Ike (SSB4): Difference between revisions

758 bytes added ,  3 years ago
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**{{nerf|The removal of [[DACUS]] slightly hinders up smash's approach potential.}}
**{{nerf|The removal of [[DACUS]] slightly hinders up smash's approach potential.}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|Down smash's first and clean second hits deal 1% more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%). Down smash also has increased base knockback (30 → 40) and altered angles (65°/70°/75°/82° (both) → 48° (both)/61° (late hit 2)). Altogether, these changes improve its KO potential.}}
**{{buff|Down smash's first and clean second hits deal more damage (13% (hit 1)/16% (hit 2 clean) → 14%/17%) and have higher base knockback (30 → 40).}}
**{{nerf|Down smash has more ending lag (FAF 70 → 71) and have lost its transcendent priority.}}
**{{change|Down smash no longer has transcendent priority.}}
**{{nerf|Down smash has a shorter duration (frames 13-16 → 13-15 (hit 1), frames 32-35 → 32-33 (clean hit 2), frames 36-44 → 34-36 (late hit 2)). Down smash's first hit and clean second hit also have smaller hitboxes (5u (hit 1)/6u (clean hit 2) → 4.2u (both)).}}
**{{change|The first and clean second hit launch opponents at a lower, consistent angle (65°/70°/75°/82° → 48°).}}
***{{buff|This improves their KO potential near the horizontal blastzone.}}
***{{nerf|However, this also hinders their KO potential from centre stage and especially when near the vertical blastzone, particularly when landing the hilt.}}
**{{nerf|Down smash has more ending lag (FAF 70 → 71).}}
**{{nerf|Down smash has a new animation where Ike does not swing his sword as far in either direction. This gives it less range despite the first and clean second hit's hitboxes being moved further away from Ike (y offset: 12/-12 → 15/-15).}}
**{{nerf|Down smash does not extend as far inside of Ike (y offset: 0 → y stretch: 4), giving it less range inside of Ike.}}
**{{nerf|Down smash has a shorter duration (frames 13-16 (hit 1)/32-35 (hit 2 clean)/36-44 (hit 2 late) 13-15/32-33/34-36).}}
**{{nerf|The first and clean second hit have smaller hitboxes (5u (hit 1)/6u (clean hit 2) → 4.2u (both)).}}
**{{nerf|The late second hit launches opponents at a lower, consistent angle (65°/70°/75°/82° → 61°) which overall hinders its KO potential, particularly when landing the hilt.}}


===Aerial attacks===
===Aerial attacks===
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