Editing Ice Climbers (SSBU)/Down tilt
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Each of the duo performs an outward sweeping attack with their mallet. It sports quick startup, decent activity, and solid damage output. With moderate range, knockback, and ending lag to boot. While the move lacks combo potential and significant KO potency, it's fairly easy to poke shields with, and sends opponents diagonally downward, making it useful as a means of unexpectedly knocking the enemy offstage and setting up edgeguards. | Each of the duo performs an outward sweeping attack with their mallet. It sports quick startup, decent activity, and solid damage output. With moderate range, knockback, and ending lag to boot. While the move lacks combo potential and significant KO potency, it's fairly easy to poke shields with, and sends opponents diagonally downward, making it useful as a means of unexpectedly knocking the enemy offstage and setting up edgeguards. | ||
The move clips the | The move [[edge|clips the ledge]] if positioned right, and its high speed, disjoint, and semi-spike launch angle make it a fairly safe and very dangerous [[Edge|two-framing]] option. What's more, the extra swing from the 2nd Climber works as a built-in 2nd try if the leader swings too early. | ||
Depending on how much the 2nd Climber's attack is delayed (via [[ | Depending on how much the 2nd Climber's attack is delayed (via [[Desynching|desyncing]]) this can make the move much safer than it would be otherwise, and even gives it some use in setting up tech chases. But it doesn't seem to have much use in [[Desynching|desyncs]] outside of that. | ||
Even with only one of the two, down tilt still serves as a passable poking and [[ | Even with only one of the two, down tilt still serves as a passable poking and [[Gimp|gimping]] tool, and a desirable move when used in a pair. | ||
==Hitboxes== | ==Hitboxes== |