Ffamran
The Smooth Devil Mod
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I'm Perfectly Happy Being Boring: Ike Moveset Data (Patch 1.0.8)
Introduction [INT]
All right, new recruits, hello and welcome to the Ike Moveset Data thread where you'll find detailed information on the Radiant Hero, Ike. Before we begin, I want to say something: Embrace your dreams... and whatever happens, protect your honor... AS A GREIL MERCENARY!Introduction [INT]
Thanks to @BJN39 and @Indigo Jeans for their guide on data mining, @TTTTTsd, @Macchiato, and @bluecrow for inspiring me to data mine, all the Ike players for just being there and supporting an awesome character, and everyone for reading through this thread. And most of all, thank you, Masahiro Sakurai, for making this incredible game.
To navigate around this database you've three options:
1. Manually scroll to what you're looking for.
2. C + F and search by entering the three-letter code or a keyword.
3. Clicking the section in the table of contents.
Table of Contents:
Introduction [INT]
Introduction
Table of Contents - Redundant, aren't we?
Data Terminology
Updates
Sources
Basic Data [BAS]Table of Contents - Redundant, aren't we?
Data Terminology
Updates
Sources
Attributes
Frame Speed Ranking
Full Datasheet
Jab, Dash Attack, and Tilts [JDT]Frame Speed Ranking
Full Datasheet
Jab
Dash Attack
Up Tilt
Forward Tilt
Down Tilt
Smashes [SMH]Dash Attack
Up Tilt
Forward Tilt
Down Tilt
Up Smash
Side Smash
Down Smash
Aerials [AER]Side Smash
Down Smash
Neutral Air
Up Air
Forward Air
Back Air
Down Air
Specials [SPC]Up Air
Forward Air
Back Air
Down Air
Eruption
Grabs, Pummel, and Throws [GPT]Tempest
Furious Eruption
QuickdrawFurious Eruption
Close Combat
Unyielding Blade
AetherUnyielding Blade
Aether Drive
Aether Wave
CounterAether Wave
Paralyzing Counter
Smash Counter
Smash Counter
Grab
Dash Grab
Pivot Grab
Pummel
Up Throw
Front Throw
Back Throw
Down Throw
Other [OTR]Dash Grab
Pivot Grab
Pummel
Up Throw
Front Throw
Back Throw
Down Throw
*I might not do this, but I'll reserve it just in case*
Data Terminology
Here's a list of terms used to describe the data.
Move: The name of the move.
Hit frame: This is the frame when a move hits or is intially active.
Active frames: The duration or how long a move is in effect.
Total frames: The duration of how long a move stays out including when it's active and when it's not.
Auto-cancel window: The time before and after an aerial or a Special move that you can land with regular landing lag instead of the move's landing lag. More info here: http://www.ssbwiki.com/Auto-canceling.
IASA: "Interruptible As Soon As" frames which is the time when you can interrupt a move into something else like shielding. More info here: http://supersmashbros.wikia.com/wiki/Interruptible_As_Soon_As_frames.
Hitbox ID: It's the identification number a hitbox is given in data.
Bone: This number means what or if a hitbox is attached to the character; characters are made of bones which make up their body parts and each of them are numbered. "Bone 0" means that the bone is not attached at all.
(Base) Damage: Self-explanatory; it's the base, uncharged, or regular damage percentage a move deals.
Approximate KO Percent: This is the bare minimum damage percent when the move will kill without rage or any other factors at the center of Final Destination/Omega stages on the 3DS and the kill sparks appear. Mario was used as the dummy and no directional influence was involved.
Hit Angle: This is the angle that an opponent will be sent when struck by the move. Note: An angle of 361 degrees is a Sakurai angle and an angle of 365-67 degrees is an Autolink angle.
BKB: Base knockback. More information on knockback here: http://www.ssbwiki.com/knockback.
WKB: Weighted knockback.
KBG: Knockback growth.
Size: The size of a hitbox or rather hitbubble, so it's the length of the radius of the hitbubble.
Coordinates (Z, Y, X): These are the displacement coordinates of the hitbox given relative to the move bone(s). If the Bone is 0, then Z is 0, Y is 0, and X is 0 which means it is at the center of the character's axis which is from the floor.
Element: The move's element such as Fire, Ice, Electricity, Darkness, Magic, Physical, etc.
Hit Lag: Freeze frames; when certain moves connect, they will go through frames that "freeze" both the user and the opponent.
SDI: The multiplier of how strong to you can Smash Directional Influence the move.
Clankable: This means whether or not a move can clank or clash with another move. A "Yes" with an "*" means the move's animation continues even after clanking. This is also known as "Priority" and moves with "transcendent priority" cannot clank.
Shield Damage: How much damage a move does to a shield.
Hit frame: This is the frame when a move hits or is intially active.
Active frames: The duration or how long a move is in effect.
Total frames: The duration of how long a move stays out including when it's active and when it's not.
