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Data Ike Frame Data - PM3.6

Orange Chris

Smash Rookie
Joined
Feb 3, 2015
Messages
20
Location
Maryland

Name|Value|Ranking
Weight|105|9th
Gravity|.103|20th
Fallspeed|2.05|16th
Wavedash|26.8|24th
Dash Dance Length|16.55|27th
Friction|0.08|10th
DACUS|37|7th
Jumpsquat|5 frames
SH-FF Airtime|25 frames
Frame = 1/60 of a second. It's the smallest unit of time the Wii recognizes.
Angle is the trajectory the attack sends your opponent. 0° is straight away, 90° is straight up. 361° is called the Sakurai Angle; it is interpreted as 45° unless the opponent is grounded AND the knockback is low.
Base Knockback (BKB) and Knockback Growth (KBG) are used to calculate knockback. Use Shell's Knockback Calculator to calculate it yourself.
Weight-Dependent Set Knockback (WDSK) means the knockback scales with weight, but not with the opponent's damage
Hitlag is the freeze frames both players experience when an attack connects.
Hitlag Multipliers change this value.
- Shielding players' hitlag is is unaffected by this multiplier; it is represented in parentheses.
Shieldstun is the amount of time the opponent will be stuck in shield after hitlag.
FAF (First Actionable Frame) is the first frame Ike can act after doing this move.
Clank is an attack's ability to collide with other attacks. Aerial attacks will only clank with projectiles, even if they are set to YES.
Priority: If 2 hitboxes hit an opponent on the same frame, only the hitbox listed first will take effect.
Shield Advantage is how many frames you or your opponent can act before the other. Negative values means Ike's opponent can act first.
- This is represented by 4 values for Aerial Attacks: Late, Early, Autocancel, and Aerial.
  • Late represents the advantage if Ike lands immediately after hitting their shield
  • Early represents doing the aerial immediately during a short-hop, then fastfalling asap
  • Autocancel is when Ike lands the first frame possible without incurring landing lag
  • Aerial assumes Ike doesn't land before he can act from the air
All Hitlag, Shieldstun, and Shield Adv. measurements assume the attack is fully unstaled.

Jab 1|Jab 2|Jab 3
|
|
|
|

Attack|Hitboxes|Next Jab|FAF
Jab 1|3-4|11|17
Jab 2|3-4|8|18
Jab 3|8-12|-|36
Jab 1

Hitbox|Damage|Angle|BKB|WDSK|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
Body/Arm|4|65|1|20|100|Yes|4|3|-10
Hand|4|70|1|20|100|Yes|4|3|-10
Jab 2

Damage|Angle|BKB|WDSK|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
3|65|0|30|100|Yes|4|3|-11
Jab 3

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|6|3|361|45|100|Yes|0.9x|4(5)|4|-18
Hilt|7|3|361|45|100|Yes|1.1x|5|5|-18
Sword|6|3|361|45|100|Yes|0.9x|4(5)|4|-18
Tip|5|5|35|45|100|Yes|0.7x|2(4)|4|-17

Full Speed|Slow
|

Hitboxes|FAF
16-19, 20-22|45
Early

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Shoulder/Arm|12|6|361|50|75|Yes|0.9x|6(7)|7|-20
Hilt|14|7|361|50|75|Yes|1.1x|7|8|-20
Tip|10|10|361|50|75|Yes|0.7x|4(6)|6|-20
Sword|12|6|361|50|75|Yes|0.9x|6(7)|7|-20
Late

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Shoulder/Arm|9|4|361|20|75|Yes|0.9x|5(6)|6|-17
Hilt|10|5|361|20|75|Yes|1.1x|6|6|-18
Tip|7|7|35|20|75|Yes|0.7x|3(5)|5|-17
Sword|9|4|361|20|75|Yes|0.9x|5(6)|6|-17

