Editing Ike (SSBU)

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|nsname=Eruption
|nsname=Eruption
|nsdmg=10% (uncharged), 35%/28%/26% (fully charged, first pillar), 31%/25% (second pillar), 27%/22% (third pillar)
|nsdmg=10% (uncharged), 35%/28%/26% (fully charged, first pillar), 31%/25% (second pillar), 27%/22% (third pillar)
|nsdesc=Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has [[transcendent priority]] and is [[charge]]able, causing Ragnell to become engulfed in [[flame]]s that become more prominent the longer it is charged. Its impressive vertical range and respectable power even when uncharged make it useful for edge-guarding, hitting recovering opponents before they can grab the edge if timed properly. When reaching full charge level, it grants super [[armor]] and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% [[recoil damage]] to him in the process in the latter case. It can KO middleweights at around 150% when uncharged, and at around 55% from center stage when fully charged. The flame pillars at full charge deal more damage the closer to their base opponents are hit. A fully charged Eruption is also capable of instantly breaking a full shield, similarly to a fully charged [[Shield Breaker]]. Can also hit slightly behind Ike if sufficiently charged.
|nsdesc=Lifts Ragnell in front of himself in a two-handed reverse grip, and plunges it into the ground to produce a pillar of blue flames. It has [[transcendent priority]] and is [[charge]]able, causing Ragnell to become engulfed in [[flame]]s that become more prominent the longer it is charged. Its impressive vertical range and respectable power even when uncharged make it useful for edge-guarding, hitting recovering opponents before they can grab the edge if timed properly. When reaching full charge level, it grants super [[armor]] and produces one additional flame pillar away from Ike, or two if held for the maximum duration, significantly increasing its horizontal range; however, it also deals 10% [[recoil damage]] to him in the process in the latter case. It can KO middleweights at around 150% when uncharged, and at around 55% from center stage when fully charged. The flame pillars at full charge deal more damage the closer to their base opponents are hit. A fully charged Eruption is also capable of instantly breaking a full shield, similarly to a fully charged [[Shield Breaker]].
|ssname=Quick Draw
|ssname=Quick Draw
|ssdmg=9% (uncharged), 13% (fully charged)
|ssdmg=9% (uncharged), 13% (fully charged)

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