Ice Climbers (SSBU)/Down throw: Difference between revisions
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==Overview== | ==Overview== | ||
The leader of the duo hoists the target overhead, jumping into the air for a moment and slamming the target into the ground. Despite being made for starting combos, it's also got the best raw KO potential of their throws. (But even then, it won't take a stock until about 214%) | |||
Down throw is able to combo into [[Ice Climbers (SSBU)/Forward tilt|forward tilt]] or [[Ice Climbers (SSBU)/Up smash|up smash]] at 0-8%, but where it truly shines is about 15% later, where it often leads to several [[Ice Climbers (SSBU)/Up aerial|up aerials]] and massive damage in the process. Down throw can additionally be strung with any of their other aerials (except for [[Ice Climbers (SSBU)/Down aerial|down aerial]]) up until high enough percents that they become kill confirms. (Except for [[Ice Climbers (SSBU)/Neutral aerial|Neutral aerial]]) Their down throw is an especially important combo starter for an isolated lead climber, since their other moves lose most of their combo potential without the help of a partner, and down throw provides the majority of a solo climber's kill confirms as well. At relatively high percents, a down throw can instead be followed up with a [[Ice Climbers (SSBU)/Down special|blizzard]] to catch opponents attempting to [[Air dodge|airdodge]] or [[Directional influence|DI]] to escape. | |||
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 a down throw with a [[Ice Climbers (SSBU)/Down smash|down smash]] turns the otherwise combo-oriented throw into a kill move. However, it is rarely chosen over the other variants due to being one of the toughest to time and having inconsistent killpower, with a lackluster launch angle that's highly susceptible to [[Directional influence|DI]]. | |||
Overall, the Ice Climbers' down throw is by far their best, and usually the only one worth going for. While it doesn't benefit from [[Desynching|desync]] techs as much as the others, it doesn't really need to. | |||
==Throw Data== | ==Throw Data== | ||
{{UltimateThrowTableHeader}} | {{UltimateThrowTableHeader}} | ||
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|fkv=0 | |fkv=0 | ||
|ff=0.0 | |ff=0.0 | ||
|effect=Normal | |||
|sfx=None | |||
|slvl=S | |||
}} | |||
{{UltimateThrowTableRow | |||
|kind=1 | |||
|id=0 | |||
|type=Throwing | |||
|damage=3.0% | |||
|angle=361 | |||
|bk=40 | |||
|ks=100 | |||
|fkv=0 | |||
|effect=Normal | |effect=Normal | ||
|sfx=None | |sfx=None |
Latest revision as of 10:51, May 22, 2024
Ice Climbers down throw hurtbox visualization | ||||
---|---|---|---|---|
Overview[edit]
The leader of the duo hoists the target overhead, jumping into the air for a moment and slamming the target into the ground. Despite being made for starting combos, it's also got the best raw KO potential of their throws. (But even then, it won't take a stock until about 214%)
Down throw is able to combo into forward tilt or up smash at 0-8%, but where it truly shines is about 15% later, where it often leads to several up aerials and massive damage in the process. Down throw can additionally be strung with any of their other aerials (except for down aerial) up until high enough percents that they become kill confirms. (Except for Neutral aerial) Their down throw is an especially important combo starter for an isolated lead climber, since their other moves lose most of their combo potential without the help of a partner, and down throw provides the majority of a solo climber's kill confirms as well. At relatively high percents, a down throw can instead be followed up with a blizzard to catch opponents attempting to airdodge or DI to escape.
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 a down throw with a down smash turns the otherwise combo-oriented throw into a kill move. However, it is rarely chosen over the other variants due to being one of the toughest to time and having inconsistent killpower, with a lackluster launch angle that's highly susceptible to DI.
Overall, the Ice Climbers' down throw is by far their best, and usually the only one worth going for. While it doesn't benefit from desync techs as much as the others, it doesn't really need to.
Throw Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 6.0% | Forward | 30 | 116 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-37 |
---|---|
Throw Release | 37 |
Interruptible | 50 |
Animation length | 68 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|