Ike Buffed

A Mod for Super Smash Bros. (WiiU)

Updates

Game fileParentSubmitterStats
  • Adjustment Adjusted the hitboxes for the forward tilt, down tilt, up smash, and down smash.
  • Addition Down tilt receives an extra hitbox.
Version 2a 3mo
  • Improvement Split certain extended hitboxes into separate hitboxes. This in return fixes up an issue where Ike's sword attacks may miss their target.
  • Adjustment Modified the forward aerial's hitbox timing.
Version 2 4mo
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Ike has had a fair share of issues with his moveset, whether it's the lack of KO power, poor hitbox timing, or even lag. This moveset edit simply improves Ike so that he's more viable to use.
  1. Neutral Attack (hit 1): The first hit of Ike's neutral attack has received knockback adjustments, with the knockback angle now being more vertical, and the fixed knockback strength is reduced as well.
  2. Neutral Attack (hit 2): Removed a useless hitbox, and hitbox priority has been adjusted. The knockback angle and strength have also been changed for the two hitboxes, with both hitboxes using a more vertical knockback angle, but the hitbox that's closest to Ike's body will deal slightly stronger knockback.
  3. Neutral Attack (hit 3): The third hit of Ike's neutral attack now deals slightly more damage, uses the Sakurai Angle, and has better knockback growth. Additionally, some hitbox merging has been done. KOs Mario at 181% damage when he's positioned at the center of an Omega form stage.
  4. F-tilt: The attack now hits on frame 12, and receives improvements to its hitbox timing. Damage and knockback are also stronger, enabling the attack to KO Mario at 112% damage when he's positioned at the center of an Omega form stage. These changes apply to the up angle, side angle, and down angle variants of this attack.
  5. U-tilt: The clean hit and late hit now send fighters flying straight up. They also deal more damage, and receive knockback changes. The clean hit KOs Mario at 103% damage, while the late hit makes the KO at 125% damage if Mario is on one of the side Battlefield platforms.
  6. D-tilt: Merged all the hitboxes into an extended hitbox, which now becomes active on frame 6. Damage and knockback are also stronger, enabling the attack to KO Mario at 134% damage.
  7. Dash Attack: The attack now hits on frame 15, and receives improvements to its hitbox timing. The knockback angle is now more vertical, deals more damage and knockback, and offers a decent shield damage bonus. However, the attack no longer has a late hit period. KOs Mario at 114% damage.
  8. F-smash: Ike now gains a super armor period before the hitboxes activate. Beginning on frame 31, the super armor transitions over to damage-based heavy armor, with a damage threshold of 20, and lasts until the hitboxes are turned off. Hitbox merging has been made, and there's no longer an early hit period. The attack also deals slightly more damage, has better knockback, and has a good shield damage bonus as well. Uncharged, it KOs Mario at 60% damage when he's positioned at the center of an Omega form stage, but it makes the KO at 29% damage when fully charged. Lastly, the ending lag has been reduced, and Ike can interrupt the attack's animation sooner than before.
  9. U-smash: Ike now gains a super armor period before the hitboxes activate. Beginning on frame 25, the super armor transitions over to damage-based heavy armor, with a damage threshold of 15, and lasts until frame 30. Hitbox merging has also been made, which means that the knockback angle will now be more consistent. The first hit deals more damage and knockback than before, and it also has a decent shield damage bonus. Also, the attack can now hit twice, but the second hit can only damage fighters on the ground, so this adjustment is only really notable for delivering high damage to shields. The first hit KOs Mario at 83% damage when uncharged, but it makes the KO at 48% damage when fully charged. The second hit KOs Mario at 158% damage when uncharged, but it makes the KO at 112% damage when fully charged. Lastly, the ending lag has been reduced as well.
  10. D-smash: Hitbox timing has been adjusted. Additionally, the damage and knockback are now more consistent, with both hits dealing the same amount of damage and knockback, and offer a decent shield damage bonus. The knockback angle for both hits is also lower. Uncharged, both hits KO Mario at 95% damage when he's positioned at the center of an Omega form stage, but they make the KO at 58% damage when fully charged. Lastly, the ending lag has been reduced, and Ike can interrupt the attack's animation sooner than before.
  11. N-air: Attack now hits on frame 7, with all hitboxes being merged into an extended hitbox. It also deals more damage, but the knockback had to be adjusted as well. The clean hit KOs Mario at 138% damage, while the late hit makes the KO at 202% damage. Ending lag is also reduced.
  12. F-air: Hitbox timing has been fixed up, and all hitboxes have been merged into an extended hitbox. Deals more damage and knockback than before, now being as strong as the f-tilt. KOs Mario at 112% damage when he's positioned at the center of an Omega form stage.
  13. B-air: Merged all the hitboxes into an extended hitbox, and adjusted where the hitbox is placed. No changes have been made to its damage and knockback, so it will still KO Mario at 117% damage when he's positioned at the center of an Omega form stage.
  14. U-air: Merged all the hitboxes into an extended hitbox. The attack also deals more damage, but the knockback had to be adjusted as well. KOs Mario at 102% damage when he's on the center Battlefield platform.
