Ike

106 moves42 changed by HDR64 vanillainternal ike
Notes ↓

Jabs

3 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5465°20 fixed-8417–0, 1shoulderl, arml
4-5470°20 fixed-82arml
4-54Sakurai20 fixed-83top
hdr
Jab
3-4365°30 fixed-11318–0, 1, 2legr, kneer
3-43Sakurai30 fixed-113top
hdr
Jab
5-9645°45 / 100-25536–0, 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 / 75-211646–0, 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 / 97-16834–0, 1, 3bust, armr, sword
8-1015Sakurai35 / 97-152sword
8-1011Sakurai35 / 97-174sword
hdr‡
Forward Tilt
8-1013Sakurai35 / 97-16834–0, 1, 3bust, armr, sword
8-1015Sakurai35 / 97-152sword
8-1011Sakurai35 / 97-174sword
hdr‡
Forward Tilt
8-1013Sakurai35 / 97-16834–0, 1, 3bust, armr, sword
8-1015Sakurai35 / 97-152sword
8-1011Sakurai35 / 97-174sword
hdr‡
Up Tilt
9-101485°40 / 110-16935–0sword
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 / 70-41327–0, 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 hitboxes–61––
hdr‡
Forward Smash
31-3522Sakurai45 / 100-323178–0, 1, 3claviclec, armr, sword
31-3525Sakurai45 / 100-312sword
31-351835°45 / 100-354sword
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr‡
Up Smash
25-321982°50 / 90-342572–0, 1claviclec, armr
25-322282°50 / 90-322sword
25-321870°50 / 90-353sword
25-321765°50 / 90-354sword
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr‡
Down Smash
13-151444°40 / 105-471370–0, 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 hitboxes–20––
SpecialNLoop vanilla•
Neutral Special
no hitboxes––––
hdr
Neutral Special
11980°40 / 110-421160–0, 1top
119275°40 / 75-422top
vanilla
Neutral Special
11-1535Sakurai20 / 70-271160–0top
11-1528Sakurai20 / 70-311top
11-1526Sakurai20 / 70-322top
15-2031Sakurai60 / 46-253top
15-2025Sakurai60 / 46-294top
vanilla
Neutral Special
11-1535Sakurai20 / 70-271160–0top
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 hitboxes–20––
SpecialAirNLoop vanilla•
Neutral Special
no hitboxes––––
hdr
Neutral Special
11980°40 / 110-421160–0, 1top
119275°40 / 75-422top
vanilla
Neutral Special
11-1535Sakurai20 / 70-271160–0top
11-1528Sakurai20 / 70-311top
11-1526Sakurai20 / 70-322top
15-2031Sakurai60 / 46-253top
15-2025Sakurai60 / 46-294top
vanilla
Neutral Special
11-1535Sakurai20 / 70-271160–0top
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 hitboxes–80––
SpecialSHold vanilla•
Side Special
no hitboxes––––
hdr
Side Special
1-184Sakurai0 / 0-12118–0top
hdr‡¶
Side Special
1-61070°400 fixed-33137–0top
5-7770°40 / 130-260, 1, 2, 3, 4claviclec, armr, sword
71070°400 fixed-220top
SpecialSEnd vanilla
Side Special
no hitboxes–28––
hdr•‡
Side Special
no hitboxes–80––
SpecialAirSHold vanilla•
Side Special
no hitboxes––––
hdr•
Side Special
no hitboxes–18––
hdr‡
Side Special
5-7770°40 / 130-29540–0, 1, 2, 3, 4claviclec, armr, sword
hdr•
Side Special
no hitboxes–30––
hdr•‡
Up Special
no hitboxes–15––
hdr➔‡
Up Special
1-26368°98 fixed-38145–0top
30-391367°50 fixed-120, 1sword
hdr•
Up Special
1-2370°120 / 30–1––0sword
1+955°55 / 105–1sword
3+950°50 / 90–0sword
hdr
Up Special
1-4950°50 / 90-29137–0top
vanilla•‡
Up Special
no hitboxes–15––
hdr➔‡
Up Special
1-26368°98 fixed-38145–0top
30-391367°50 fixed-120, 1sword
hdr☆
Up Special
1-2370°120 / 30–1––0sword
1+955°55 / 105–1sword
3+950°50 / 90–0sword
vanilla‡
Down Special
no hitboxes–74––
vanilla‡
Down Special
5-610Sakurai48 / 100-32545–0top
vanilla‡
Down Special
no hitboxes–74––
vanilla‡
Down Special
5-610Sakurai48 / 100-32545–0top

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––36–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.6Sakurai40 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
10-11––– / –––45–0grab
hdr
Pivot Grab
11-12––– / –––40–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1455°55 / 105–823150–
1-43Sakurai60 / 100–0–
5-73Sakurai30 / 150–0, 1footr, kneer
hdr‡
Back Throw
1448°60 / 100–2241190–
1-193Sakurai60 / 100–0–
20-212Sakurai30 / 150–0, 1footr, kneer
hdr
Up Throw
1488°70 / 135–2044240–
1-173Sakurai60 / 100–0–
18-193.5Sakurai30 / 150–0, 1top
hdr
Down Throw
14120°70 / 60–4060200–
1-343Sakurai60 / 100–0–
35-393Sakurai30 / 150–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5710–
hdr•
Air Dodge
intangible 4–26–5710–
vanilla
Ledge Attack
19-211045°90 / 20-311958–0top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
21-22748°80 / 48-250top
vanilla
Get-Up Attack
17-18748°80 / 48-291752–0top
21-22748°80 / 48-250top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–31––
DownForwardU vanilla
Get-Up Roll
no hitboxes–38––
DownBackU vanilla
Get-Up Roll
no hitboxes–38––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–31––
DownForwardD vanilla
Get-Up Roll
no hitboxes–38––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–29––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–41––
PassiveCeil vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–52––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–40––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–6––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

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 (Attack), Side Special (Air, Start), Side Special (Air, Attack), Up Special (1), Up Special (2), Up Special (Air, 1), 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.