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Ike Data Compilation. [Hitbox Visuals Complete!]

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
IKE DATA COMPILATION

Revision History

[11/1/08] - Topic Created. ~ Initial Structuring.
[You're Open!] - You'll get no sympathy from me!
[10/27/09] - Kirk the Gallant secretly begins working on the thread again...
[10/28/09] - Kirk the Bestower gets impatient and necro bumps his thread...
[10/29/09] - Shield Stun, Shield Hitlag, and Frame Advantage added for essentially every attack. Best update ever? I think so. Also, finished adding IASA and Invincibility Frames in the missing areas for Ledge and Wakeup Actions.
[11/10/09] - Hitbox Visuals in the works. Jabs and Tilts completed.
[11/11/09] - Hitbox Visuals for all Smashes and Dash Attack completed. Updated Utilt Hitbox Visual GIF. Corrected Fsmash frame data. Added detailed hitbox data for Wakeup and Ledge Attacks. Condensed Wakeup actions section slightly. Currently reworking title for thread.
[11/12/09] - Hitbox Visuals for all Aerials, Grabs, Throws, Specials, Wakeup and Ledge Actions completed. That just about takes care of everything!

:ike:1: Ike's Arsenal

~About This Section~
-Here you will find almost EVERYTHING there is to know about Ike's entire moveset. This includes glorious frame data, in-depth properties, little-known facts, and much more. Basically, there's a **** ton of numbers to come. Be sure to read the Terms first before moving on, especially if you want to understand what everything means.

~Terms~

Auto-cancel: The window of frames in which an Aerial will NOT recieve it's normal landing lag. Applies to all Aerials.

Base Knockback: The intial, static knockback of an attack. Characters always get knocked back by this amount regardless of damage.

Charge: The first frame an attack is able to be charged. Applies to Smashes and certain Special Attacks.

Damage: The amount of damage an attack(NOT stale) inflicts on the opponent. Measured in Damage Percent.

Earliest Jab #: The earliest frame that a jab can flow into the next. This is only used if the jab connects with something. Applies to Jabs only.

Earliest Jab Loop: The earliest frame that a jab can loop back to Jab 1. This is the frame used when you are holding down the "A" button and the Jab does not connect with anything. Applies to Jabs only.

Frame Advantage: This will be labeled as ADVANTAGE in the data below. This is how soon you can act in relation to your opponent after you hit their shield with some attack. This will usually be a negative number(i.e. they will be able to act sooner than you can). This is a very useful tool in determining which attacks are safe and which are not.

Frame Advantage Formula: The formula for Frame Advantage is: [Hit Frame] + [Shield Stun + Shield Hitlag] - [Duration + Hitlag], where the Duration is 1 frame less than the IASA Frame of an attack, and the Hit Frame used is the 1st frame the hitbox emerges. Keep this in mind, as hitting with a later portion of a given hitbox will produce a better Frame Advantage overall, naturally.

Helpless Frames: The frames where a character cannot perform any action until a certain requirement is met, usually touching the ground or grabbing the ledge.

Hit on: The frames an attack can hit your opponent. If an attack hits more than once, it will have multiple hitboxes, and will be noted as such.

Hitlag: These are the frames of an attack where both you and your opponent are "frozen." Hitlag only occurs if an attack successfully connects with something.

Hitlag Multiplier: This is a value the game uses to modify the hitlag of an attack. The default multiplier is "x1," which essentially keeps the hitlag to it's normal value. This value will only be listed if it is NOT "x1."

IASA: "Interuptable As Soon As" frame. This is the frame where you can interrupt the current action with another one.

Invincibility: The frames in which you are impervious to attacks. Applies to Dodges and actions From the Ledge.

Knockback Growth: The value that determines how much the knockback scales with damage. This is the additional distance a target is knocked back proportional to the damage.

SAF: "Super Armor Frames." The frames in which Super Armor is active. Applies to certain Special Attacks.

SDI Multiplier: Smash Directional Influence Multiplier. This is a value the game uses to modify how easy it is to SDI attacks. The default multiplier is "x1," which essentially keeps the "SDI-ability" to it's normal value. This value will only be listed if it is NOT "x1."

Shield Damage: A modifier that determines how much extra damage an attack does to a shield. For example, DK's Headbutt and Marth's Shield Breaker have very high Shield Damage modifiers.

Shield Hitlag: This is period of time your opponent is "frozen" when an attack hits their shield. This is usually the same amount of frames as the normal Hitlag of an attack.

Shield Stun: This is the period of time, immediately after Shield Hitlag, where your opponent is stuck in their shield(i.e. that cannot do anything). This is very important in calculating Frame Advantage.

Trajectory: The angle an attack sends your opponents upon connection, after the Hitlag. Measured in Degrees above zero, zero being the horizontal plane, measuring counterclockwise.

Tripping Rate: The chance an attack has to trip an opponent. Attacks can only trip if they are sent into the ground with very low knockback(They don't get sent flying off of the ground). Measured in Percent.

Weight-Dependent Base Knockback : Knockback that is determined by weight. Think of this as what gives extra "stun" to attacks(I.E. This is what allows Ike's Jabs to be a true combo string).

~The Data~

Note: The formatting for these will be subject to change, but for now it does it's job. You will see general data, frame data, and hitbox data.

Note: Hitboxes are broken up into multiple collision bubbles. Below, you will find each collision bubble and it's properties, separated by "/." Each collision bubble is mapped to a part of Ike, and it is noted first above the data in magenta. Hopefully it will speak for itself.

Jabs and Dash

Jab 1

Animation Demo [Click]

Hit on: 3-4
Earliest Jab 2: 11
Earliest Jab Loop: 15
IASA: 17

Shield Stun: 1
Shield Hitlag: 6
ADVANTAGE: -12

[Left Shoulder/Left Arm/Left Hand]
Damage: 4/4/4
Trajectory: 65/65/70
Base Knockback: 0/0/0
Knockback Growth: 100/100/100

Weight-Dependent Base Knockback: 50/40/30

Jab 2

Animation Demo [Click]

Hit on: 3-4
Earliest Jab 3: 7
Earliest Jab Loop: 13
IASA: 20

Shield Stun: 1
Shield Hitlag: 6
ADVANTAGE: -15

[Right Foot/Right Knee/Right Leg]
Damage: 5/5/5
Trajectory: 65/65/20
Base Knockback: 0/0/0
Knockback Growth: 80/100/100

Weight-Dependent Base Knockback: 50/40/30

Jab 3

Animation Demo [Click]

Hit on: 10-14
IASA: 38

Shield Stun: 2
Shield Hitlag: 7
ADVANTAGE: -25

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage: 7/7/7/7
Trajectory: 45/45/45/45
Base Knockback: 60/60/60/60
Knockback Growth: 100/100/100/100

Dash Attack

Animation Demo [Click]

Hit on: 18-19
IASA: 51

~Sword~
Shield Stun: 2
Shield Hitlag: 8
ADVANTAGE: -30

~Hilt~
Shield Stun: 2
Shield Hitlag: 7
ADVANTAGE: -30

[Sword Tip/Sword Middle/Sword Hilt]
Damage: 8/7/7
Trajectory: 40/40/80
Base Knockback: 70/70/70
Knockback Growth: 70/70/70

Tilts

Ftilt

Animation Demo (Side Angle) [Click]
Animation Demo (Up Angle) [Click]
Animation Demo (Down Angle) [Click]

Hit on: 17-19
IASA: 56

Shield Stun: 5
Shield Hitlag: 10
ADVANTAGE: -33

[Sword Tip/Sword Middle/Sword Hilt/Waist]
Damage: 15/15/14/12
Trajectory: 40/40/40/40
Base Knockback: 38/38/38/38
Knockback Growth: 100/100/100/100

Shield Damage: 1/1/1/1

Utilt

Animation Demo [Click]

Hit on: 13-29
IASA: 50

~Sword~
Shield Stun: 4
Shield Hitlag: 9
ADVANTAGE: -32

~Hilt~
Shield Stun: 3
Shield Hitlag: 9
ADVANTAGE: -33

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage (13-15): 12/12/12/9
Damage (16-29): 10/10/10/10
Trajectory: 95/92/88/85
Base Knockback: 70/70/70/70
Knockback Growth: 90/90/90/90

Dtilt

Animation Demo [Click]

Hit on: 16-18
IASA: 55

Shield Stun: 4
Shield Hitlag: 10
ADVANTAGE: -34

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage: 14/14/14/14
Trajectory: 270/270/40/40
Base Knockback: 55/55/55/55
Knockback Growth: 100/100/100/100

Tripping Rate: 35/35/35/35

Smashes

Fsmash

Animation Demo [Click]

Charge: 24
Hit on: 31-34
IASA: 80

~Sword Middle~
Shield Stun: 7
Shield Hitlag: 13
ADVANTAGE: -41

~Sword Tip~
Shield Stun: 5
Shield Hitlag: 11
ADVANTAGE: -41

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage (31-32): 22/22/X/X
Damage (33-34): 17/22/22/20
Trajectory (31-32): 40/40/X/X
Trajectory (33-34): 60/40/40/40
Base Knockback (31-32): 50/50/X/X
Base Knockback (33-34): 50/50/50/45
Knockback Growth (31-32): 100/100/X/X
Knockback Growth (33-34): 100/100/100/100

Usmash

Animation Demo [Click]

Charge: 11
Hit on: 25-31
IASA: 67

Shield Stun: 5
Shield Hitlag: 11
ADVANTAGE: -36

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage (25-29): 17/17/17/17
Damage (30-31): 19/19/19/19
Trajectory (25-29): 65/70/75/82
Trajectory (30-31): 65/65/65/65
Base Knockback: 50/50/50/50
Knockback Growth: 85/85/85/85

Dsmash

Animation Demo [Click]

Charge: 5
Hit on: 13-16, 32-44
IASA: 70

~Hit 1~
Shield Stun: 4
Shield Hitlag: 10
ADVANTAGE: -52

~Hit 2~
Shield Stun: 5
Shield Hitlag: 11
ADVANTAGE: -32

~Hit 1~
[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage: 13/13/13/13
Trajectory: 65/70/75/82
Base Knockback: 30/30/30/30
Knockback Growth: 100/100/100/100

Tripping Rate: 30/30/30/30

~Hit 2~
[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage (32-35): 16/16/16/16
Damage (36-44): 8/8/8/8
Trajectory: 65/70/75/82
Base Knockback: 30/30/30/30
Knockback Growth: 100/100/100/100

Tripping Rate (32-35): 30/30/30/30
Tripping Rate (36-44): 40/40/40/40

Aerials

Nair

Animation Demo [Click]

Hit on: 15-32
IASA (Air): 76
IASA (Landing): 13
Auto-cancel: 1-7, 67-75

Shield Stun: 3
Shield Hitlag: 8
ADVANTAGE: -9 (minus additional Airtime frames)

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage: 9/9/9/9
Trajectory: 70/70/70/70
Base Knockback: 35/35/35/35
Knockback Growth: 105/105/105/105

Fair

Animation Demo [Click]

Hit on: 18-21
IASA (Air): 60
IASA (Landing): 22
Auto-cancel: 1-4, 45-59

Shield Stun: 4
Shield Hitlag: 10
ADVANTAGE: -17 (minus additional Airtime frames)

