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

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[[File:PopoGetupAttackBackSSBU.gif|thumb|320px|Hitbox visualization showing Popo's getup attack when laying on his back.]]
[[File:PopoGetupAttackBackSSBU.gif|thumb|320px|Hitbox visualization showing Popo's getup attack when laying on his back.]]
[[File:NanaGetupAttackBackSSBU.gif|thumb|320px|Hitbox visualization showing Nana's getup attack when laying on her back.]]
[[File:NanaGetupAttackBackSSBU.gif|thumb|320px|Hitbox visualization showing Nana's getup attack when laying on her back.]]
{{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.
With good timing, the climbers can be [[Desynching|desynced]] while prone, allowing them to pick two different getup options and making them difficult to [[Tech-chasing|tech chase]]. It largely invalidates moves such as [[Ganondorf (SSBU)/Side special|Flame Choke]] and [[Snake (SSBU)/Down throw|Silent Takedown]] because the climber made prone 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 back floor attack.
==Hitboxes==
==Hitboxes==
===Leader===
===Leader===
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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|50}}
{{HitboxTableTitle|Hit 1|50}}
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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:Floor attacks (SSBU)]]
[[Category:Floor attacks (SSBU)]]

Latest revision as of 15:06, May 23, 2024

Hitbox visualization showing Popo's getup attack when laying on his back.
Hitbox visualization showing Nana's getup attack when laying on her back.

OverviewEdit

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.

With good timing, the climbers can be desynced while prone, allowing them to pick two different getup options and making them difficult to tech chase. It largely invalidates moves such as Flame Choke and Silent Takedown because the climber made prone 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 back floor attack.

HitboxesEdit

LeaderEdit

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 7.0% 8.0   Standard 80 48 0   4.5 top 0.0 4.5 -12.0 to -3.0 1.0× 1.0× 0%               Punch   All All            
Hit 2
0 0 0 7.0% 8.0   Standard 80 48 0   4.5 top 0.0 4.5 12.0 to 3.0 1.0× 1.0× 0%               Punch   All All            

PartnerEdit

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 5.25% 8.0   Standard 80 48 0   4.5 top 2.0 or -2.0 4.5 -12.0 to -3.0 1.0× 1.0× 0%               Punch   All All            
Hit 2
0 0 0 5.25% 8.0   Standard 80 48 0   4.5 top 2.0 or -2.0 4.5 12.0 to 3.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

Intangibility 1-25
Hit 1 19-20
Hit 2 24-25
Interruptible 46
Animation length 54
                                                                                                           
                                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Intangible
 
Interruptible