Editing Aether

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In ''Super Smash Bros. Ultimate'', Aether can't clip through the stage, which hinders the safety from recovering with this move. The armor from this move is now significantly increased the armor frames which can help his [[Out of Shield]] option. When using a meteor effect, it can KO opponents first which can be useful for last-stock situations. Following the update 8.0.0, the attacking behavior of Aether has been vastly altered from that of its previous incarnations. The landing hit now launches at a lower angle, with significantly increased knockback scaling. These changes render the move capable of reliably KOing middleweights around 115% from center stage and around 70% near the ledge, if all hits connect. Aether's drastically improved KO potential has also granted Ike a new kill confirm from his neutral aerial, albeit only at mid percents when near the ledge.
In ''Super Smash Bros. Ultimate'', Aether can't clip through the stage, which hinders the safety from recovering with this move. The armor from this move is now significantly increased the armor frames which can help his [[Out of Shield]] option. When using a meteor effect, it can KO opponents first which can be useful for last-stock situations. Following the update 8.0.0, the attacking behavior of Aether has been vastly altered from that of its previous incarnations. The landing hit now launches at a lower angle, with significantly increased knockback scaling. These changes render the move capable of reliably KOing middleweights around 115% from center stage and around 70% near the ledge, if all hits connect. Aether's drastically improved KO potential has also granted Ike a new kill confirm from his neutral aerial, albeit only at mid percents when near the ledge.


===Glitches===
===Glitch===
In ''Brawl'', if Ike is hit while throwing [[Ragnell]] in the air and is still on the ground when under the effect of the [[Timer]], he might perform his landing animation for Aether while Ragnell is still in midair, creating 2 Ragnells. He will be stuck like this until Ragnell lands on the ground. Ike will then pick up the Ragnell he held and the duplicate will disappear. Note that sometimes, Ike will simply just stop or Ragnell will instantly land without spinning.
In ''Brawl'', if Ike is hit while throwing [[Ragnell]] in the air and is still on the ground when under the effect of the [[Timer]], he might perform his landing animation for Aether while Ragnell is still in midair, creating 2 Ragnells. He will be stuck like this until Ragnell lands on the ground. Ike will then pick up the Ragnell he held and the duplicate will disappear. Note that sometimes, Ike will simply just stop or Ragnell will instantly land without spinning.
In ''Ultimate'', a similar glitch occurs if Aether hits {{SSBU|Little Mac}}'s [[Slip Counter]] while the [[gameplay speed]] is modified. Ike's sword will be slowed down, but Ike's animation will not be. If used on the ground, he will enter the phase of his animation where he leaps up to grab the sword (assuming the counter doesn't hit him, such as if he is [[Invincibility|invincible]]), but will not actually move upwards, and will then continue performing the animation on the ground without the sword, with the sword then snapping to his hands when it reaches the end of its animation, just before the descending portion of the move. If used in the air, Ike '''will''' jump upward, but the sword will still be slowed down, and won't snap to his hands until its animation is finished.


===In [[The Subspace Emissary]]===
===In [[The Subspace Emissary]]===

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