Full Speed|Slow
|

Hitboxes|Arm Intangibility|FAF
9-14, 15-21|9-21|35
Early: 9-14

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Hilt|14|7|85|40|110|Yes|1.1x|7|8|-17
Body/Arm/Sword|12|6|85|40|110|Yes|0.9x|6(7)|7|-17
Tip|10|10|75|40|110|Yes|0.7x|4(6)|6|-17
Late: 15-21

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Hilt|11|5|90|25|110|Yes|1.1x|6|6|-13
Body/Arm/Sword|10|5|90|25|110|Yes|0.9x|5(6)|6|-12
Tip|8|8|80|25|110|Yes|0.7x|3(5)|5|-12

Up|Side|Down
|
|
|
|

Hitboxes|FAF
11-13|36

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Hip/Shoulder|13|6|361|35|95|Yes|0.9x|6(7)|7|-16
Hilt|15|7|361|35|95|Yes|1.1x|8|8|-16
Sword|13|6|361|35|95|Yes|0.9x|6(7)|7|-16
Tip|11|11|35|35|95|Yes|0.7x|4(6)|6|-16

Full Speed|Slow
|

Hitboxes|FAF
14-16|27

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Shoulder|12|6|70|20|95|Yes|0.9x|6(7)|7|-4
Hilt|14|7|270|35|95|Yes|1.1x|7|8|-4
Arm/Sword|12|6|70|20|95|Yes|0.9x|6(7)|7|-4
Tip|10|10|60|20|95|Yes|0.7x|4(6)|6|-4

Hitboxes|FAF
25-31|68

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Shoulder/Arm|19|9|70|50|90|Yes|0.9x|8(9)|10|-31
Hilt|22|11|70|50|90|Yes|1.1x|11(10)|11|-32
Sword|19|9|70|50|90|Yes|0.9x|8(9)|10|-31
Tip|16|16|80|50|90|Yes|0.7x|5(8)|9|

Hitboxes|FAF
30-35|67

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Hip/Arm|22|11|361|45|100|Yes|0.9x|9(10)|11|-26
Hilt|25|12|361|45|100|Yes|1.1x|12(11)|13|-26
Sword|22|11|361|45|100|Yes|0.9x|9(10)|11|-26
Tip|18|18|35|45|100|Yes|0.7x|6(9)|10|-25

Name|Hitboxes|Next Attack|FAF
Dsmash 1|12-15|16-39|40
Dsmash 2|11-15|-|47
Down Smash 1

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|14|7|140|30|100|Yes|0.9x|6(7)|8|-22
Hilt|16|8|140|30|100|Yes|1.1x|8|9|-22
Sword|14|7|140|30|100|Yes|0.9x|6(7)|8|-22
Tip|11|11|150|30|100|Yes|0.7x|4(6)|6|-23
Down Smash 2

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|13|6|40|35|115|Yes|0.9x|6(7)|7|-27
Hilt|15|7|40|35|115|Yes|1.1x|8|8|-27
Sword|13|6|40|35|115|Yes|0.9x|6(7)|7|-27
Tip|11|11|30|35|115|Yes|0.7x|4(6)|6|-27

Full Speed|Slow
|

Hitboxes|FAF|Landing Lag|Autocancel
7-13, 14-18|40|9/18|<4, >35
Early: 7-13

Hitbox|Damage|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|12|65|40|90|Yes|0.9x|6(7)|7|-1,-19,-24,-24
Hilt|14|65|40|90|Yes|1.1x|7|8|±0,-18,-23,-23
Sword|12|65|40|90|Yes|0.9x|6(7)|7|-1,-19,-24,-24
Tip|10|55|40|90|Yes|0.7x|4(6)|6|-1,-19,-24,-24
Late: 14-18

Hitbox|Damage|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|10|55|25|90|Yes|0.9x|5(6)|6|-2,-13,-18,-18
Hilt|11|55|25|90|Yes|1.1x|6|6|-3,-14,-19,-19
Sword|10|55|25|90|Yes|0.9x|5(6)|6|-2,-13,-18,-18
Tip|8|361|25|90|Yes|0.7x|3(5)|5|-2,-13,-18,-18