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage: 13/13/13/13
Trajectory: 40/40/40/40
Base Knockback: 20/20/20/20
Knockback Growth: 100/100/100/100

Bair

Animation Demo [Click]

Hit on: 7-9
IASA (Air): 55
IASA (Landing): 22
Auto-cancel: 1-4, 35-54

Shield Stun: 4
Shield Hitlag: 10
ADVANTAGE: -17 (minus additional Airtime frames)
ADVANTAGE (Short Hop Auto-cancel): -27

[Sword Tip/Sword Hilt]
Damage: 14/14
Trajectory: 40/40
Base Knockback: 30/30
Knockback Growth: 100/100

Uair

Animation Demo [Click]

Hit on: 15-31
IASA (Air): 58
IASA (Landing): 19
Auto-cancel: 1-8, 53-57

Shield Stun: 4
Shield Hitlag: 10
ADVANTAGE: -14 (minus additional Airtime frames)

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage: 14/14/14/14
Trajectory: 80/80/80/80
Base Knockback: 40/40/40/40
Knockback Growth: 100/100/100/100

Dair

Animation Demo [Click]

Hit on: 16-30
IASA (Air): 55
IASA (Landing): 29
Auto-cancel: 1-4, 48-54

~Spike Hitbox~
Shield Stun: 5
Shield Hitlag: 11
ADVANTAGE: -23 (minus additional Airtime frames)

~Weak Hitbox~
Shield Stun: 4
Shield Hitlag: 9
ADVANTAGE: -24 (minus additional Airtime frames)

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage (16-17): 16/16/X/16
Damage (18-30): 12/12/12/12
Trajectory (16-17): 270/270/X/270
Trajectory (18-30): 80/80/80/80
Base Knockback (16-17): 40/40/X/40
Base Knockback (18-30): 40/40/40/40
Knockback Growth (16-17): 100/100/X/100
Knockback Growth (18-30): 100/100/100/100

Grabs and Throws

Standing Grab

Animation Demo [Click]

Hit on: 7-8
IASA(Grabbed): [Hit on + 1]
IASA(Miss): 30

Dashing Grab

Animation Demo [Click]

Hit on: 12-13
IASA(Grabbed): [Hit on + 1]
IASA(Miss): 40

Pivot Grab

Animation Demo [Click]

Hit on: 9-10
IASA(Grabbed): [Hit on + 1]
IASA(Miss): 36

Pummel

Animation Demo [Click]

Hit on: 5
IASA: 25

[Head]
Damage: 3
Trajectory: 40
Base Knockback: 0
Knockback Growth: 100

Fthrow

Animation Demo [Click]

Hit on: 5-6
IASA: 24

[Right Foot/Right Knee]
Damage: 6/6
Trajectory: 28/28
Base Knockback: 50/50
Knockback Growth: 50/50

Bthrow

Animation Demo [Click]

Hit on: 20
IASA: 33

[Right Foot/Right Knee]
Damage: 6/6
Trajectory: 28/28
Base Knockback: 50/50
Knockback Growth: 50/50

Uthrow

Animation Demo [Click]

Hit on: 26
IASA: 55

[Arms/Hands]
Damage: 6/6
Trajectory: 90/90
Base Knockback: 70/70
Knockback Growth: 72/72

Dthrow

Animation Demo [Click]

Hit on: 35-39
IASA: 58

[Feet]
Damage: 6
Trajectory: 80
Base Knockback: 75
Knockback Growth: 120

Special Attacks

Eruption

Animation Demo (No Charge) [Click]
Animation Demo (Full Charge) [Click]

Charge: 19
SAF: [Charge Release + 6] - [Charge Release + 10]
Hit on: [Charge Release + 11] - [Charge Release + 18]

~Uncharged~
SAF: 25-29
Hit on: 30-37
IASA: 79

Shield Stun: 3
Shield Hitlag: 8
ADVANTAGE: -45

[Fire Middle/Fire Top/Sword Tip/Sword Tip]
Damage: 9/9/9/9
Trajectory: 80/80/270/85
Base Knockback: 60/60/60/60
Knockback Growth: 100/100/100/100

Shield Damage: 1/1/1/1

~Partially Charged~
Note: Damage increases with charging duration. Formula for damage/knockback scaling currently unknown.

~Fully Charged~
Hit on: 239-258
IASA: 288

Shield Stun: 12
Shield Hitlag: 19
ADVANTAGE: -36

[Fire Bottom/Fire Middle/Fire Top]
Damage: 37/28/26
Trajectory: 40/40/40
Base Knockback: 30/30/30
Knockback Growth: 80/80/80

Shield Damage: 30/30/30

~Aerial Eruption~
Note: There is no difference between a grounded and an aerial Eruption.

Quick Draw

Animation Demo [Click]

Charge: 17
Hit on: [Charge Release + 2] - [Charge Release + 12]
Ping!: 60 Note: Charged to full.

~No Contact~
Hit on: 19-29
IASA: 42

~After Contact/Hit~
Hit on: 1-3
IASA: 58

~Uncharged~
Shield Stun: 3
Shield Hitlag: 8
ADVANTAGE: -53

~Full Charged~
Shield Stun: 5
Shield Hitlag: 11
ADVANTAGE: -51

[Sword Tip/Sword Middle Top/Sword Middle Bottom/Sword Hilt]
Damage (Uncharged): 9/9/9/9
Damage (Full Charge): 16/16/16/16
Trajectory: 60/65/70/75
Base Knockback: 50/50/50/50
Knockback Growth: 88/88/88/88

Note: Damage scaling formula for partial charging is currently unknown.

