Editing Ice Climbers (SSBU)/Forward aerial

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While it's main purpose is as a low-risk kill move, the Ice Climbers' forward aerial still has its fair share of combo potential, both into and out of it. Thanks to its low landing lag, it can lead to a [[Ice Climbers (SSBU)/Dash attack|dash attack]] at low percents to rack up colossal amounts of damage with the aerial strings that follow. Despite its lengthy windup, it's also possible to use forward air as a combo finisher out of a [[Ice Climbers (SSBU)/Down throw|down throw]] or [[Ice Climbers (SSBU)/Up aerial|up aerial]] (rising or landing) at certain percents. This can lead to a relatively early KO if the sweetspot lands on its victim, and does great damage either way. As per the norm with these two, forward air gains a variety of additional uses with the help of some [[Desynching|desyncing]]. If the lead Climber is made to hit an opponent with a [[Ice Climbers (SSBU)/Neutral attack/Hit 1|neutral attack]] close to the edge, the partner's forward aerial can be used as a conversion to take an early stock. Through a tight window, the leader's [[Ice Climbers (SSBU)/Back throw|back throw]] can put an opponent in just the right spot for the partner's forward air to finish them off. But a far better known and more reliable alternative involves setting up a [[spike]] by the edge with their [[Ice Climbers (SSBU)/Forward throw|forward throw]], whose longer startup makes timing the 2nd Climber's attack much more doable. A [[Desynching|desynced]] [[Ice Climbers (SSBU)/Side special|Squall Hammer]] with just the 1st Climber can carry the opposition across a large chunk of the stage while granting the 2nd Climber plenty of time to [[spike]] the opponent. When attempting this, their forward air should be done out of a dash to make sure they're close enough to land it if the aforementioned [[Ice Climbers (SSBU)/Side special|Squall Hammer]] knocks the target away. The moves can also be done the other way around, having the duo's leader use a forward air. While this can KO at high percents, it's not nearly as potent as the one that [[spike|spikes]]. While [[Spike|spiking]] an opponent off the stage is usually the most desirable position, converting to a forward aerial still has its merits onstage, as with many [[spike|spikes]], the low knockback and high hitstun can allow for easy combo extensions and even a slew of kill confirms.
While it's main purpose is as a low-risk kill move, the Ice Climbers' forward aerial still has its fair share of combo potential, both into and out of it. Thanks to its low landing lag, it can lead to a [[Ice Climbers (SSBU)/Dash attack|dash attack]] at low percents to rack up colossal amounts of damage with the aerial strings that follow. Despite its lengthy windup, it's also possible to use forward air as a combo finisher out of a [[Ice Climbers (SSBU)/Down throw|down throw]] or [[Ice Climbers (SSBU)/Up aerial|up aerial]] (rising or landing) at certain percents. This can lead to a relatively early KO if the sweetspot lands on its victim, and does great damage either way. As per the norm with these two, forward air gains a variety of additional uses with the help of some [[Desynching|desyncing]]. If the lead Climber is made to hit an opponent with a [[Ice Climbers (SSBU)/Neutral attack/Hit 1|neutral attack]] close to the edge, the partner's forward aerial can be used as a conversion to take an early stock. Through a tight window, the leader's [[Ice Climbers (SSBU)/Back throw|back throw]] can put an opponent in just the right spot for the partner's forward air to finish them off. But a far better known and more reliable alternative involves setting up a [[spike]] by the edge with their [[Ice Climbers (SSBU)/Forward throw|forward throw]], whose longer startup makes timing the 2nd Climber's attack much more doable. A [[Desynching|desynced]] [[Ice Climbers (SSBU)/Side special|Squall Hammer]] with just the 1st Climber can carry the opposition across a large chunk of the stage while granting the 2nd Climber plenty of time to [[spike]] the opponent. When attempting this, their forward air should be done out of a dash to make sure they're close enough to land it if the aforementioned [[Ice Climbers (SSBU)/Side special|Squall Hammer]] knocks the target away. The moves can also be done the other way around, having the duo's leader use a forward air. While this can KO at high percents, it's not nearly as potent as the one that [[spike|spikes]]. While [[Spike|spiking]] an opponent off the stage is usually the most desirable position, converting to a forward aerial still has its merits onstage, as with many [[spike|spikes]], the low knockback and high hitstun can allow for easy combo extensions and even a slew of kill confirms.


As the only move in the Ice Climbers' kit that [[spike|spikes]], it's one of their most dangerous (but not easiest to land) [[edgeguarding]] tools. It can also serve as a [[edgeguarding|reverse-edgeguarding]] tool. If both climbers are knocked offstage, they can use forward aerial to a rhythm, warding off or punishing [[Edgeguarding|edgeguarding]] attempts with the constant [[Desynching|desynced]] swinging until the duo finds a safe position to recover. If both of the duo's attacks connect with a particular timing, there launch angles strangely merge together, creating a nastily powerful semi-spike that's even better at gimping it's victims than usual. This however, seems to be an unpredictable and impractical quirk, and therefore not worth fishing for.
As the only move in the Ice Climbers' kit that [[spike|spikes]], it's one of their most dangerous (but not easiest to land) [[edgeguarding]] tools. It can also serve as a [[edgeguarding|reverse-edgeguarding]] tool. If both climbers are knocked offstage, they can use forward aerial to a rhythm, warding off or punishing [[Edgeguarding|edgeguarding]] attempts with the constant [[Desynching|desynced]] swinging until the duo finds a safe position to recover.  


While the Hammer Slam has a lot going for it, just like any move, it's not without its weaknesses. On top of being slow to start, most of the big, round motion is a lie. It only lasts for two frames near the middle, offering next to no vertical coverage or leeway on lining up an attack, which can cause players to end up moving too early and/or landing right before the move comes out.
While the Hammer Slam has a lot going for it, just like any move, it's not without its weaknesses. On top of being slow to start, most of the big, round motion is a lie. It only lasts for two frames near the middle, offering next to no vertical coverage or leeway on lining up an attack, which can cause players to end up moving too early and/or landing right before the move comes out.
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==Trivia==
==Trivia==
*The partner's late hit is erroneously coded as a {{b|hand|type}}-type attack, rather than a {{b|hammer|type}}-type attack like the clean hit and the leader's attack.
*The partner's late hit is erroneously coded as a {{b|hand|type}}-type attack, rather than a {{b|hammer|type}}-type attack like the clean hit and the leader's attack.
*If the Ice Climbers land during a forward aerial and crouch afterwards, their models will rotate 360 degrees before entering their crouching animation.


{{MvSubNavIceClimbers|g=SSBU}}
{{MvSubNavIceClimbers|g=SSBU}}
[[Category:Ice Climbers (SSBU)]]
[[Category:Ice Climbers (SSBU)]]
[[Category:Forward aerials (SSBU)]]
[[Category:Forward aerials (SSBU)]]

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