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(→Squall: This stuff fits better on the move pages.) |
(→Overview: Continuing to elaborate...) |
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===Cheerless Smash=== | ===Cheerless Smash=== | ||
'''Cheerless smash''' (short for '''cheerless grab smash attack''') refers to a [[ | '''Cheerless smash''' (short for '''cheerless grab smash attack''') refers to a [[Desyncing|desynced]] kill confirm combining a throw with a buffered smash attack from the partner, keeping the opponent in place to turn their otherwise weak throws into some of the strongest in the game. The damage and launch power of cheerless smashes vary depending on the player's timing, as landing the smash attack will usually interrupt the actual throw, preventing some of the throw's damage from being dealt, while delaying the smash can not only let the throw connect and damage the opponent in its entirety, but also further strengthen the combo due to charging the smash a little in the meantime. | ||
The term comes from circumventing the partner Climber's cheer animation when the leader performs a grab and using input buffering to get the partner to perform a smash attack. Although the cheering animation was introduced in ''[[Super Smash Bros. Ultimate]]'' and certain setups have their own terms (e.g. back dash, cheer cancel, etc.), "cheerless smash" is used as a blanket term for any throw and smash attack combination that's obtained in spite of the partner's cheering. | The term comes from circumventing the partner Climber's cheer animation when the leader performs a grab and using input buffering to get the partner to perform a smash attack. Although the cheering animation was introduced in ''[[Super Smash Bros. Ultimate]]'' and certain setups have their own terms (e.g. back dash, cheer cancel, etc.), "cheerless smash" is used as a blanket term for any throw and smash attack combination that's obtained in spite of the partner's cheering. | ||
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Smash attacks and throws could hypothetically be combined in several other ways, but wouldn't actually connect with their target due to the positions of certain hitboxes and that of the partner climber during throw animations. For example, Up throw can't be combined with forward or down smash since the up throw positions foes above the duo, while smash attacks besides up smash hit fairly low to the ground. While back throw's opponent positioning appears as though it could work with up or down smash, the former is just barely too slow, and the latter forces the 2nd climber to use down smash while facing the same direction as the 1st climber as of grabbing the enemy. Since back throw sends foes behind them, the down smash will be aimed in the wrong direction. | Smash attacks and throws could hypothetically be combined in several other ways, but wouldn't actually connect with their target due to the positions of certain hitboxes and that of the partner climber during throw animations. For example, Up throw can't be combined with forward or down smash since the up throw positions foes above the duo, while smash attacks besides up smash hit fairly low to the ground. While back throw's opponent positioning appears as though it could work with up or down smash, the former is just barely too slow, and the latter forces the 2nd climber to use down smash while facing the same direction as the 1st climber as of grabbing the enemy. Since back throw sends foes behind them, the down smash will be aimed in the wrong direction. | ||
===Forward-throw-forward-air=== | |||
'''Forward-throw-forward-air, abbreviated as "fthrow fair", and also known as "the dunk", is a tech which has each of the duo acting differently while reading the push of the jump and attack buttons, along with the left stick being angled forward, resulting in one climber forward throwing an opponent, while the other performs a short-hop forward air. This can be used as a combo starter onstage, or a way to take stocks at early percentages near the edge. The timing of the partner's foward air is fairly lenient, and can be adjusted to adapt to different matchups and positions. For example, a large opponent may have a hurtbox close enough to connect with the aerial's sourspot, so a slightly later forward air that doesn't land until the target has begun to take knockback from the throw allows it to connect with the sweetspot. This also comes in handy if the duo isn't very close to the ledge. Knocking the enemy away slightly right before spiking them ensures that they'll be positioned far enough forward to be KO'd once they are spiked. | |||
The tech's name is made very simple and self-explanatory in spite of its importance to high-level usage of the Ice Climbers, with it simply being the names of the moves strung together. | |||
Fthrow fair has its uses in Melee, Brawl, and Ultimate, but the latter even more so, since grabs can't be abused to continuously loop opponents for damage, zero-to-death combos need to do away with foes quickly, and spiking them right off the edge of the stage is a great way to do so. Ultimate's fthrow fair is also commonly associated with "Twitter clips" among casual players and those unfamiliar with the character(s). | |||
===Jab To Win=== | ===Jab To Win=== | ||
'''Jab to Win''' is a zero-to-death combo from SSBU which utilizes the jab desync. The lead climber jabs while making their partner perform a side special, this then leads to a down throw from the leader and a forward aerial from the partner. During the forward air, the lead climber short hops and lands with neutral air, followed by another side special from the partner climber. This then converts into a forward-throw-forward-air at the ledge to finish off the opponent. depending on the matchup and stage positioning, a down special may be a better option than side special. Jab to win is one of Ultimate's easier zero-to-deaths, but doesn't rack up enough damage prior to its finishing blow to consistently KO many fighters. | |||
===The Nut=== | ===The Nut=== | ||
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===They're Going To Beat You To Death=== | ===They're Going To Beat You To Death=== | ||
A zero-to-death from Ultimate done with a jab desync into a down smash from the 2nd climber, followed by a leader up aerial, partner forward aerial, leader down aerial, a second partner forward air, and a forward-throw-forward-air. The usefulness of this combo is highly limited due to the impracticality of landing the up air, as it's just barely possible in most matchups and susceptible to DI. | |||
===Kakko=== | ===Kakko=== | ||
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===Blizzwall=== | ===Blizzwall=== | ||
'''Blizzwall''' refers to a series of alternating uses of [[Blizzard]], creating a constant barrage of ice that can cover most ledge getup options, rack up major damage against unsuspecting foes, and even wall out opponents who lack a prioritized and disjointed move to combat it, forcing a predictable approach from above. A desynced Blizzard can also be used in tandem with Ice Shot, attacking distant foes while Blizzard prevents the shots from being sent back at the climbers. The multihits of the partner climber's down special can lead to grabs, but this is unreliable past early percentages since a frozen opponent can't be grabbed. On top of its utility in zoning and ledge-trapping, a desynced series of blizzards can simply be used to harass opponents, dealing damage that sticks and often forcing them into an awkward position. | '''Blizzwall''' refers to a series of alternating uses of [[Blizzard]], creating a constant barrage of ice that can cover most ledge getup options, rack up major damage against unsuspecting foes, and even wall out opponents who lack a prioritized and disjointed move to combat it, forcing a predictable approach from above. A desynced Blizzard can also be used in tandem with Ice Shot, attacking distant foes while Blizzard prevents the shots from being sent back at the climbers. The multihits of the partner climber's down special can lead to grabs, but this is unreliable past early percentages since a frozen opponent can't be grabbed. On top of its utility in zoning and ledge-trapping, a desynced series of blizzards can simply be used to harass opponents, dealing damage that sticks and often forcing them into an awkward position. | ||
The term '''blizzwall''' is fairly intuitive, with "Blizz" being short for "Blizzard", and "wall" referring to its ability to wall out opposing projectiles and attacks. | |||
The | The blizzwall has served mostly the same purpose and been a staple of high-level play with the duo ever since Melee. | ||
===Zip Tilt=== | ===Zip Tilt=== |
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