Ike (PM): Difference between revisions

1,788 bytes added ,  5 years ago
Line 36: Line 36:
*{{buff|The general amount of [[landing lag]] Ike experiences has been reduced due to the reintroduction of [[L-canceling]].}}
*{{buff|The general amount of [[landing lag]] Ike experiences has been reduced due to the reintroduction of [[L-canceling]].}}
*{{buff|Both shield stun and [[shield damage]] capabilities have been greatly improved.}}
*{{buff|Both shield stun and [[shield damage]] capabilities have been greatly improved.}}
*{{buff|Down taunt now has a hitbox that deals 9%/7% damage and sends airborne or ledge hanging opponents downwards similar to {{PM|Luigi}}'s down taunt, only it is a [[meteor smash]] with normal knockback instead of a [[spike]] with set knockback.}}
*{{nerf|Ike's super [[glide toss]] covers much less distance.}}
*{{nerf|Ike's super [[glide toss]] covers much less distance.}}


Line 75: Line 74:
*{{buff|Down aerial has less ending lag (frame 55 → 44) and the hilt of the clean hit deals slightly more damage (16% → 17%) and can now [[spike]] opponents (270° → 285°).}}
*{{buff|Down aerial has less ending lag (frame 55 → 44) and the hilt of the clean hit deals slightly more damage (16% → 17%) and can now [[spike]] opponents (270° → 285°).}}
*{{nerf|Down aerial has decreased base knockback (40 → 25 (clean), 10 (late)) and the clean hit's non hilt hitboxes deal less damage (16% → 14%/12%) and all late hitboxes deal less damage (12% → 10%/9%/7%).}}
*{{nerf|Down aerial has decreased base knockback (40 → 25 (clean), 10 (late)) and the clean hit's non hilt hitboxes deal less damage (16% → 14%/12%) and all late hitboxes deal less damage (12% → 10%/9%/7%).}}
===Throws/other attacks===
*{{buff|Dash grab has less startup lag (frame 12 → 11).}}
*{{nerf|Standing grab has more ending lag (frame 30 → 31) and pivot grab has more startup lag (frame 9 → 10).}}
*{{nerf|Forward throw deals more knockback (50 (base), 50 (scaling) → 55/105) and sends opponents at a higher angle (28° → 55°). When combined with the changes to [[DI]], this hinders its chain grabbing and edgeguarding potential while still being too weak to realistically KO.}}
*{{buff|Back throw deals more knockback (50 (base), 50 (scaling) → 60/100) improving its spacing potential though it still cannot KO reliably.}}
*{{nerf|Back throw sends opponents at a higher angle (28° → 48°) hindering its edgeguarding potential.}}
*{{buff|The universally increased falling speeds and the removal of [[hitstun canceling]] has granted up and down throw's chain grabbing and combo potential.}}
*{{nerf|Up throw sends opponents at a slightly less vertical angle (90° → 88°) and has increased knockback growth (72 → 135) hindering its combo potential while still being too weak to KO most characters until extremely high percents.}}
*{{buff|Down throw has reduced knockback (75 (base), 120 (scaling) → 70/60) improving its combo potential.}}
*{{change|Down throw's angle has been altered (80° → 60°). This grants it [[tech chase]] potential against fast fallers but hinders its combo and chain grabbing potential.}}
*{{buff|Down taunt now has a hitbox that deals 9%/7% damage and sends airborne or ledge hanging opponents downwards similar to {{PM|Luigi}}'s down taunt, only it is a [[meteor smash]] with normal knockback instead of a [[spike]] with set knockback.}}


