Ike's Frame Data
[intro paragraph.]
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Table of Contents :
( To skip to a section, Ctrl + F and search for its 4-letter code. )
( To skip to a section, Ctrl + F and search for its 4-letter code. )
Section 1: Standard Terms [TRMS]
Section 2: Frame & Hitbubble Data [FRME]
Section 4: Credits [CRDT]
Section 2: Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 3: Techniques [TCHN]2.2 Aerial Moves [AERL]
2.3 Specials [SPCL]
2.4 Ledge Moves [LDGE]
2.5 Tech & Trip Moves [TCHM]
2.6 Item Moves [ITMM]
Section 4: Credits [CRDT]
Section 1 / Standard Terms [TRMS]
[COLLAPSE="Terms List"]Hitbox Active: Frames during which the attack's hitboxes are active.
FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Ike's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Ike lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Ike can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Ike will take no damage.
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FAF (First Actionable Frame): First frame on which you can perform another move. This will be the animation's end or the IASA frame if the move has one.
Base Damage: Base damage values for each hit.
Angle: Angle at which the opponent will be knocked away.
BKB: Base knockback of the move.
KBG: Knockback growth of the move. This number affects how quickly knockback will increase relative to the opponent's damage.
Block Advantage: Ground moves only. Frame difference between Ike's FAF and the opponent's when the move hits the opponent's shield. Counted from first hit frame per damage value. Add +7 to find the normal shield drop advantage.
Landing Lag: Aerials only. Number of frames Ike lags when he hits the ground during the move.
Autocancel: Aerials only. Frames during which Ike can land without the aerial move's landing lag. (He will instead suffer normal jump landing lag.)
Intangibility: Frames during which Ike will take no damage.
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Section 2 / Frame & Hitbubble Data [FRME]
2.1 Ground Moves [GRND]
Jab 2 | 3-4 | 18 | 3 | -11
Jab 3 | 8-12 | 36 | 6/6/7/6/5 | -22
Dash Attack | 16-19, 20-22 | 45 | 12/12/14/10/12, 9/9/10/7/9 | -20
Ftilt (All angles) | 11-13 | 36 | 13/13/15/13/11 | -16
Utilt | 9-14, 15-21 | 35 | 14/12/12/12/10, 11/10/10/10/8 | -17
Dtilt | 14-16 | 27 | 12/14/12/12/10 | -4
Fsmash | 30-35 | 77 | 22/22/25/22/18 | -34
Usmash | 25-31 | 68 | 19/19/22/19/16 | -31
Dsmash (1st Hit) | 12-15 | 40 | 14/14/16/14/11 | -18
Dsmash (2nd Hit) | 11-15 | 47 | 13/13/15/13/11 | -27
Grabs | Hitbox Active | FAF | Base Dmg. | {colsp=6} Notes Standing Grab | 7-8 | 31 | - | {colsp=6}Average.
Dash Grab | 11-13 | 40 | - | {colsp=6}Average.
Pivot Grab | 9-10 | 36 | - | {colsp=6}Average.
Grab Pummel | 5-8 | 26 | 3 | {colsp=6}
Throws | Weight Dependant? | Notes Fthrow | No | -
Bthrow | No | -
Uthrow | Yes | -
Dthrow | No | -
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Spotdodge | 2-18 | 28 |
Forward Roll | 4-19 | 34 |
Back Roll | 4-19 | 34 |
Shielddrop | - | 15 |
Up Taunt | - | 110 |
Side Taunt | - | 100 | What did Ike say to ROB after their duel? "Repair yourself".
