Ice Climbers (SSBU)/Neutral special: Difference between revisions
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(→Overview: Stuff about Icies' neutral special. Will elaborate more later on...) |
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==Overview== | ==Overview== | ||
Each of the duo creates a tiny iceberg and knocks it forward, sending it sliding across the stage, shrinking as it melts. Unlike most projectiles, the ice acts more like a container or soccer ball in that the incoming projectile is completely tangible, tanking opposing projectiles even as strong as a Shadow Ball or Charge Beam. This allows the Ice Climbers to counter some projectile spam playstyles more easily. It can also freeze opponents, but not within realistic percents. If attacked with a strong enough attack, the projectile's ownership may change, allowing it to harm the Ice Climbers if collided with. When desynced, the duo can launch 1 Ice Shot at a time and in rapid successsion, making for a very dangerous edgeguard and even a frustrating zoning tool in certain matchups. | |||
==Hitboxes== | ==Hitboxes== | ||
The ice chunk decays in damage and size after being active for 50 frames, with both being multiplied by 0.996× in each subsequent frame. More specifically, its damage multiplier is equal to <code>0.996 ^ (active frames - 50)</code>, for a minimum of approximately 0.643468× (2.252139% damage) at its maximum lifetime. | The ice chunk decays in damage and size after being active for 50 frames, with both being multiplied by 0.996× in each subsequent frame. More specifically, its damage multiplier is equal to <code>0.996 ^ (active frames - 50)</code>, for a minimum of approximately 0.643468× (2.252139% damage) at its maximum lifetime. |
Revision as of 15:42, May 23, 2024
Overview
Each of the duo creates a tiny iceberg and knocks it forward, sending it sliding across the stage, shrinking as it melts. Unlike most projectiles, the ice acts more like a container or soccer ball in that the incoming projectile is completely tangible, tanking opposing projectiles even as strong as a Shadow Ball or Charge Beam. This allows the Ice Climbers to counter some projectile spam playstyles more easily. It can also freeze opponents, but not within realistic percents. If attacked with a strong enough attack, the projectile's ownership may change, allowing it to harm the Ice Climbers if collided with. When desynced, the duo can launch 1 Ice Shot at a time and in rapid successsion, making for a very dangerous edgeguard and even a frustrating zoning tool in certain matchups.
Hitboxes
The ice chunk decays in damage and size after being active for 50 frames, with both being multiplied by 0.996× in each subsequent frame. More specifically, its damage multiplier is equal to 0.996 ^ (active frames - 50)
, for a minimum of approximately 0.643468× (2.252139% damage) at its maximum lifetime.
Timing
Shot
Early hit | 18 |
---|---|
Late hit | 19-67 |
Decaying period | 68-177 |
Interruptible | 56 |
Animation length | 59 |
Landing
Interruptible | 17 |
---|---|
Animation length | 21 |
Lag time |
Hitbox |
Hitbox change |
Prop event |
Interruptible |
Differences for Kirby's Copy Ability
- The landing animation is slightly longer (21 frames → 23), increasing the time before Kirby can activate a held Assist Trophy after it.
Parameters
Move
Ice chunk X/Y offsets | [10, 2] |
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Added vertical speed on aerial startup | 1.4 |
Landing lag | 16 frames |
Ice chunk
The ice chunk has a hurtbox with 50 HP, and can be launched back at the Ice Climbers if hit by opponents, changing its ownership. The ice chunk's damage and size still decay after it is hit back, and they are not affected by its HP being reduced.
Only two ice chunks per Ice Climber (four total per pair) can be active at a time.
Initial upward speed when shot | 2.2 |
---|---|
Gravity when shot | 0.27 |
Initial horizontal speed | 1.6 |
Maximum horizontal speed | 3.3 |
Friction | 0.004 |
Gravity when sliding off edge | 0.15 |
Falling speed | 8 |
Period before decaying in damage and size | 50 frames |
Decaying period | 110 frames |
Total lifetime | 160 frames |
Damage and size multiplier per decaying frame | 0.996 |
Tilting speed when traveling across slopes | 3° |
Minimum vertical speed to bounce off ground | 2.6 |
Vertical speed when bouncing off ground | 0.65 |
Acceleration multiplier on slope | 0.5 |
Acceleration decrease uphill | 0.25 |
Acceleration increase downhill | 0.29 |
Initial rotation speed | 8° to 19° |
Rotation speed multiplier per decaying frame | 0.97 |
Minimum rotation speed by decay | 1° |
HP | 50 |
Lifetime reduction when hit back | 6 frames |
Minimum lifetime when hit back | 5 frames |
Base horizontal speed when hit back | 1.7 |
Added horizontal speed by knockback when hit back | 0.6 |
Maximum horizontal speed when hit back | 3.3 |
Base vertical speed when hit back | 1.2 |
Added vertical speed by knockback when hit back | 0.4 |
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