Editing Ice Climbers (SSBU)/Neutral special
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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. Due to the special properties of Ice Climbers specials, using their neutral special can set the duo slightly out of sync, so buffering a different special move afterward can cause them to be used in their singe-climber state, and can set up a proper desync with good timing. The neutral special itself is often buffered after a side special | 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. Due to the special properties of Ice Climbers specials, using their neutral special can set the duo slightly out of sync, so buffering a different special move afterward can cause them to be used in their singe-climber state, and can set up a proper desync with good timing. The neutral special itself is often buffered after a side special or landing aerial to desync them. 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. Due to the two climbers being positioned slightly differently by default, it's possible to launch Ice Shot from such a position that the leader's shot will be knocked off the edge while the partner's lands onstage for a moment before sliding off. This effectively has each iceberg fall off of the stage at different angles, improving the edgeguard's coverage for when the player isn't sure where their opponent is going to recover from. 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. | 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. Due to the two climbers being positioned slightly differently by default, it's possible to launch Ice Shot from such a position that the leader's shot will be knocked off the edge while the partner's lands onstage for a moment before sliding off. This effectively has each iceberg fall off of the stage at different angles, improving the edgeguard's coverage for when the player isn't sure where their opponent is going to recover from. 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. |