Auto-cancel window: The time before and after an aerial or a Special move that you can land with regular landing lag instead of the move's landing lag. More info here: http://www.ssbwiki.com/Auto-canceling.
IASA: "Interruptible As Soon As" frames which is the time when you can interrupt a move into something else like shielding. More info here: http://supersmashbros.wikia.com/wiki/Interruptible_As_Soon_As_frames.
Hitbox ID: It's the identification number a hitbox is given in data.
Bone: This number means what or if a hitbox is attached to the character; characters are made of bones which make up their body parts and each of them are numbered. "Bone 0" means that the bone is not attached at all.
(Base) Damage: Self-explanatory; it's the base, uncharged, or regular damage percentage a move deals.
Approximate KO Percent: This is the bare minimum damage percent when the move will kill without rage or any other factors at the center of Final Destination/Omega stages on the 3DS and the kill sparks appear. Mario was used as the dummy and no directional influence was involved.
Hit Angle: This is the angle that an opponent will be sent when struck by the move. Note: An angle of 361 degrees is a Sakurai angle and an angle of 365-67 degrees is an Autolink angle.
BKB: Base knockback. More information on knockback here: http://www.ssbwiki.com/knockback.
WKB: Weighted knockback.
KBG: Knockback growth.
Size: The size of a hitbox or rather hitbubble, so it's the length of the radius of the hitbubble.
Coordinates (Z, Y, X): These are the displacement coordinates of the hitbox given relative to the move bone(s). If the Bone is 0, then Z is 0, Y is 0, and X is 0 which means it is at the center of the character's axis which is from the floor.
Element: The move's element such as Fire, Ice, Electricity, Darkness, Magic, Physical, etc.
Hit Lag: Freeze frames; when certain moves connect, they will go through frames that "freeze" both the user and the opponent.
SDI: The multiplier of how strong to you can Smash Directional Influence the move.
Clankable: This means whether or not a move can clank or clash with another move. A "Yes" with an "*" means the move's animation continues even after clanking. This is also known as "Priority" and moves with "transcendent priority" cannot clank.
Shield Damage: How much damage a move does to a shield.
Updates
A list of updates made to this thread. Nothing special to note here.
May 16, 2015, Version 0.5: It's been created and being setup.
May 20, 2015, Version 1.0: Everything is setup and pretty much done except descriptions, gifs, and other stuff.
June 21, 2015, Version 1.1: Updated to match 1.0.8's changes.
May 20, 2015, Version 1.0: Everything is setup and pretty much done except descriptions, gifs, and other stuff.
June 21, 2015, Version 1.1: Updated to match 1.0.8's changes.
Sources
Where I got all of this information and for what purpose.
Where I mined the data: from @Dantarion's data dump, Master Core. And Complete Hitbox/Frame Data For Every Character by @Thinkaman.
For frame speed rankings with the other characters: List of attacks/grabs from fastest initial frame to slowest (Frame Speed) by @ItsRainingGravy.
For weight values and rankings: Smash 4 - Weight Rankings by @ KuroganeHammer .
For air speed values and rankings: Smash 4: Air Speed Rankings and Values by @Indigo Jeans with data provided in that thread by @Toomai.
For fall speed and fast fall speed values and rankings: Smash 4 - Fall & Fast Fall Speed Rankings by @ KuroganeHammer and Smash 4 Aerial Speed List: Horizontal, Fall and Fastfall by @Trifroze.
For walking and dashing values and rankings: Running & Walking Speed Rankings by @ KuroganeHammer with values by @Toomai from this post in that thread.
For perfect pivot distance: from My Smash Corner's video, Perfect Pivoting! (Smash Wii U/3DS), at this point in time: 2:34.
For total frames: http://sixriver.web.fc2.com/ssb4/Character_data.htm; search: アイク using Ctrl + F.
For landing lag: All character landing lag frame data by @A2ZOMG.
For frame speed rankings with the other characters: List of attacks/grabs from fastest initial frame to slowest (Frame Speed) by @ItsRainingGravy.
For weight values and rankings: Smash 4 - Weight Rankings by @ KuroganeHammer .
For air speed values and rankings: Smash 4: Air Speed Rankings and Values by @Indigo Jeans with data provided in that thread by @Toomai.
For fall speed and fast fall speed values and rankings: Smash 4 - Fall & Fast Fall Speed Rankings by @ KuroganeHammer and Smash 4 Aerial Speed List: Horizontal, Fall and Fastfall by @Trifroze.
For walking and dashing values and rankings: Running & Walking Speed Rankings by @ KuroganeHammer with values by @Toomai from this post in that thread.
For perfect pivot distance: from My Smash Corner's video, Perfect Pivoting! (Smash Wii U/3DS), at this point in time: 2:34.
For total frames: http://sixriver.web.fc2.com/ssb4/Character_data.htm; search: アイク using Ctrl + F.
For landing lag: All character landing lag frame data by @A2ZOMG.
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