~Aerial Quick Draw~
Note: There is no difference between a grounded and an aerial Quick Draw prior to the 'landing phase.' Depending on how far off the ground you are as Quick Draw is ending, you will have either a Soft Landing or a Hard Landing. This only applies if Quick Draw does not connect with anything.

A Soft Landing occurs if you land before Helpless Frames start.
A Hard Landing occurs if you land after the Helpless Frames start.

Helpless Frames Start: 58 Note: Uncharged Quick Draw.
IASA (Soft Landing): 13
IASA (Hard Landing): 31

Note: If still in the air after Quick Draw has connected with something, Helpless Frames start after the normal, grounded IASA frame(58).

Aether

Animation Demo [Click]

~Grounded Aether~
Hit: 18, 20-29, 30-38, 39, 46-57, 64-73, 74-77
SAF: 18-38
IASA: 110

~First Hit~
Shield Stun: 2
Shield Hitlag: 7
ADVANTAGE: -89

~Last Hit~
Shield Stun: 2
Shield Hitlag: 7
ADVANTAGE: -33

~Hit 1~
[Sword Middle/Sword Hilt/Right Hand/Sword Tip]
Damage: 6/6/6/6
Trajectory: 91/78/90/91
Base Knockback: 0/0/0/0
Knockback Growth: 100/100/100/100

Weight-Dependent Base Knockback 140/140/115/115

~Hit 2~
[Sword Middle/Sword Tip]
Damage: 4/4
Trajectory: 87/87
Base Knockback: 0/0
Knockback Growth: 100/100

Weight-Dependent Base Knockback 80/80

~Hit 3~
[Sword Middle/Sword Tip]
Damage: 2/2
Trajectory: 85/85
Base Knockback: 0/0
Knockback Growth: 100/100

Weight-Dependent Base Knockback 30/30

~Hit 4~
[Sword Middle/Sword Middle]
Damage: 2/2
Trajectory: 60/60
Base Knockback: 0/0
Knockback Growth: 100/100

Weight-Dependent Base Knockback 22/22

~Hit 5~
[Sword Middle/Sword Tip]
Damage: 2/2
Trajectory: 270/270
Base Knockback: 0/0
Knockback Growth: 100/100

Weight-Dependent Base Knockback 38/38
Hitlag Multiplier: x0.5
SDI Multiplier: x0

~Hit 6~
[Sword Middle Top/Sword Middle Top/Hands]
Damage: 3/3/3
Trajectory: 80/270/270
Base Knockback: 80/80/80
Knockback Growth: 18/18/18

~Hit 7~
[Sword Tip/Sword Middle/Sword Hilt]
Damage: 6/6/6
Trajectory: 60/60/60
Base Knockback: 50/50/50
Knockback Growth: 60/60/60

~Aerial Aether~
Note: There is no difference between a grounded Aether and an Aerial Aether other than the additional frames needed to get back to the ground.

Counter:

Animation Demo [Click]

~No Retaliation~
Hits on: 11-33 Note: The "Counter Frames."
Invincibility: 11-16
IASA: 60

~After Retaliation~
Hits on: 4-7
Invincibility: 1-6
IASA: 37

Shield Stun: 3 (At least. Varies with strength of attack.)
Shield Hitlag: 8 (At least. Varies with strength of attack.)
ADVANTAGE: -29 (In case they somehow block your retaliation...)

[Sword Tip/Sword Middle/Sword Hilt/Bust]
Damage: 10/10/10/10
Trajectory: 40/40/40/40
Base Knockback: 50/50/50/50
Knockback Growth: 62/62/62/62

Note: There is a static16 frame Hitlag upon activation of the retaliation phase. The Hitlag of the attack portion varies with the strength of the attack, but has to be at least 8 frames.
Note: The damage and knockback vary with the strength of the attack, and the formulas are currently unknown.

~Aerial Counter~
Note: There is no difference between a grounded Counter and an Aerial Counter.

Dodges

Roll Dodge Forward

Invincibility: 4-19
IASA: 34

Roll Dodge Backward

Invincibility: 4-19
IASA: 38

Spot Dodge

Invincibility: 2-20
IASA: 26

Air Dodge

Invincibility: 4-29
IASA: 40

Wakeup Actions

Front/Back Wakeup Stand

Invincibility: 1-22
IASA: 30

Front/Back Wakeup Roll Forward

Invincibility: 1-22
IASA: 36

Front/Back Wakeup Roll Backward

Invincibility: 1-22
IASA: 36

Front Wakeup Attack

Animation Demo [Click]

Hit on: 16-17, 23-24
Invincibility: 1-24
IASA: 50

~1st Hit~
Shield Stun: 2
Shield Hitlag: 7
ADVANTAGE: -31

~2nd Hit~
Shield Stun: 2
Shield Hitlag: 7
ADVANTAGE: -24

~Hit 1~
[Sword Tip/Sword Middle/Right Arm/Waist]
Damage: 6/6/6/6
Trajectory: 40/40/40/40
Base Knockback: 80/80/80/80
Knockback Growth: 50/50/50/50

Shield Damage: 1/1/1/1

~Hit 2~
[Sword Tip/Sword Middle/Right Arm/Waist]
Damage: 6/6/6/6
Trajectory: 40/40/40/40
Base Knockback: 80/80/80/80
Knockback Growth: 50/50/50/50

Shield Damage: 1/1/1/1

Back Wakeup Attack

Animation Demo [Click]

Hit on: 19-20, 31-32
Invincibility: 1-32
IASA: 50

~1st Hit~
Shield Stun: 2
Shield Hitlag: 7
ADVANTAGE: -28

~2nd Hit~
Shield Stun: 2
Shield Hitlag: 7
ADVANTAGE: -16

~Hit 1~
[Sword Tip/Sword Middle/Right Arm/Waist]
Damage: 6/6/6/6
Trajectory: 40/40/40/40
Base Knockback: 80/80/80/80
Knockback Growth: 50/50/50/50

