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Ike Data Compilation. [Hitbox Visuals Complete!]

Nysyarc

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Quick Draw, Counter, and Eruption(Full) are having issues uploading for some reason, so those will come when they are able.
Lol @ Nyah~ as the URL for those.

What's with the tiny hitbox at the bottom tip of Eruption that lasts for quite some time after the larger hitbox disappears? I'm guessing that's the part that spikes (albeit pathetically)?

Aether was cool to watch, some weird hitboxes going on there. And I always thought it was a continuous hitbox mapped to the sword the whole time... but there are quite a few gaps.


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Kirk

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The large hitbox for eruption lasts for the first 3 frames. After that, the sword tip portion stays out for an additional 5 frames. I was just talking about this with Brett, actually.

The sword tip has two collision bubbles, both the exact same size and position. One of them sets on fire and sends you upwards(more vertical than the big blast) and the other sends you downward with no fire effects.

Brett and I had a theory...the collision bubbles are only available if a certain condition is met, that condition being if the opponent is on the ground or in the air. The spiking bubble is only there if the opponent is grounded and the fiery bubble is only there if the opponent is in the air. In theory it makes sense since there would be no reason for two bubbles to be in the exact same place at the exact same time...it may be worth looking into. Brief research shows that this is the most likely case.

Though I wonder at the people from WAY long ago who said they got eruption to spike in the air...
 

Teh Brettster

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The reason I had this theory is that Zelda's Dair cannot sweetspot a grounded opponent. Kirk looked into that for me and found the following:
Zelda's Dair has two hitboxes. Sweetspot hitbox comes on frame 14 and lasts ONLY for that single frame. Weak hit starts on frame 15 and lasts 10 frames. There is some weird property that nullifies that first hitbox on grounded opponents. So against a grounded opponent, Zelda's Dair hits on frame 15, not 14, and will never sweetspot.

I thought perhaps Eruption had similar properties with the regular hit vs the spike. However, we still haven't found a concrete reason for the eruption spike vs fire hit.

We're still looking. Sort of. Trying to find out if there is a certain frame or frames where the fire hit is nullified on a grounded opponent, leaving the other (spike, non-fire) hitbox to show.

And I still think the opponent on the ground has something to do with it. I'm not sure whoever posted before about hitting with aerial Eruption spike knew exactly what the eruption spike really was.


(Ahh, the joys of staying up late for Music Theory assignments... and instead working on Brawl physics.)
 

Nidtendofreak

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I know I thought I got an Eruption spike on an opponent underneath FD, but it might of been a stagespike.

Someone else has said they have landed the Eruption Spike twice.
 

Kirk

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Aaaand the rest are finally uploaded.

--Was touched on before, but Eruption has a sword tip hitbox that stays out 5 frames longer than the rest of the attack.
--Quick Draw is more meh. The first frame it activates, it is no where near the opponent...
--Aether is aether. Only 5 or so collisions show in the gif, but there are indeed 7 hits. 2 of them just appear one right after the other, so it just looks like there is one, but there really are 2.
-Lastly, Fully charged Eruption...wait for it....


...



IT'S A ****ING SNOWMAN.
 

A2ZOMG

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Wow, impressive work there. Not only do you have knockback values, you have hitbox data.

Nice to know how disjointed Ike's Jab is. And I loled at the attacks that went in the Z axis (I recall Ike's D-tilt doing that).
 

metroid1117

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About QD and Counter's hitbox data... is it currently impossible to see the "trigger" hitboxes? For example, in Melee's frame data, CF's "trigger" hitbox for Raptor Boost was essentially three circles in front of him.
 

-RedX-

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This thread should be stickied. NOW.
If anybody wants to see the hitbox visuals in pics(I doubt any of you guys do lol), I has blog here.
I actually did the coding for all attacks in my blog except for tilts, get-up attacks and specials. I used Kirk's complete Ike file for those.
Thanks a bunch Kirk =p

EDIT: I has question about the shield stuff data in this thread.
There's an interesting blog on AiB about shield health here.
Is there anyway to determine how much a shield will diminish when hit with an attack from Ike?
 

Lex Crunch

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As much as I looked forward to seeing Ike's hitboxes, I now realize it's really not that important. He probably has some of the simplest hitboxes in the game; just follow the sword. It was nice to get a readout on Eruption, though.
 

Kirk

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EDIT: I has question about the shield stuff data in this thread.
There's an interesting blog on AiB about shield health here.
Is there anyway to determine how much a shield will diminish when hit with an attack from Ike?
I'm unsure of the exact formula, but an easy way to look at it is...the more damage(%) an attack does, the more shield it diminish.

I also have listed in the data certain attacks that have extra shield damage values, namely Ftilt, Eruption, Wakeup Attacks and Ledge Attacks.
 

HeroMystic

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Look at all the awesomeness I've missed out for the past six months.

So any reason why this isn't stickied?
 

Nysyarc

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So any reason why this isn't stickied?
I'm guessing because a mod hasn't posted here for like... months. I should hope they still lurk from time to time but I never see any around. This does need to be stickied immediately though.

In other news, fully charged Eruption hitbox makes me happy. And lol @ QD ending time after a miss. Easily half the gif is taken up by ending lag.


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Guilhe

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You didn’t need to do that, Brett. This thread is well known thanks to its special mention at the complete frame data directory.
 

Nysyarc

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It still should get stickied IMO, along with the profiles thread. I'm too lazy to PM any mods about it though.

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A2ZOMG

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On Eruption, I thought I would point out that it has eight charge "stages".

First stage (uncharged) does 10%. The next six stages add 4% to the damage successively, while the last one at full charge does 37%.

I don't know if you guys already knew that, but I think it would be worth adding here.
 

Nysyarc

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I am bumping this thread because I always refer to it but it's getting hard to find. Also, a non-Ike main should not have the final post here.

Awesome thread is awesome.


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san.

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This should be stickied. I always go to this topic.
 

san.

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Isn't the trophy you already have enough?
 

Nysyarc

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I have now officially stickied this thread. If any of you guys have suggestions for threads that need un-sticking or other threads to be stickied, please let me know.

Edit: I'm thinking we can un-stick the stage discussion thread. And maybe the Ike finder, nobody ever actually uses that. We have too many stickies.


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