niCkHatHito
Smash Rookie
Hey all, begun to unleash my full nerd and start labbing some data for Ike's bread and butter combos. For whatever reason I started with data based on up throw + aerials, but plan to expand this in the future to other relevant combos for Ike.
https://imgur.com/a/LZt243V
Wanted to put this out as a teaser and see if anyone would be interested in further information of this nature (i.e. the nair combos, down throw combos, dtilts, and maybe some other things we can find in labbing out the man who fights for his friends).
In the imgur link is all the info I've compiled thus far, I'll see if I can format in this editor or paste to gsheets or w/e - will ultimately find what is most convenient as we continue labbing... but imgur for now.
As for reading the data:
1. All combos are related to upthrow + an aerial. Grouped by short hop aerials, full hop aerials, and then pivot short hop aerials and lastly pivot full hop aerials.
2. COMBO will read YES if it can chain into a TRUE COMBO (in training vs. Chrom, no DI)
3. REQUIRE will state the exact percents for which the combo will remain TRUE, with start and end ranges.
4. For all of the short hop combos, I've used the short hop shortcut (or in technical terms, threw out the short hop aerial as fast as possible frame perfect). Because of this, I have not tinkered with throwing out aerials late out of the short hop, which may affect some of the REQUIRED percent ranges for true combo (i.e., Ike may have more potential to his short hop game).
5. For all of the full hops, I've labbed out the REQUIRED % based on what frame your throw out your aerial. For reference, Frame 1 refers to the earliest possible frame you can input an attack aerial after confirming a full hop. For all those unclear on some of the frames surrounding these requirements, we have: Jump Squat Animation 3 Frames. Jump Button must be pressed for the entirety of the jump squat animation + 1 (so 4 frames). On the 4th frame (the instant your character first leaves the ground), is the earliest frame at which you can input an aerial attack and continue your full hop. This frame is what I deemed as Frame 1 for Full Hops.
6. For all of the pivot full hops, I've done the same above except also assumed the 2 frame minimum that is required for a perfect pivot. So now instead of the frame 4 being the start point from above, it's 4+2 = 6 is the start point (this is frame 1 in this case). These are hard as hell to do in real time, but they exist and are actually pretty relevant since they work with BAIR, one of Ike's best moves for killing. I also got lazy here in labbing out the frame 2 and 3 options for bair, but they exist and again, are actually important to know... I'll finish this up next.
I'm sure I'm missing a few notes so please ask questions while checking everything out, and I'll try to continue and update with additional tables for Down Throw Combos, Nair Combos, and Dtilts, as those seem to be the most relevant to Ike.
Cheers all - Hoping to make a thing out of this and get some good data for Ike sticked :D!
https://imgur.com/a/LZt243V
Wanted to put this out as a teaser and see if anyone would be interested in further information of this nature (i.e. the nair combos, down throw combos, dtilts, and maybe some other things we can find in labbing out the man who fights for his friends).
In the imgur link is all the info I've compiled thus far, I'll see if I can format in this editor or paste to gsheets or w/e - will ultimately find what is most convenient as we continue labbing... but imgur for now.
As for reading the data:
1. All combos are related to upthrow + an aerial. Grouped by short hop aerials, full hop aerials, and then pivot short hop aerials and lastly pivot full hop aerials.
2. COMBO will read YES if it can chain into a TRUE COMBO (in training vs. Chrom, no DI)
3. REQUIRE will state the exact percents for which the combo will remain TRUE, with start and end ranges.
4. For all of the short hop combos, I've used the short hop shortcut (or in technical terms, threw out the short hop aerial as fast as possible frame perfect). Because of this, I have not tinkered with throwing out aerials late out of the short hop, which may affect some of the REQUIRED percent ranges for true combo (i.e., Ike may have more potential to his short hop game).
5. For all of the full hops, I've labbed out the REQUIRED % based on what frame your throw out your aerial. For reference, Frame 1 refers to the earliest possible frame you can input an attack aerial after confirming a full hop. For all those unclear on some of the frames surrounding these requirements, we have: Jump Squat Animation 3 Frames. Jump Button must be pressed for the entirety of the jump squat animation + 1 (so 4 frames). On the 4th frame (the instant your character first leaves the ground), is the earliest frame at which you can input an aerial attack and continue your full hop. This frame is what I deemed as Frame 1 for Full Hops.
6. For all of the pivot full hops, I've done the same above except also assumed the 2 frame minimum that is required for a perfect pivot. So now instead of the frame 4 being the start point from above, it's 4+2 = 6 is the start point (this is frame 1 in this case). These are hard as hell to do in real time, but they exist and are actually pretty relevant since they work with BAIR, one of Ike's best moves for killing. I also got lazy here in labbing out the frame 2 and 3 options for bair, but they exist and again, are actually important to know... I'll finish this up next.
I'm sure I'm missing a few notes so please ask questions while checking everything out, and I'll try to continue and update with additional tables for Down Throw Combos, Nair Combos, and Dtilts, as those seem to be the most relevant to Ike.
Cheers all - Hoping to make a thing out of this and get some good data for Ike sticked :D!
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