Ike (SSBU): Difference between revisions

89 bytes added ,  4 years ago
Tag: Mobile edit
Tag: Mobile edit
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|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|19}} (early, clean tip), {{ChargedSmashDmgSSBU|22}} (clean blade)
|fsmashdmg={{ChargedSmashDmgSSBU|19}} (early, clean tip), {{ChargedSmashDmgSSBU|22}} (clean blade)
|fsmashdesc=A lunging, two-handed downward slash. It deals extreme damage and knockback, making it one of the strongest forward smashes in the game, and hits in a wide arc that can even reach opponents above and slightly behind Ike, albeit with the early hit. As his strongest overall attack, the clean hit's sweet spot can KO opponents at around 75% from the center of Final Destination. Oddly, there is a tiny tipper hitbox that is much weaker and launches more vertically, KOing at around 95% compared to the clean hit, though this hitbox rarely ever lands instead of the normal hit in regular gameplay. However, it is arguably the slowest forward smash in the game, taking 84 frames to complete (the most of any forward smash). It also has a pitifully slow startup of 31 frames, as well as a ludicrous 49 frames of ending lag. This makes it very difficult to hit and highly punishable on shield. As a result, the move is unreliable to use except for hard punishes or reads.
|fsmashdesc=A lunging, two-handed downward slash. It deals extreme damage and knockback, making it one of the strongest forward smashes in the game, and hits in a wide arc that can even reach opponents above and slightly behind Ike, albeit with the early hit. As his strongest overall attack, the clean hit's sweet spot can KO opponents at around 75% from the center of Final Destination. Oddly, there is a tiny tipper hitbox that is much weaker and launches more vertically, KOing at around 95% compared to the clean hit, though this hitbox rarely ever lands instead of the normal hit in regular gameplay. However, it is the slowest forward smash in the game, taking 84 frames to complete (the most of any forward smash). It also has a pitifully slow startup of 31 frames (the third-highest), as well as a ludicrous 49 frames of ending lag (tied with the second-hit of [[SSBU|Link]]’s forward smash for the highest). This makes it very difficult to hit and highly punishable on shield. As a result, the move is unreliable to use except for hard punishes or reads.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|10}} (late)
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