===Special Attacks===
===Special Attacks===
*{{buff|A fully charged [[Eruption]] now acts much like Roy's [[Flare Blade]]: it does 50% damage with [[OHKO]] potential, plus a [[semi-spike]] trajectory. The attack additionally [[meteor smash]]es opponents when connecting with the tip, bolstering its [[edgeguarding]] capacities.}}
*{{buff|A fully charged [[Eruption]] now acts much like Roy's [[Flare Blade]]: it does 50% damage with [[OHKO]] potential, plus a [[semi-spike]] trajectory. The attack additionally [[meteor smash]]es opponents when connecting with the tip, bolstering its [[edgeguarding]] capacities.}}
*{{nerf|Eruption's super armor is only retained if it is fully charged; otherwise, it has heavy armor.}}
*{{nerf|Eruption's super armor is only retained if it is fully charged; otherwise, it has heavy armor.}}
*{{buff|[[Quick Draw]] has been significantly revamped: it charges much faster, can cancel Quick Draw with a jump if on the ground and can wall jump, it also has a super charged mode where it becomes a flaming dash that covers most of the stage and if hit with perfect timing it does 50% and will always [[OHKO]]. In addition, if Ike hits the opponent with the incorrect timing, it does 20% and has higher knockback than the fully charged version.}}
*{{buff|[[Quick Draw]] has been significantly revamped: the attack is now optional by pressing the attack button while using Quickdraw allowing Ike to recover with it without the fear of hitting an opponent trying to stop it. It charges much faster, Ike can control himself in the air while using it, he can cancel Quick Draw with a jump if on the ground and can wall jump, it also has a super charged mode where it becomes a flaming dash that covers most of the stage and if hit with perfect timing it does 50% and will always [[OHKO]]. In addition, if Ike hits the opponent with the incorrect timing, it does 20% and has higher knockback than the fully charged version.}}
*{{change|If Ike hits the opponent with the perfectly timed super charged Quick Draw, he will perform his down taunt and say "You're through" instead of the regular "Hmph."}}
*{{change|If Ike hits the opponent with the perfectly timed super charged Quick Draw, he will perform his down taunt and say "You're through" instead of the regular "Hmph."}}
*{{change|Quick Draw no longer auto-attacks by default. It now requires the press of the regular or special attack during the dash, otherwise Ike will harmlessly pass through opponents.}}
*{{change|Ike will only vocalise when using non fully chrged Quick Draw if he chooses to use the attack.}}
*{{nerf|Quick Draw can no longer be held indefinitely, and the fully charged attack deals less damage and knockback. It also no longer stops at edges, which when combined with the quicker charge and super charge, makes it very easy to accidentally self-destruct.}}
*{{nerf|Quick Draw can no longer be held indefinitely, and the fully charged attack deals less damage and knockback. It also no longer stops at edges, which when combined with the quicker charge and super charge, makes it very easy to accidentally self-destruct.}}
*{{buff|The gaps in the hitbox of [[Aether]] have been filled, and the initial hitbox is given extremely high set knockback similar to {{PM|Roy}}'s [[Blazer]], allowing Aether to flow and [[combo]] better than before and can potentially OHKO lighter characters if only the initial hit connects. The move's ledge grab limit has been removed. In addition, the amount of horizontal distance Ike can travel with Aether has been increased, improving his [[recovery]].}}
*{{buff|The gaps in the hitbox of [[Aether]] have been filled, and the initial hitbox is given extremely high set knockback similar to {{PM|Roy}}'s [[Blazer]], allowing Aether to flow and [[combo]] better than before and can potentially OHKO lighter characters if only the initial hit connects. The move's ledge grab limit has been removed. In addition, the amount of horizontal distance Ike can travel with Aether has been increased, improving his [[recovery]].}}
*{{nerf|Aether no longer has [[armor]].}}
*{{nerf|Aether no longer has [[armor]].}}
*{{buff|[[Counter]] has faster start-up and a slightly higher multiplier.}}
*{{buff|[[Counter]] and its [[intangibility]] have less startup lag (frame 11 → 6) and it has a slightly higher damage multiplier (1.2x → 1.3x) and sends opponents at a slightly lower angle (40° → 35°).}}
*{{nerf|[[Counter]] has a shorter duration (frames 11-33 → 6-23).}}
*{{change|Eruption's and [[Great Aether]]'s flame color was changed from red to blue.}}
*{{change|Eruption's and [[Great Aether]]'s flame color was changed from red to blue.}}


6,532

edits