Hitbox visualization for Ike's dash attack
Hitbox visualization showing Ike's dash attack.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

Update HistoryEdit

  8.0.0

  •   Dash attack has more knockback scaling (78 → 88 (clean), 100 → 110 (late)).

HitboxesEdit

The clean hit only has shieldstun multipliers specified for the ID 0 and 1 hitboxes, but they also apply to the ID 2 hitbox due to a glitch.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 14.0% 0   Forward 70 88 0   7.0 top 0.0 10.0 14.0 1.2× 1.0× 0%               Ike Hit   All All             1.2×
1 0 0 14.0% 0   Forward 70 88 0   3.0 top 0.0 15.0 19.0 to 20.0 1.2× 1.0× 0%               Ike Hit   All All             1.2×
2 0 0 11.0% 0   Forward 70 88 0   5.0 top 0.0 8.0 11.5 to 3.5 1.0× 1.0× 0%               Ike Hit   All All            
Late hit
0 0 0 9.0% 0   Forward 60 110 0   2.0 top 0.0 17.0 to 15.0 20.5 to 9.5 1.0× 1.0× 0%               Ike Hit   All All             1.2×

TimingEdit

Clean hit 15-16
Late hit 17-19
Interruptible 48
Animation length 58
                                                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible