Editing Great Aether
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 12: | Line 12: | ||
==Overview== | ==Overview== | ||
Ike becomes invincible and swings his sword in front of him; anybody who he hits is sent upward. He then leaps into the air after the sent character(s) and yells "Great...AETHER!!" while slashing the target(s) seven times with his sword aflame, after which he kicks them twice, slashes them four more times, and knocks them downward with a powerful finishing blow, similar to {{ | Ike becomes invincible and swings his sword in front of him; anybody who he hits is sent upward. He then leaps into the air after the sent character(s) and yells "Great...AETHER!!" while slashing the target(s) seven times with his sword aflame, after which he kicks them twice, slashes them four more times, and knocks them downward with a powerful finishing blow, similar to {{SSB4|Link}}'s [[Triforce Slash]]. Upon impact with the ground, a large explosion knocks away the trapped character(s) and any character that happens to be too close. The [[Smash Bros. DOJO!!|DOJO!!]] described the move as a more powerful version of [[Aether]]. | ||
The attack does up to 74% {{GameIcon|SSBB}}/60% {{GameIcon|SSB4}}/53% {{GameIcon|SSBU}} damage. The initial hit deals 5% in every game and is followed up by Ike throwing Ragnell towards the opponent(s), which (depending on how close the are to Ike and their position on stage) will deal 10% {{GameIcon|SSBB}}{{GameIcon|SSB4}}/3% {{GameIcon|SSBU}}. Ike will the unleash a series of slashes and kicks which deal 2% and 3% depending on the game and hit, with the last slash always dealing 5%. Ike and the opponents(s) then fall, dealing 5% {{GameIcon|SSBB}}/4% {{GameIcon|SSB4}}{{GameIcon|SSBU}} before landing with an explosion for 12% {{GameIcon|SSBB}}/10% {{GameIcon|SSB4}}{{GameIcon|SSBU}}. Because the knockback from the explosion is vertical, opponents may not be KO'd immediately due to the high blast lines on some stages. In most cases, however, the move does provide significant knockback to launch enemies off the screen. It usually KOs around 35% {{GameIcon|SSBB}}/15% {{GameIcon|SSB4}}/40% {{GameIcon|SSBU}}. | The attack does up to 74% {{GameIcon|SSBB}}/60% {{GameIcon|SSB4}}/53% {{GameIcon|SSBU}} damage. The initial hit deals 5% in every game and is followed up by Ike throwing Ragnell towards the opponent(s), which (depending on how close the are to Ike and their position on stage) will deal 10% {{GameIcon|SSBB}}{{GameIcon|SSB4}}/3% {{GameIcon|SSBU}}. Ike will the unleash a series of slashes and kicks which deal 2% and 3% depending on the game and hit, with the last slash always dealing 5%. Ike and the opponents(s) then fall, dealing 5% {{GameIcon|SSBB}}/4% {{GameIcon|SSB4}}{{GameIcon|SSBU}} before landing with an explosion for 12% {{GameIcon|SSBB}}/10% {{GameIcon|SSB4}}{{GameIcon|SSBU}}. Because the knockback from the explosion is vertical, opponents may not be KO'd immediately due to the high blast lines on some stages. In most cases, however, the move does provide significant knockback to launch enemies off the screen. It usually KOs around 35% {{GameIcon|SSBB}}/15% {{GameIcon|SSB4}}/40% {{GameIcon|SSBU}}. | ||
Line 22: | Line 22: | ||
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== | ||
Line 91: | Line 91: | ||
**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. | ||
Line 97: | Line 97: | ||
***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. |