Ike

106 moves42 changed by HDR64 vanillainternal ike
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5465°20 fixed-84170, 1shoulderl, arml
4-5470°20 fixed-82arml
4-54Sakurai20 fixed-83top
hdr
Jab
3-4365°30 fixed-113180, 1, 2legr, kneer
3-43Sakurai30 fixed-113top
hdr
Jab
5-9645°45 / 100-255360, 1, 3hip, armr, sword
5-9745°45 / 100-252sword
5-9545°45 / 100-264sword

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
16-1912Sakurai50 / 75-2116460, 1, 3claviclec, armr, sword
16-1914Sakurai50 / 75-202sword
16-191035°50 / 75-224sword
20-229Sakurai30 / 75-190, 1, 3claviclec, armr, sword
20-2210Sakurai30 / 75-182sword
20-22735°30 / 75-204sword

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
8-1013Sakurai35 / 97-168340, 1, 3bust, armr, sword
8-1015Sakurai35 / 97-152sword
8-1011Sakurai35 / 97-174sword
hdr
Forward Tilt
8-1013Sakurai35 / 97-168340, 1, 3bust, armr, sword
8-1015Sakurai35 / 97-152sword
8-1011Sakurai35 / 97-174sword
hdr
Forward Tilt
8-1013Sakurai35 / 97-168340, 1, 3bust, armr, sword
8-1015Sakurai35 / 97-152sword
8-1011Sakurai35 / 97-174sword
hdr
Up Tilt
9-101485°40 / 110-169350sword
9-101285°40 / 110-171sword
9-101075°40 / 110-182sword
11-141485°40 / 110-140sword
11-141285°40 / 110-151sword
11-141075°40 / 110-162sword
15-211190°25 / 110-110sword
15-211090°25 / 110-121sword
15-21880°25 / 110-132sword
hdr
Down Tilt
13-1514270°30 / 70-413270, 1armr, sword
13-151490°30 / 90-42, 3armr, sword
13-151270°20 / 90-54sword
13-151060°20 / 90-65sword

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
31-3522Sakurai45 / 100-3231780, 1, 3claviclec, armr, sword
31-3525Sakurai45 / 100-312sword
31-351835°45 / 100-354sword
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
25-321982°50 / 90-3425720, 1claviclec, armr
25-322282°50 / 90-322sword
25-321870°50 / 90-353sword
25-321765°50 / 90-354sword
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
13-151444°40 / 105-4713700, 2armr, sword
13-151644°40 / 105-461sword
13-151144°40 / 105-483sword
32-361344°40 / 105-280armr
32-361544°40 / 105-271sword
32-361144°40 / 105-292, 3sword

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
7-131265°40 / 90-174091-2, 40–0, 1, 3claviclec, armr, sword
7-131465°40 / 9002sword
7-131055°40 / 90-24sword
14-181055°25 / 90-20, 1, 3claviclec, armr, sword
14-181155°25 / 90-12sword
14-188Sakurai25 / 90-34sword
hdr
Forward Air
14-1714Sakurai25 / 105-41445131-3, 34–0, 1, 3claviclec, armr, sword
14-1715Sakurai25 / 105-32sword
14-171035°20 / 105-64sword
hdr
Back Air
7-915Sakurai30 / 100+173591-2, 29–0, 1, 3claviclec, armr, sword
7-917Sakurai30 / 100+22sword
7-91235°30 / 100-14sword
hdr
Up Air
9-151470°45 / 100-3940121-5, 30–0, 1, 3claviclec, armr, sword
9-151670°45 / 100-22sword
9-151260°45 / 100-44sword
hdr
Down Air
16-1714.5270°33 / 45-31645121-4, 38–0armr
16-1716270°33 / 45-21, 2sword
16-1713270°33 / 45-33sword
18-269Sakurai10 / 100-60armr
18-2610Sakurai10 / 100-51, 2sword
18-267Sakurai10 / 100-73sword

