Editing Great Aether
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CPU opponents tend to get hit by this move, even if not caught in the initial strike. When they try to "add to the woes" of one caught in the move (as Sakurai suggested at DOJO), they do not understand to get out of the way when Ike plummets down, and get caught in the explosion. | CPU opponents tend to get hit by this move, even if not caught in the initial strike. When they try to "add to the woes" of one caught in the move (as Sakurai suggested at DOJO), they do not understand to get out of the way when Ike plummets down, and get caught in the explosion. | ||
Similarly to [[Eruption]], the flames that are part of Great Aether are changed to blue in ''Smash 4'', making it closer to Ike's origin in ''Fire Emblem'' than before | Similarly to [[Eruption]], the flames that are part of Great Aether are changed to blue in ''Smash 4'', making it closer to Ike's origin in ''Fire Emblem'' than before. | ||
==Instructional quotes== | ==Instructional quotes== | ||
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==Origin== | ==Origin== | ||
[[File:Great Aether origin.png|thumb|Ike wielding the power of Yune, which might have inspired Great Aether.]] | [[File:Great Aether origin.png|thumb|right|Ike wielding the power of Yune, which might have inspired Great Aether.]] | ||
Oddly, this move has never been seen before in the ''Fire Emblem'' series, although it may be inspired by several elements of Ike's story. Aside from {{s|fireemblemwiki|Aether}} being Ike's mastery skill in ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' and ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'', it could be based on the final blow Ike deals to the goddess {{s|fireemblemwiki|Ashera}} in the end of ''Radiant Dawn''. For this attack, Ike uses the power of the goddess {{s|fireemblemwiki|Yune}} to finish Ashera off, which wraps him in radiant blue fire and is the basis of the title given to Ike in the game's epilogue ("Radiant Hero" in English material, "Hero of Blue Flames" in Japanese; both come from the title of ''Path of Radiance'' in their respective language). The actual attack finishes with a downward plunge at Ashera, which is similar to the final hit of Great Aether. While the fires of Great Aether are regularly colored in ''Brawl'', ''Smash 4'' changed them to be blue to match ''Radiant Dawn''. | Oddly, this move has never been seen before in the ''Fire Emblem'' series, although it may be inspired by several elements of Ike's story. Aside from {{s|fireemblemwiki|Aether}} being Ike's mastery skill in ''{{s|fireemblemwiki|Fire Emblem: Path of Radiance}}'' and ''{{s|fireemblemwiki|Fire Emblem: Radiant Dawn}}'', it could be based on the final blow Ike deals to the goddess {{s|fireemblemwiki|Ashera}} in the end of ''Radiant Dawn''. For this attack, Ike uses the power of the goddess {{s|fireemblemwiki|Yune}} to finish Ashera off, which wraps him in radiant blue fire and is the basis of the title given to Ike in the game's epilogue ("Radiant Hero" in English material, "Hero of Blue Flames" in Japanese; both come from the title of ''Path of Radiance'' in their respective language). The actual attack finishes with a downward plunge at Ashera, which is similar to the final hit of Great Aether. While the fires of Great Aether are regularly colored in ''Brawl'', ''Smash 4'' changed them to be blue to match ''Radiant Dawn''. | ||
''{{s|fireemblemwiki|Fire Emblem Heroes}}'' has followed similar naming conventions to Great Aether when introducing upgraded versions, such as Radiant Aether for Ike's "Legendary" variant. These upgraded skills are exclusive to each Ike variant and cannot be inherited to other units. | ''{{s|fireemblemwiki|Fire Emblem Heroes}}'' has followed similar naming conventions to Great Aether when introducing upgraded versions, such as Radiant Aether for Ike's "Legendary" variant. These upgraded skills are exclusive to each Ike variant and cannot be inherited to other units. | ||
Great Aether would eventually make its way back to the series in ''{{s|fireemblemwiki|Fire Emblem Engage}}'' as Emblem Ike's Engage Attack. However, instead of being a series of attacks before hitting the ground, the animation is more like his normal Aether before sending a massive shockwave that lifts rocks from the ground. | |||
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**Despite this, {{SSBU|Chrom}}'s [[Awakening Aether]] has "Aether" split into two distinct syllables, in line with the Japanese audio—this, however, was not the case in his initial reveal trailer. | **Despite this, {{SSBU|Chrom}}'s [[Awakening Aether]] has "Aether" split into two distinct syllables, in line with the Japanese audio—this, however, was not the case in his initial reveal trailer. | ||
