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

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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 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.


One of the duo can also be made to jab by very briefly pressing A after an initial dash, and is slightly easier to time if dashing back and forth or turning around. By following this with an input for a short-hop [[Ice Climbers (SSBU)/Forward aerial|forward aerial]], such a move will be performed by one, while the other finishes their jab. This can be used onstage as a combo starter, or to spike an opponent at the ledge. This setup can occasionally lead to KOs, but the knockback scaling of the jab will usually cause too much knockback to lead to a [[Ice Climbers (SSBU)/Forward aerial|forward aerial]] by the time it would be able to knock out its target. Larger or heavier fighters may be suceptible to this combo for a wider percent range, but the lower knockback and bigger hurtboxes of these fighters can cause them to be hit with the [[Ice Climbers (SSBU)/Forward aerial|forward-air's]] sourspot. Even with the inconsistencies of this technique, it still has its uses for setting up edgeguards and [[gimping]] opponents with subpar recoveries.
One of the duo can also be made to jab by very briefly pressing A after an initial dash, and is slightly easier to time if dashing back and forth or turning around. By following this with an input for a short-hop [[Ice Climbers (SSBU)/Forward aerial|forward aerial]], such a move will be performed by one, while the other finishes their jab. This can be used onstage as a combo starter, or to spike an opponent at the ledge. This setup can occasionally lead to KOs, but the knockback scaling of the jab will usually cause too much knockback to lead to a [[Ice Climbers (SSBU)/Forward aerial|forward aerial]] by the time it would be able to knock out its target. Larger or heavier fighters may be more suceptible to this combo for a wider percent range, but the lower knockback and bigger hurtboxes of these fighters can cause them to be hit with the [[Ice Climbers (SSBU)/Forward aerial|forward-air's]] sourspot. Even with the inconsistencies of this technique, it still has its uses for setting up edgeguards and [[gimping]] opponents with subpar recoveries.


While their neutral attack is serviceable as a pair, it becomes one of the worst in the game upon isolation. As its power, safety, and activity are nearly cut in half, and what little combo potential and utility the move once had is completely missing. But as long as both are available, the Ice Climbers' jab is among the upper half of the cast's, and a decent move overall.
While their neutral attack is serviceable as a pair, it becomes one of the worst in the game upon isolation. As its power, safety, and activity are nearly cut in half, and what little combo potential and utility the move once had is completely missing. But as long as both are available, the Ice Climbers' jab is among the upper half of the cast's, and a decent move overall.

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