  15. D-air: The attack is now a guaranteed meteor smash, and it hits on frame 14. Damage and knockback are also stronger, and a decent shield damage bonus exists as well. KOs Mario at 122% damage if he's on the ground.
  16. Grab: Ike's grab range has been improved a bit, but it's still rather short when compared to some of the other fighters. This applies to the dash grab and turn grab as well.
  17. F-throw & B-throw: Damage output has been increased, and the throw's KO potency has been improved as well. Thrown fighters are sent flying at a 30 degree angle. KOs Mario on the stage edge at some point after 130% damage.
  18. U-throw: Start-up lag and ending lag are reduced. Total damage dealt is also increased, but it's the least damaging throw in Ike's moveset, dealing up to 8% damage. The grabbed fighter is sent flying straight up, and the ending lag reduction also means that Ike can use this throw to set up follow-up attacks at low damage percentages. KOs Mario at 232% damage.
  19. D-throw: Total damage dealt is increased, and the throw receives high KBG. Ike can potentially get a follow-up attack in after using this throw, but it's more difficult to pull off than if Ike used the u-throw. Unlike most of my other moveset edits, where the d-throw tends to have the least KO potential, this d-throw has rather high KO potential, KOing Mario at 153% damage.
  20. Eruption (mechanics): Uncharged Eruption deals 10% damage. Damage increases by 5% for every 30 frames that pass while charging. Ike reaches the half charge stage at frame 150, while the full charge is achieved at frame 210.
  21. Eruption (uncharged): The attack no longer has a meteor smash hitbox. However, Ike now gains super armor on frame 3, and it transitions over to damage-based heavy armor (damage threshold is 10) when the hitboxes activate. The hitboxes send fighters flying at an 85 degree angle, and when uncharged, they KO Mario at 143% damage.
  22. Eruption (half charge): Ike now acquires super armor on frame 3, and it transitions over to damage-based heavy armor (damage threshold is 20) when the hitboxes activate. Deals 35% damage, and sends fighters flying at an 85 degree angle. A small shield damage bonus also exists, enabling the attack to easily shatter damaged shields. KOs Mario at 15% damage.
  23. Eruption (full charge): Ike now acquires super armor on frame 3, and it transitions over to damage-based heavy armor (damage threshold is 30) when the hitboxes activate. Deals 40% damage, sends fighters flying at a 45 degree angle, and the shield damage bonus is high enough for the attack to easily shatter full shields. KBG is also high, enabling the attack to KO Mario at 6% damage when he's positioned at the center of an Omega form stage. However, Ike will take 10% damage upon releasing the full charge. On a side note, the full charge is now highly potent to use in Home-Run Contest.
  24. Quick Draw: KBG is slightly stronger. Uncharged hit deals 7% damage, while the full charge deals 14% damage. The 7% damage hit KOs Mario at 204% damage, while the 14% damage hit makes the KO at 105% damage.
  25. Aether (animation 2): The first hit's clean hit now uses a larger extended hitbox, and Ike will no longer rebound if it clangs. Also, the clean hit and late hit have become weight independent, and they both deal 4% damage. Beginning on frame 12, Ragnell can deliver multiple hits that autolink aerial targets and rehit every frame, but each hit only deals 0.5% damage, and it decreases to 0.25% damage on frame 23 before ending on frame 25. On frame 30, another autolink hitbox is used, which rehits every 7 frames.
  26. Aether (animation 3): The falling animation's hitbox is now a guaranteed meteor smash, and its fixed knockback is weight independent.
  27. Aether (animation 4): The landing hitbox now deals better knockback, and Ike will not rebound if the hitbox clangs.
  28. Aether (overall): Aether now does a better job with keeping fighters trapped for its whole duration. It can now deal up to 18 hits, which add up to 20% damage being dealt. If all 18 hits connect, the attack can potentially KO Mario at some point after 145% damage. On a side note, Ike can now grab hold of ledges up to 6 times with Aether before he has to touch ground.
  29. Counter: The counter window now begins on frame 7, and it lasts for 28 frames. The counterattack hits on frame 4, receives a small BKB buff, and it now deals 1.3x the damage that Ike blocked. If the counterattack deals 10% damage, it will KO Mario at 141% damage when he's positioned at the center of an Omega form stage.
  30. Tempest (uncharged): Ike now acquires super armor on frame 3, and it transitions over to damage-based heavy armor (damage threshold is 5) on frame 9. Uncharged Tempest deals 5% damage with its sword hitbox. The sword hitbox also deals better fixed knockback, and is weight independent. The windboxes receive a BKB increase as well. The combination of the sword hitbox and windboxes can KO Mario at 807% damage when he's positioned at the center of an Omega form stage.
  31. Tempest (half charge): Ike now acquires super armor on frame 3, and it transitions over to damage-based heavy armor (damage threshold is 5) on frame 9. The sword hitbox deals 10% damage, while also keeping the weight independent fixed knockback properties from the uncharged attack. The windboxes receive a BKB increase as well. The combination of the sword hitbox and windboxes can KO Mario at 661% damage when he's positioned at the center of an Omega form stage.