*The kicks that Ike does are almost identical to the first two kicks of [[Snake]]'s neutral aerial. | *The kicks that Ike does are almost identical to the first two kicks of [[Snake]]'s neutral aerial. | ||
*In ''Brawl'', while using this | *In ''Brawl'', while using this final smash, Ike and the opponent will slowly rise upward. If Ike's animations are sufficiently slowed down via mods, they will continue to rise until the opponent reaches the upper blast zone and gets KOed by the next slash. | ||
*As with [[End of Day]], it is possible to [[self-destruct]] with this Final Smash if it is used on a custom stage that has a gap in the center. | *As with [[End of Day]], it is possible to [[self-destruct]] with this Final Smash if it is used on a custom stage that has a gap in the center. | ||
**When 3 pairs of [[Ice Climbers]] are trapped in a Great Aether, it is possible that the bigger space of characters can save them from being KO'd and save Ike from SDing on these types of stages. This can occur since all the characters trapped will make a wider collision bubble that can be hit by platforms that would not usually be hit with fewer characters and commence the final hit. | **When 3 pairs of [[Ice Climbers]] are trapped in a Great Aether, it is possible that the bigger space of characters can save them from being KO'd and save Ike from SDing on these types of stages. This can occur since all the characters trapped will make a wider collision bubble that can be hit by platforms that would not usually be hit with fewer characters and commence the final hit. | ||
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***An exception to this is if the player activates Great Aether during the Float Islands phase of {{SSB4|Dream Land}}, where Ike and the opponent will dive straight down to the blast line, resulting in a self-destruct; Ike must be facing right and standing on the left side of the stage for this to be successful. The same applies to {{SSB4|Cloud}} with [[Omnislash]]. | ***An exception to this is if the player activates Great Aether during the Float Islands phase of {{SSB4|Dream Land}}, where Ike and the opponent will dive straight down to the blast line, resulting in a self-destruct; Ike must be facing right and standing on the left side of the stage for this to be successful. The same applies to {{SSB4|Cloud}} with [[Omnislash]]. | ||
**In ''Ultimate'', if Great Aether is used on a {{SSBU|Battlefield}} stage and the target disappears (such as Nana disappearing after Popo is KO'd), Ike will land on the main platform instead of the top platform. | **In ''Ultimate'', if Great Aether is used on a {{SSBU|Battlefield}} stage and the target disappears (such as Nana disappearing after Popo is KO'd), Ike will land on the main platform instead of the top platform. | ||
*In ''[[Brawl]]'', if a player uses {{SSBB|Mr. Game & Watch}}'s [[up aerial]] while Ike is in the middle of his Final Smash, it will push opponents or teammates (in Team Battles with Friendly Fire enabled) out of the attack, causing them to not get KO'ed, but leaving them in their tumbling animation until the Final Smash is finished. | *In ''[[Brawl]]'', if a player uses {{SSBB|Mr. Game & Watch}}'s [[up aerial]] while Ike is in the middle of his Final Smash, it will push opponents or teammates (in Team Battles with Friendly Fire enabled) out of the attack, causing them to not get KO'ed, but leaving them in their tumbling animation until the Final Smash is finished. | ||
**It can also be done with {{SSBB|Link}}'s [[side special]]. | |||
*In {{for3ds}}, if the Final Smash is used on Metal {{SSB4|King Dedede}}, he will lose his metallic texture. | *In {{for3ds}}, if the Final Smash is used on Metal {{SSB4|King Dedede}}, he will lose his metallic texture. | ||
*Even though the attack's fire has been recolored in ''SSB4'', the trails of the sword during the attack remain colored orange like in ''Brawl''. This was changed in ''Ultimate''. | *Even though the attack's fire has been recolored in ''SSB4'', the trails of the sword during the attack remain colored orange like in ''Brawl''. This was changed in ''Ultimate'', similar to [[Omnislash]] and [[Omnislash Ver. 5]]. | ||
*Despite the copious amount of fire visuals in the move, only the top of the final flame pillar in ''Ultimate'' has a [[flame]] hitbox; all other hitboxes in every other game is not a flame hitbox. | *Despite the copious amount of fire visuals in the move, only the top of the final flame pillar in ''Ultimate'' has a [[flame]] hitbox; all other hitboxes in every other game is not a flame hitbox. | ||
*In [[Training mode]], Great Aether along with other similar Final Smashes aren't counted in the combo meter. | *In [[Training mode]], Great Aether along with other similar Final Smashes aren't counted in the combo meter. |