Ice Climbers (SSBU)/Up smash: Difference between revisions
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==Overview== | ==Overview== | ||
Each of the duo performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for the Ice Climbers, specifically, since the additional lag that comes from hitting two different shields can keep the opponent stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can be made a very respectable out of shield option in situations where the unimpressive speed has been rendered a nonissue. | Each of the duo performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for the Ice Climbers, specifically, since the additional lag that comes from hitting two different shields can keep the opponent stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can be made a very respectable out of shield option in situations where the unimpressive speed has been rendered a nonissue. | ||
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 an up throw with an up-smash turns the otherwise very weak throw into a great kill move, with up-throw-up-smash being their 3rd strongest. | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 15:25, May 11, 2024
Overview
Each of the duo performs an outward overhead mallet swing. While it would normally be too slow to be much good as an out of shield option, this problem is lessened for the Ice Climbers, specifically, since the additional lag that comes from hitting two different shields can keep the opponent stuck in place longer than usual, which buys the climbers some extra time to punish. What's more, it hits pretty hard, and covers them on all sides, so it can be made a very respectable out of shield option in situations where the unimpressive speed has been rendered a nonissue.
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 an up throw with an up-smash turns the otherwise very weak throw into a great kill move, with up-throw-up-smash being their 3rd strongest.
Hitboxes
Leader
Partner
The hitboxes with a "top" bone have two possible X offsets depending on whether the partner is facing right or left (respectively), preventing issues with the Z-axis.
Timing
Charges between | 7-8 |
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Leader | 12-17 |
Partner (early, mid, late, latest) | 12, 13-14, 15, 16-17 |
Interruptible | 50 |
Animation length | 61 |
Leader | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Partner |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Interruptible |
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