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No I just played and did this. You can still act out of it.Can Ike still act of quick draw in the air if he hits someone? I read somewhere they changed it back, I hope not.
I tried it on Sheik in training mode at 24%. She's one of the easiest to combo so it probably won't be true for most, but will hit against most defensive maneuvers that are vulnerable for the first few frames.I tried doing the Fair -> dtilt -> Fair combo, and one time Fair tripped causing a true combo.
Other times, it didn't register.
Yeah, I'm more a fan of the Bair changes than the Fair change. Fair still feels limited in this game because of the hitbox nerf from brawl.People are duly focused on fair, when bair was close to being buffed almost as much.
The 13->14% difference is fairly significant in:
Since Ike can ledge release bair and make it back, unlike Brawl, bair is a potent edgeguard even from a hanging position. You can also kill randomly at low 100s just like Brawl. It's easier to spam because it deals so much shield damage and pushback now, think I took off almost half of a shield with a fresh one before.
- Knockback
- Shield stun
- Shield damage
- Shield pushback
Apparently it's 8%, but its been brought up from 7%.I am eager to know how ridiculous Dtilt is on shields personally. Unlike most fast Dtilts, Ike's does a solid 9% when fresh so this most likely means better on-shield data along with Bair.
I don't know, I'm personally not a big fan of the diagonal Aether. Apart from the lower vertical distance making overall recovery not actually that much better, it also makes it much more difficult and dangerous to try and clear an opponent away from the immediate area above the ledge, since just dropping straight down and using it will hurl it well into the stage. On top of that you can only grab the ledge twice with diagonal Aether before just falling right past it, versus 5 times with standard Aether.Also, you can't ledge release bair if you're running Diagonal Aether, because of it's reduced vertical distance. It's a shame but ultimately I think it's a worthwhile tradeoff.
After some brief testing, it seems to register as a combo between 40% to 60% on heavy characters and fast-fallers, with the attacking Ike being at 0%. For example against another Ike and Ganondorf it combo'd at 40%, against Fox and Falco it combo'd starting at 40% up to a little over 60%. Obviously these ranges will vary in a real match because of rage effect and vectoring.Regarding the DTilt into FAir combo, can anyone provide footage of this registering as a true combo in training mode? I can't for the life of me get it to work... Same goes for DTilt into Aether. Maybe it only works on certain characters.
Bait an airdodge or landing optionRegarding the DTilt into FAir combo, can anyone provide footage of this registering as a true combo in training mode? I can't for the life of me get it to work... Same goes for DTilt into Aether. Maybe it only works on certain characters.
Yeah, I can't really argue with that. I think the diagonal is worth most of the sacrifices, as the ledge-stall thing isn't REALLY a problem as you cant ledge stall properly anyway because of the lack of invincibility from a regrab. But there's definite upsides/downsides to each customI don't know, I'm personally not a big fan of the diagonal Aether. Apart from the lower vertical distance making overall recovery not actually that much better, it also makes it much more difficult and dangerous to try and clear an opponent away from the immediate area above the ledge, since just dropping straight down and using it will hurl it well into the stage. On top of that you can only grab the ledge twice with diagonal Aether before just falling right past it, versus 5 times with standard Aether.
Plus there's combo-ing standard Aether after Dthrow (or Dtilt now), which I still find uncomfortable to do because of how bad it was in Brawl, but it actually does work now and diagonal Aether has, in my experience, fewer offensive uses.
VI was removed?
Ike frame data
Jab1: game_50
Startup: 4
Lasts: 2
Angle: 0x41
Base knockback: 0x64
WKB: 0x32
Knockback Growth: 0
Size: 3.5, X:0, Y:10, Z:13
Jab2: game_51
Startup: 3
Lasts: 2
Angle: 0x41
Base knockback: 0x50
WKB: 0x28
Knockback Growth: 0
Sizes:
3.5- X:0 Y:8 Z:17.5
4.5- X:0 Y:8 Z:8
Jab3: game_52
Startup: 7 (used to be 8)
Lasts: 3
Difference from 1.0.3: Additional 4 frame timer for unk_0DF(1.000000, ) from unk_0DF(0.500000, )
Angle: 0x2D
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x3C
Sizes:
4- X:0 Y:12 Z:-2
4- X:0 Y:9 Z:-2
4- X:0 Y:5 Z:-2
2.5- X:0 Y:1 Z:0
Dash Attack: game_56
Startup: 18
Lasts: 5 (5% sourspot appears after frame 20)
Difference from 1.0.3: Some expressions were removed, to me the hitbox feels better.
