/361/361/35 | 30 | 100 | -
Uair | - | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 70/70/70/70/60 | 40 | 100 | -
Uair (Late Hit) | - | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 75/75/75/75/65 | 45 | 100 | -
Dair | - | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 270/270/645/270/270 | 25 | 100 | -
Dair (Late Hit) | - | N | 1.0x | 0.9x/0.9x/1.1x/0.9x/0.7x | 361 | 10 | 100 | -
Pummel* | - | Y | 1.0x | 1.0x | 361 | 40 | 100 | Y
Eruption (Uncharged) | 13 | Y | 1.0x | 1.0x | 80/80/270 | 60 | 100 | -
Eruption (Uncharged Late) | 13 | Y | 1.0x | 1.0x | 80 | 60 | 100 | -
Eruption (Charged) | 200 | Y | 1.0x | 1.5x | 0/80/0 | 80 | 80 | -
Quickdraw (Uncharged) | 7 | N | 1.0x | 1.25x | 70 | 50 | 120 | -
Quickdraw (Flame) | - | Y | 1.0x | 0x | 361 | 0 | 0 | -
Quickdraw (Charged) | 15 | N | 1.0x | 1.25x | 70 | 50 | 90 | -
Quickdraw (OHKO) | - | Y | 0x | 0.21x | 75 | 300 | 0 | Y
Aether (Hit 1)* | - | N | 0.5x | 0.5x | 91/78/80/91 | 120/120/105/105 | 100 | -
Aether (Hit 2)* | - | Y | 0.5x | 0.5x | 87 | 100 | 100 | Y
Aether (Hit 3)* | - | Y | 0.5x | 0.5x | 87 | 60 | 100 | Y
Aether (Hit 4)* | - | Y | 0.8x | 0.5x | 85 | 38 | 100 | Y
Aether (Hit 5-7)* | - | Y | 1.0x | 0.5x | 270 | 20 | 100 | Y
Aether (Hit 8)* | - | N | 1.0x | 1.0x | 270 | 80 | 100 | -
Aether (Landing) | - | N | 1.0x | 0.5x | 60 | 50 | 100 | -
Counter (Attack) | - | Y | 1.0x | 1.0x | 35 | 50 | 62 | -

Anything with an *asterisk* is FIXED knockback​
 
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KuroganeHammer

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[Change Log]

18/3/2014 - Added basic data
19/3/2014 - Added base damage and intangibility frames

I will flesh this out now. Please bear with me, I'm releasing it now because I feel like it.

*folds arms*

ALSO I HAVE NO IDEA WHAT I AM GOING TO DO ABOUT SPECIAL FRAME DATA

ugh these attacks are so hard when they're charge/channels, i might just stick varies on most of them but add the damage %%%% and then add the hitbox data another day

I can't seem to get OHKO side b to work :(

I think i found the hitbox data though

45%, Sword/Paralyze, cannot clang, 0x SDI ability, 0.21x Hitlag Multiplier, Always knocks forward?

that sounds like it

ALSO BASE DAMAGE IS IN ORDER

i assume that it's body/arm/hilt/sword/tip

how do jab data

i guess I could do it... the time it takes after each jab after you press the a button or the first frame the jab comes out on assuming you link asap??????????????????????

Edit: **** this character YOUR ****ING UP B TOOK ME LIKE AN HOUR TO FIGURE OUT WTF IS EVEN HAPPENING

eDIT 2: im not really angry at you ike mains plz forgive me
 
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br8k

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This is quite an endeavor. I look forward to seeing all this data. If you figure out how to make hitbox gifs, that would perfect it.
 

KuroganeHammer

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no hitbox gifs, I dunno how to do them.

others are welcome to volunteer to create these and I can put them in the second post. my Roy thread is a good example of this.

I've completed the ground section.

I would like to mention that utilt has intangibility on Ike's right arm when the hitboxes are out.
 
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br8k

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I should figure out how to do hitbox gifs. :v

Am curious about the BKB and KBG of the ground moves but those fields aren't in the table. Alsooooo, why can't the block advantage be considered for air-moves? Or at least, like, a theoretical rough estimate Best Block Advantage number calculated as if you landed the strongest hit of the air attack and then landed immediately afterwards.

I'm just really curious about Ike's d-air shieldstun vs Ike's d-air landing lag.

d-tilt sounds safe on shield if I run away immediately afterwards so I don't get grabbed by Marf's dumb noodle arms. Or maybe if I jab immediately afterwards in anticipation of a grab, but if the enemy anticipates my jab and stays in shield they still get the grab. hmm mindgames
 

KuroganeHammer

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hitbox bkb and kbg coming soon(tm)

aerial disadvantages on block are hard and annoying to do because they require lots of thinking and then people are like "well why can't you give us autocancel advantage!?" and I'm just like "die".

I would imagine a perfect aerial would leave you neutral advantage at the very least.
 

DrinkingFood

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This ain't brawl yo, autocanceled aerials on shield aren't really a thing
All you really have to do is compare the l-canceled landing lag to the shield stun (assuming hitlag is the same) such that it's expected they land the frame after hitting, and that's all the answer people need. Then it's easy for people to just assume that if they perform the aerial any worse than that, they get a much more punishable result.
Exceptions might be peach or M2 where FC/HC aerials are different from L-canceled aerials, tho.
Also, Ike's nB fully charged has a hitbox at the top that sends upwards, it's not totally an outwards trajectory.
What are the chances you would be willing to put ROB right behind Olimar on your queue of characters to framedatatize?
 

KuroganeHammer

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pls i cant let go of my auto cancelled aerials ok

they are important to me /wolf player ;___;

also yes, I have looked at Eruption's data and noticed that because i find eruption a very interesting move. not that it matters, you get hit by that and you die

lolimar > possibly bowser (depends on how tsundere i am with the guy who asked for him) > rob

also less work on this today because at work irl all dayyyyyy
 
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DrinkingFood

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Since shield stun depends on damage, which changes with where you hit on the sword, what kinda of spacing are you expecting as a base for those block advantages up there? If those are optimal spacings for max damage, have you considered the factor of Ike's sword tip having reduced hitlag on Ike (by half I think) but not his opponent when they shield it, giving him additional frame advantage?
Also, are you expecting the Ike player to hit with the earliest part of the move or the latest? When you hit affects how much endlag you have, since you still have to go through all the frames of the animation, the later the hit, the less effective endlag you have meaning better advantage, and the earlier you hit, the worse the advantage (but only by a few frames at most). But hitting later tends to be harder, especially for grounded moves where you don't have a lot of movement to control the spacing of your attack. So that's why I ask what you are using as endlag- the time after the first frame of hitboxes, or the time after the last?
 

br8k

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Since shield stun depends on damage, which changes with where you hit on the sword, what kinda of spacing are you expecting as a base for those block advantages up there? If those are optimal spacings for max damage, have you considered the factor of Ike's sword tip having reduced hitlag on Ike (by half I think) but not his opponent when they shield it, giving him additional frame advantage?
Also, are you expecting the Ike player to hit with the earliest part of the move or the latest? When you hit affects how much endlag you have, since you still have to go through all the frames of the animation, the later the hit, the less effective endlag you have meaning better advantage, and the earlier you hit, the worse the advantage (but only by a few frames at most). But hitting later tends to be harder, especially for grounded moves where you don't have a lot of movement to control the spacing of your attack. So that's why I ask what you are using as endlag- the time after the first frame of hitboxes, or the time after the last?
Wait wait, shield stun depends directly on damage? I did not know this. Craaaaazy.

Now I just need to know landing lag data and how exactly damage converts to shield stun, and I might finally learn what my options are for safe-ish aerials on shield. My comprehension of Aerial vs Shield mechanics is so lacking. I get shield grabbed a lot. :v
 

DrinkingFood

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@ br8k br8k , yep. Iirc, shield stun formula is Frames=[%Damage+4.45]/2.35
Easier approximation to remember is damage plus 4, then divide by 2, which will get you within 1 of the actual number, within 2 for really high damage moves.

