Not so sure yet, let me check.Was Fmash buffed or are the blast zones on omega stages just shorter than usual?
Edit: Nope, not stronger.
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Not so sure yet, let me check.Was Fmash buffed or are the blast zones on omega stages just shorter than usual?
Not so sure yet, let me check.
Edit: Nope, not stronger.
I would've agreed with you before on uair, but they lowered the landing lag so much that it's pretty dang good now. I'd still like it if it did 12% thoughFsmash and up air need more knock back...
It's percent/character dependent and I am aware at like 0% D-throw U-tilt doesn't register a combo, but I'm pretty certain that around 25% or so D-throw U-tilt from Link is a true combo. More importantly though, the angle change on D-throw makes it harder to escape from any chases, and the range buff on grab is a pretty big deal esp since Ike's landing options are not very strong.I'm not worried about Link. I think it's too laggy and you can just DI anything super punishable (utilt and usmash were missing when I tested), while we have much better rewards off of a throw.
He has this on everyone, as long as fair is relatively fresh. It's even easier on Fox.It's percent/character dependent and I am aware at like 0% D-throw U-tilt doesn't register a combo, but I'm pretty certain that around 25% or so D-throw U-tilt from Link is a true combo. More importantly though, the angle change on D-throw makes it harder to escape from any chases, and the range buff on grab is a pretty big deal esp since Ike's landing options are not very strong.
Though you probably have a point that the F-air buff is important for Ike's grab game. I'll have to look into that. I always felt what kept Ike relevant against Link was the difference in the power of their grab setups, and that has narrowed considerably. Link has a few other small but not insignificant buffs in the consistency of his U-smash and the speed of his D-tilt that are worth keeping in mind, though they probably matter less against Ike specifically than they do against like...smaller characters.
I don't want to search...can Ike really reliably KO confirm Fox with U-throw F-air? Like, Fox is stupid to play against, but if Ike at least has that, then that's great.
It's only on the late hitbox, what was formerly frames 20-22, so I suspect this only works when an enemy runs or falls into the sword as Ike lingers in his pose for a moment right after the initial frames. I was able to do it once on training Mario after throwing him into the air, but only once.Cool guys, working on it now. btw, i cant for the life of me drag out that dash attack sour spot that did 5 percent in 1.0.7 and now does 9 percent. what part do i have to hit to bring that out? id like to include it in the video but wont be able to if i never see it happen .
While the video was good, something that was pointed out in another topic: shield doesn't pop frame one. It pops frame two. Don't know if that effects your numbers or not.
I thought that was debunked? I believe the shield animation comes out frame 2 but you'll still shield anything on frame 1.While the video was good, something that was pointed out in another topic: shield doesn't pop frame one. It pops frame two. Don't know if that effects your numbers or not.
Ohh, right. Derp.Well, if he's using it to count frames, the animation is what matters
They will be over 110% and they are so worried about my fair and bair that I'm actually looking to land the dash attack in the first place. It gives ikes often used kill moves some breathing space which makes ike very difficult to predict now.Ohh, right. Derp.
Yea, I'm loving the Dash Attack buff too. Puts the biggest smile on my face when it kills.
All I know is when they are above 100% and i'm above 70% Dash attack becomes a problemAnyone know what percent it starts killing reliably? I know it kills training Mario at 100% on the sweetspot at the edge without rage, but I'd like to know when it's able to kill regardless of DI.
Thanks but it doesnt affect the numbers. I was actually unsure if shield was frame 1 in this game so i also tested doing jab as soon as possible. In the same frame that frame 1 of shield happens(character stands upright, shield doesnt shine out yet), frame 1 of jab would also appear. I used shield in the video because it stands out better.While the video was good, something that was pointed out in another topic: shield doesn't pop frame one. It pops frame two. Don't know if that effects your numbers or not.
Ike
---
Jab1
transition to jab2
frame 13 -> 10
Jab2
new hitbox added as hitbox 1; old hitbox 1 changed to hitbox 2
hitbox 0
y 8.0 -> 7.5
new hitbox 1
angle 80 (others are 65)
kbg 80 (others are 80/100)
wbg 25 (others are 40/50)
size 3.5
Jab3
hitboxes appear on frame 7 -> 6 (1 frame faster)
hitbox 3
size 2.5 -> 3.2
hitbox duration 3 -> 4 frames
Dash Attack
animation speed 1.25x for frames 0-17 (3 frames faster?)
hitboxes appear on frame 18 -> 17 (4 frames faster total?)
hitbox 0
damage 10 -> 14
angle 55 -> 52
kbg 70 -> 78
size 6.0 -> 6.3
hitlag 1.0 -> 1.2
hitbox 1
damage 8 -> 11
angle 55 -> 52
kbg 70 -> 78
hitbox 2
damage 5 -> 9
Ftilt (all)
animation speed 1.25x for frames 0-14 (2 frames faster?)
hitboxes appear on frame 15 -> 14 (3 frames faster total?)
all 3 old hitboxes replaced with 1 new one
new hitbox
bone 1000 -> 1
damage 14/14/12 -> 12.5
Utilt
initial hitbox
y 12.0 -> 13.0
delayed hitbox
y 10.5 -> 12.0
lasts until frame 19 -> 22 (duration 5 -> 8 frames)
Fair
hitboxes appear on frame 16 -> 14 (2 frames faster)
hitbox 0
y 9.0 -> 10.5
hitbox 1
y 6.2 -> 6.75
hitbox 2
y 4.0 -> 3.0
Some 1.25x animation speed added to a couple unknown minor actions (non-attacks)
It might be some of the landing lag animations.Utilt having more lingering frames was indeed true. Huh.
Thinkman has no access to landing lag changes at this moment.
Curious about the other x1.25 to "non-attacks". Faster taunts? *shrugs*
I find spot dodging to avoid a grab to up tilt is a great punish. Or pretty much anything else you bait with a spot dodge. If your spot dodge is successful in avoiding a running up smash, a run grab, some dash attacks if timed right will always reward you with a killing up tilt.Also ftilt may indeed be frame 12. Ha!
It might be some of the landing lag animations.
Buff to utilt's range is definitely welcome. Sometimes I wouldn't use it because I felt so many dairs outranged it.