Editing Ice Climbers (SSBU)/Neutral attack/Hit 1

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Each of the duo performs an inward mallet swing, followed by an outward one. Its speed and range are about average for a jab, but with both climbers, its damage is higher than most. The extra delayed hits from the 2nd Climber buy extra time for their leader to move afterward. 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 grants it a touch of combo potential. Combos can still be attained without [[Desynching|desyncs]], however, they are extremely limited, as the low launch angle gives opponents an opportunity to [[tech]], and the only move with enough speed and range to followup is [[Ice Climbers (SSBU)/Dash attack|dash attack]]. What's more, this requires a very low percentage and precise timing, unless the opponent is struck from a situational angle.
Each of the duo performs an inward mallet swing, followed by an outward one. Its speed and range are about average for a jab, but with both climbers, its damage is higher than most. The extra delayed hits from the 2nd Climber buy extra time for their leader to move afterward. 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 grants it a touch of combo potential. Combos can still be attained without [[Desynching|desyncs]], however, they are extremely limited, as the low launch angle gives opponents an opportunity to [[tech]], and the only move with enough speed and range to followup is [[Ice Climbers (SSBU)/Dash attack|dash attack]]. What's more, this requires a very low percentage and precise timing, unless the opponent is struck from a situational angle.


Though a jab of this caliber wouldn't be anything special on most fighters, (even if a lone fighter used both jabs at once) it's a bit better for the Ice Climbers specifically, as its properties synergize with their other normals by providing a handful of [[Desynching|desyncing]] potential. As the down time from dropping shield or an initial dash can cause a buffered neutral attack to only come out from one of them, or make one Climber perform both hits of their jab, while the other only hits once.
Though a jab of this caliber wouldn't be anything special on most fighters, (even if a lone fighter used both jabs at once) it's a bit better for the Ice Climbers specifically, as its properties synergize with their other [[Normal|normals]] by providing a handful of [[Desynching|desyncing]] potential. As the down time from dropping shield or an initial dash can cause a buffered neutral attack to only come out from one of them, or make one Climber perform both hits of their jab, while the other only hits once.


By dropping shield and pressing A for a split second right after, only the lead climber will jab, allowing the partner access to nearly any followup, including potential zero-to-death combos, or a simple smash attack to unexpectedly take a stock. This however, is situational to setup due to the extra 11 frames needed to drop shield and their jab's poor range. The partner can be made to use a jab on their own without shielding if done out of a desyncing method known as the "Soymilk" desync, which involves manipulating the 2nd Climber to buffer a move independently during their turnaround animation.
By dropping shield and pressing A for a split second right after, only the lead climber will jab, allowing the partner access to nearly any followup, including potential zero-to-death combos, or a simple smash attack to unexpectedly take a stock. This however, is situational to setup due to the extra 11 frames needed to drop shield and their jab's poor range. The partner can be made to use a jab on their own without shielding if done out of a desyncing method known as the "Soymilk" desync, which involves manipulating the 2nd Climber to buffer a move independently during their turnaround animation.

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