Full Speed|Slow
|

Hitboxes|FAF|Landing Lag|Autocancel
17-20|47|13/26|<4, >37

Hitbox|Damage|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|13|361|20|105|Yes|0.9x|6(7)|7|-5,-5,-16,-21
Hilt|16|361|20|105|Yes|1.1x|8|9|-4,-4,-15,-20
Sword|13|361|20|105|Yes|0.9x|6(7)|7|-5,-5,-16,-21
Tip|10|35|20|105|Yes|0.7x|4(6)|6|-5,-5,-16,-21

Full Speed|Slow
|

Hitboxes|FAF|Landing lag|Autocancel
7-9|36|9/18|<5, >29

Hitbox|Damage|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|15|361|30|100|Yes|0.9x|7(8)|8|±0,-18,-17,-19
Hilt|17|361|30|100|Yes|1.1x|8|9|±0,-18,-17,-19
Sword|15|361|30|100|Yes|0.9x|7(8)|8|±0,-18,-17,-19
Tip|12|35|30|100|Yes|0.7x|4(7)|7|+1,-17,-16,-18

Full Speed|Slow
|

Hitboxes|FAF|Landing Lag|Autocancel
9-14, 15-24|41|12/24|<9, >34
Early: 9-14

Hitbox|Damage|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|13|70|40|100|Yes|0.9x|6(7)|7|-4,-20,-21,-23
Hilt|15|70|40|100|Yes|1.1x|8|8|-4,-20,-21,-23
Sword|13|70|40|100|Yes|0.9x|6(7)|7|-4,-20,-21,-23
Tip|11|60|40|100|Yes|0.7x|4(6)|6|-4,-20,-21,-23
Late: 15-24

Hitbox|Damage|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|15|75|45|100|Yes|0.9x|7(8)|8|-3,-13,-14,-16
Hilt|17|75|45|100|Yes|1.1x|8|9|-3,-13,-14,-16
Sword|15|75|45|100|Yes|0.9x|7(8)|8|-3,-13,-14,-16
Tip|12|65|45|100|Yes|0.7x|4(7)|7|-2,-12,-13,-15

Hitboxes|FAF|Landing Lag|Autocancel
16-17, 18-30|44|12/24|<5, >37
Early

Hitbox|Damage|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|14|270|25|100|Yes|0.9x|6(7)|8|-3,-12,-16,-18
Hilt|17|285|25|100|Yes|1.1x|8|9|-3,-12,-16,-18
Sword|14|270|25|100|Yes|0.9x|6(7)|8|-3,-12,-16,-18
Tip|12|270|25|100|Yes|0.7x|4(7)|7|-2,-11,-15,-17
Late

Hitbox|Damage|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
Body/Arm|9|361|10|100|Yes|0.9x|5(6)|6|-5,-12,-16,-18
Hilt|10|361|10|100|Yes|1.1x|6|6|-6,-13,-17,-19
Sword|9|361|10|100|Yes|0.9x|5(6)|6|-5,-12,-16,-18
Tip|7|361|10|100|Yes|0.7x|3(5)|5|-5,-12,-16,-18

Animation|Duration
Start|14
Charging|0-199

Attack|Hitboxes|Armor|FAF
Uncharged/Partially Charged|11-14,15-18|Heavy(200) 5-10; Light(80) 11-14|50
Fully Charged|11-26|Super, 1-26|50
Uncharged/Partially Charged, Early

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
Top 2|10*|13|80|60|100|No|6*|6*|-32*
Tip|10*|13|270|60|100|No|6*|6*|-32*
Uncharged/Partially Charged, Late

Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
10*|13|80|60|100|No|6*|6*|-32*
*Eruption increases by 4 DMG per 30 frames of charge. This is not linear (charging for 28 frames will give you no extra damage, but 30 will give you 4)

Fully Charged

Hitbox|Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag
Middle|50|200|0|80|80|No|1.5x|19
Top|50|200|80|80|80|No|1.5x|19
Bottom|50|200|0|80|80|No|1.5x|19
Despite its high shield damage, a fully charged Eruption CANNOT be shielded.