Down Taunt | - | 110 |
2.2 Aerial Moves [AERL]
Fair | 17-20 | 47 | 13/13/16/13/10 | 13/26 | 1-4, 38-46
Bair | 7-9 | 36 | 15/15/17/15/12 | 9/19 | 1-4, 30-35
Uair | 9-14, 15-24 | 41 | 13/13/15/13/11, 15/15/17/15/12 | 12/24 | 35-40
Dair | 16-17, 18-30 | 44 | 14/14/17/14/12, 9/9/10/9/7 | 12/24 | 1-4, 38-43
Jump Data | Jump Squat Duration | SH Air Time | FH Air Time | Empty Landing | {colsp=5} Notes
| 5 | 38 | 53 | 4 | {colsp=5}
Miscellaneous | Intangibility | {colsp=8} Notes Airdodge | 4-29 | | {colsp=8}
2.3 Specials [SPCL]
Eruption (Uncharged Release) | 11-18 | 50 | 10-34 | -32 | Heavy Armor on: 5-10, Light Armor on 11-14
Eruption (Fully Charged) | 11-26 | 50 | 50 | - | Unshieldable, Super Armor on: 1-26
Quick Draw | - | - | - | - | Begins Charging: Frame 10, Jump Cancellable on 3-17
Quick Draw (Uncharged Release) | 1, 2-3 | 27 | 7-12 | |
Quick Draw (Fully Charged) | 1, 2-3 | 27 | 23 | |
Quick Draw (Flame) | 1-14 | - | 4 | - |
Quick Draw (OHKO) | 2-3 | | 45 | |
Aether | 18, 20-21, 22-29, 30-37, 46-52, 53-57, 58, 64- | - | 6, 2, 2, 2, 2, 2, 3, 6 | - | Light Armor on: 25-37, Last hitbox stays out until Aether lands
Aether (Landing) | 1-4 | 36 | 3 | - |
Counter | Counter Window: 6-23 | 60 | - | - | Intangible: 8-11
Counter (Attack) | 3-7 | 26 | 1.3x or 10 | ~-11 | Intangible: 1-6
2.4 Ledge Moves [LDGE]
Ledge Attack >100% | 41-43 | 1-37 | 70 | 10 | -22
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Ledge Grab |
Ledge Climb <100% | 1-30 | 35
Ledge Climb >100% | 1-44 | 60
Ledge Roll <100% | 1-30 | 50
Ledge Roll >100% | 1-54 | 80
Ledge Jump <100% | 1-15 | 16
Ledge Jump >100% | 1-19 | 20
2.5 Tech & Trip Moves [TCHM]
Get Up Attack (Stomach) | 19-20, 31-32 | 1-32 | 50 | 6 | -14
Trip Attack | 16-17, 23-24 | 1-8 | 50 | 5 | -22
Miscellaneous | Intangibility | FAF | {colsp=7} Notes Tech | 1-20 | 26 | Universal.
Tech Roll | 1-20 | 40 | Universal.
Stand (Back & Stomach) | 1-22 | 30 |
Get Up Roll Forward (Back) | 1-22 | 36 |
Get Up Roll Backward (Back) | 1-22 | 36 |
Get Up Roll Forward (Stomach) | 1-22 | 36 |
Get Up Roll Backward (Stomach) | 1-22 | 36 |
Trip | 1-6 | 30
Trip Get Up | 1-17 | 22
Trip Roll Forward | 1-10 | 29
Trip Roll Backward | 1-10 | 29
2.6 Item Moves [ITMM]
Back Toss (Ground & Air) | 14 | 30
Up Toss (Ground & Air) | 15 | 30
Down Toss (Ground & Air) | 8 | 22 | Hitbox does not come out.
Dash Toss | 6 | 40
Section 3 / Sticker & Moveset Attributes [STCK]
Jab 1 - Hand/Normal
*smack*
Jab 2 - Foot/Normal
*kick*
Jab 3 - Sword/Slash
*slash*
Dash Attack - Sword/Slash
Standard dash attack.
Ftilt - Sword/Slash
I don't think I can comment about these attributes much longer. They're all the same.
Utilt - Sword/Slash
Yep.
Dtilt - Sword/Slash
Is this real life?
Fsmash - Sword/Slash
Sword attack uses sword attribute.
Usmash - Sword/Slash
Not much to say here.
Dsmash 1 - Sword/Slash
Swords.
Dsmash 2 - Sword/Slash
More swords.
Nair - Sword/Slash
To be consistent, I have to make silly comments!
Fair - Sword/Slash
Actually, anyone else find it weird his body is considered a sword?
Bair - Sword/Slash
I mean, there are body stickers, but...
Uair - Sword/Slash
Apparently not.
Dair - Sword/Slash
... no comment.
Pummel - Head/Normal
Headbutts hurt. I tried Ike pummeling someone in real life once.
Eruption (Uncharged) - Explosive/Aura|Sword/Aura
The sword hitbox is the spike hitbox.
Eruption (Uncharged, Late) - Sword/Aura
Really this attack isn't affected by the Aura stickers because Ike can't equip 'em.
Quickdraw - Sword/Slash|Sword/Paralyze
The paralyze hitbox only appears when Quickdraw is fully charged; it's only OHKO hitbox.
Aether - Sword/Slash
The entire move is this attribute/type.
Counter - Sword/Slash
...
Section 4 / Credits [CRDT]
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