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I'm perfectly happy being boring: Ike Moveset Data

Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
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!

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]
Attributes
Frame Speed Ranking
Full Datasheet​
Jab, Dash Attack, and Tilts [JDT]
Jab
Dash Attack
Up Tilt
Forward Tilt
Down Tilt​
Smashes [SMH]
Up Smash
Side Smash
Down Smash​
Aerials [AER]
Neutral Air
Up Air
Forward Air
Back Air
Down Air​
Specials [SPC]
Eruption
Tempest
Furious Eruption​
Quickdraw
Close Combat
Unyielding Blade​
Aether
Aether Drive
Aether Wave​
Counter
Paralyzing Counter
Smash Counter​
Grabs, Pummel, and Throws [GPT]
Grab
Dash Grab
Pivot Grab
Pummel
Up Throw
Front Throw
Back Throw
Down Throw​
Other [OTR]
*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.

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.

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 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 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 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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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Basic Data

Attributes

Ike's overall characteristics such as weight, fall speed, and air speed are here.

Trait|Ranking|Value
Weight|8-9|107
Air Speed|16-18|1.08
Fall Speed|13-16|1.65
Traction||
Walking Speed Acceleration||
Minimum Walking Speed||
Maximum Walking Speed|46|0.869
Dash Acceleration?||
Dash Deceleration?||
Initial Dash Speed||
Dash Speed|32-36|1.5
Perfect Pivot Distance||3

Frame Speed Ranking

This is a comparison of Ike's basic frame data with the rest of the cast.
Move|Rank|Out of # of Characters
Jab 1|4|9
Dash Attack|13|1
Utilt|9|1
Ftilt|10|3
Dtilt|5|10
Up Smash|19|1
Side Smash|15|1
Down Smash|10|1
Nair|10|3
Uair|11|1
Fair|8|3
Bair|4|8
Dair|13|6
Grab|2|11
Dash grab|3|9
Pivot grab|4|9

Full Datasheet

This is the full datasheet for those of you who want a quick reference. Not yet completed.
 
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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
14,629
Jab, Dash Attack, and Tilts [JDT]

Jab Combo

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Greil Special|4-5, 12-13, 26-29|37|11%|45 (final hit)|258%

Jabs Broken Down

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Jab 1|4-5|23|3%|65|Does not kill
Jab 2|3-4|27 (+10)|3%|65|Does not kill
Jab 3|5-8|38 (+10 & +11)|5%|45|274%

Dash Attack

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Undercut|15-16|51|14% or 11%|55|???% or ???%
---|17-19|---|9%|45|???%

Up Tilt

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Parallel Ragnell|11-13|47|14%|95|114%
---|14-22|---|10%|95|???%

Forward Tilt

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Divorce|13-14|41|12%|Sakurai|132?%

Down Tilt

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Sweeper|7-8|28|8|80|224%
 
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Ffamran

The Smooth Devil Mod
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Aug 25, 2014
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Smashes [SMH]

Up Smash

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Half Moon|25-39|70|17%|82, 75, 70, or 65|97% (close) or 107% (spaced)
Falling Moon|30-32|---|10%|65|189%

Side Smash

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Dragon Faller|31-32|83|19%|Sakurai|???%
Dragon Crusher|33-36|---|22% or 17%|Sakurai or 60|83% or 121% (tip)

Down Smash

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Crosscut|13-15|70|14%|48|131%
---|32-33 or 34-37|---|17% or 8%|48 or 61|105% or ???%
 
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Ffamran

The Smooth Devil Mod
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Aerials [AER]

Neutral Air

Move|Hit Frames|Auto-cancel Window|Total Frames|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Cover Slash|12-21|> 6 or < 64|59|14|9%|70|175%
---|22-27|---|---|---|6%||246%

Up Air

Move|Hit Frames|Auto-cancel Window|Total Frames|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Orbit|13-29|> 6 or < 64|56|15|11%|80|141%

Forward Air

Move|Hit Frames|Auto-cancel Window|Total Frames|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Helm Breaker|12-15|> 3 or < 36|54|18|12%|Sakurai|149%

Back Air

Move|Hit Frames|Auto-cancel Window|Total Frames|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Catcher|7-9|> 3 or < 35|54|19|14%|Sakurai|127%

Down Air

Move|Hit Frames|Auto-cancel Window|Total Frames|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Wyvern Smasher|16-17|> 5 or < 48|54|23|15%|70|134% (Clean) or 178% (Spike)
 
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Ffamran

The Smooth Devil Mod
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Special [SPC]

Eruption

Move|Hit Frames|Total Frames|Super Armor|Damage|Hit Angle|Approximate KO Percent
Uncharged Eruption|30-31|78|N/A|10%|80 or 85 or 270 (Spike)|155% (Grounded)
Fully Charged Eruption|239-243|287|244-249|35%|Sakurai|61% (Grounded)