Special Attacks

31 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
SpecialNStart vanilla
Neutral Special
no hitboxes20
SpecialNLoop vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
11980°40 / 110-4211600, 1top
119275°40 / 75-422top
vanilla
Neutral Special
11-1535Sakurai20 / 70-2711600top
11-1528Sakurai20 / 70-311top
11-1526Sakurai20 / 70-322top
15-2031Sakurai60 / 46-253top
15-2025Sakurai60 / 46-294top
vanilla
Neutral Special
11-1535Sakurai20 / 70-2711600top
11-1528Sakurai20 / 70-311top
11-1526Sakurai20 / 70-322top
15-2031Sakurai60 / 46-253top
15-2025Sakurai60 / 46-294top
19-2227Sakurai60 / 47-245top
19-2222Sakurai60 / 47-266top
SpecialAirNStart vanilla
Neutral Special
no hitboxes20
SpecialAirNLoop vanilla
Neutral Special
no hitboxes
hdr
Neutral Special
11980°40 / 110-4211600, 1top
119275°40 / 75-422top
vanilla
Neutral Special
11-1535Sakurai20 / 70-2711600top
11-1528Sakurai20 / 70-311top
11-1526Sakurai20 / 70-322top
15-2031Sakurai60 / 46-253top
15-2025Sakurai60 / 46-294top
vanilla
Neutral Special
11-1535Sakurai20 / 70-2711600top
11-1528Sakurai20 / 70-311top
11-1526Sakurai20 / 70-322top
15-2031Sakurai60 / 46-253top
15-2025Sakurai60 / 46-294top
19-2227Sakurai60 / 47-245top
19-2222Sakurai60 / 47-266top
hdr•‡
Side Special
no hitboxes80
SpecialSHold vanilla
Side Special
no hitboxes
hdr
Side Special
1-184Sakurai0 / 0-121180top
hdr
Side Special
11070°400 fixed-311350top
21070°400 fixed-250top
2770°40 / 130-270, 1, 2, 3, 4claviclec, armr, sword
SpecialSEnd vanilla
Side Special
no hitboxes28
hdr•‡
Side Special
no hitboxes80
SpecialAirSHold vanilla
Side Special
no hitboxes
hdr
Side Special
no hitboxes18
hdr
Side Special
5-7770°40 / 130-295400, 1, 2, 3, 4claviclec, armr, sword
hdr
Side Special
no hitboxes30
hdr•‡
Up Special
no hitboxes15
hdr➔‡
Up Special
1-26368°98 fixed-381450top
30-391367°50 fixed-120, 1sword
hdr
Up Special
1-2370°120 / 3010sword
1+955°55 / 1051sword
3+950°50 / 900sword
hdr
Up Special
1-4950°50 / 90-291370top
SpecialAirHi1 vanilla
Up Special
no hitboxes18
hdr➔‡
Up Special
1-26368°98 fixed-381450top
30-391367°50 fixed-120, 1sword
hdr
Up Special
1-2370°120 / 3010sword
1+955°55 / 1051sword
3+950°50 / 900sword
vanilla
Down Special
no hitboxes74
vanilla
Down Special
5-610Sakurai48 / 100-325450top
vanilla
Down Special
no hitboxes74
vanilla
Down Special
5-610Sakurai48 / 100-325450top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –360grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.6Sakurai40 fixed-211250top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
10-11– / –450grab
hdr
Pivot Grab
11-12– / –400grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1455°55 / 105823150
1-43Sakurai60 / 1000
5-73Sakurai30 / 150-140, 1footr, kneer
hdr
Back Throw
1448°60 / 1002241190
1-193Sakurai60 / 1000
20-212Sakurai30 / 150-170, 1footr, kneer
hdr
Up Throw
1488°70 / 1352044240
1-173Sakurai60 / 1000
18-193.5Sakurai30 / 150-220, 1top
hdr
Down Throw
14120°70 / 604060200
1-343Sakurai60 / 1000
35-393Sakurai30 / 150-210top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265710
hdr
Air Dodge
intangible 4–265710
vanilla
Ledge Attack
19-211045°90 / 20-3119580top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
17-18748°80 / 48-2917520top
21-22748°80 / 48-250top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes38
DownBackU vanilla
Get-Up Roll
no hitboxes38
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes31
DownForwardD vanilla
Get-Up Roll
no hitboxes38
DownBackD vanilla
Get-Up Roll
no hitboxes38
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes29
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes43
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes41
PassiveCeil vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes37
CliffEscape hdr
Ledge Roll
no hitboxes52
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes40

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes6
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

Projectiles & Articles

1 article

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Sword

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Up Special (2)
1-21290°90 fixed0, 1haver
22190°40 fixed0, 1haver
vanilla
Up Special (Air, 2)
1-21290°90 fixed0, 1haver
22190°40 fixed0, 1haver
vanilla
Fly
1+370°50 / 1000, 1, 2haver
hdr
AppealLw
149270°45 / 790, 1haver
149270°200 fixed2, 3haver

Attributes

Weight & Size

Weight
100
Jostle Weight
6.7
Shield Radius
12.2

Ground Movement

Walk Speed
1.2
Walk Accel (mul)
0.1575
Walk Accel (add)
0
Initial Dash
2
Run Speed
1.55
Run Accel (mul)
0.065
Run Accel (add)
0.01
Traction
0.08

Jumps

Jumpsquat
5
Jump Initial Y
10.6893
Full Hop Height
29.9
Short Hop Height
14
Air Jump Height
27
Jump Count
2
Horizontal Jump Speed
1.3

Air Movement

Air Speed
0.925
Air Accel (add)
0.01
Air Accel (mul)
0.04
Air Friction
0.01
Gravity
0.103
Fall Speed
2.05

Landing Lag

Nair
9
Fair
13
Bair
9
Uair
12
Dair
12
Empty Landing
5
Heavy Landing
4

Notes

Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Forward Tilt, Forward Tilt (Up), Forward Tilt (Down), Up Tilt, Down Tilt, Forward Smash, Up Smash, Down Smash, Neutral Air, Forward Air, Back Air, Up Air, Down Air, Side Special (Start), Side Special (Air, Start), Side Special (Air, Attack), Up Special (1), Up Special (2), Up Special (Air, 2), Down Special, Down Special (Hit), Down Special (Air), Down Special (Air, Hit), Grab, Back Throw
Some hits only apply under a condition the generator cannot evaluate. Hover a damage value to see the condition on that hit.
  • Neutral Special (End), Neutral Special (Air, End), Side Special (Dash), Side Special (Attack)
Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Up Special (Air, 3)
HDR removes this move’s hitboxes.
  • CliffEscape
Damage comes from a spawned article, listed under Projectiles & Articles.
  • Also spawns Sword — see Projectiles & Articles below.Up Special (2), Up Special (Air, 2)
Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Start), Neutral Special (Air, Start), Side Special (Start), Side Special (Air, Start), Side Special (Air, Dash), Side Special (Air, End), Up Special (1), Up Special (Air, 1), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Loop), Neutral Special (Air, Loop), Side Special (Hold), Side Special (Air, Hold), Up Special (3), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.