Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Back throw: Difference between revisions

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!colspan=5|Ice Climbers back throw hurtbox visualization
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==Overview==
==Overview==
The leader of the duo heaves the opponent into the ground with one hand. Despite what the hefty animation would suggest, it deals low damage and has pitiful knockback growth, with high base knockback and ending lag on top of that. As such it lacks use in combos, kills, damage racking, or tech chasing.
The leader of the duo heaves the opponent into the ground with one hand. Despite what the hefty animation would suggest, it deals low damage and has pitiful knockback growth, with high base knockback and ending lag on top of that. As such it lacks use in combos, kills, damage racking, or [[Tech-chasing|tech chasing.]]


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 back throw with an f-smash turns the otherwise very weak throw into a devastating kill move, with back-throw-forward-smash being the second strongest. (While the back throw variant releases opponents at a closer point to the blast zone, the forward throw variant has hitlag and a longer animation, allowing the partner climber to charge their f-smash for a moment before the throw connects and KO earlier) B-throw-f-smash's quicker startup makes it harder to DI, but also harder to time.
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 back throw with an [[Ice Climbers (SSBU)/Forward smash|f-smash]] turns the otherwise very weak throw into a devastating kill move, with back-throw-forward-smash being the second strongest. (While the back throw variant releases opponents at a closer point to the blast zone, the [[Ice Climbers (SSBU)/Forward throw|forward throw]] variant has hitlag and a longer animation, allowing the partner climber to charge their [[Ice Climbers (SSBU)/Forward smash|f-smash]] for a moment before the throw connects and KO earlier) B-throw-f-smash's quicker startup makes it harder to [[Directional influence|DI]], but also harder to time.


Through a tight window, the leader's back throw can put an opponent in just the right spot for the partner's forward air to finish them off. While spiking an opponent off the stage is usually the most desirable position, converting to a forward aerial still has its merits onstage, as with many spikes, the low knockback and high hitstun can allow for easy combo extensions and even a slew of kill confirms.
Through a tight window, the leader's back throw can put an opponent in just the right spot for the partner's [[Ice Climbers (SSBU)/Forward aerial|forward air]] to finish them off. While spiking an opponent off the stage is usually the most desirable position, converting to a [[Ice Climbers (SSBU)/Forward aerial|forward aerial]] still has its merits onstage, as with many [[Spike|spikes]], the low knockback and high hitstun can allow for potent combo extensions and even a slew of kill confirms.
 
While the Ice Climbers' back throw is normally one of the weakest in the game, its power and utility are drastically increased with the help of a partner and some [[Desynching|desyncing]].


==Throw Data==
==Throw Data==

Latest revision as of 20:36, May 21, 2024

Ice Climbers back throw hurtbox visualization
PopoBThrowSSBU.gif

Overview[edit]

The leader of the duo heaves the opponent into the ground with one hand. Despite what the hefty animation would suggest, it deals low damage and has pitiful knockback growth, with high base knockback and ending lag on top of that. As such it lacks use in combos, kills, damage racking, or tech chasing.

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 back throw with an f-smash turns the otherwise very weak throw into a devastating kill move, with back-throw-forward-smash being the second strongest. (While the back throw variant releases opponents at a closer point to the blast zone, the forward throw variant has hitlag and a longer animation, allowing the partner climber to charge their f-smash for a moment before the throw connects and KO earlier) B-throw-f-smash's quicker startup makes it harder to DI, but also harder to time.

Through a tight window, the leader's back throw can put an opponent in just the right spot for the partner's forward air to finish them off. While spiking an opponent off the stage is usually the most desirable position, converting to a forward aerial still has its merits onstage, as with many spikes, the low knockback and high hitstun can allow for potent combo extensions and even a slew of kill confirms.

While the Ice Climbers' back throw is normally one of the weakest in the game, its power and utility are drastically increased with the help of a partner and some desyncing.

Throw Data[edit]

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 6.0% AngleIcon60.png Forward 80 30 0 0.0× Normal (effect) Throwing (type) S None
Break 0 3.0% Sakurai angle Forward 40 100 0 0.0× Normal (effect) Throwing (type) S None

Timing[edit]

Invincibility 1-18
Turnaround 9
Throw release 18
Interruptible 40
Animation length 67
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FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(InvincibleStateS).png FrameIcon(InvincibleStateE).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).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
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
ThrowThrow
Throw point
Interruptibility
Interruptible