Chances are, if you are getting shield grabbed a lot, you are doing your aerials too early out of a SH. For characters with safe-ish aerials on shield, they are usually only that way If you time them such that you land immediately after you hit, ideally the very next frame after hitlag. So something to practice with whatever character you are using is SHFFLing With a timing such that the hit comes out the instant before you land.
 
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KuroganeHammer

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shield stun formula is floor((damage+4.45)/2.235)

The block advantages are currently when you hit with the hitbox with the ID of 0 which is the body hitbox.

The way shield mechanics work is that you'd have to have a really tiny shield to consistently decide what ID hitbox you want to hit people with. So I just went with 0 because it's easier for me and more consistent.

Regarding shield timing, I'm using the first frame the hitbox is out, so yes it's possible that the moves are safer than they appear (fsmash would be 5 frames safer if you hit with the frame 35 hitbox for example)

Also you have a surprising amount of knowledge, not many people realize that moves with less hitlag multipliers are safer than the ones with them. I think the damage difference between the sourspots and the sweetspots make up for that in extra shield stun however.
 

DrinkingFood

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Does "floor" that Indicate that you round down? If not, how do you round and what does "floor" mean?
Also damn I was so close on the numbers lol
 

KuroganeHammer

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Does "floor" that Indicate that you round down? If not, how do you round and what does "floor" mean?
yes

also pardon everyone, I was meant to work on this today but I had extra work to do! i'll try to finish it tonight, so check back tomorrow I guess!

K.

I'll finish specials tomorrow.

I can't find ftilt's data. I think it's bkb is 35 and kbg is 95 but im not sure

now if you'll excuse me, i am going to die
 
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KuroganeHammer

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Done (I think.)

Just a few Quickdraw things to do.

Like OHKO

Which I'll never be able to do /tears
 

KuroganeHammer

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Think about hitting them with Ike's chest.
wot

I read somewhere it adds 0.166 damage for every frame you charge and takes 150 frames to reach full charge needed for OHKO.

Also Ike's counter is about 10x better than Roy's, wtf is this bias
 
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br8k

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It's because Roy's has more power.
Pretty sure if you hit with Ike's on the hilt it does 1.5, like Roy does. Pretty sure. Roy's is better further away and it has T3H PH1R3!!!, and maybe better vertical range? But it's a bit less safe than Ike's. But you can wavebounce Ike's, but that's pointless compared to B-reversal since he turns around anyway when struck. Looks cool tho. Floating backwards in a defensive stance.

What he means is that the hitbox on the OHKO is basically in the middle of Ike's chest. It's like Rest, but you're moving way faster and with no control. Just try to tap B right as your chest is intersecting with the enemy. Use the force.
 
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KuroganeHammer

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It's because Roy's has more power.
The way Ike's works is that when an attack does ~7.7 damage or less it'll do a flat 10%. Roy's has no base damage, but is .2x more powerful. It's an interesting trade off, but Ike's is much much better.
Pretty sure if you hit with Ike's on the hilt it does 1.5, like Roy does. Pretty sure. Roy's is better further away and it has T3H PH1R3!!!, and maybe better vertical range? But it's a bit less safe than Ike's. But you can wavebounce Ike's, but that's pointless compared to B-reversal since he turns around anyway when struck. Looks cool tho. Floating backwards in a defensive stance.


What he means is that the hitbox on the OHKO is basically in the middle of Ike's chest. It's like Rest, but you're moving way faster and with no control. Just try to tap B right as your chest is intersecting with the enemy. Use the force.
huh... Are you sure about that? I couldn't recreate this in training mode. I guess I should go back and look. I wonder if the move has different ratios on the tip too then.

I think the OHKO is an actual different subaction. Like, if you get the 150 frames, the hitbox changes; there is no special way of landing the move other than getting the timing down on the OHKO part, if that makes sense.

Also that frame 1 hitbox is a special trigger hitbox for when you hold A when using quickdraw. It basically is a hitconfirmer which will trigger the attack.
 

br8k

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The way Ike's works is that when an attack does ~7.7 damage or less it'll do a flat 10%. Roy's has no base damage, but is .2x more powerful. It's an interesting trade off, but Ike's is much much better.
huh... Are you sure about that? I couldn't recreate this in training mode. I guess I should go back and look. I wonder if the move has different ratios on the tip too then.