  32. Tempest (full charge): Ike now acquires super armor on frame 3, and it transitions over to damage-based heavy armor (damage threshold is 10) on frame 9. The sword hitbox deals 15% damage, while also keeping the weight independent fixed knockback properties from the uncharged attack. The windboxes receive a BKB increase as well. The combination of the sword hitbox and windboxes can KO Mario at 515% damage when he's positioned at the center of an Omega form stage.
  33. Close Combat: The dash now deals 6% damage, and thanks to its high knockback stats, it can KO Mario at 152% damage. The ending hitbox deals 4% damage, and KOs Mario at 207% damage.
  34. Aether Drive: Much like with Aether, Aether Drive has been fixed up so that it does a far better job with trapping fighters who get hit by the clean hit or late hit. It too deals up to 18 hits, but the total damage dealt is increased to 22%, since the landing hitbox deals 8% damage. If all 18 hits connect, it can KO Mario at around 134% damage. On a side note, Ike can now grab hold of ledges up to 3 times with Aether Drive before he has to touch ground.
  35. Paralyzing Counter: The counter window now begins on frame 5, and lasts up to 28 frames. However, the ending lag is slightly longer than with Counter. The counterattack still deals only 1% damage, but the hitlag multiplier is now set to 2x in order to go alongside the paralyze effect. Knockback is also better, but the counterattack isn't able to KO Mario on its own until his current damage hits 313%. Of course, the main purpose of this counterattack is to give Ike an easy follow-up opportunity, especially at higher damage percentages.
  36. Furious Eruption (mechanics): Uncharged Furious Eruption deals 8% damage. Damage increases by 4% for every 30 frames that pass while charging. Ike reaches the half charge stage at frame 210, while the full charge is achieved at frame 330.
  37. Furious Eruption (uncharged): Ike now acquires super armor on frame 3, and it transitions over to damage-based heavy armor (damage threshold is 8) when the hitboxes activate. Uncharged, the attack KOs Mario at 189% damage.
  38. Furious Eruption (half charge): Ike now acquires super armor on frame 3, and it transitions over to damage-based heavy armor (damage threshold is 30) when the hitboxes activate. The half charge deals 40% damage, and KOs Mario at 7% damage. It also has a high shield damage bonus that can shatter even full shields, but Ike will take 10% damage upon releasing the half charge.
  39. Furious Eruption (full charge): Ike now acquires super armor on frame 3, and it transitions over to damage-based heavy armor (damage threshold is 40) when the hitboxes activate. The full charge deals 50% damage, uses a 45 degree knockback angle, and its knockback is strong enough to 1-hit KO even Bowser. In fact, this attack even pierces through the Metal Box's weight boosting effects, but it's not guaranteed to 1-hit KO giant-sized fighters if Ike isn't giant-sized himself. Ike will take 20% damage upon releasing the full charge, and despite the attack's high power, it can still be blocked (though not advisable, due to the high damage output, along with the high shield damage bonus) and even countered.
  40. Unyielding Blade: BKB is stronger, while the KBG receives a small drop. Uncharged hit deals 9% damage, while the full charge deals 20% damage. The 9% damage hit KOs Mario at 183% damage, while the 20% damage hit makes the KO at 75% damage. The attack also offers a decent shield damage bonus.
  41. Aether Wave (animation 2): Unlike the other two Aether variants, Aether Wave does not have any autolinking hitboxes. On frame 11, Ragnell's hitbox rehits every 2 frames, with each hit dealing 0.5% damage. The hitbox on frame 23 is a meteor smash.
  42. Aether Wave (animation 3): The falling animation's hitbox is now a guaranteed meteor smash, and its fixed knockback is weight independent. However, the damage output and knockback strength are weaker.
  43. Aether Wave (animation 4): The landing hitbox's knockback has been adjusted so that the BKB is better, but the KBG is reduced as a drawback. Also, extended hitbox lengths have been fixed up so that they'll always cover portions of Ragnell. As for the damage output, the clean hit deals 10% damage, while the late hit deals 8% damage. A decent shield damage bonus also exists. Clean hit KOs Mario at 183% damage, while the late hit makes the KO at 223% damage.
  44. Aether Wave (overall): Since Aether Wave doesn't autolink at any point, it's not as efficient at trapping fighters, and as such, the total amount of hits made can vary. But if the attack deals 8 hits, the total damage dealt will usually be 18%, assuming that the landing hitbox deals 10% damage. KOs Mario at around 167% damage if he takes 8 hits, and 18% damage. On a side note, Ike can now grab hold of ledges up to 6 times with Aether Wave before he has to touch ground.
  45. Smash Counter: The counter window now begins on frame 9, but it only lasts for 21 frames, and the animation length is the same as that of Paralyzing Counter. The counterattack's start-up lag has been reduced, now hitting on frame 16. When compared to Counter, Smash Counter deals 1.5x the damage that Ike blocked, it has stronger BKB, a higher hitlag multiplier, and is unblockable. As a result, even if they both deal the same amount of damage, Smash Counter will KO sooner, thanks to the BKB increase. If the counterattack deals 15% damage, it will KO Mario at 84% damage when he's positioned at the center of an Omega form stage.
No changes have been made to Great Aether, since it's already powerful enough to KO Mario at 13% damage, assuming that he takes a grand total of 60% damage from the Final Smash.

