Ice Climbers (SSBU)/Up special: Difference between revisions

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[[File:IceClimbersUSpecialSSBU.gif|thumb|340px|Hitbox visualization showing the Ice Climbers' up special, [[Belay]].]]
[[File:IceClimbersUSpecialSSBU.gif|thumb|340px|Hitbox visualization showing the Ice Climbers' up special, [[Belay]].]]
==Overview==
==Overview==
The leader of the duo picks up their partner and tosses him or her into the air. The duo is linked together with a long cable, which the partner yanks to hoist their leader even higher. If close enough, the lead climber will throw their roped partner to the nearest [[Edge|ledge]] and pull themselves up to it shortly after. If only one climber is available, they simply wave their hand with enough force to propel themselves slightly upward. The move sends them very high, but since the 2nd Climber gains significantly less distance than their leader, it might not be enough height for both climbers to recover. Luckily, the lead climber can jump back off the [[Stage|stage]] and use Belay again to save them. The player must be careful, however, as trying to reuse Belay before the partner enters their [[Helpless|freefall]] animation won't work, and regrabbing the edge is unsafe as usual. If the 2nd Climber is hit during the move, the 1st Climber will become helpless. Although it looks fairly easy to intercept with how long it takes, the partner climber becomes invincible and carries a powerful hitbox while being tossed. They can't be [[Edge|two-framed]] in this state, either, so [[edgeguarding]] the duo is much more difficult and risky than it looks. Depending on when or where it connects, hitting an offstage enemy with up special may reduce the lead climber's vertical gain to be about as much as their partner. So if the duo is deep enough, opponents can tactfully take a hit from the 2nd Climber for a shot at gimping them. Due to its underwhelming startup time, freefall after use, and the relatively high positioning of its hitbox, Belay has virtually no use as an out of shield option.
The leader of the duo picks up their partner and tosses him or her into the air. The duo is linked together with a long cable, which the partner yanks to hoist their leader even higher. If close enough, the lead climber will throw their roped partner to the nearest [[Edge|ledge]] and pull themselves up to it shortly after. If only one climber is available, they simply wave their hand with enough force to propel themselves slightly upward. The move sends them very high, but since the 2nd Climber gains significantly less distance than their leader, it might not be enough height for both climbers to recover. Luckily, the lead climber can jump back off the [[Stage|stage]] and use Belay again to save them. The player must be careful, however, as trying to reuse Belay before the partner enters their [[Helpless|freefall]] animation won't work, and regrabbing the edge is unsafe as usual. If the 2nd Climber is hit during the move, the 1st Climber will become helpless. Although it looks fairly easy to intercept with how long it takes, the partner climber becomes invincible and carries a powerful hitbox while being tossed. They can't be [[Edge|two-framed]] in this state, either, so [[edgeguarding]] the duo is much more difficult and risky than it looks. Depending on when or where it connects, hitting an offstage enemy with up special may reduce the lead climber's vertical gain to be about as much as their partner. So if the duo is deep enough, opponents can tactfully take a hit from the 2nd Climber for a shot at [[Gimp|gimping]] them. Due to its underwhelming startup time, freefall after use, and the relatively high positioning of its hitbox, Belay has virtually no use as an out of shield option.


Early on, Belay had a reputation for being a painfully unreliable recovery, and a big part of why the Ice Climbers were once considered a bottom [[Tier list|tier]] fighter. But thanks to several patches improving partner AI and making usage of the move less strict, this is far less of an issue, and even when it did or does happen, it's almost always preventable with better spacial awareness on the player's part.
Early on, Belay had a reputation for being a painfully unreliable recovery, and a big part of why the Ice Climbers were once considered a bottom [[Tier list|tier]] fighter. But thanks to several patches improving partner AI and making usage of the move less strict, this is far less of an issue, and even when it did or does happen, it's almost always preventable with better spacial awareness on the player's part.