Ice Climbers (SSBU)/Neutral attack/Hit 1: Difference between revisions
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(→Overview: Stuff about Icies' jab. Will elaborate more later on...) |
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==Overview== | ==Overview== | ||
Each of the duo performs an inward mallet swing, followed by an outward one. 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 desyncing) this can make the move much safer than it would be otherwise, and even grants it a touch of combo potential without desyncs. This however, is 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 dash attack. What's more, this still requires a very low percentage and precise timing, unless the opponent is struck from a situational angle. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 06:51, May 4, 2024
Overview
Each of the duo performs an inward mallet swing, followed by an outward one. 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 desyncing) this can make the move much safer than it would be otherwise, and even grants it a touch of combo potential without desyncs. This however, is 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 dash attack. What's more, this still requires a very low percentage and precise timing, unless the opponent is struck from a situational angle.
Hitboxes
Timing
Hitboxes | 4-5 | |
---|---|---|
Continuability | Held on hit or tapped | 10-30 |
Held without hitting | 13 | |
Interruptible | 28 | |
Animation length | 43 |
Lag time |
Hitbox |
Continuable |
Earliest continuable point |
Interruptible |
|