Shield Damage: 1/1/1/1

~Hit 2~
[Sword Tip/Sword Middle/Right Arm/Waist]
Damage: 6/6/6/6
Trajectory: 40/40/40/40
Base Knockback: 80/80/80/80
Knockback Growth: 50/50/50/50

Shield Damage: 1/1/1/1

Ledge Actions

Ledge Snap

Invincibility: 1-46
IASA: 27

Ledge Stand < 100%

Invincibility: 1-30
IASA: 35

Ledge Stand > 100%

Invincibility: 1-55
IASA: 60

Ledge Roll < 100%

Invincibility: 1-30
IASA: 50

Ledge Roll > 100%

Invincibility: 1-56
IASA: 80

Ledge Jump < 100%

Invincibility: 1-15
IASA: 16

Ledge Jump > 100%

Invincibility: 1-19
IASA: 20

Ledge Attack < 100%

Animation Demo [Click]

Hit on: 23-25
Invincibility: 1-21
IASA: 56

Shield Stun: 2
Shield Hitlag: 8
ADVANTAGE: -30

[Sword Tip/Sword Middle/Sword Hilt/Waist]
Damage: 8/8/6/6
Trajectory: 45/45/45/45
Base Knockback: 0/0/0/0
Knockback Growth: 100/100/100/100

Shield Damage: 1/1/1/1
Weight-Dependent Base Knockback 110/110/110/110

Ledge Attack > 100%

Animation Demo [Click]

Hit on: 41-43
Invincibility: 1-43
IASA: 70

Shield Stun: 3
Shield Hitlag: 8
ADVANTAGE: -25

[Sword Tip/Sword Middle/Sword Hilt/Waist]
Damage: 10/10/10/10
Trajectory: 40/40/40/40
Base Knockback: 0/0/0/0
Knockback Growth: 100/100/100/100

Shield Damage: 1/1/1/1
Weight-Dependent Base Knockback 110/110/110/110

Other Actions

Shield

Start: 1

Unshield

IASA: 8

Jump

End: 7
Airborne: 8
Airtime(Short Hop): 38
Airtime(Full Hop): 56

Grab Release (Air or Ground)

IASA: 30

Soft Landing

IASA: 2

Hard Landing

IASA: 4
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
:ike:2: Ike's Grab Release Game

~About This Section~
-To come.

~Ground Release and Air Release: The Specifics~

Ground Release: Characters will slide out in front of Ike on the ground after releasing. The distance slid on the ground depends on the character. If characters have no ground below them, they will keep falling and will be able to act as fast as they would normally would.

Opponents will be Ground Released if:

-They break out of Ike's Grab during the Pummel hitstun.
-Their feet/some part of their body is grounded while Ike has them held, and they don't forcibly try to jump out.

Air Release: Characters will pop out into the air after releasing. The distance, trajectory, and speed in the air depend on the character. If characters land on the ground or on a platform at any point during the Air Release animation, they will be able to act right away, give or take a few frames depending if they land with a hard or a soft landing.

Opponents will be Air Released if:

-Their feet/some part of their body is not touching the ground while Ike has them held, and they are currently not in the Pummel hitstun.
-This includes characters who normally are touching the ground, but are suspended off a platform or at the edge of the level.

Default Release: The type of release a character does releasing from a grab naturally(i.e. No controller input from either player). This will be either a Ground Release or an Air Release.

~Possible Attack Follow-ups~
-First, one must be familiar with this:

Grab Release IASA Frame: 30
-For both Ground and Air Releases, Ike can act 30 frames after his opponent is released. This will be the base value from which follow-up attack values are calculated.

-From here, this will list Ike's follow-ups from a Grab Release and will state which frame the attack can first hit.
-This list assumes perfect timing and buffered attacks. This means you will add Ike's Grab Release IASA Frame plus the hit frames of the given attack. Since attacks are buffered, you will be able to attack ON the IASA frame, meaning frame 1 of the attack will start on frame 30. For example, 30 + Jab(3)...the attack will hit on frame 32.
Note: This section needs to be reworded and reformatted for clarity.

Jab: 32
-Self Explanatory. Perform a Jab as soon as you are able. 30 + 3.

Standing Grab: 36
-Self Explanatory. Perform a Standing Grab as soon as you are able. 30 + 7.

Shield Canceled Grab: __
-This involves dashing, shielding to cancel your dash, then performing a Standing Grab. Additional frames needed depending how long you dash. Data to come.

Dash Grab: 42
-This involves 1 frame to dash plus the Dash Grab. Additional frames needed depending how long you dash. 30 + 1 + 12.

Dash Attack: 48
-This involves 1 frame to dash plus the Dash Attack. 30 + 1 + 18

Walk-off Nair: 45-50
-Setting your C-stick to Tilts will greatly help with the execution of this maneuver. Though in my opinion, this technique alone is NOT worth the switch from Smash Attacks.
-More than likely, you will be hitting a few frames later than when the actual hitbox comes out, since the hitbox starts above Ike and your opponent will be in front of you, thus the range of values.
-For the fastest possible execution, one must be RIGHT at the edge of the stage or platform. What happens is you take 1 frame to start moving, then the next frame you will be airborne. Since you will have a Nair buffered, the first frame of Nair will start as soon as you are airborne. So, this involves 1 frame to dash plus the Nair. 30 + 1 + 15-20.

