Super Smash Bros. Ultimate

Ice Climbers (SSBU)/Forward tilt: Difference between revisions

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==Overview==
==Overview==
Each of the duo flicks their mallet outward. The attack boasts impressive speed, damage and knockback, without lacking in range or safety, either. It is, however, held back when it comes to activity, being active for only 2 frames. Depending on how much the 2nd Climber's attack is delayed (via [[Desynching|desyncing]]) this can make the move much safer than it would be otherwise, and even grants it a touch of combo potential.
Each of the duo flicks their mallet outward. The attack boasts impressive speed, damage and knockback, without lacking in range or safety, either. It is, however, held back when it comes to activity, being active for only 2 frames. Depending on how much the 2nd Climber's attack is delayed (via [[desynching]]) this can make the move much safer than it would be otherwise, and even grants it a touch of combo potential.


When angled upward, it is their most reliable followup from [[Ice Climbers (SSBU)/Down throw|down throw]] at 0-4%
When angled upward, it is their most reliable followup from [[Ice Climbers (SSBU)/Down throw|down throw]] at 0-4%


It [[edge|clips the ledge]] when angled downward, and when combined with its relatively high speed and power, makes for an above-average [[Edge|two-frame option]] in spite of its low activity. Which is largely compensated by the delayed swing of the partner, working as a built-in 2nd try at a [[Edge|two-frame]] if the leader moves too early.
It clips the [[ledge]] when angled downward, and when combined with its relatively high speed and power, makes for an above-average two-frame option in spite of its low activity. Which is largely compensated by the delayed swing of the partner, working as a built-in 2nd try at a two-frame if the leader moves too early.


When performed by only one of the Ice Climbers, forward tilt also used for some of their zero-to-death combos, usually following a [[Ice Climbers (SSBU)/Down throw|down throw]] and leading into a [[Ice Climbers (SSBU)/Side special|side special]] or [[Ice Climbers (SSBU)/Forward aerial|forward aerial]].
When performed by only one of the Ice Climbers, forward tilt also used for some of their zero-to-death combos, usually following a [[Ice Climbers (SSBU)/Down throw|down throw]] and leading into a [[Ice Climbers (SSBU)/Side special|side special]] or [[Ice Climbers (SSBU)/Forward aerial|forward aerial]].

Revision as of 17:05, May 15, 2024

Ice Climbers forward tilt hitbox visualization
PopoFTiltUpSSBU.gif NanaFTiltUpSSBU.gif
PopoFTiltSSBU.gif NanaFTiltSSBU.gif
PopoFTiltDownSSBU.gif NanaFTiltDownSSBU.gif

Overview

Each of the duo flicks their mallet outward. The attack boasts impressive speed, damage and knockback, without lacking in range or safety, either. It is, however, held back when it comes to activity, being active for only 2 frames. Depending on how much the 2nd Climber's attack is delayed (via desynching) this can make the move much safer than it would be otherwise, and even grants it a touch of combo potential.

When angled upward, it is their most reliable followup from down throw at 0-4%

It clips the ledge when angled downward, and when combined with its relatively high speed and power, makes for an above-average two-frame option in spite of its low activity. Which is largely compensated by the delayed swing of the partner, working as a built-in 2nd try at a two-frame if the leader moves too early.

When performed by only one of the Ice Climbers, forward tilt also used for some of their zero-to-death combos, usually following a down throw and leading into a side special or forward aerial.

Even without a partner to strike with, forward tilt retains enough of its two-framing and KO potential to be a competent move on its own, a further testament to the power of the move in its base form. As long as both climbers are present, the Ice Climbers' forward tilt is a very solid attack and a standout among a fairly unremarkable move category.

Hitboxes

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
Leader
0 0 0 9.0% 0 Sakurai angle Forward 30 100 0 HitboxTableIcon(False).png 3.0 havel 0.0 0.0 -2.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 9.0% 0 Sakurai angle Forward 30 100 0 HitboxTableIcon(False).png 3.0 havel 0.0 3.0 -2.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 9.0% 0 Sakurai angle Forward 30 100 0 HitboxTableIcon(False).png 4.0 havel 0.0 7.0 -2.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Partner
0 0 0 6.75% 0 Sakurai angle Forward 30 100 0 HitboxTableIcon(False).png 3.0 havel 0.0 0.0 -3.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 6.75% 0 Sakurai angle Forward 30 100 0 HitboxTableIcon(False).png 3.0 havel 0.0 3.0 -3.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 6.75% 0 Sakurai angle Forward 30 100 0 HitboxTableIcon(False).png 4.0 havel 0.0 7.0 -3.5 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Hammer (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Hitboxes 9-10
Interruptible 30
Animation length 43
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Interruptibility
Interruptible