Now, as I've mentioned earlier, one of the attacks in Ike's moveset is now powerful enough to use in Home-Run Contest. In fact, if the following steps are done just right, Ike can potentially send Sandbag flying close to the 6400 ft. mark. What Ike has to do is perform a fully charged f-smash, a d-smash, another f-smash, a u-smash while facing left, and a fully charged Eruption. If Sandbag's current damage reaches 98% before Eruption is used, that will usually be enough damage for a fully charged Eruption to send Sandbag flying past the 6300 ft. mark. Be advised, however, that you do need to have good timing with Eruption, since its weaker charge levels have no purpose in Home-Run Contest, and Ike will immediately release the charge when the 10 second timer expires.

With that said, this moveset edit should help make Ike feel like a more potent fighter. But as usual, some attacks may be too situational to use if Ike doesn't find a way to make his opponents dizzy.

Version 2 Update

After submitting this moveset hack, I did some more testing, and ended up spotting a problem that extended hitboxes have. It seems that they lack certain features that normal hitboxes have, which could result in some of Ike's sword attacks missing their target.

As a result of this finding, I had to split the extended hitboxes for certain attacks into separate hitboxes again. This includes the neutral attack's third hit, the f-tilt, the u-tilt, the d-tilt, the f-smash, the u-smash, the d-smash, the n-air, the f-air, the b-air, and the u-air.

Some additional adjustments include the following...
  1. F-tilt: With the sword's extended hitbox now being split into separate hitboxes, I removed an extended hitbox that's no longer needed. This applies to all the angles.
  2. U-tilt: Hitbox positions on the sword will now remain consistent throughout their duration, but their damage output will decrease from 15%, to 12%, starting on frame 14.
  3. F-air: Adjusted the timing for when the hitboxes will activate.
Damage and knockback statistics have not been changed, so the attacks will still KO at the same percentages as in the original revision. Additionally, the moveset is still highly viable for Home-Run Contest.

Version 2a Update

This update is a rather minor one, but it simply adjusts the hitboxes for some of Ike's attacks. The changes affect the f-tilt, d-tilt, u-smash, and d-smash, where their hitboxes have either been enlarged, or repositioned. Damage and knockback, along with Home-Run Contest viability, have not been changed.

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  • Sweet!  I have a question, hot do you edit damage dealt by moves, when i use AnimCmd I see the other tabs but none for damage.  Please help :(
    Bananite
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Mario and Sonic Guy
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Mario and Sonic Guy Joined 2y ago
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