I think the OHKO is an actual different subaction. Like, if you get the 150 frames, the hitbox changes; there is no special way of landing the move other than getting the timing down on the OHKO part, if that makes sense.

Also that frame 1 hitbox is a special trigger hitbox for when you hold A when using quickdraw. It basically is a hitconfirmer which will trigger the attack.
Honestly you're the data guy, so if you say otherwise, I'll trust you. I've just had those stats stored in my brain for a while as True Facts that I learned at some point a while back. Somewhere. From some source I deemed reliable. Never tested em. edit: ssbwiki claims it's 1.5 sweetspot, 1.2 regular, .5 sourspot. I would assume that's hilt, blade/arm, tip.

I CAN land the OHKO (on a standing opponent) though. So I'm pretty sure about that chest hitbox. And the OHKO can only be done if you're fully charged, so I'm not really following the significance of "it adds 0.166 damage for every frame you charge" and... everything else you've said about the OHKO. :v
 
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KuroganeHammer

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I checked it out significantly more in depth

ike.jpg


Glad you guys know what you're talking about with that. lol

Guess which is the OHKO hitbox. :x
 

KuroganeHammer

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iirc the hitbox is attached to his crotch so

even better?

also yes, it would take me a very long time which is why cbf
 

KuroganeHammer

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laughed my ass off, people at work were staring at me

also don't mind me, pasting this here for the formatting

Jab 1 - Hand/Normal
*smack*
Jab 2 - Foot/Normal
*kick*
Jab 3 - Sword/Slash
*slash*
Dash Attack - Sword/Slash
Standard dash attack.
Ftilt - Sword/Slash
I don't think I can comment about these attributes much longer. They're all the same.
Utilt - Sword/Slash
Yep.
Dtilt - Sword/Slash
Is this real life?
Fsmash - Sword/Slash
Sword attack uses sword attribute.
Usmash - Sword/Slash
Not much to say here.
Dsmash 1 - Sword/Slash
Swords.
Dsmash 2 - Sword/Slash
More swords.
Nair - Sword/Slash
To be consistent, I have to make silly comments!
Fair - Sword/Slash
Actually, anyone else find it weird his body is considered a sword?
Bair - Sword/Slash
I mean, there are body stickers, but...
Uair - Sword/Slash
Apparently not.
Dair - Sword/Slash
... no comment.
Pummel - Head/Normal
Headbutts hurt. I tried Ike pummeling someone in real life once.
Eruption (Uncharged) - Explosive/Aura|Sword/Aura
The sword hitbox is the spike hitbox.
Eruption (Uncharged, Late) - Sword/Aura
Really this attack isn't affected by the Aura stickers because Ike can't equip 'em.
Quickdraw - Sword/Slash|Sword/Paralyze
The paralyze hitbox only appears when Quickdraw is fully charged; it's only OHKO hitbox.
Aether - Sword/Slash
The entire move is this attribute/type.
Counter - Sword/Slash
...

Great! So Ike benefits almost exclusively from Sword/Slash stickers in the Subspace Emissary!
 
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KuroganeHammer

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a move that cannot clang is better known as a move with transcendent priority which means that the hitboxes don't interact with other hitboxes
 

metroid1117

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This is pretty fantastic, awesome work Aerodrome! Thanks for putting this together, I'm sure that Ike users won't be the only ones who will appreciate it.
 

metroid1117

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Hey, sorry for the double-post, but I just wanted to bring up some nuances for QD, since it's a complicated move:

- QD start-up lasts for 9 frames, after which QD charge or QD release starts on the frame after that (frame 10).
- QD release (no attack) is JC-able from frames 3- 17 and the FAF is 32; this is independent of charge time. While holding A, Ike will enter the animation for QD attack on the frame after an opponent is in the trigger hitbox.
- QD attack begins on the frame that B is pressed during QD release or, while holding A, on the frame after an opponent is in the trigger hitbox. It hits on frames 2-3 and the FAF is 27.

EDIT: I got this data using a code for Frame Advance and figuring stuff out from Monk's old Ike Frame Data Thread, but it would be great if someone could double-check its accuracy since I'm new to checking frames.
 
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KuroganeHammer

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**** this mobile site

@ metroid1117 metroid1117

soz I went mia because tournament

I was meant to put jc frames in but forgot

I'll do it tonight

how are you frame checking?
 

metroid1117

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**** this mobile site

@ metroid1117 metroid1117

soz I went mia because tournament

I was meant to put jc frames in but forgot

I'll do it tonight

how are you frame checking?
There's a Frame Advance Code for Brawl that someone in the PMBR helped me set up, so I've been playing around with it. I'm checking FAF by holding shield and checking when's the first frame that the shield comes up, but everything else was done by extrapolating from Monk's thread (referenced above) and then playing around with the timing of inputs.

How'd you do at your tourney, by the way?
 
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KuroganeHammer

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that's an old code

I can link you a newer one later but for all intents and purposes that one is fine

QD should be hitting on 3-4 though not 2-3

also tournament was bad, came last.

played an oos player and my Zelda got 3 stocked so I was just like

oh I'll use olimar since I've never used this character before LOGIC

and I got 2 stocked. so.... success? I think so.

Then I sd'd once in both games of my next set with olimar since I have no idea what I was doing

CAME SECOND IN DOUBLES THO
 

metroid1117

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that's an old code

I can link you a newer one later but for all intents and purposes that one is fine

QD should be hitting on 3-4 though not 2-3

also tournament was bad, came last.

played an oos player and my Zelda got 3 stocked so I was just like

oh I'll use olimar since I've never used this character before LOGIC

and I got 2 stocked. so.... success? I think so.

Then I sd'd once in both games of my next set with olimar since I have no idea what I was doing

CAME SECOND IN DOUBLES THO
Sad to hear about the tourney, glad it sounds like you had fun though. Nice job in doubles!

How are you getting the frame data, by the way? It's only a difference of 1 frame, but Monk's old thread says that it comes out on frame 2; are you including the frame where Ike goes into QD release (no attack)? From what I tested, it seemed like after releasing QD and pressing B to manually attack, the hitbox came 2 frames after pressing B. No biggie though, it's only one frame.
 
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KuroganeHammer

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http://smashboards.com/threads/frame-advance-and-debug-pause-v3-0.325693/

^ New code

I enjoy all my tournaments no matter where I place. I love the people there, it's great.

Regarding Monk's thread, I don't trust the data on there since quite a bit of it is wrong. (Example: everything about counter, eruption and aether)

That said I just checked

and it definitely seems like 2-3 would be right

Maybe I just made counting error somewhere.

gomen I'll fix it when i start doing my frame **** tonight

It's good to have people notify me of this sort of stuff, I can't 100% guarantee that everything is right because I've got to push through ~22 moves each character (and I've done 5 so far), and at the very least if something is wrong it's only wrong by a frame or two.

Yes this is justification.

I justify everything.

But other than that yes it's all right I believe.

If you need any help or resources regarding this sort of stuff let me know.
 

KuroganeHammer

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I want someone good at Ike to write this up to add into the introduction; a short but sweet overview of a character in this format:

CHARACTER STATS

Difficulty:

Style:

Defensive power:

Offensive power:

Approach strength:

Combo ability:

Key techniques:

Doubles partner options:
For example, difficulty would be how hard the character is to use, easy/intermediate/hard/very hard. Defensive power would probably mention above average weight, counter etc. Approach strength would probably say something about how few characters have an answer to a well spaced fair. idk I'm throwing things out there. For reference: http://iplaywinner.com/roll-tvc/

I'm not sold on key techniques or doubles partner options yet, but see what happens.

This might be up @ metroid1117 metroid1117 's alley
 

metroid1117

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To be honest, I don't feel that comfortable writing it. If no one else wants to do it though, I'll give it a shot later this week.
 

Commander

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To be honest, I don't feel that comfortable writing it. If no one else wants to do it though, I'll give it a shot later this week.
The problem is that if you have a random Ike player write it, it wouldn't have the same amount of credibility to it. There are also very few high level Ike players other than you and Ally and Ally clearly doesn't know as much as you do. I'm not saying this to pressure you or anything.
 
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