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Ike (SSB4)/Neutral special: Difference between revisions

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(New Page: Ike's neutral special in ''SSB4'' is Eruption. Ike charges up Ragnell that is alit with flames before thrusting it into the ground, creating a pillar of blue fire. It is Ike's main edge...)
 
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Ike's neutral special in ''SSB4'' is Eruption. Ike charges up Ragnell that is alit with flames before thrusting it into the ground, creating a pillar of blue fire. It is Ike's main edge-guarding tool and has many positives. The longer Ike charges the taller and stronger the flames will be, having incredibly high vertical range at full charge, putting opponents at tough spot and can KO as low as 45%, the uncharged tip can [[meteor smash]], uncharged has a longer downward reach until the move is fully charged, it has [[transcendent priority]] and when fully charged it has four frames of [[super armor]] starting on frame 234 and ends on 238. However, when it fully charged, Ike will receives 10% recoil damage.  
{{ArticleIcons|ssb4=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. 4]]''|the move itself|Eruption}}[[File:IkeEruptionNoCharge.gif|thumb|270px|Hitbox visualization of Ike's uncharged Eruption.]]
[[File:IkeEruptionMaxCharge.gif|thumb|270px|Hitbox visualization of Ike's fully charged Eruption.]]
{{technical data}}
==Overview==
Ike's neutral special in ''SSB4'' is Eruption. Ike charges up Ragnell that is alit with flames before thrusting it into the ground, creating a pillar of blue fire. It is Ike's main edge-guarding tool and has many positives. The longer Ike charges the taller and stronger the flames will be, having incredibly high vertical range at full charge, putting opponents at tough spot and can KO as low as 45%, the uncharged tip can [[meteor smash]], uncharged has a longer downward reach until the move is fully charged, it has [[transcendent priority]] and when fully charged it has four frames of [[super armor]] starting on frame 234 and ends on 238. However, when it fully charged, Ike will receives 10% recoil damage. In 1.1.4 Eruption's hitbox duration now lasts 2 more frames.


==Update History==
'''{{GameIcon|ssb4}} 1.1.4'''
*{{buff|Eruption's hitbox lasts 2 frames longer.}}


{{technical data}}
{{competitive expertise}}
{{MvSubNavIke}}
{{MvSubNavIke}}
[[Category:Ike (SSB4)]]
[[Category:Ike (SSB4)]]
[[Category:Special moves (SSB4)]]
[[Category:Neutral special moves (SSB4)]]
[[Category:Neutral special moves (SSB4)]]
[[Category:Flame attacks]]
[[Category:Flame attacks (SSB4)]]

Latest revision as of 17:50, August 26, 2023

This article is about the hitbox visualization in Super Smash Bros. 4. For the move itself, see Eruption.
Hitbox visualization of Ike's uncharged Eruption.
Hitbox visualization of Ike's fully charged Eruption.
Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Ike's neutral special in SSB4 is Eruption. Ike charges up Ragnell that is alit with flames before thrusting it into the ground, creating a pillar of blue fire. It is Ike's main edge-guarding tool and has many positives. The longer Ike charges the taller and stronger the flames will be, having incredibly high vertical range at full charge, putting opponents at tough spot and can KO as low as 45%, the uncharged tip can meteor smash, uncharged has a longer downward reach until the move is fully charged, it has transcendent priority and when fully charged it has four frames of super armor starting on frame 234 and ends on 238. However, when it fully charged, Ike will receives 10% recoil damage. In 1.1.4 Eruption's hitbox duration now lasts 2 more frames.

Update History[edit]

Super Smash Bros. 4 1.1.4

  • Buff Eruption's hitbox lasts 2 frames longer.