Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Floor attack (trip): Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:PopoTripAttackSSBU.gif|thumb|450px|Hitbox visualization showing Popo's getup attack when tripped.]]
[[File:PopoTripAttackSSBU.gif|thumb|320px|Hitbox visualization showing Popo's getup attack when tripped.]]
[[File:NanaTripAttackSSBU.gif|thumb|450px|Hitbox visualization showing Nana's getup attack when tripped.]]
[[File:NanaTripAttackSSBU.gif|thumb|320px|Hitbox visualization showing Nana's getup attack when tripped.]]
{{competitive expertise}}
==Overview==
==Overview==
Each of the duo gets up and swings their mallet side to side. With the help of a partner, it can hit several times for high damage and even break shields.
By tripping, the climbers can be desynced, turning a would-be opening into an opportunity. It largely invalidates moves such as [[Diddy Kong (SSBU)/Down special|Banana Peel]] and [[R.O.B. (SSBU)/Down tilt|R.O.B.'s down tilt]] because the climber that tripped can use their getup attack while counting on their teammate to cover for them with a variety of other moves.
Without a partner, it seems to be your average tripped floor attack.
==Hitboxes==
==Hitboxes==
===Leader===
===Leader===
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 13: Line 18:
|sd=8.0
|sd=8.0
|angle=361
|angle=361
|bk=50
|bk=60
|ks=60
|ks=50
|fkv=0
|fkv=0
|r=4.5
|r=4.5
Line 29: Line 34:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 2|24}}
{{HitboxTableTitle|Hit 2|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 35: Line 40:
|sd=8.0
|sd=8.0
|angle=361
|angle=361
|bk=50
|bk=60
|ks=60
|ks=50
|fkv=0
|fkv=0
|r=4.5
|r=4.5
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|}
|}
===Partner===
===Partner===
The hitboxes have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 60: Line 66:
|sd=8.0
|sd=8.0
|angle=361
|angle=361
|bk=50
|bk=60
|ks=60
|ks=50
|fkv=0
|fkv=0
|r=4.5
|r=4.5
Line 76: Line 82:
|rebound=f
|rebound=f
}}
}}
{{HitboxTableTitle|Hit 2|24}}
{{HitboxTableTitle|Hit 2|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
Line 82: Line 88:
|sd=8.0
|sd=8.0
|angle=361
|angle=361
|bk=50
|bk=60
|ks=60
|ks=50
|fkv=0
|fkv=0
|r=4.5
|r=4.5
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{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|charge=y|hitbox=y|intangible=y|vulnerable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y|interruptible=y}}


{{MvSubNavIceClimbers|g=SSBU}}
{{MvSubNavIceClimbers|g=SSBU}}
[[Category:Ice Climbers (SSBU)]]
[[Category:Ice Climbers (SSBU)]]
[[Category:Getup attacks (SSBU)]]
[[Category:Floor attacks (SSBU)]]

Latest revision as of 14:07, May 23, 2024

Hitbox visualization showing Popo's getup attack when tripped.
Hitbox visualization showing Nana's getup attack when tripped.

Overview[edit]

Each of the duo gets up and swings their mallet side to side. With the help of a partner, it can hit several times for high damage and even break shields.

By tripping, the climbers can be desynced, turning a would-be opening into an opportunity. It largely invalidates moves such as Banana Peel and R.O.B.'s down tilt because the climber that tripped can use their getup attack while counting on their teammate to cover for them with a variety of other moves.

Without a partner, it seems to be your average tripped floor attack.

Hitboxes[edit]

Leader[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 5.0% 8.0 Sakurai angle Standard 60 50 0 HitboxTableIcon(False).png 4.5 top 0.0 4.5 -12.0 to -3.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 0 0 5.0% 8.0 Sakurai angle Standard 60 50 0 HitboxTableIcon(False).png 4.5 top 0.0 4.5 12.0 to 3.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Partner[edit]

The hitboxes have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 3.75% 8.0 Sakurai angle Standard 60 50 0 HitboxTableIcon(False).png 4.5 top 2.0 or -2.0 4.5 -12.0 to -3.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 0 0 3.75% 8.0 Sakurai angle Standard 60 50 0 HitboxTableIcon(False).png 4.5 top 2.0 or -2.0 4.5 12.0 to 3.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Intangibility 1-7
Hit 1 19-20
Hit 2 31-32
Interruptible 50
Animation length 61
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible