Ice Climbers (SSBU)/Back throw: Difference between revisions
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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 | 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 | ||||
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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 | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 6.0% | Forward | 80 | 30 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-18 |
---|---|
Turnaround | 9 |
Throw release | 18 |
Interruptible | 40 |
Animation length | 67 |
Lag time |
Vulnerable |
Invincible |
State change |
Throw point |
Interruptible |
|