Walk-off Fair: 48
-For the fastest possible execution, one must be RIGHT at the edge of the stage or platform. What happens is you take 1 frame to start moving, then the next frame you will be airborne. Since you will have a Fair buffered, the first frame of Fair will start as soon as you are airborne. So, this involves 1 frame to dash plus the Fair. 30 + 1 + 18.

Fair: 54
-This involves 8 frames to jump plus the Fair. 30 + 8 + 18.

USmash(Standing): 54
-Self Explanatory. Perform an USmash as soon as you are able. 30 + 25.

USmash(Sliding): 55
-This involves 1 frame to dash plus the Usmash. 30 + 1 + 25.

Quick Draw: 47-58
-This is spacing dependent. It takes 18 frames to start Quick Draw before the hitbox starts. 30 + 18 + 1-11.
Note: Hitbox data still needs to be retested.

~Character Specific Data~
-This will list all true combos that can be done from a Grab Release on each character.
-Ground Release and Air Release frames will be listed for each character. If characters have a different onstage Air Release value, it will be noted.
-In this list, "Ground" denotes the character's Ground Release IASA Frame.
-In this list, "Air" denotes the character's Air Release IASA Frame.

:bowser2:
Default Release: Ground Release
Ground: 31
Air(onstage): 54
Air(offstage): 51


-Air Release --> Dash Attack

:falcon:
Default Release: Ground Release
Ground: 31
Air(onstage): 50 [Hard Landing]
Air(offstage): 51


-Air Release --> Dash Attack

:pt::charizard:
Default Release: Ground Release
Ground: 31
Air: 51


-Air Release --> Dash Attack

:dedede:
Default Release: Ground Release
Ground: 31
Air: 51


-Air Release --> Dash Attack

:diddy:
Default Release: Ground Release
Ground: 31
Air: 51


-Air Release --> Dash Attack

:dk2:
Default Release: Ground Release
Ground: 21
Air: 51


-Air Release --> Dash Attack

:falco:
Default Release: Ground Release
Ground: 31
Air(onstage): 46 [Hard Landing]
Air(offstage): 51


-Air Release(offstage) --> Walk-off Fair

:fox:
Default Release: Ground Release
Ground: 31
Air(onstage): 29 [Soft Landing]
Air(offstage): 51


-No known Grab Release combos.

:gw:
Default Release: Air Release
Ground: 31
Air: 51


-No known Grab Release combos.

:ganondorf:
Default Release: Ground Release
Ground: 31
Air(onstage): 51 [Hard Landing]
Air(offstage): 51


-Air Release --> Dash Attack
-Air Release(offstage) --> Walk-off Fair

:popo:
Default Release: Air Release
Ground: 31
Air: 51


-No known Grab Release combos.

:ike:
Default Release: Ground Release
Ground: 31
Air: 51


-Air Release --> Dash Attack

:pt::ivysaur:
Default Release: Air Release
Ground: 31
Air: 51


-No known Grab Release combos.

:jigglypuff:
Default Release: Air Release
Ground: 31
Air: 50


-No known Grab Release combos.

:kirby2:
Default Release: Air Release
Ground: 31
Air: 51


-No known Grab Release combos.

:link2:
Default Release: Ground Release
Ground: 31
Air: 51


-Air Release --> Dash Attack

:lucario:
Default Release: Ground Release
Ground: 31
Air: 51


-No known Grab Release combos.

:lucas:
Default Release: Air Release
Ground: 41
Air: 51


-Ground Release --> Jab
-Air Release --> Dash Attack

:luigi2:
Default Release: Air Release
Ground: 31
Air: 51


-No known Grab Release combos.

:mario2:
Default Release: Air Release
Ground: 31
Air: 51


-No known Grab Release combos.

:marth:
Default Release: Ground Release
Ground: 31
Air: 51


-No known Grab Release combos.

:metaknight:
Default Release: Air Release
Ground: 31
Air: 51


-Air Release --> Dash Attack

:ness2:
Default Release: Air Release
Ground: 41
Air: 51


-Ground Release --> Jab

:olimar:
Default Release: Air Release
Ground: 31
Air: 51


-No known Grab Release combos.

:peach:
Default Release: Ground Release
Ground: 31
Air: 51


-No known Grab Release combos.

:pikachu2:
Default Release: Ground Release
Ground: 31
Air: 51


-Air Release --> Dash Attack

:pit:
Default Release: Ground Release
Ground: 31
Air: 51


-No known Grab Release combos.

:rob:
Default Release: Ground Release
Ground: 31
Air: 51


-No known Grab Release combos.

:samus2:
Default Release: Ground Release
Ground: 31
Air: 51


-No known Grab Release combos.

:shiek:
Default Release: Ground Release
Ground: 31
Air(onstage): 36 [Soft Landing]
Air(offstage): 51


-Air Release(offstage) --> Walk-off Fair
-Air Release(offstage) --> Walk-off Nair

:snake:
Default Release: Ground Release
Ground: 31
Air: 51


-Air Release --> Dash Attack

:sonic:
Default Release: Ground Release
Ground: 31
Air: 51


-No known Grab Release combos.

:pt::squirtle:
Default Release: Air Release
Ground: 31
Air(onstage): 54 (retesting needed)
Air(offstage): 51


-Air Release --> Dash Attack
-Air Release(offstage) --> Walk-off Fair
-Air Release(onstage) --> Dash, Shield Canceled Grab

-Air Release(onstage) --> Dash, Dash Grab

:toonlink:
Default Release: Air Release
Ground: 31
Air: 51


-No known Grab Release combos.

:wario:
Default Release: Air Release
Ground: 31
Air: 51


-Air Release --> UTilt
-Air Release --> Ftilt
-Air Release --> Angled Ftilt
-Air Release --> Bair
-Air Release --> Pivot Bair
-Air Release --> Quick Draw
-Air Release --> Aether

:wolf:
Default Release: Ground Release
Ground: 31
Air(onstage): 38 [Soft Landing]
Air(offstage): 51


-No known Grab Release combos.