Tempest
Note: No startup frames just hit frames.
Move|Hit Frames|Total Frames|Super Armor|Damage|Hit Angle|Approximate KO Percent
Uncharged Tempest|9-14 or 13-24||N/A|5% (Ragnell)|90 (Ragnell)|
Fully Charged Tempest|9-14 or 13-22 or 23-26||6-11|14% (Ragnell)|90 (Ragnell)|

Furious Eruption
Note: No startup frames just hit frames.
Move|Hit Frames|Total Frames|Super Armor|Damage|Hit Angle|Approximate KO Percent
Uncharged Furious Eruption|11-22||N/A|7%|90|209%
Fully Charged Furious Eruption|11-26||6-11|32%|90|30%

Quickdraw

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Uncharged Quickdraw|16-18|57 (+3)|6%|60|252%
Fully Charged Quickdraw|88-90|57 (+3)|13%|60|125%

Close Combat
Note: No startup frames just hit frames.
Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Uncharged Close Combat|1-6||4%|90|226%

Unyielding Blade
Note: No startup frames just hit frames.
Move|Hit Frames|Total Frames|Super Armor|Damage|Hit Angle|Approximate KO Percent
Uncharged Unyielding Blade|4-5||1-6|7%|60|259%
Fully Charged Unyielding Blade|4-5||1-6|19%|60|95%

Aether

Move|Hit Frames|Total Frames|Super Armor|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Aether (Ground Target)|18-19, ??-??, 48-58, 59-61, 62-66|109|18-39|37|6% + 2% + 1% + 1% + 1% + 3% + 6% = 20%|60 (Landing Hit) or 270 (Spike)|260%
Aether (Airborne Target)|20-27, ??-??, 48-58, 59-61, 62-66|109|18-39|37|4% + 2% + 1% + 1% + 3% + 6% = 17%|60 (Landing Hit) or 270 (Spike)|260%

Aether Drive
Note: No startup frames just hit frames.
Move|Hit Frames|Total Frames|Super Armor|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Aether Drive|1-2 or 3-12, 30-40, 41-43, 44-47||1-22||9% (Throw) or 8% (Slam) or 6% + 2% + 1% + 1% + 5% + 8% = 23% (In Air)||172% (9% Hit) or 188% (8% Slam) or 224% (6% Hit)

Aether Wave
Note: No startup frames just hit frames.
Move|Hit Frames|Total Frames|Super Armor|Landing Lag|Damage|Hit Angle|Approximate KO Percent
Aether Wave|1-2 or 3-12, 30-40, 41-43||1-22||6% (Throw) or 4% (In Air) or 3% (Slam); 13% (Slam & Wave)||174% (Slam & Wave) or 730% (Slam)
Aether Wave (Shockwave)|44-46 or 47-50 or 51-54 or 55-58||1-16||4% (Spaced) or 6% or 8% or 10% (Close)||372% (4% hit) 276% (6% hit) or 243% (8% hit) or 178% (10% hit)

Counter

Move|Counter Window|Hit Frames|Total Frames|Minimum Damage|Damage Scale|Hit Angle
Counter|9-34|5-6|58 (Whiff) or 35 (Success)|10%|1.2X|Sakurai

Paralyzing Counter

Move|Counter Window|Hit Frames|Total Frames|Damage|Hit Angle
Paralyzing Counter||4-7||1%|80

Smash Counter

Move|Counter Window|Hit Frames|Total Frames|Minimum Damage|Damage Scale|Hit Angle
Smash Counter||25-27||15%|1.5X|Sakurai
 
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Ffamran

The Smooth Devil Mod
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Aug 25, 2014
Messages
14,629
Grabs, Pummel, and Throws [GPT]

Grab

|Standing Grab|Dash Grab|Pivot Grab
Hit Frames |7-9|10-11|11-12
Total Frames |32|40|38
Grab-box Size |3.1|2.5|3.1

Pummel

Move|Hit Frames|Damage|Hit Angle
Headbutt|5-5 (+22)|3%|Sakurai

Up Throw

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Uppercut|1-25, 26-27|42|4% + 3% = 7%|Sakurai|339%

Front Throw

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Front Kickoff|1-4, 5-6|33|4% + 3% = 7%|Sakurai|383%

Back Throw

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Turnaround Side Kick|1-19, 20-21|37|4% + 3% = 7%|Sakurai|345%

Down Throw

Move|Hit Frames|Total Frames|Damage|Hit Angle|Approximate KO Percent
Stomp|1-34, 35-39|57|4% + 3% = 7%|Sakurai|191%
 
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Ffamran

The Smooth Devil Mod
Joined
Aug 25, 2014
Messages
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Well, it's a setup before I enter the data per post. Also, you can see it being updated in real time - sort of - now that the Google spreadsheet is linked. That's how I did it with that Falco moveset data thread too. Yeah, on the fly and stuff which people might not like, but I have a lot of free time now and I'm more familiar with data mining now.
 
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