Animation|Duration|Jump-cancelable|Attackable
Startup|9
Charge|0-149
Dash|17|3-17|1-17

Move|Hitboxes|FAF|Ledgegrab
Attack|2-3|35|7
End|-|15|2
Quickdraw has 15 frames of landing lag if you're close to the ground, 10 if you're higher up.

Un/Partially Charged

Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
7-12|7|70|40|130|Yes|1.25x|6(5) - 8(7)|5-7|(-28) - (-26)
Damage starts at 7% and increases by 1% every 12 frames until it reaches 12% (60 frames)

Fully Charged

Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag Mult|Hitlag|Shieldstun|Shield Adv.
23|15|70|50|90|Yes|1.25x|11(9)|10|-24
Dashing (Only appears when fully charged)

Damage|Angle|BKB|KBG|Clank|Hitlag|Shieldstun
4|361|0|0|No|4|3
Critical: This only appears if you are fully charged, and press A for only 1 frame. It covers Ike's torso, and has lowest priority. Additionally, it always sends them the direction Ike is facing, even if they are behind him.

Damage|Angle|BKB|KBG|Clank|Effect
50|75|300|0|No|Paralyze

Main|Falling|Landing
|
|

Attack|Hitboxes|Ledgegrab|FAF
Main|18, 20-21, 22-29, 30-37, 46-57, 64+|65|--
Landing|1-4|--|37
Main

Active|Hitbox|Damage|Angle|BKB|WDSK|KBG|Clank|SDI Mult.|Hitlag Mult.|Hitlag|Shieldstun
18|Bottom Front|6|91|120|60|100|Yes|0.5x|0.5x|2(5)|4
18|Bottom Back|6|78|120|60|100|Yes|0.5x|0.5x|2(5)|4
18|Top Back|6|80|105|55|100|Yes|0.5x|0.5x|2(5)|4
18|Top Front|6|91|105|55|100|Yes|0.5x|0.5x|2(5)|4
20-21|All|2|87|100|50|100|No|0.5x|0.5x|1(3)|2
22-29|All|2|87|60|30|100|No|0.5x|0.5x|1(3)|2
30-37|All|2|85|38|19|100|No|0.8x|0.5x|1(3)|2
46-57|All|2|270|20|10|100|No|1x|0.5x|1(3)|2
64+|All|3|270|80|0|100|Yes|1x|1x|4|3
Landing

Damage|Angle|BKB|KBG|Clank|Hitlag Mult.|Hitlag|Shieldstun|Shield Adv.
6|60|50|100|Yes|0.5x|2(5)|4|-29

Attack|Intangibility|Counter-able|Hitboxes|FAF
Counter|6-11|6-23|--|60
Slash|1-6|--|4-7|37
Hitboxes

Damage|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
10*|35|50|62|No|6*|6*|-27*
*Counter's Damage is 1.3*damage taken, with a minimum of 10 damage

Grab|Active|FAF
Standing|7-8|31
Dash|11-13|40
Pivot|10-11|36
Pummel hits frame 5, deals 3 damage and is actionable on frame 25

Throw|Weight-Dependent?|Hitbox(Damage)|Release|FAF
Forward|No|7(2)|9|21
Back|No|16(2)|17|35
Up|Yes|25(2)|27|51
Down|No|36(2)|40|60

Throw|Damage|Angle|BKB|KBG
Forward|4|55|55|105
Back|4|48|60|100
Up|4|88|70|135
Down|4|60|70|60

Full Speed|Slow
|

Hitboxes|FAF
20-22|110

Hitbox|Damage|Angle|BKB|KBG|Clank|Hitlag|Shieldstun
Sword|9|270|20|80|Yes|5|6
Tip|7|270|20|80|Yes|3|5

Animation|Intangible|FAF
Roll|4-19|32
Spotdodge|2-18|28

Move|Intangible|Ledge Occupancy|FAF|Hitboxes
<100%
Stand|1-30|1-34|35
Roll|1-30|1-40|50
Attack|1-21|1-42|56|23-25
Jump|1-15|1-15|16
>100%
Stand|1-55|1-44|60
Roll|1-56|1-54|80
Attack|1-37|1-50|70|41-43
Jump|1-19|1-19|20

Attack|Damage|Shield Damage|Angle|BKB|KBG|Clank|Hitlag|Shieldstun|Shield Adv.
<100%|8|1|361|70|50|No|5|5|-27
>100%|10|1|361|70|50|No|6|6|-26

Throw|Item|FAF
Forward|10|26
Back|11|26
Up|11|26
Down|8|24
Dash|6|40
Ike's Aerial item throws have the same frame data as his grounded throws.

Move|Intangible|FAF|Hitboxes
Stand|1-21|30
Roll|1-21|36
Attack, Facing Up|1-25|50|16-18, 23-25
Attack, Facing Down|1-32|50|19-21, 31-32
Both Attacks hit behind Ike, then infront.

Attack

Damage|Shield DMG|Angle|BKB|KBG|Clank|Hitlag|Shieldstun
6|1|361|80|50|No|5|4
 
Last edited:

BushidoBoyd

Smash Rookie
Joined
May 12, 2015
Messages
16
Nice really informative, and cool that you have the gifs as well. Just a bit of unclarity in the glossary though.

FAF says something random about Ivysaur??? Also the late, early, autocancel, and aerial description was a bit hard to understand for me. Aside from that this is amazing.
 

Orange Chris

Smash Rookie
Joined
Feb 3, 2015
Messages
20
Location
Maryland
The Ivy thing is what I get for copy pasting without checking it.

As for aerial attacks, the second value is the most important; it's basically the frame adv. on SHFFL-d attacks.
 

Frakture

Smash Apprentice
Joined
Dec 19, 2014
Messages
92
There are some inaccuracies in the data :
- All throws deal 6%, not 4%
- Dash Grab is active during frames 11-13, not 10-11
Other than that, good job!
Actually, the final hitboxes for his throws do deal 4%, but there is another hitbox before that that does 2%. There is a column for these hitboxes in the first throw table.

The data for dash grab says 11-12, but I don't know if it's active frame 13 or not.
 
Last edited:

Orange Chris

Smash Rookie
Joined
Feb 3, 2015
Messages
20
Location
Maryland
What Frakture said is correct. Every throw has a hitbox before the throw, so the 4% is what gets used to calculate knockback. They're essentially multihit throws.

Dash grab is 11-13, I'll fix it.
 
Last edited:

BushidoBoyd

Smash Rookie
Joined
May 12, 2015
Messages
16
Do you know if the early hilt hitbox on DAir is a spike? I haven't confirmed this, and my friends always try to meteor cancel and sometimes it seems not to work when i hit the hilt hitbox.
 

cisyphus

Smash Ace
Joined
May 2, 2014
Messages
672
Location
Grand Rapids, MI
I believe a spike also counts as something that can't be meteor cancelled by jumping or using your up-special. does 285 degrees give it that property?
that is precisely what that means, yes. More technically, it's that angles between 260 and 280 are classified as meteors, and thus given the special quality of being meteor cancellable. "Spike" refers generally to downward-hitting moves which cannot be meteor cancelled.
 
Last edited:

BushidoBoyd

Smash Rookie
Joined
May 12, 2015
Messages
16
that is precisely what that means, yes. More technically, it's that angles between 260 and 280 are classified as meteors, and thus given the special quality of being meteor cancellable. "Spike" refers generally to downward-hitting moves which cannot be meteor cancelled.
Ahh, i see. So if i understand correctly, the angles including and between 260-280 are actually the ones with the special properties. This would be the ability to "meteor cancel" by jumping, etc. and anything outside of that window cannot be "meteor cancelled."
 
Last edited:
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