:yoshi2:
Default Release: Air Release
Ground: 31
Air: 51


-No known Grab Release combos.

:zelda:
Default Release: Ground Release
Ground: 31
Air: 51


-No known Grab Release combos.

:zerosuitsamus:
Default Release: Ground Release
Ground: 31
Air: 51


-Air Release --> Dash Attack
 

Kirk

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To-Do-List

Formatting

-Start applying cosmetic changes to Grab Release Section.
-Change, add, and reformat "Notes" to appropriate sections.

Content

-Add stuff for Tripping.
-Finish adding Hitbox Visuals.

Requests

-Make some?
 

~ Gheb ~

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This must be stickied at once. Still, nothing matches the frame rate data of the Wolf boards (yet). We have even Shieldstun =P
 

metroid1117

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I'd say it's better this way with kirk controlling it.
I'm glad you've taken over this, Kirk, much more effective this way.
Quoted for truth.

Just to help you fill some blanks with SAF, NoValombardia did some research around when Brawl came out.

NoValombardia said:
Neutral B (Eruption // UNCHARGED [tapped]): From initial start up frame to initial hit frame, takes 0.5 sec or 30 frames.

* Starts at frame 21 (0.36sec)
* Ends at frame 30 (0.50sec)
* Consists of 30% SA frames (0.14sec)


Up-B (Aether): On level ground -> initial frame to initial landing frame = 1.2sec or 72 frames

I haven't tested lag time on the initial hit frame when an opponent is standing on top of you.

DISCLAIMER: I am still unsure of the ending SA frame. IMO, its pretty difficult to test
the ending SA frame of aether by yourself, and keep an eye on the timer at the same time.
Although unsure, i feel I got pretty **** close to the real thing.

* Starts at Frame 18 (0.30sec)
* Ends at Frame 48(?) (0.80sec)
* Consists of 41.66...%(?) SA (0.50sec)
Your video on Counter gave the following data:
Start-up frame = 10
Counter frames last for 23
Vulnerable for 26 frames
Total Duration = 59 frames

Good luck at your tourney :).
 

Arturito_Burrito

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Hey noob upload your fights with xyro. I'm trying to update the match up section and samus is one of those that has like 3 fights. Some don't have any at all 0.0 but you said you recorded some of those so upload them.

/off topic
 

Kirk

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Just got back from the tourney...18 hour day xD

I'm going to retest the Counter frames and the Super Armor Frames myself, and compare them with the previous values...to check for consistency. That's the only reason why they aren't filled in yet. Accuracy is a must :D

Good grief I need sleep...so tiring today xD Will be updating tomorrow(technically today >.> )
 

YagamiLight

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Glad to see the grab releases up and running.

I've got a bit of a question, however. Since you stated earlier on that you had a desire to check out true combos, I was wondering if you could tell me if Up Throw to Aether is a true combo on any character at 0%. I think it is since you can't DI far enough and airdodging will get you hit regardless, but it's always nice to see reliable frame data.
 

Kirk

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I've got a bit of a question, however. Since you stated earlier on that you had a desire to check out true combos, I was wondering if you could tell me if Up Throw to Aether is a true combo on any character at 0%. I think it is since you can't DI far enough and airdodging will get you hit regardless, but it's always nice to see reliable frame data.
My first thoughts would be no.

Upthrow has time afterwards before you can act...and you forget that your opponents are able to jump as well. My guess is that jumping + airdodge is the simplest way to avoid it. But I will test it nonetheless.
 

YagamiLight

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My first thoughts would be no.

Upthrow has time afterwards before you can act...and you forget that your opponents are able to jump as well. My guess is that jumping + airdodge is the simplest way to avoid it. But I will test it nonetheless.
Ah yes, that part slipped my mind. It's probably not a true combo then, but we'll see.
 

Kirk

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So methinks I'll be trying to add little by little to this thread each day. I'll do my best to get new content at least once a day.

At the moment, I'll be going alphabetical through the characters for the grab release stuff, but if anyone wants to see a specific character first, feel free to request. :p

Also, if you want any combos tested, request away as well. I.E. Yagami asked for Uthrow to Aether. I plan on making a separate section for those kinds of things as well.

On a side note, I have suspicion to believe that Nair --> Aether is actually a true combo at mid percents, given your opponents DI correctly...or incorrectly for them, depending on how you want to look at it.

So yea...that's my little blurb for the day :o

tl;dr - Any requests, just ask!
 

Nidtendofreak

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Test the walk-off Fair + Nair on Sheik please. The walk-off Nair would work on say, the top of the fin on Corelia, and *may* go into aether after.
 

Kirk

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Theoretically, Walk-off Nairs CAN work on some people, but I've yet to be able to do it within the "true combo" time frame.

This would require grab releasing, walking off the ledge, immediately bringing your control stick back to the neutral position, THEN performing the aerial, all within a 1-3 frame window. The best I could get was around 60 frames to the hit total. It can probably be done, but it would take a GREAT amount of dexterity to pull off...more so in the heat of a tournament match methinks. Is it worth to test? I don't know. But that is my thoughts on that particular followup.

P.S. Sheik added.
 

•Col•

Smash Champion
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Messages
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Theoretically, Walk-off Nairs CAN work on some people, but I've yet to be able to do it within the "true combo" time frame.

This would require grab releasing, walking off the ledge, immediately bringing your control stick back to the neutral position, THEN performing the aerial, all within a 1-3 frame window. The best I could get was around 60 frames to the hit total. It can probably be done, but it would take a GREAT amount of dexterity to pull off...more so in the heat of a tournament match methinks. Is it worth to test? I don't know. But that is my thoughts on that particular followup.

