Ike (SSBU)/Neutral aerial: Difference between revisions
(Overview was very badly worded and full of typos. It's better to delete it until a better one can be written.) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:IkeNAirSSBU.gif|thumb|500px|Hitbox visualization showing Ike's neutral aerial.]] | [[File:IkeNAirSSBU.gif|thumb|500px|Hitbox visualization showing Ike's neutral aerial.]] | ||
{{competitive | {{competitive expertise}} | ||
==Overview== | ==Overview== | ||
Ike does a downward arcing slash underneath himself. | |||
For ike standards, this move is decently quick ([[frame]] 10) whit the move covering both sides whit a big [[hitbox]](so big that they [[nerf]]ed the [[hitbox]]es of the late hit in patch 8.0.0) but probably the biggest streinght of the move is his low landing [[lag]] (only 9 [[frame]]s) this gives the move a lot of [[combo]] potential (especialy on [[platform]]s) while also leading into [[kill comfirm]]s like [[neutral aerial]] into [[up aerial]], [[back aerial]] or [[up special]] ([[aerher]]). | |||
However this move has a few minor flaws, while it's fast for Ike standards, it's also slow for [[neutral aerial]] standards, this means that the move is not a very good [[out of shield]] option, also while the move has low landing [[lag]], it also has high end[[lag]] (60 total [[frame]]s) making it close to useless rising. | |||
In patch 8.0.0 this move was [[nerf]]ed, i already said the fact that they made the [[hitbox]]es of the late hit smaller, but his [[knockback]] was also increased, meaning it's not as good for [[combos]] (but still solid) this was more of a trade of though, because this gives it back some of his [[super smash bros 4]] [[KO]] [[power]]. | |||
Overall, this is a great move, while not one of the best [[neutral aerial]]s in the game, it's still in contention for ike's best move. | |||
==Update History== | ==Update History== | ||
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*{{change|The move has much more knockback scaling (105 → 130). This removes its previous KO setups, but restores most of its standalone KO power from Smash 4.}} | *{{change|The move has much more knockback scaling (105 → 130). This removes its previous KO setups, but restores most of its standalone KO power from Smash 4.}} | ||
*{{nerf|The late hit has smaller hitboxes (4u → 3u).}} | *{{nerf|The late hit has smaller hitboxes (4u → 3u).}} | ||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | {{HitboxTableTitle|Clean hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 65: | Line 79: | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
{{HitboxTableTitle|Late hit| | {{HitboxTableTitle|Late hit|42}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 121: | Line 135: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Attack=== | ===Attack=== | ||
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|- | |- | ||
!Animation length | !Animation length | ||
| | |26 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Interruptible|c= | {{FrameStrip|t=Lag|c=8}}{{FrameStrip|t=Interruptible|c=18}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} |
Latest revision as of 14:47, February 3, 2025
Overview[edit]
Ike does a downward arcing slash underneath himself.
For ike standards, this move is decently quick (frame 10) whit the move covering both sides whit a big hitbox(so big that they nerfed the hitboxes of the late hit in patch 8.0.0) but probably the biggest streinght of the move is his low landing lag (only 9 frames) this gives the move a lot of combo potential (especialy on platforms) while also leading into kill comfirms like neutral aerial into up aerial, back aerial or up special (aerher).
However this move has a few minor flaws, while it's fast for Ike standards, it's also slow for neutral aerial standards, this means that the move is not a very good out of shield option, also while the move has low landing lag, it also has high endlag (60 total frames) making it close to useless rising.
In patch 8.0.0 this move was nerfed, i already said the fact that they made the hitboxes of the late hit smaller, but his knockback was also increased, meaning it's not as good for combos (but still solid) this was more of a trade of though, because this gives it back some of his super smash bros 4 KO power.
Overall, this is a great move, while not one of the best neutral aerials in the game, it's still in contention for ike's best move.
Update History[edit]
The move has much more knockback scaling (105 → 130). This removes its previous KO setups, but restores most of its standalone KO power from Smash 4.
The late hit has smaller hitboxes (4u → 3u).
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1-2 |
---|---|
Clean hit | 10-14 |
Late hit | 15-22 |
Ending autocancel | 50- |
Interruptible | 60 |
Animation length | 68 |
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Landing lag[edit]
Interruptible | 9 |
---|---|
Animation length | 26 |
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![]() Lag time |
![]() Hitbox |
![]() ![]() Hitbox change |
![]() Autocancel |
![]() Interruptible |
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