Angle: 0x169
Base knockback: 0x61
WKB: 0
Knockback Growth: 0
Sizes:
6(10%) X:0 Y:8 Z:17.5
4(8%) X:0 Y:8 Z:10.5
2(5%) X:0 Y:12 Z:-1
Forward Tilt: game_57
Startup: 15
Lasts: 2
Angle: 0x169
Base knockback: 0x61
WKB: 0
Knockback Growth: 0x1E
Sizes:
4- X:0 Y:12 Z:-6
4- X:0 Y:6 Z:-6.5
4- X:0 Y:-1 Z:-7
game_58 and game_5B seem to be the same
Up Tilt: game_5C
Startup: 11
Lasts: 8 (strong hitbox 14% 11-13, weak hitbox 10% 14-19)
Angle: 0x5F (sweetspot) 0x55 (sourspot)
Base knockback: 0x5A
WKB: 0
Knockback Growth: 0x32
Sizes:
5(14%) X:0 Y: 12 Z:0
5(10%) X:0 Y:10.5 Z:-1
Some values at the end are different between the sweetspot and sourspot
Down Tilt: game_5D
Startup: 7
Lasts: 2
Angle: 0x50 (from 0x169)
Base knockback: 0x46 (from 0x5A)
WKB: 0
Knockback Growth: 0
Differences from 1.0.3: hitbox, knockback, angle, and damage changes (7->8 damage)
Sizes: 3.8 (from 4)
3.8- X:0 Y:0 (used to be 14) Z:-2
3.8- X:0 Y:9.5 Z:-2
3.8- X:0 Y:5 Z:-2
3.8- X:0 Y:13.5 (used to be 0) Z:-2
Forward Smash: game_5F
Startup: 25 (charge), 31(hit)
Lasts: 6 (31-33 for 19% damage above him, 33-36 for the 22% damage sweetspot and 17% damage sourspot)
Angle: 0x169 (sourspot: 0x3C)
Base knockback: 0x5A 19%, 0x56 for sweetspot and sourspot
WKB: 0
Knockback Growth: 0x28
Sizes:
19%
4 X:0 Y:6 Z:-3
3 X:0 Y:11 Z:-3
22%
5 X:0 Y:2 Z:-4
5.7 X:0 Y:7 Z:-4
17%
5.5 X:0 Y:11 Z:-4
19% covers the sourspot hitbox for the first few frames
Some expressions were removed (less ending lag?)
game_62, no clue what it is, had some parts of its expression removed. Less ending lag on something random I guess?
Up Smash: game_63
Startup: 12(charge) 25(hit)
Lasts: 7 (25-30 sweetspot) then the sweetspot hitboxes disappear, then 2 more frames for the 10% soutspot
Angle: 0x52, 0x4B, 0x46, 0x41, 0x41(sourspot)
Base knockback: 0x56 (0x55 sourspot)
WKB: 0
Knockback Growth: 0x32
Sizes:
Sweetspot: 5 X:0 Y:0,4,7.5,11 Z:-2,-2,-2,0
Sourspot: 6, X:0 Y:7 Z:-16
game_64, no clue what it is, had some parts of its expression removed. Less ending lag on something random I guess?
Down Smash: game_65
Startup: 6(charge) 13(hit1) 32(hit2)
Lasts: 3(hit1) 5(hit2, 32-34 sweetspot, 35-37 sourspot)
Damage: 14% (hit1) 17%(hit2 sweetspot) 8%(hit2 sourspot)
Differences from 1.0.3: more horizontal angle, tons of expressions removed (less ending lag?)
Angle: 0x30 (from 0x34), 0x3D (sourspot, from 0x41)
Base knockback: 0x61
WKB: 0
Knockback Growth: 0x28, 0x1E(sourspot)
Sizes:
hit1: 4.2 X:0 Y:15 Z:0
hit2: 4.2 X:0 Y:15 Z:0
hit2 sourspot: 3 X:0 Y:12 Z:0
Many expressions were removed, so good chance of less ending lag
game_67, no clue what it is, had some parts of its expression removed. Less ending lag on something random I guess?
