Editing Ice Climbers (SSBU)/Neutral special
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{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Ice Shot}} | {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Ice Shot}} | ||
[[File:IceClimbersNSpecialSSBU.png|thumb|340px|Hitbox visualization showing the Ice Climbers' neutral special, Ice Shot.]] | [[File:IceClimbersNSpecialSSBU.png|thumb|340px|Hitbox visualization showing the Ice Climbers' neutral special, Ice Shot.]] | ||
{{competitive expertise}} | |||
==Overview== | ==Overview== | ||
Each of the duo creates a tiny iceberg and knocks it forward, sending it sliding across the stage, shrinking as it melts. Up to two icebergs from each climber can exist at a time. Interestingly, it hits twice as many times if used at point-blank range. It can also freeze opponents, but not within realistic percents. If struck hard enough, the projectile's ownership may change, allowing it to harm the Ice Climbers if collided with | Each of the duo creates a tiny iceberg and knocks it forward, sending it sliding across the stage, shrinking as it melts. Up to two icebergs from each climber can exist at a time. Interestingly, it hits twice as many times if used at point-blank range. It can also freeze opponents, but not within realistic percents. If struck hard enough, the projectile's ownership may change, allowing it to harm the Ice Climbers if collided with. | ||
Unlike most projectiles, the ice acts more like a container or soccer ball in that the incoming projectile is completely tangible, tanking opposing projectiles even as strong as a Shadow Ball or Charge Beam. This allows the Ice Climbers to counter some projectile spam playstyles more easily. Even if the Ice Shots are sent back at the climbers themselves, that's a lot better than taking a Shadow Ball. Alongside absorbing even the most powerful ammunition, it's great for dealing with utility-based projectiles such as Gordo Throw, Gyro, and Remote Bomb. When desynced, the duo can launch 1 Ice Shot at a time and in rapid succession, making for a very dangerous edgeguard and even a frustrating zoning tool in certain matchups. | Unlike most projectiles, the ice acts more like a container or soccer ball in that the incoming projectile is completely tangible, tanking opposing projectiles even as strong as a Shadow Ball or Charge Beam. This allows the Ice Climbers to counter some projectile spam playstyles more easily. Even if the Ice Shots are sent back at the climbers themselves, that's a lot better than taking a Shadow Ball. Alongside absorbing even the most powerful ammunition, it's great for dealing with utility-based projectiles such as Gordo Throw, Gyro, and Remote Bomb. When desynced, the duo can launch 1 Ice Shot at a time and in rapid succession, making for a very dangerous edgeguard and even a frustrating zoning tool in certain matchups. | ||
While Ice Shot can't start or finish combos on its own, it's capable of locking opponents. The two shots are able to buy the Ice Climbers enough time to hard punish missed techs from a distance, and can cover various options if they tech successfully. | While Ice Shot can't start or finish combos on its own, it's capable of locking opponents. The two shots are able to buy the Ice Climbers enough time to hard punish missed techs from a distance, and can cover various options if they tech successfully. The partner can be made to use Ice Shot alone while the leader runs alongside it, making for an approach option that can start combos, cover multiple options, and pursuade opponents to jump. Desynced Ice Shots also have a niche in locking opponents to extend combos, usually those involving footstools. | ||
In edgeguard scenarios, ice shots can disrupt opposing recoveries, throwing off their timing. On top of that, the move's hitstun increases with percentage, so opponents will lose height after getting hit by it, enough to gimp them, sometimes | In edgeguard scenarios, ice shots can disrupt opposing recoveries, throwing off their timing. On top of that, the move's hitstun increases with percentage, so opponents will lose height after getting hit by it, enough to gimp them, sometimes. Its threat to offstage opponents can be exasperated with the aforementioned desync. Allowing the shots to string together with enough hitstun to be nearly inescapable. Since those trapped in this deadly setup may instinctively try to recover even when they're too far down already, continuing to spam them with desynced Ice Shots even serves as a means of stalling, preying on persistent players who don't know when they've been beaten. Alternatively, if the duo is in a hurry to take the stock, they can instead have only the partner climber Ice Shot the enemy, while the lead climber runs off the stage to followup with a forward or back aerial. If the lead climber is sent high off the stage, they can use their neutral special to disrupt edgeguard and juggle attempts, and prevent the opponent from chasing down the 2nd Climber. | ||
If used midair, the Ice Climbers' neutral special will send them slightly upwards, but only the 1st time before returning to the ground. While the move's ending lag is too high for this to gain any profitable altitude, it still has some use for air stalling. The sudden jump can catch opponents off guard to ward off anti-airs. Additionally, if the leader is offstage when the two climbers are too far apart for their up special to work, air stalling with Ice Shot delays the user's fall toward the blast zone, giving their partner a little more time to catch up and help them recover. The move is also unique in how it incurs landing lag if a climber using it lands before the animation ends. While this is normally a burdensome attribute, since subsequent midair uses of the move don't delay the user's fall, landing with Ice Shot can be preferable in situations where its landing lag is shorter than its ending lag, just like with many air attacks. This can be used to launch Ice Shots in unusually rapid succession, or provide the move with some extra combo potential. | If used midair, the Ice Climbers' neutral special will send them slightly upwards, but only the 1st time before returning to the ground. While the move's ending lag is too high for this to gain any profitable altitude, it still has some use for air stalling. The sudden jump can catch opponents off guard to ward off anti-airs. Additionally, if the leader is offstage when the two climbers are too far apart for their up special to work, air stalling with Ice Shot delays the user's fall toward the blast zone, giving their partner a little more time to catch up and help them recover. The move is also unique in how it incurs landing lag if a climber using it lands before the animation ends. While this is normally a burdensome attribute, since subsequent midair uses of the move don't delay the user's fall, landing with Ice Shot can be preferable in situations where its landing lag is shorter than its ending lag, just like with many air attacks. This can be used to launch Ice Shots in unusually rapid succession, or provide the move with some extra combo potential. | ||
While far from the best projectile the cast has to offer, Ice Shot's unique properties combined with those of the duo give it great versatility and can be a huge boon in certain matchups. | While far from the best projectile the cast has to offer, Ice Shot's unique properties combined with those of the duo give it great versatility and can be a huge boon in certain matchups. | ||