Ike (SSBU): Difference between revisions

223 bytes added ,  4 years ago
→‎Moveset: Added info about changes to Aether
(I don't see a need for that, either.)
(→‎Moveset: Added info about changes to Aether)
Tag: Mobile edit
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|usname=Aether
|usname=Aether
|usdmg=6% (clean hit 1 clean), 4% (late hit 1), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)
|usdmg=6% (clean hit 1 clean), 4% (late hit 1), 2% (hit 2), 1% (hits 3-5), 3% (descent), 6% (landing)
|usdesc=Performs the [[fireemblemwiki:Sol (skill)|Sol]] portion of {{s|fireemblemwiki|Aether}}, which sees Ike throwing Ragnell directly upwards, causing it to spin before he leaps upwards to grab Ragnell, perform a somersaulting series of slashes, then conclude with a descending slash. It covers a respectable amount of vertical distance, but almost no horizontal distance. It grants super armor when initiated and until Ike begins rising, which is longer if the move is used on the ground, while all but its first hit have transcendent priority. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hits connect due to its high total damage. The start of its descending hitbox also meteor smashes opponents, allowing it to be used for a [[sacrificial KO]]. Due to update 2.0.0 decreasing its descending hitbox's knockback, it has become slightly less reliable at KOing opponents early.
|usdesc=Performs the [[fireemblemwiki:Sol (skill)|Sol]] portion of {{s|fireemblemwiki|Aether}}, which sees Ike throwing Ragnell directly upwards, causing it to spin before he leaps upwards to grab Ragnell, perform a somersaulting series of slashes, then conclude with a descending slash. It covers a respectable amount of vertical distance, but almost no horizontal distance. It grants super armor when initiated and until Ike begins rising, which is longer if the move is used on the ground, while all but its first hit have transcendent priority. Although it is primarily used for recovering, it can also function as a useful damage racking option when all of its hits connect due to its high total damage. The start of its descending hitbox also meteor smashes opponents, allowing it to be used for a [[sacrificial KO]]. Due to update 2.0.0 decreasing its descending hitbox's knockback, it has become slightly less reliable at KOing opponents early. Update 8.0.0 vastly changed the move’s behavior; the knockback of the last hit is now much more horizontal, and had its knockback increased significantly, to the point of KOing middleweights as low as 70% near the ledge.
|dsname=Counter
|dsname=Counter
|dsdmg=1.2× (minimum 10%)
|dsdmg=1.2× (minimum 10%)
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