Editing Ice Climbers (SSBU)/Up tilt

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 9: Line 9:
While keeping both Climbers [[Desynching|desynced]] can improve their combo game in many ways, keeping them together is preferable in order to maximize up tilt's consistency for bread-and-butter strings. The ambiguity of the move's ending lag can be compounded further yet depending on how much the 2nd Climber's attack is delayed, (via [[Desynching|desyncing]]) but doing so can throw off a player's timing if one of them connects, missing an opportunity for a combo. That's not to say a [[Desynching|desynced]] up tilt doesn't have its uses. As its long-lasting multihit nature buys the other climber plenty of time for an unconventional setup. The partner can be made to use an up tilt on their own if done out of a [[Desynching|desyncing]] method known as the "Soymilk" desync, which involves manipulating the 2nd Climber to buffer a move independently during their turnaround animation. While an opponent is stuck in an up tilt, the lead climber can [[Footstool Jump|footstool]] them, starting an infinite where the Ice Climbers continuously up tilt and [[Footstool Jump|footstool]] their opponent. (although this really only works against especially floaty fighters, since those who fall to the ground fast enough can [[tech]] the footstool and escape) If their victim is already at a high enough percent, the 1st Climber can simply hit them with an [[Ice Climbers (SSBU)/Up smash|up smash]] to finish them off.
While keeping both Climbers [[Desynching|desynced]] can improve their combo game in many ways, keeping them together is preferable in order to maximize up tilt's consistency for bread-and-butter strings. The ambiguity of the move's ending lag can be compounded further yet depending on how much the 2nd Climber's attack is delayed, (via [[Desynching|desyncing]]) but doing so can throw off a player's timing if one of them connects, missing an opportunity for a combo. That's not to say a [[Desynching|desynced]] up tilt doesn't have its uses. As its long-lasting multihit nature buys the other climber plenty of time for an unconventional setup. The partner can be made to use an up tilt on their own if done out of a [[Desynching|desyncing]] method known as the "Soymilk" desync, which involves manipulating the 2nd Climber to buffer a move independently during their turnaround animation. While an opponent is stuck in an up tilt, the lead climber can [[Footstool Jump|footstool]] them, starting an infinite where the Ice Climbers continuously up tilt and [[Footstool Jump|footstool]] their opponent. (although this really only works against especially floaty fighters, since those who fall to the ground fast enough can [[tech]] the footstool and escape) If their victim is already at a high enough percent, the 1st Climber can simply hit them with an [[Ice Climbers (SSBU)/Up smash|up smash]] to finish them off.


If only one of their climbers is available, the move doesn't trap opponents as long and therefore gives less leeway for combos, so Ice Climbers players won't always attempt a followup attack from up tilt at low percents, often opting to bait and punish an untimely [[Air dodge|airdodge]] from their opponent. Even without the remarkable additions of the partner, the Ice Climbers' up tilt retains enough of its combo potential and frame-trapping capabilities to be a passable attack even in its worst state, while being a truly immaculate move at its best.
Even without the remarkable additions of the partner, the Ice Climbers' up tilt retains enough of its combo potential and frame-trapping capabilities to be a passable attack even in its worst state, while being a truly immaculate move at its best.


==Update History==
==Update History==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)