Ice Climbers (SSBU)/Up smash: Difference between revisions
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[[File:PopoUSmashSSBU.gif|thumb|330px|Hitbox visualization showing Popo's up smash.]] | [[File:PopoUSmashSSBU.gif|thumb|330px|Hitbox visualization showing Popo's up smash.]] | ||
[[File:NanaUSmashSSBU.gif|thumb|330px|Hitbox visualization showing Nana's up smash.]] | [[File:NanaUSmashSSBU.gif|thumb|330px|Hitbox visualization showing Nana's up smash.]] | ||
==Overview== | ==Overview== | ||
Each of the duo performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for the Ice Climbers, specifically, since the additional lag that comes from hitting two different shields can keep the opponent stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can be made a very respectable out of shield option in situations where the unimpressive speed has been rendered a nonissue. | Each of the duo performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for the Ice Climbers, specifically, since the additional lag that comes from hitting two different shields can keep the opponent stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can be made a very respectable out of shield option in situations where the unimpressive speed has been rendered a nonissue. | ||
When landing a grab while [[Desynching|desynced]], the partner can be made to buffer a smash attack as the leader throws the opponent, greatly enhancing their damage and launch power. Combining an up throw with an up smash turns the otherwise very weak throw into a great kill move, with up-throw-up-smash being their 3rd strongest. A desynced up smash also hosts some combo potential at low to mid percentages if only one climber uses the move, allowing the other to jump up and hit the opponent again. It can also be desynced out of shield and lead to kill-confirms. By inputting an up smash for a split second and with tight timing, only the partner will use it. The leader can then toss their partner up to hit the enemy again with [[Ice Climbers (SSBU)/Up special|up special]], | When landing a grab while [[Desynching|desynced]], the partner can be made to buffer a smash attack as the leader throws the opponent, greatly enhancing their damage and launch power. Combining an up throw with an up smash turns the otherwise very weak throw into a great kill move, with up-throw-up-smash being their 3rd strongest. A [[Desynching|desynced]] up smash also hosts some combo potential at low to mid percentages if only one climber uses the move, allowing the other to jump up and hit the opponent again. It can also be [[Desynching|desynced]] out of shield and lead to kill-confirms. By inputting an out of shield up smash for a split second and with tight timing, only the partner will use it. The leader can then toss their partner up to hit the enemy again with an [[Ice Climbers (SSBU)/Up special|up special]], although small or medium-sized opponents can escape with [[Directional influence|DI]] and it leaves the Ice Climbers helpless for several seconds afterward, making it fairly situational and very risky. Without [[Desynching|desyncing]], up smash offers no combo capabilities, but it can be comboed into from a [[Ice Climbers (SSBU)/Down throw|down throw]] at very low percents. | ||
While their up smash is respectable as a pair, it becomes far worse upon isolation. Losing almost half of its damage, and no longer being able to rely on an extra shield to give it leeway on its underwhelming speed. But it does at least work as a better than nothing kill move if it catches someone by surprise. | While their up smash is respectable as a pair, it becomes far worse upon isolation. Losing almost half of its damage, and no longer being able to rely on an extra shield to give it leeway on its underwhelming speed. But it does at least work as a better than nothing kill move if it catches someone by surprise. |
Latest revision as of 20:15, May 14, 2024
Overview[edit]
Each of the duo performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for the Ice Climbers, specifically, since the additional lag that comes from hitting two different shields can keep the opponent stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can be made a very respectable out of shield option in situations where the unimpressive speed has been rendered a nonissue.
When landing a grab while desynced, the partner can be made to buffer a smash attack as the leader throws the opponent, greatly enhancing their damage and launch power. Combining an up throw with an up smash turns the otherwise very weak throw into a great kill move, with up-throw-up-smash being their 3rd strongest. A desynced up smash also hosts some combo potential at low to mid percentages if only one climber uses the move, allowing the other to jump up and hit the opponent again. It can also be desynced out of shield and lead to kill-confirms. By inputting an out of shield up smash for a split second and with tight timing, only the partner will use it. The leader can then toss their partner up to hit the enemy again with an up special, although small or medium-sized opponents can escape with DI and it leaves the Ice Climbers helpless for several seconds afterward, making it fairly situational and very risky. Without desyncing, up smash offers no combo capabilities, but it can be comboed into from a down throw at very low percents.
While their up smash is respectable as a pair, it becomes far worse upon isolation. Losing almost half of its damage, and no longer being able to rely on an extra shield to give it leeway on its underwhelming speed. But it does at least work as a better than nothing kill move if it catches someone by surprise.
Hitboxes[edit]
Leader[edit]
Partner[edit]
The hitboxes with a "top" bone have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
Timing[edit]
Charges between | 7-8 |
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Leader | 12-17 |
Partner (early, mid, late, latest) | 12, 13-14, 15, 16-17 |
Interruptible | 50 |
Animation length | 61 |
Leader | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Partner |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
|