Ike

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Ground Attacks

Jab 1
4
23
--
Transitions to Jab 2 as early as frame 9
2.5
8
4
--
-15
4—5
Jab 2
3
27
--
Transitions to jab 3 as early as frame 9
2.5
6
4
--
-20
3—4
Jab 3
5
40
--
Attack hits directly above Ike on frame 5 only.
5.0
12
6
--
-29
5—8
Forward Tilt
12
41
--
--
12.5
9
12
--
-17
12—13
Up Tilt
11
39
--
--
12.0
9
11
--
-17
11—16
Down Tilt
7
28
--
--
8.0
7
8
--
-13
7—8
Dash Attack
15
47
--
--
14.0
12
15
--
-17
15—16/17—19
Forward Smash
31
83
--
Sword hits directly above Ike on frame 31. Strong hit on 33. Charge hold is frame 24
19.0/22.0
12/13
13/14
Early/Late
-39/-36
31—32
Up Smash
25
70
--
Charge hold is frame 11
17.0
11
11
--
-34
25—29
Down Smash
13/32
70
--
Charge hold is frame 5
16.0/19.0/9
10/12/**
11/13/**
First/Second/Second Late
-46/-25
13—15/32—33/34—36

Aerial Attacks

Neutral Air
10
59
8
Autocancels on frame 1-2 and 50 onward
7.5/6.0
7/6
3/3
Early/Late
-5
10—14
Forward Air
11
59
14
Autocancels on frame 42 onward
11.5
9
5
--
-9
11—15
Back Air
7
54
11
Autocancels on frame 1-2 and 35 onward
14.0
10
5
--
-6
7—9
Up Air
13
56
9
Autocancels on frame 1-5 and 51 onward
11.0
8
4
--
-5
13—18
Down Air
16
54
14
Autocancels on frame 1-4 and 48 onward
15.0
10
5
--
-9
16—17

Special Attacks

Neutral B (Eruption)
30-239
78-287
--
On release, startup is 11 and total frames is 59
10.0—35.0
8—16
10—Shieldbreak
--
-38 to Shieldbreak
**
Side B (Quickdraw)
16
53/34/44
30
Reaches max charge around 85. Startup is 2 upon reaching a target. Swing total frames is 34, or 44 from the air. Landing lag only occurs after entering special fall. Can continue recovery options after an air swing on frame 44.
6.0—13.0
6—9
6—12
--
-28 to -22
**
Up B (Aether)
15/44/51/61
--
36
Landing hit on frame 1. Super armor on frame 5-35. (ending the frame he ascends). Super armor on frame 15-35 for the air version.
6.0/1.0/3.0/6.0
6/4/5/6
6/2/4/6
First/multi/falling/landing
-29
**
Down B (Counter)
9 (Start of Counter)
73
--
Invulnerable on frame 8. Counters on frame 9-33
--
--
--
--
--
--
Counter, Attack
4
43
--
Invulnerable on frame 1-4 in addition to counter freeze frames
--
--
--
--
--
4—5

Grabs / Throws

Grab
7
36
--
--
--
Dash Grab
10
44
--
--
--
Pivot Grab
11
39
--
--
--
Pummel
1
20
Total frames includes 15 frames of hitlag.
--
1.6
Forward Throw
5/7
32
--
--
3.5/4.0
Backward Throw
20/22
37
--
--
3.0/4.0
Up Throw
18/20
42
--
--
3.5/4.0
Down Throw
35/40
57
--
--
3.0/4.0

Dodges / Rolls

Spot Dodge
21/26
--
Invulnerable on frame 3-17
Forward Roll
30
--
Invulnerable on frame 4-15.
Backward Roll
35
--
Invulnerable on frame 5-16.
Neutral Air Dodge
49
10
Invulnerable on frame 4-31.
Air Dodge, Down
66
11-19
Invulnerable on frame 4-22.
Air Dodge, Diagonally Down
76
11-19
Invulnerable on frame 4-22.
Air Dodge, Left/Right
82
11-19
Invulnerable on frame 4-22.
Air Dodge, Diagonally Up
96
11-19
Invulnerable on frame 4-22.
Air Dodge, Up
108
11-19
Invulnerable on frame 4-22.

Misc Info

Weight — 107
Gravity — 0.092
Walk Speed — 0.912
Run Speed — 1.507
Initial Dash — 1.815
Air Speed — 1.134
Total Air Acceleration — 0.05
Fall Speed / Fast Fall Speed — 1.65 / 2.64
Out of Shield, Back Air — 10 frames
Out of Shield, Neutral Air — 13 frames
Out of Shield, Forward Air — 14 frames
Shield Grab (Grab, post-Shieldstun) — 11 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)