SSBU Icon.png

Ice Climbers (SSBU)/Up special

< Ice Climbers (SSBU)
Revision as of 17:12, May 29, 2024 by Yo'ster (talk | contribs) (→‎Overview: Stuff about Icies' up special. Will elaborate more later on...)
Hitbox visualization showing the Ice Climbers' up special, Belay.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

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 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.

While Belay is an excellent recovery move, losing a partner can turn it into a strong contender for the worst recovery in the game, offering even less height than their airdodge and requiring a buildup of momentum beforehand in order to travel horizontally. On top of that, the extra security provided by the partner's intangibility and strong hitbox goes completely missing. Overall a special of pristine highs and abysmal lows.

Update History

  9.0.0

  •   Belay has increased tether recovery distance.
  •   The player is no longer prevented from using the move if it is automatically used by the partner climber.

  13.0.1

  •   Belay has less startup (frame 16 → 13).

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
0 0 0 16.0% 5   Standard 60 60 0   6.0 head 0.0 0.0 -0.3 1.0× 1.0× 0%               Punch   All All            

Timing

Success (both climbers)

On frame 13, the partner starts their jump and checks for nearby ledges (similarly to a tether recovery), automatically jumping towards the nearest one and then pulling the leader up after grabbing it. Otherwise, the partner can grab ledges from both sides starting on frame 29, while the leader can do so starting on frame 37.

To B-reverse the move, the control stick has to be held backward on frame 12.

Partner intangibility 1-12
Optional reverse 12
Partner invincibility 13-30
Partner hitbox 13-30
Leader jump start 29
Animation length (partner) 72
Animation length (leader) 88
Leader                                                                                                                                                                                 
Partner                                                                                                                                                                                 
                                                                                                                                                                               

Partner ledge pull

When the partner detects and jumps towards a ledge before pulling up the partner, they are granted intangibility even during the ledge snap animation before grabbing it, preventing a 2 frame punish. If the partner has not grabbed the ledge beforehand, their intangibility lasts until the leader grabs the ledge, and is then synced with the leader's resulting ledge intangibility; otherwise, the partner's intangibility lasts a specific amount of time, which is shown in the frame strip below.

Intangibility 1-9
Leader pull start 17
                                 

Failure (one climber)

In the air, the move enables ledge grabs from both sides starting on frame 19.

Interruptible (grounded) 56
Animation length 58
Grounded                                                                                                                     
Aerial                                                                                                                     

Landing

Interruptible 31
Animation length 39
                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
State change
 
Intangible
 
Interruptible

Parameters

Maximum distance between climbers for successful move 60 (9.0.0 onward)
50 (before 9.0.0)
Horizontal speed divisor on startup 2
Vertical speed divisor on startup 2.5
Stick sensitivity to reverse 0.3
Initial gravity 0.045
Initial falling speed 0.4
Period between both climbers' jumps 16 frames
Partner's jump offset from leader [-3, 5]
Initial jump speed 3.6 (partner)
7 (leader)
2 (solo climber)
Gravity during jump 0.31 (partner)
0.32 (leader)
0.095 (solo climber)
Falling speed after jump 1.3 (partner or solo climber)
1 (leader)
Air acceleration multiplier after jump 1.6 (partner)
1 (leader or solo climber)
Air speed multiplier after jump 1.6 (partner)
1 (leader)
0.5 (solo climber)
Partner's horizontal speed multiplier when hitting opponent 0.8
Leader's maximum jump angle at the peak 60°
Ledge detection X/Y offsets [-1, -10] (2.0.0 onward)
[0, -10] (before 2.0.0)
Ledge pull speed 6
Leader's distance multiplier when pulled towards ledge 0.75