P.S. Sheik added.
What about setting the cstick to "Attack"? You could still do nair by pushing diagonally on it... o-o
 

Arturito_Burrito

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I say you add some color and font sizes to this because bolding things isn't really enough to make it an easy to read guide or report?

Also I'm going to request bowser so no one gets ahead and he actually gets done first. I think he has a real fast ground release because he can jab before Ike can put up his shield. (or I just suck)
 

Kirk

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What about setting the cstick to "Attack"? You could still do nair by pushing diagonally on it... o-o
Good call. xD

Just tested with tilt sticking...much easier to use. And sure enough, it works on sheik. :o But it must be fast falled at the proper time.

I say you add some color and font sizes to this because bolding things isn't really enough to make it an easy to read guide or report?

Also I'm going to request bowser so no one gets ahead and he actually gets done first. I think he has a real fast ground release because he can jab before Ike can put up his shield. (or I just suck)
I know, I plan on making a major cosmetic overhaul to this someday. It's just a matter of when. :/ I'll work something out when I can.

*Boozer noted*
 

XACE-K

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Wow, this is good. I'll try to test some stuff tomorrow try to help out with other characters.
 

Kirk

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how did you figure out the frames for each thing?
-Brawl runs in 60fps on normal playing speed.
-I can capture in 60fps.
-???
-Profit!

Basically, I just go through my captured video and look back at it frame by frame. It's not 100% accurate, naturally, but my results have been VERY consistent throughout(maybe even perfectly consistent), so I believe it is an accurate testing method to acquire data.

P.S. Boozer added. You ALMOST have an Air Release chain grab on him, but he can spotdodge before that happens. However, if Bowser messes up, i.e. shields or tries to jump, you can regrab him. :D Maybe I should consider adding in...situational combos? ...Such as this one...
 

•Col•

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P.S. Boozer added. You ALMOST have an Air Release chain grab on him, but he can spotdodge before that happens. However, if Bowser messes up, i.e. shields or tries to jump, you can regrab him. :D Maybe I should consider adding in...situational combos? ...Such as this one...
Situational combos would be good. It's basically like the dtilt bait in the last grab release thread.
 

metroid1117

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Isn't walk-off NAir impossible to survive from? Or am I missing something?

It'd be so hilarious if grab release -> walk-off NAir killed someone though.
 

Kirk

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Isn't walk-off NAir impossible to survive from? Or am I missing something?

It'd be so hilarious if grab release -> walk-off NAir killed someone though.
Nair was tested off of the fin of Corneria. Yes, off the edge of the stage it is a most certain death. Though, I included it nonetheless because someone asked AND it actually does work. It depends on platform height, however.

Kirk do you mind testing grab releases on Samus or Kirby?
*noted*
 

XACE-K

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Do you need any help with this Kirk? I wouldn't mind testing some grab releases and other stuff.
 

YagamiLight

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Do you need any help with this Kirk? I wouldn't mind testing some grab releases and other stuff.
You're going to have to analyze it frame by frame then, as Kirk is doing.

On a side note, when you have time, I'd like to see what exactly Ike has over Ness and Lucas. This is mainly due to the fact that it appears that he has a free Fair on Lucas, and the thought is just too appealing to not get follow-up on and confirmation on.
 

metroid1117

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Oh wow, the data is really coming along, and the colors make this list look great. Excellent work Kirk, keep it up :).
 

Arturito_Burrito

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I say we petition this to be sticked. Or better yet umbreon do it your self.

Also pretty much every character seems to have either a 51 or 54 air break. I think this means that the Fair follow up won't actually work on anyone.
 

Kirk

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Samus, Kirby, Ness and Lucas added to the Grab Release section.

As everyone probably already knows, Ness and Lucas' Ground Release animation is indeed longer than the other characters' so far (IASA Frame 41).

Here's what I'm so torn about though...take a look at this:

Ness/Lucas Ground Release IASA: 41
Ike's Dash Grab Follow-up: 42

As much as I would LOVE to call this a true infinite combo, I don't think I can. The reasoning behind this is that Ness/Lucas can buffer a spot dodge after their release. Their spot dodge invincibility starts at frame 2, like most every other characters' do. So, frame 1 of their spot dodge starts on frame 41, and frame 2, the first invincibility frame, is on frame 42...same as the earliest Ike can dash grab.

Also, before you say it, yes, I tried standing grab. It doesn't work, they slide too far. :( (Though against a wall is a different story. :) )

Keep in mind, however, that this is frame PERFECT. If they are even 1 frame too slow, you will regrab them. But regardless, I can NOT put this in as a true combo, because it isn't. Still good to know however. :D
 

guild525

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Samus, Kirby, Ness and Lucas added to the Grab Release section.

As everyone probably already knows, Ness and Lucas' Ground Release animation is indeed longer than the other characters' so far (IASA Frame 41).

Here's what I'm so torn about though...take a look at this:

Ness/Lucas Ground Release IASA: 41
Ike's Dash Grab Follow-up: 42
Is this considering Extra Inch DI? =/
 

Arturito_Burrito

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extra inch DI just moves them further away it doesn't make them act faster.

Kirk check warrio hes like worse than squirtle. I'm also wondering about that infinite on him form the other thread. doesn't he get his 2nd jump back if you hit him? The infinite would just be stalling then since you can't hurt him.
 

Nidtendofreak

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Kirk, put down the Lucas/Ness near re-grab down as a wall infinite/have to be frame perfect to avoid it not against a wall. It's still worth knowing.

As for the Wario thing A_B, would headbutting him give him back his jump?
 
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