Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Down aerial

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Hitbox visualization showing Popo's down aerial.
Hitbox visualization showing Nana's down aerial.

Overview[edit]

Each of the duo turns their mallet upside down, frantically clinging to it as they forcibly descend. Like other stall-then-fall down airs, it places a sizeable, highly active hitbox directly below them with a sharp downward trajectory and high landing lag. But unlike most of its kind, the Ice Climbers' down aerial doesn't spike no matter when or where it lands, and doesn't plummet very quickly. The partner's version has a noticably smaller hitbox and a horizontal launch angle rather than a vertical one. While it's fairly unsafe on shield, (the only punishable aerial in their kit, in fact.) down aerial's landing animation has the climbers bounce off the ground, which can cause some out of shield options to miss them. If both hits connect, they deal a lot of damage and KO at about 112%.

A short hop down air clips the ledge for two of its three active frames, and it can even take stocks this way. But it's usually relegated to occasional use as a ledge regrab punish, as it's relatively slow and demands more precise positioning compared to forward or down tilt.

The below-average falling speed combined with the duo's excellent recovery allow it to be used for edgeguarding, and its high knockback and low launch angle make it very dangerous to opponents who are hit offstage. This is of course, a high-risk-high reward maneuver, as it can put the climbers in a much worse position if they miss, and it may even help foes recover if only the leader's attack connects.

While landing with down aerial normally lacks combo potential, it grants a much bigger frame advantage than it normally would when autocanceled. An autocanceled down aerial can lead to a dash attack at low percents, dealing half a stock's worth of damage with the attacks that follow. But the combo routes involving down air wear off quickly due to the move's high horizontal knockback. It can start tech-chases at later percentages, though. With a desynced duo, down air has very little use in combos, save for a niche role in very situational zero to death combos.

The fairly disjointed and long-lasting hitbox can ward off overzealous opponents in juggle scenarios, and even kill off the side at high percentages, but it can be easily punished if the enemy sees it coming. After being launched upward, it's possible to make only one climber use their down air due to the partner's slightly wider buffer window, this desynced disadvantage state allows the duo to sort of have its cake and eat it too, as the leader can choose an evasive option like a jump or airdodge while their partner fights back. This tech can make 50/50s even more unreliable, and makes the duo difficult to juggle in spite of their low falling speed.

While the Ice Climbers' down aerial is decent as a pair, it's much worse with only one of the two, and considered to be one of the worst down aerials in the game. Becoming weak and quite unsafe, but that's not to say a lonesome down air doesn't bring anything to the table, it still has its niche for deterring jugglers, and losing the partner actually improves its combo starting capabilities. Without the 2nd dair, the move's harsh sideways knockback is replaced with the leader's low vertical launch trajectory, allowing many more possible followups when autocanceled, including a kill confirm into their forward or up aerial.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Leader
0 0 0 8.0% 0 AngleIcon70.png Standard 40 90 0 HitboxTableIcon(False).png 6.0 havel 0.0 6.5 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Partner
0 0 0 6.0% 0 Sakurai angle Standard 40 130 0 HitboxTableIcon(False).png 4.5 havel 0.0 6.5 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Attack[edit]

The move first sets the Ice Climbers' vertical momentum to 1 on frames 1-12, then sets their horizontal momentum to 0.3 and their vertical momentum to -2.6 from frame 12 onward. Manual horizontal movement is also disabled during frames 1-35.

Hitboxes 12-51
Ending autocancel 54-
Interruptible 64
Animation length 68
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Landing lag[edit]

Interruptible 21
Animation length 31
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Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible

Trivia[edit]

  • After being launched upward, fighters who used a stall-then-fall down aerial would float down slowly instead of descending quickly. This was fixed in version 4.0.0 for every stall-then-fall down aerial except for that of the Ice Climbers.