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Ike (SSBU)/Up special

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This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Aether.
Hitbox visualization for Ike's rising Aether
Hitbox visualization showing Ike's up special, Aether.
Hitbox visualization for Ike's falling Aether
Hitbox visualization showing Ike's up special, Aether, when falling.
Hitbox visualization for Ike's Aether landing
Hitbox visualization showing Ike's up special, Aether, when landing.
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The editor who added this tag elaborates: Hitbox & Timing
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Ike swings the sword upward, spins midair, and descends to the ground. This move makes it an effective out of shield option due to the super armor and KO potential prior to patch 8.0.0 buff to Aether. This move can also meteor opponents when Ike descends which can be used for gimps or last stock situations due to KOing the opponents first. Like every super armor move, this will be grabbed out of which can be situational for this move.

As a recovery, it only goes vertically, and due to Ike's predictable recovery, this makes it situational for recovering. He can be gimped from this, most notably with characters that have Counter due to redirecting the opponents hitbox and sending them almost horizontally which makes it useless for him to recover.

Update history[edit]

Super Smash Bros. Ultimate 8.0.0

  • Buff The first hit has transcendent priority, improving its utility out of shield.
  • Buff The landing hit launches at a lower angle (60° → 50°) and has much more knockback scaling (115 → 155). This drastically improves the move's KO potential, KOing at around 115% from the center stage if all hits connect, and grants Ike a new KO setup from his neutral aerial near the edge at mid percents, regardless of said move's nerfs.