Neutral Air: game_68
Startup: 6(autocancel end) 12(hitbox begins)
Lasts: 12-22 (sweetspot), 22-28(hitboxes change to 6 damage), then I see an ending at 64 frames, can't exactly tell what it does there
Damage: 9%
Differences from 1.0.3: None
Angle: 0x46
Base knockback: 0x69
WKB: 0
Knockback Growth: 0x23
Sizes:
4 X:0,0,0 Y:12,8,4 Z:0,0,0
Forward Air: game_69
Startup: 2(autocancel end used to be 5 frames) 12(hitbox begins)
Lasts: 16-21, then I see something at frame 42, probably autocancel frames
Damage: 12%
Differences from 1.0.3: additional unk_0DF(0.75) in the beginning, unk_0DF(1.0) after the hitbox ends, and animation start from 5 frames to 2 frames. These have something to do with speeding it up. Sizes increased from 4.5 to 5 and vertically shifted downward
Angle: 0x169
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x1E
Sizes:
5 (used to be 4.5), X:0,0,0 Y:9.0(used to be 9.5),6.2(used to be 6.5),4 Z:-2,-2,-2
Back Air: game_6A
Startup: 3(autocancel end) 7(hitbox begins)
Lasts: 7-10, then I see something at frame 35, probably autocancel frames
Damage: 14% (from 13%)
Differences from 1.0.3: +1 damage to 14%
Angle: 0x169
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x1E
Sizes:
7.5 X:0 Y:9 Z:-9
6.0 X:0 Y:0 Z:-6
Up Air: game_6B
Startup: 6(autocancel end) 13(hitbox begins)
Lasts: 13-30, then I see something at frame 51, probably autocancel frames
Damage: 11%
Differences from 1.0.3: None
Angle: 0x50
Base knockback: 0x64
WKB: 0
Knockback Growth: 0x28
Sizes:
5 X:0,0,0,0 Y:12,8,4,0 Z:0,0,0,0
Down Air: game_6C
Startup: 5(autocancel end) 16(hitbox begins)
Lasts: 16-18, then autocancels at frame 48
Damage: 15%
Differences from 1.0.3: Size increased for spike and "sourspot", vertical shift to hitboxes
Angle: 0x32 (spike), 0x10E
Base knockback: 0x64 (spike), 0x5A
WKB: 0
Knockback Growth: 0x1E (spike), 0x14
Sizes:
Spike: 6.0 (used to be 4.8!), X:0 Y:2(used to be 3), Z:1
"sourspot:" 5.5(used to be 4.5),6.3(used to be 5.3), X:0,0 Y:-2,-6(used to be -7), Z:1
Then there's a lot of unchanged stuff with specials.
Eruption: 21E
Something at 262 with 6 damage, aether wave? 263 is probably diagonal aether
Then a bunch of aether hitboxes...
THEN, at game_289, there are some changes to the Z offset, 50->62, then some others from Z:10,22,34,46 to Z:12,24,38,52
game28B has a 10 damage hitbox with a size reduced from 20 to 18 and some Z offset increases. Is this the Aether Wave projectile?
expression_137, expression_141, expression_147, expression_14D, expression_153, 20E, 20F, 212, 213, 214, 216, 217, 218, 21A, 21B, 21C, 21E, 21F, 220, 222, 223, 224, 226, 227, 228, 22A, 22B, 22C, 22E, 22F, 230, 232, 233, 234, 236, 237, 238, 23A, 23B, 23C, 23E, 23F, etc (gave up lol) had a line or 2 removed
Yep, Vectoring is completely removed.VI was removed?
So you just DI normally now? Cool.Yep, Vectoring is completely removed.
It's probably placebo effect. But god-damn do I wish this to be true, would be a stealth buff for sonic seeing as he tends to die when the opponent is in full rage because **** having kill moves.Also, I think Rage was weakened but I'm not too sure on this.
As much as I hate Sonic (Both in play style and personality) that quote made my day.It's probably placebo effect. But god-damn do I wish this to be true, would be a stealth buff for sonic seeing as he tends to die when the opponent is in full rage because **** having kill moves.
Figured as much for the fair hitbox, kind of sad because I was beginning to love the Up hitbox, but heh. Great info. I'll give a try to Dsmash once again.Looked through @Dantarion 's stuff, going to pretty it up later, but these were my preliminary looks at it:
tl;dr for things we didn't quite know just yet
-Fair hitbox size increase and hitbox shifted slightly lower vertically. Beginning autocancel changed from 5 to 2 frames
-Dtilt ever so slightly shorter range
-Range increased on dair with some shifts
-Possible ending lag decrease on dash attack
-Dsmash more horizontal knockback
-Possible ending lag decrease on down smash
-Possible ending lag decrease and random tweaks on some specials
Source: http://opensa.dantarion.com/s4/mastercore/index.php?char=ike&mode=diff104
It's shifted in such a way that we can hit people above and below us equally, so I'm fine with it. You do have to ignore the first 1/8 of the swing arc though since there's not hitbox there. Fair is pretty much where it was in Brawl, with a little range traded for speed.Figured as much for the fair hitbox, kind of sad because I was beginning to love the Up hitbox, but heh. Great info. I'll give a try to Dsmash once again.