Ike (SSB4): Difference between revisions
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**{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Eruption's shield pressuring potential.}} | **{{buff|The 19% damage increase to shields and the increase to shieldstun significantly improve fully charged Eruption's shield pressuring potential.}} | ||
*[[Quick Draw]]: | *[[Quick Draw]]: | ||
**{{nerf|Quick Draw deals | **{{buff|Quick Draw has a shorter startup animation (17 frames → 15).}} | ||
**{{ | **{{buff|Charging Quick Draw increases Ike's speed more, especially in the air (0.06 (grounded)/0.04 (aerial) → 0.07 (both)), increasing its distance when charged.}} | ||
**{{ | **{{change|Ike retains more momentum when Quick Draw ends on the ground (0.25x → 0.38x).}} | ||
**{{nerf|Ike retains less momentum when Quick Draw ends in the air (0.5x → 0.42x).}} | |||
**{{nerf|The dash has more ending lag (14 frames → 27).}} | |||
**{{buff|The attack has less ending lag (FAF 59 → 45).}} | |||
***{{buff|When used in the air, this notably allows Ike to now cancel the move before he becomes [[helpless]], improving its recovery potential.}} | |||
**{{buff|Ike decelerates more when landing the attack (0.5 (grounded)/0.3 (aerial) → 0.8/0.4), making it safer.}} | |||
**{{change|The attack's hitbox is now static, rather than being attached to Ike's sword. This gives it more consistent horizontal range but removes its ability to hit opponents far into the Z-axis.}} | |||
**{{nerf|The attack deals less damage (9% (uncharged)/16% (fully charged) → 6%/13%), with only an increase to its base knockback (50 → 70), hindering its KO potential.}} | |||
**{{nerf|The attack now has one smaller extended hitbox (5u/5u/5u/5u → 3.5u) which does not extend as far as the previous hitboxes, reducing its range.}} | |||
***{{nerf|This also means that the attack now has a consistent launch angle, keeping the lowest launch angle from the previous furthest hitbox (60°/65°/70°/75° → 60°). This hinders its KO potential when landed at close range.}} | |||
**{{nerf|Ike cannot grab ledges out of the attack as soon (frame 7 → 12).}} | |||
*[[Aether]]: | *[[Aether]]: | ||
**{{nerf|Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (27% → 20%). However, its last hit's knockback was compensated (50 (base), 60 (scaling) → 70/80). Due to its descending hitbox's angle being altered (80°/270°/270° → 70°/270°/60°), Aether can now only meteor smash during its beginning frames.}} | **{{nerf|Aether's loop hits deal 1% less damage (2% → 1%), which decreases its overall damage output by 7% (27% → 20%). However, its last hit's knockback was compensated (50 (base), 60 (scaling) → 70/80). Due to its descending hitbox's angle being altered (80°/270°/270° → 70°/270°/60°), Aether can now only meteor smash during its beginning frames.}} | ||
**{{buff|Aether's loop hits' angles have been altered (85°/60°/270° → [[Autolink angle|366°]]). This makes them connect together better.}} | **{{buff|Aether's loop hits' angles have been altered (85°/60°/270° → [[Autolink angle|366°]]). This makes them connect together better.}} | ||
**{{nerf|Aether has | **{{nerf|Aether has less super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential.}} | ||
**{{buff|The weakening of [[Smash directional influence|SDI]] makes Aether significantly more difficult to escape from.}} | **{{buff|The weakening of [[Smash directional influence|SDI]] makes Aether significantly more difficult to escape from.}} | ||
**{{change|Aether no longer moves Ike forward without directional input.}} | **{{change|Aether no longer moves Ike forward without directional input.}} |