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 3% less damage (9% (uncharged)/16% (fully charged) → 6%/13%), although its base knockback was compensated (50 → 70). It also has increased ending lag (FAF 42 → 57 (no contact), FAF 58 → 59 (contact)) and takes longer to fully charge (60 frames → ≈88). Altogether, these changes hinder its spacing potential.}}
**{{buff|Quick Draw has a shorter startup animation (17 frames → 15).}}
**{{buff|Quick Draw has decreased start-up (frame 17 16) and landing lag. It also covers more distance, and no longer renders Ike [[helpless]] if he hits something. Altogether, these changes improve its recovery potential.}}
**{{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|Quick Draw's angle has been altered (60°/65°/70°/75° → 60°).}}
**{{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 decreased super armor frames (frames 18-38 → 18-21) and no longer allows Ike to grab edges from behind, hindering its safety and recovery potential.}}
**{{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.}}