User:AutoFire
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Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | - | 3% | Ike jabs, kicks, and then executes an overhead slash. The slash has moderate knockback. | |
3% | ||||
5% | ||||
Forward tilt | rowspan="1" | 14% | Ike swings Ragnell horizontally. Can be angled. | |
Up tilt | rowspan="1" | 14% sweetspot, 10% sourspot | An upward slash, which starts from the ground. Has good vertical range. Sourspot is on the very end of the attack. | |
Down tilt | rowspan="1" | 7% | A low, sweeping slash. | |
Dash attack | 8% | Ike swings Ragnell upward after charging forward. This attack has some delay before coming out. | ||
Forward smash | rowspan="1" | 22% | Ike preforms a very powerful overhead swing. It has some delay before beginning to charge, and it has long ending lag. However, it has very high KO potential at low percentages. | |
Up smash | 17% | Ike swings Ragnell in an arc above his head. | ||
Down smash | 14% in front, 17% in back | Ike slashes in front and then in back. Somewhat difficult to land, and both hits land on the same fighter only under certain circumstances. Can be good for surprising. | ||
Neutral aerial | rowspan="1" | 9% sweetspot, 6% sourspot | Ike swings in a circular motion around himself. The sourspot occurs at the very end of the attack. | |
Forward aerial | rowspan="1" | 12% | A powerful, overhead swing. Somewhat long delay, and long ending lag. | |
Back aerial | 13% | Ike quickly swings Ragnell backward. Has a narrow hitbox, but comes out very fast. | ||
Up aerial | 11% | Ike swings Ragnell in a helicopter motion above his head. Hitbox stays out for some time. | ||
Down aerial | 15% | A downward swing. Unless the hit lands on near the hilt, this attack is a meteor smash. | ||
Grab | — | An average grab. | ||
Pummel | 3% | Headbutts opponent. | ||
Forward throw | 7% | Ike tosses his opponent forward. | ||
Back throw | 7% | Kicks foe backward. | ||
Up throw | 7% | Ike throws foe upward. Knockback is not very dependent on damage. | ||
Down throw | 4% | After throwing foe on the ground, Ike jumps on victim. At low percentages, this can be followed by Aether. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
?% | |||
Floor attack (back) Floor getups (back) |
?% | |||
Floor attack (trip) Floor getups (trip) |
?% | |||
Edge attack Edge getups |
||||
Neutral special | Default | Eruption | 10% uncharged, 35% fully charged | Ike charges Ragnell before thrusting it in the ground, creating a pillar of blue fire. If fully charged, Ike receives 10% recoil damage. Upon being fully charged, Ragnell flashes. If the button is released when the flash occurs, Eruption occurs slightly sooner, but has all the effects of a fully charged Eruption. |
Custom 1 | Tempest | |||
Custom 2 | Furious Eruption | |||
Side special | Default | Quick Draw | 6% uncharged, 13% charged | Ike charges, and rushes forward upon releasing. If Ike comes into contact with another fighter, he slashes in a similar way to that of the forward tilt. Charge can be held indefinitely. If Ike does not hit, the move has long ending lag. Failing to hit while airborne causes Ike to become helpless. |
Custom 1 | Close Combat | |||
Custom 2 | Unyielding Blade | |||
Up special | Default | Aether | 20% total | Ike throws Ragnell upward, launching nearby fighters in the air. Ragnell spins in place, dealing several hits and trapping foes. Then Ike jumps up and grabs Ragnell, followed by a downward slam. Ike has super armor for most of the move's duration. It offers poor horizontal recovery. |
Custom 1 | Aether Dive | |||
Custom 2 | Aether Wave | |||
Down special | Default | Counter | 10%? | Ike holds up Ragnell. If Ike is hit shortly after the move begins, he strikes back. |
Custom 1 | Paralyzing Counter | |||
Custom 2 | Smash Counter | |||
Final Smash | Great Aether |